Showing posts with label developer. Show all posts
Showing posts with label developer. Show all posts

Monday, July 9, 2012

Apple Maps May Come to OS X and PC




Apple may be bringing its upcoming Apple Maps not just to mobile devices on iOS, but also to Macs running the latest OS X Mountain Lion.



According to developer Cody Cooper, several lines of code point to Apple Maps working on the latest Intel Chipset in the MacBook Pro and Air product lines. According to Cooper, as he told TechPP, this doesn’t necessarily mean that older Macs won’t have access to the maps service, but because of shading support on different components.


It’s not too far-fetched to imagine Apple Maps coming to OS X, but there might even be a possibility that Maps could end up on Windows machines eventually (there are more iPhone/iPad owners with Windows-based computers than Macs); Putting iTunes on Windows was universally lauded as an all-around good decision.


Apple has been very vocal about adding the best parts of iOS to their desktop computers, so it's certainly possible we could see Google competitors, like Maps or Siri, hit OS X sooner, rather than later.



Source : ign[dot]com

Friday, July 6, 2012

Ex-Kaos Devs: John Milius Didn’t Write Homefront




Remember Homefront? Of course you do. It was the second (and final) game from the now-defunct New York City-based developer Kaos Studios. And it was pretty good, too.


But while Homefront sold exceptionally well and proved profitable, that didn’t stop publisher THQ from shuttering the studio behind the game before THQ itself started to fall apart.


The thing is, even over a year after the game’s release and the subsequent closure of Kaos Studios, fascinating stories continue to leak regarding Homefront’s development and the myriad problems the team ran into while creating the game. One such absolutely fascinating, must-read article comes by way of Gamasutra, which has blown the doors off Kaos Studios’ behind-the-scenes rumblings with a slew of incredibly interesting revelations.







It’s one revelation buried in three pages of text, however, that’s possibly the most interesting of all. And it has to do with Homefront’s purported writer, John Milius. You may know Milius best for being the writer behind cult favorites Apocalypse Now and Red Dawn, the latter of which is very Homefront-esque. But according to the ex-Kaos staff members that spoke to Gamasutra, Milius didn’t actually write Homefront like it was originally claimed.


“Although Red Dawn scribe John Milius is credited with writing the script,” the article says, “multiple staffers tell Gamasutra he ultimately wrote not a word of it, despite the game containing at least 20,000 lines of dialog. Most former employees credit Kaos writer C.J. Kershner with Homefront’s script.” The “high-level story ideas for the game” are credited to Danny Bilson, the man recently replaced as THQ’s president by Naughty Dog co-founder Jason Rubin.


This is a fairly significant revelation considering a great deal of the attention paid to Homefront before it launched was due to John Milius having been promoted as the man behind the game’s story. We’ve reached out to THQ for official comment on Gamasutra’s claim regarding Milius and will update when we hear back. In the meantime, definitely read the entirety of Gamasutra’s article for an incredible behind-the-scenes look at the rise and fall of Kaos Studios.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Tuesday, July 3, 2012

A Game of Thrones MMO gets a Title




The upcoming Game of Thrones MMO is called Game of Thrones: Seven Kingdoms, developer Bigpoint has announced.


The game, which will let players relive key moments from the series, is a free-to-player browser-based experience, and comes from the makers of the Battlestar Galactica Online, which surpassed two million registered players in its first three months of release. A new trailer for the game is set to debut at San Diego Comic Con later this month.



If you're wondering, the Seven Kingdoms of the subtitle refer to the seven kingdoms of Westeros, the great continent where the action of Game of Thrones take place.


The game is due for release sometime before the end of the year, but if you want to know more about the game read Charles's preview.







Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.



Source : ign[dot]com

Friday, June 29, 2012

Rainbow Moon Review




SideQuest Studios may be an unknown quantity to most gamers, but for the hardcore PlayStation Network audience, the small German developer has made a name for itself. Its two previous titles -- side-scrolling shooters known as Soldner X and Soldner X-2 – were popular forays into a retro genre. And for its third outing, SideQuest Studios decided to throw a curveball in the form of an equally retro RPG called Rainbow Moon.


Rainbow Moon may have a deceptive name suggesting that it’s more of an ‘80s cartoon than a hardcore role playing experience, but rest assured that it’s very much the latter. Taking inspiration from a variety of games from the past, Rainbow Moon combines obsessive grinding, equipment and character upgrading with strategy-based battling. While it doesn’t quite soar to the heights occupied by the best RPGs ever created, it’s still a worthwhile purchase for those looking to dump scores of hours into something that we don’t see too much of today: a bona fide old-school RPG.







The plot of Rainbow Moon is simple and, like many old-school RPGs, largely unimportant. The game’s protagonist, Baldren, finds himself stranded on a mystical satellite aptly known as Rainbow Moon. The same dimensional rip that deposited him there also brought a plethora of monsters to the once serene moon, and it’s up to him, along with the various characters that join him on his adventure, to rid the moon of its unwelcome new inhabitants before getting back home. Don’t expect a story in the vein of Final Fantasy VI or Wild Arms here; Rainbow Moon emphasizes mechanics and gameplay far more than plot. Mountains of roughly-translated (yet strangely endearing) text and an almost complete lack of character development affirm this fact.


As soon as the game begins, it becomes impossible to ignore Rainbow Moon’s crisp graphics and vivid colors. Sure, the character designs leave something to be desired, but the enemies you fight might as well have been lifted straight out of Dragon Warrior on your NES. Battle a poison-hurling scorpion here, a laser-firing mech there, or a fast-moving zombie in another locale; the variety of enemies is fairly vast, but expect palate swaps as enemy types get stronger (no doubt a nod to the RPG glory days of yore). Rainbow Moon also benefits from a strong soundtrack with some truly catchy tunes and a limited voice track that gives virtually all characters you speak with quirky “hello” and “goodbye” sound bytes bound to put a smile on your face with their ridiculousness.


But let’s get down to the nitty-gritty: gameplay and, more succinctly, combat. As you explore, you’ll run into enemies both directly (like in Chrono Trigger) and via random battles (like in Final Fantasy IV). Regardless of how an enemy party is engaged, things typically play out the same way. Your party – which can consist of up to three characters at a time – will be pitted against a hostile crew that may only contain a single enemy, 20 enemies, or anywhere in between. Even if the way you initially get launched into battle proves conventional, the actual fights themselves are anything but.


Don’t assume you’re going to get a deep combat experience like Final Fantasy Tactics here, but you’ll still get something very much inspired by that kind of game. Turn-based combat plays out on a grid, forcing you to think more tactically than many other games in the genre. Your characters will have various skills at their disposal, varying speeds at which they move, and even a certain amount of moves they get to execute each turn. Enemy and character strengths and weaknesses also play a huge part in combat. Fighting is only marginally deep, but still exceptionally satisfying and quite different from what you’d find in other likeminded games.







Outside of battle, Rainbow Moon assaults players with all manner of options, upgrades, equipment and more. The game’s two currency types – Rainbow Coins and Rainbow Pearls – serve different purposes that make your party stronger in equally different ways. Coins purchase items, weapons, armor, skill scrolls and more, while Pearls upgrade specific character traits ranging from strength and defense to speed and luck. Purchased equipment can be further upgraded by using items found during and after battle. These items provide varying types of permanent statistical boosts to your gear that can make a strong character setup even stronger.


All of these features mix seamlessly with a fairly straight-forward questing and side-questing system that’s shallow on story but still fun to work your way through. The main quest often sends you from character to character for brief conversations, an occasional fetch quest or a foray into a deadly dungeon. Side quests have you doing all kinds of activities, from retrieving lost items to killing devious enemies. Combined with Rainbow Moon’s vast map to explore – rife with geographic diversity and plenty of territory to cover – the game is dense. For the audience that this game is aimed squarely at, that’s a good thing.



Source : ign[dot]com

World of Goo Dev Names Next Game




World of Goo sure was a bizarre, adorable and entertaining little puzzle game, but since its release in 2008 we've been dying to find out what's next for developer 2D Boy. Well, the wait is almost over...kind of.


While 2D Boy isn't announcing a new title, Kyle Gabler, the co-founder of 2D Boy and designer of the acclaimed World of Goo, is working with a couple of gents under the name Tomorrow Corporation to release Little Inferno.



Details on Little Inferno aren't currently available, but the developer's blog says that this "strange new game" will be released "this winter on multiple platforms." The "first bits of real info" will apparently be posted on the blog in the coming days, so we will be checking back on the blog as more gameplay elements are detailed.


In all likelihood, though, with a name like Little Inferno, as well as a blog post that asks the question, "What would you most like to set on fire?," we can expect arson of some sort to factor into how this game plays.



Source : ign[dot]com

Wednesday, June 27, 2012

Joe Danger Touch Announced for iOS




Joe Danger will be coming iPhone and iPad later this year, says British developer Hello Games.

But the title isn't a lazy port: Joe Danger Touch is a brand new game built specifically with touchscreen controls in mind. To do a wheelie, for instance, players will swipe their finger across the touchscreen, while tapping will be used to make Joe jump.

The game boasts 50 new levels and some new playable characters as well.


First screenshot from Joe Danger Touch.

Joe Danger debuted on PlayStation back in 2010, with an special version of the game making it to XBLA last year. As well as Joe Danger Touch, Hello Games is also working on a full-blown console sequel titled Joe Danger: The Movie.



Source : ign[dot]com

Friday, June 22, 2012

Stranger's Wrath HD Devs "Given Up on Microsoft"




The developer behind Oddworld: Stranger's Wrath HD has "given up on Microsoft" over the company's failure to digitally release the game.


Speaking to VG247, Just Add Water head Stewart Gilray clarified earlier remarks which led many to believe that the XBLA port of the title had been cancelled.  In actual fact, he suggests Microsoft's lack of co-operation is all that has kept the game off the platform.








What I said was that we’d given up on Microsoft, not that we’d given up on 360. What I meant was that we’d given up on Microsoft doing anything with it.





He explained, "What I said was that we’d given up on Microsoft, not that we’d given up on 360.  What I meant was that we’d given up on Microsoft doing anything with it."


The code for an Xbox 360 HD port of the game, which originally launched on Xbox in 2005, has been complete for a while.  Gilray is especially disappointed by the company's unresponsiveness as it was apparently Microsoft who approached JAW about bring the game to its console shortly after a PS3 version was announced.


"Two weeks [after announcing the PS3 version] Microsoft contacts us and asked if we wanted to a 360 version," he noted. "We said yes.


"Just before Christmas, they came back and said that they didn’t want it because it’d already been on a Microsoft platform. We said, ‘Hang on a minute. We didn’t come to you. You approached us.’ They said, ‘Yeah, but politics here says that we don’t want it on XBLA.’"


To try and resolve the issue, the idea was then floated that Stranger's Wrath HD could be distributed via the Games on Demand service rather than the XBLA.  This fell apart, however, when it became clear that the game would have to retail for $20; a problem, given that it was already available on the Playstation Network for $15.


A last ditch effort to get the game out on Xbox 360 happened in January 2012, but JAW was told that Microsoft's team had gone off the idea as it had already been released on the PS3 some months earlier.








We can’t wait forever. If we did, PS4 and 720 would be out.





"We said, ‘We’ve been talking to you for over 15 months now’,” explained Gilray. “‘We haven’t stalled. You’ve been stalling us. If you’d had come to us six months ago and said fine, we would have held back the PS3 version until the 360 version was ready.’


"We can’t wait forever. If we did, PS4 and 720 would be out. We have to, at some point, say, ‘We tried. End of.’ And that’s sooner rather than later now. But people can’t accuse us of not trying.”


JAW is currently in negotiations with two publishers who are said to be interested in helping them get the game out on the XBLA, but nothing concrete has materialised as yet.  If the game does ever get to see the light of day on Xbox 360 it may not be the version we're used to, with Gilray explaining, "because Microsoft dragged us along for 15 months, we’re now having to add new content to the 360 version."


Oddworld: Stranger's Wrath HD was announced in 2010 and launched on PS3 in December 2011.  A PS Vita version is still in development, with no set release date.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Thursday, June 21, 2012

Dungeons and Dragons Online: Menace of the Underdark – Destiny Awaits




Dungeons and Dragons Online is now over six years old, but that hasn’t stopped developer Turbine from crafting new content for loyal fans. While the base game takes place in Eberron, a new world created for Dungeons and Dragons Third Edition, the game’s first-ever retail expansion, Menace of the Underdark, finally brings players back to The Forgotten Realms.



The Forgotten Realms is something fans have been asking Turbine to add in for years now. This is the same setting as the numerous R.A. Salvatore novels, the Baldur’s Gate games, the beloved Neverwinter Nights series and many, many more pieces of fiction. Fans of Dungeons and Dragons, even just people who like high fantasy, have been connecting and delving into this world in droves since it was first introduced in 1987.

Having journeyed into The Realms and played as the new Druid class that comes with Menace of the Underdark, I think hardcore fans have plenty look forward to – especially when it comes to character progression. For starters the level cap has risen from 20 to 25. Level 20 was sort of a hard stop for Turbine’s MMO partially because it corresponded to the max level in D&D, but the team’s trying to do more with how you tailor your character to your playstyle, and felt their new leveling system would help them do that best.

Turbine’s solution to furthering character customization comes from a new series of Epic levels, where progression between level 21-25 nets you points to spend on Epic Destinies. Epic Destinies allow you to specialize, and start from a set of four groups: Martial, Arcane, Primal and Divine. Once you select a group, you then pick a starting point for your Destiny, earning experience that nets you additional points to spend in an elaborate tree. With enough time and effort you can level up a Destiny to the point where you have a chance to bridge it with a neighboring group. This means that you can combine chunks of Destines together, creating unique builds that suit your particular needs.

To give long-term players plenty of reasons to keep on grinding, Turbine’s made it so you can level up all Epic Destinies if you’re determined. You can shelf your progress in a particular Destiny if you choose, working and earning experience towards a new one. If you decide you don’t like the abilities or build you’ve been working on, you can change back to your old Destiny build, picking up right where you left off. You can also keep your progress even if you decide to use DDO's True Reincarnation feature where you reset your level back to one. You can’t earn experience towards your Destinies as you go back through the content, but at least you won’t lose the countless hours you spend as a high level character.



You can play Dungeons and Dragons Online for free, but the Menace of the Underdark is a paid expansion with multiple different versions. This is pretty standard for MMOs, but what’s different here is that how much you spend determines what content you get. If you by the “base” version of the expansion you get access to the new zones and dungeons, as well as the Destinies, but you don’t get the new Druid class. If you purchase the “Standard” or “Collector’s Editions” you get everything, along with some special goodies you can check out on the official site. VIP subscribers, who pay a monthly fee, get access to the Druid class regardless of whether or not they buy the expansion.

Long-term subscribers and new players alike can check out the expansion for themselves when it releases Monday, June 25th. Just be warned: new players won't be able to effectively access the Underdark content until they're at least level 16.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Quantic Dream’s Beyond: Two Souls Revealed




As rumored this morning, Heavy Rain developer Quantic Dream revealed its new title during Sony’s E3 press conference today.


The game is called Beyond: Two Souls and revolves around what happens after we die. The main character is named Jodie and is played by Ellen Page. Jodie has a ghostly presence around her, something "in between."


The game will tell Jodie's story over 15 years. A brief scene shown during the conference had Jodie talking to Lt. J. Sherman, a police officer. Jodie has a recent scar on the back of her head.


More details coming…






.




Source : http://www.ign.com/articles/2012/06/05/e3-2012-quantic-dreams-beyond-two-souls-revealed

E3 2012: Dust 514 Beta Date on PS3, Vita Details




Today, Icelandic developer CCP – the studio behind the tour de force MMO EVE Online – revealed new information regarding Dust 514, the upcoming free-to-play FPS coming exclusively to PlayStation 3.


For starters, the beta we reported on earlier this year is set to begin on Friday, June 29th. Gamers interested in taking part in the beta can still sign up by going here. Players “will be chosen at random to participate,” so there’s no guarantee you’ll be chosen when you sign-up.








CCP has also finally chronicled the PlayStation Vita-centric “companion app” that will launch alongside Dust 514. The official title of the application is Dust 514: Neocom, an “app [that] integrates services that incorporate the feel and functionality from Dust 514 on PlayStation 3, with a focus on customization, communication and trade. Each character can be customized and configured using Dust 514: Neocom; players can create and edit customized fittings (load-outs) with a huge variety of dropsuits, weapons, equipment, modules and vehicles.”


In other words, Dust 514: Neocom can become an integral part of your Dust 514 experience.









Source : http://www.ign.com/articles/2012/06/04/e3-2012-dust-514-beta-date-on-ps3-vita-details

E3 2012: Chasing Aurora Coming to Wii U




Indie developer Broken Rules announced today that the official launch platform for its game, Chasing Aurora, will be the Wii U eShop. The game is set to be released in late 2012.



Chasing Aurora is a 2D aerial action game set in the alps. This open world experience will feature physics-based flight and air combat. It will also come with four different multiplayer modes.






Audrey Drake is an Associate Editor of IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her zany exploits on her IGN blog and Twitter. Game on!




Source : http://www.ign.com/articles/2012/06/04/e3-2012-chasing-aurora-coming-to-wii-u

E3 2012: Zeno Clash II Revealed




Altus and developer Ace Team have revealed Zeno Clash II, a sequel to the studio’s strange take on first-person combat released in 2009 for PC and 2010 for XBLA.


Zeno Clash II will feature an open world, where you’ll again play as protagonist Ghat and punch all sorts of feathery, spiny, grotesque creatures directly in their noses. Expect more role-playing game elements this time around, which will allow you to customize Ghat and his companion Rimat’s strengths to better pummel things. It will also feature drop-in, drop-out co-operative play throughout the entire game.





"The world of Zenozoik is one of wild dreams and wilder nightmares," stated Andres Bordeu, co-founder of ACE Team.  "This is part of the reason we are working on , to give players the opportunity to explore Zenozoik with a friend via online cooperative multiplayer, turning those moments of wonder and awe into a shared adventure."



Zeno Clash II is currently scheduled to be released in early 2013 for download through Xbox Live Arcade, PlayStation Store and Steam.




Source : http://www.ign.com/articles/2012/06/04/e3-2012-zeno-clash-ii-revealed

Tuesday, May 22, 2012

Dragon's Dogma Review





Dragon's Dogma Review:
For as much as Dragon’s Dogma is a new IP for developer/publisher Capcom, there’s a lot about it that is strikingly familiar, not that’s a bad thing. It shares a lot of Monster Hunter’s DNA especially when it comes to boss battles. Many of the game’s fast-paced combat elements are partly due to the combined experience of veteran Capcom designers who have worked on several of the company’s action franchises. And of course, there’s the western RPG influence that is quite pervasive in Dragon’s Dogma. So it’s all the more of an achievement that this game manages to carve an identity all its own especially as its release rounds off a six-month ‘role-players’ paradise’ that includes Skyrim, The Witcher II Enhanced Edition, and Diablo III.

He Stole Your Heart
The initial set-up is as traditional as a fantasy plot could be, painting the playable character as the obligatory “chosen one” world savior known as the Arisen. This humble hero naturally comes from a quiet fishing village in the land of Gransys, which ends up being terrorized by a dragon. How the Arisen was chosen is the unusual part, as the dragon literally rips out the hero’s heart to signify this designation. Then the dragon departs, as if to say, “If you want your heart back, come and catch me, but not before you rid this world of its evils.”

Being the Arisen affords many privileges, not the least of which includes having access to ‘pawns’, warriors and spellcasters that will form your party, with a maximum of three companions at any time. One of these pawns will actually be designed by the player, using the same deep character creation tools that formed your Arisen. While devoted, your primary pawn is certainly not one-dimensional. This warrior might lack the backstory and character development that JRPG fans look for with their party members, but at least he’s reliable and his significance to the story actually grows as you get closer to recovering your heart.

Dragon’s Dogma sticks to traditional action RPG combat mechanics, starting you off with simple light/heavy attacks and blocking; and it doesn’t take long to learn new abilities specific to your class. Yet a collection of new talents is only as good as the control scheme that lets the player wield these skills. 
Dragon’s Dogma has sufficiently created a system where you can assign multiple special moves and access them with ease by holding one of the bumpers. The catch is that you can only learn new skills and assign them to the controller by visiting an innkeeper.

Pawns At Play
The pawns’ unquestioning servitude makes them easy to command and rely on, provided that they’re well-leveled. Capcom manages to keep the command-issuing mechanic very simple, letting you choose between “Help!”, “Go! (toward the enemy)”, and “Follow me!”. Pawns have enough sense to be proactive whenever a monster is nearby. It can be gratifying to occasionally hang back while you let your companions do all the dirty work. How you influence your primary pawn’s behavior is very subtle, but he will perform complementary to your play style and can be honed further by engaging in brief heart to heart chats back in town.

This pawn system is also another sign of the growing interest in asynchronous multiplayer. It's a wide-reaching term that encompasses everything from the typical Facebook social game to the enhanced leaderboard challenges of competitive titles like SSX and Ridge Racer Unbounded. Dragon's Dogma's multiplayer belongs to the ‘indirect assistance’ camp, drawing comparisons to From Software’s immensely challenging Demon's Souls. Yet unlike the hint-dropping mechanic of Demon's Souls, the sense of community in Dragon's Dogma centers around the ability to share your pawn with others and in turn, borrow other players' pawns for use in your party. It should be noted that while the primary pawn you’ve crafted will level up alongside you, the other pawns won’t. So it’s in your best interest to keep updating your party with new secondary pawns that are near or at your current level.


Dragons Dogma

Never Short On Advice
The pawns’ ability to jump to friends’ sessions make them very busy beings. When you’re sleeping at an inn, they’re off helping other heroes like yourself with their quests. These include missions that you may not have signed up for just yet. Even if no one in real life actually rented your pawn, this companion will at least come back from an imaginary session and bring back gift items and quest knowledge. Whatever your pawn’s new experiences, he uses that to make your own adventures run smoother. Their advice is most useful when it involves pointing out enemy weaknesses, and it’s gratifying see the instant results of targeting and hitting those soft spots.

These pawns remark with trepidation when exploring catacombs and often comment about majestic cliffside ocean views. These observations help give your companions a sense of personality yet they also end up sounding disingenuous when they repeat the same line over and over, or worse, when another pawn uses the exact same words down the line.


Dragons Dogma

Capcom is erring on the idea that there's no such thing as too much information. Unfortunately this is a negative when you're in a very involving boss fight and your three pawns are talking all at once. The worst part is when one of them actually has something helpful to say, but is drowned out amid the frantic context of the battle. You can toggle on pawn subtitles even though that clutters the HUD. If there was a way to tone down or toggle off the voices, I failed to find it in the Options menu. It’s even worse if you happen to be in a group mission with equally talkative Gransys soldiers. Of course that giant griffon is “a fearsome beast”! It just took out a large chunk of the floor in its latest dive bomb! You don’t have tell me three times in the last 20 seconds!

Talkativeness aside, your pawns are helpful where it counts, chipping away at enemy health and healing you as well, provided one of your party members has a curative spell. If you're a traditionalist melee combatant, diversifying your party with at least one skilled mage adds valuable magical offense; this pawn can even add temporary elemental bonuses to your weapons.


Dragons Dogma

Like A Boss, Mount A Boss
Dragon’s Dogma encourages offensive assertiveness a bit more than defense, which is why the sooner you learn how to grab, the better. Fatally tossing dazed enemies off cliffs is as satisfying the first time as much as the hundredth time. The ease in grabbing hold of a creature ten times the size of the Arisen not only draws obvious comparisons to Shadow of the Colossus, but also provides a contrast to the less substantive gargantuan boss battles of the last several years, the ones that have been way too dependent on quick time events. The only action that qualifies as a QTE in Dragon's Dogma is in shaking the left stick in order to free oneself from a monster's grasp.

For a brief moment, that spot on the back or head of a boss becomes a safe zone to simply wail on the beast. The risk comes when a bipedal creature like a cyclops manages to take its arm back and grab you for a painful squeeze. It's impressive enough the first and second time, when you witness this enemy display the presence of mind to proactively grab you. Same goes for the smaller ogres; they can get easily frustrated with your climbing ways that they'll more than likely leap up in the air and land on their backs in the hopes of rushing you. These are opponents that are to be taken seriously, not just because of their thick hides, but also due to their tactics. Each boss has at least one trick up their sleeve whether it's the drake's hypnotic ability to turn a pawn against you or a cockatrice's slow and tortuous petrification spell.

Things get dicey when boss encounters occur in the woods, which opens up a can of wyrms in questionable camera work and minor collision. It especially the case when dueling against a drake, where its wings pass through trees and its penchant for low-level flying within the wood can be a headache with the camera. Speaking of questionable camera work, the game will occasionally zoom to a close-up of a pawn if it’s about to execute a dramatic move during combat. 4 out of 5 times it’s difficult to see what the pawn is actually trying to do and it’s just as hard to tell whether their maneuver was actually successful.


Dragons Dogma

Diehard fans of Monster Hunter will recognize some recycled animations when winged creatures take to the air and when particular bosses collapse. Goblins scream and shake upon seeing you, skeletons ominously rise from their pile of bones, and annoying snow harpies pick you up so they could drop you from a great height. And it’s easy to feel sorry for an immobilized saurian whose tail you just severed but its writhing animation is just so fun to watch. The Arisen and the pawns are equally animated, depending on their active skills. I’m particularly a fan of the move known as the Antler Toss, a full body upper cut so thorough that the Arisen does a 360 to complete the motion. And if you’re the type of gamer who appreciates convincing pony tail hair animation as your heroine runs, Dragon’s Dogma has you covered there too. The only minor blemish is that Capcom didn't implement any character animation when it came to some object interaction like removing coffin lids and pulling switches.


Dragons Dogma

Mission Possible
The mandatory missions spare you the truly challenging boss battles for the first half of the game. And unless you're incredibly creative and thoughtful about your skill advancement, weapon enhancing, and pawn optimizing, you should be ready to grind for a solid portion of your playthrough. A variety of optional quests--many found on the notice boards in urban areas--makes for an obvious goal-oriented alternative to merely leveling up by roaming the map. There’s very little problem solving needed when trying to find the next destination or the next person to speak with in order progress in a mission; it’s a mild case of hand-holding since the game will often mark the target’s location on the minimap. The bulk of the optional assignments are either involve killing specific monsters or escorting an NPC.

The escort missions underscores one of Dragon's Dogma's few shortcomings, taking the player back to 2002 where it felt like every adventure game had escort missions and poorly implemented ones at that. These NPCs certainly need guards for multiple reasons: they can't sprint like you, they can't wield weapons, and they behave like they don't get out much. They will run right through tripwires and they won't follow you down cliffs that can be used as shortcuts no matter how short the drop. If they drop too far back, they'll simply be teleported back to town and your assignment will be classified as a failure. It’s of some small comfort that these NPCs can be healed during the journey.


Dragons Dogma

An Aged Open World
The map of Gransys is reminiscent of most RPG maps where the playable land is just a modest region within a much larger continent, in a world of many continents. Capcom created more than enough ruins and other aged structures to imply a strong sense of history. The little remnants of ancient castles stand in the shadows of existing ones and there are faded gravestones near the edges of seaside cliffs that imply that many, many other adventurers have traversed this land long before you. In fact, Dragon's Dogma's prologue has you controlling a pre-made hero from a time long before the events of the game's main story.

Some will complain that there isn’t enough environmental variety especially considering the expansiveness of Gransys. Sure, the overall landscape does lack cliched areas themed on elements like fire and ice, but such omissions work to the game's benefit in providing a very convincing unified look to the entire landscape. While the majority of the land feels idyllic with its abundance of lush, overgrown grass, Gransys certainly has its share of hostile-looking environments consisting of rough terrain, dead trees, and lethal bodies of water. The studio’s artists and level designers should get a lot of credit for crafting the landscape in a way that transitioning to these many environments feels seamless and natural.

This open world will give you a lot to do beyond the countless straightforward enemy encounters. Explore in the evening and you might find yourself rescuing a captive human caged by goblins or you might come to the aid of ambushed travelers. It's an added positive that it's very easy to veer off the beaten path where enemies who are out of your league are only a couple hundred yards away.


Dragons Dogma

And Gransys doesn't mess around when it comes to nighttime exploration. Unlike many other RPGs with day/night cycles, the world of Dragon's Dogma is one devoid of celestial aids like moons that are bright enough to cast shadows. It's nearly pitch black if you forget your lantern or run out of oil (if you're a masochist, you'd might as well turn off your HUD map). Those committed to grinding--especially in the interest of making the later battles more manageable--should try facing the challenges of nighttime combat. It helps break any potential monotony as new enemies come out at night, the most common being a Capcom speciality: zombies.

Another positive indicator of the breadth of an expansive RPG map is by including entire castles that can be missed depending on the choices you make. Choosing or ignoring particular missions on the notice board will have long term effects, not to mention the trivial and meaningful favors you can do for specific townsfolk. What is particularly notable is how some side missions affect how some story missions play out. One of the game’s most spectacular battles is actually missable if you happened to ignore a specific fetching quest earlier in the game. And don't be surprised to come across a number of story-based crossroads where you might have to decide the fates of key NPCs. Yes, there will also be an opportunity to romance at least one of the supporting characters.


Dragons Dogma

East Makes West
The pawns’ actions and assistance in battle ultimately have more value than any exploration advice that they can give. It's just as well; even if a pawn can tell you the right way to the top of a tower, many of us who play open world RPGs look to this genre for its sense of discovery (not to mention to satisfy our compulsion to color in unexplored parts of maps). Since Dragon’s Dogma presents us with enough challenges and incentives to make us want to level up and grind, why should we take the shortest route to a boss?

Dragon’s Dogma manages the rare feat of being a Japanaese-developed game that successfully emulates many of the design sensibilities and aesthetics of Western RPGs. Both the pawn system and the tactile nature of the boss fights are the exemplary features that ensures this game defies the categorization of being derivative. This is one of those promising rough-around-the-edges experiences where you can’t help but want a sequel even before your first playthrough is complete.

Editor's Note: One word of warning for owners of plasma TVs, though - Dragon's Dogma is letterboxed, meaning there are black bars at the top and bottom of the screen during gameplay. This was likely done to save screen real estate and improve performance, but if your TV is prone to burn-in or image retention, make sure you take the proper precautions.

Also, Dragon's Dogma was reviewed using an Xbox 360 copy of the game; however, we also played the PS3 version, and found no differences. If further investigation reveals any differences between the 360 edition and the PS3 edition of the game, this review will be updated to reflect those differences. 




Source : http://www.g4tv.com

Call of Duty: Black Ops II On Trial




Piece by piece, Treyarch is revealing its vision of the future -- and it's grim. Earlier this month the developer lifted the curtain on Black Ops II, confirming the next entry in Activision's juggernaut FPS franchise would be set over a decade in the future. The world is familiar, as haunting images of a war-torn Los Angeles are easily recognizable, yet the sight of hijacked, robotic drones and four-legged mechs are jarring enough to signal this game is attempting something different from the past.

Yet is all of this change enough? A few IGN editors recently had a chance to watch Black Ops II in action, and have gathered some of their thoughts about the game and the franchise as a whole.



How do you feel about the Call of Duty franchise?

Richard George, Executive Editor: I've played a ton of Call of Duty over the past several years, and was obsessed with its multiplayer (and the earliest iteration of zombies) for a time. In general it's the kind of shooter that appeals to me. It delivers a big experience that's accessible and easy to pick up, play a handful of matches, and then put down. However as the series has progressed, I grew tired of the fact that it seemed to be hitting similar beats, and while the settings changed, everything else felt familiar. The stories were borderline incomprehensible, the characters didn't really matter, the crazy set pieces started to blur. The fact that the series' developers were sticking with the past or modern eras made everything seem familiar and feel stale.

Ahead of its announcement, I really had no interest in Black Ops II. I didn't know much about it, but the past several years of Call of Duty had trained me to anticipate that it would be the same old FPS in a shiny new coat. Since that time, and particularly after watching Treyarch's demo, I've come to realize that my expectations were not entirely correct -- while still not being entirely wrong.

Andrew Goldfarb, Associate Editor: I’ve spent a lot more time with Infinity Ward’s games than with Treyarch’s, but I have a sort of love/hate relationship with the franchise as a whole. Call of Duty 2 was the first game I ever played on Xbox 360, and I loved it. A few years later, I played Call of Duty 4 religiously, enjoyed World at War's zombies and skipped the campaign, then spent a lot of time with Modern Warfare 2’s Spec Ops and multiplayer. Beyond that, I skipped the original Black Ops altogether and only played through MW3’s campaign.

Before Activision showed footage, I had pretty much no interest in Black Ops II. The franchise has always been cinematic, but the campaigns have begun to feel too scripted for me, and I just don’t have the time to invest in multiplayer that I did when I was in college. It’s not that I think the series is outright bad; I just personally haven’t been able to enjoy it in the way I did with earlier installments.

Mitch Dyer, Associate Editor: I wrote recently that Call of Duty needs to change. Its predictable formula is becoming stale, to the point that no spectacular set piece is exciting to me any more. This is a series so reliant on always being in the middle of the craziest action that it all becomes kind of numbing. There's rarely room to breathe, and as a result, I think the assaulting action is a bit boring. Black Ops was the exception -- I loved those characters and story, even if they were all a bit out there, and thought it took players to some of the more interesting places than past entries.



What did you think of the Black Ops II demo?

Richard: This is precisely what the series needed -- a strong change in thematic direction while still keeping hold of its core franchise strengths. Black Ops II needed to capture my imagination in a way that previous entries didn't, and by shifting carefully into the future, Treyarch has found a good balance. To be clear, this is still over-the-top, twitch-based action that relies heavily on scripted moments of insanity. And while the core FPS elements don't appear to have altered too much, there are a number of changes to pacing, mission clarity (both through level design and the user interface) and modes like Strike Force that seem to be adding a considerable amount of franchise evolution as well. Nothing here is as bold as what we saw when Modern Warfare first arrived, but it's the closest I've seen to that.

Andrew: The Black Ops II demo made me do a total 180. This is now one of my most anticipated games of the year. Honestly, seeing the campaign demo, I feel like Treyarch has been listening to the feedback fans have been giving. This feels different than the last few COD campaigns. Setting Black Ops II in the future sets it apart enough that it doesn’t look like the same Call of Duty game, but making it only a decade away keeps it realistic. There are no crazy futuristic cities with flying cars here. In the demo Activision showed us, we saw a familiar Los Angeles, but one besieged by futuristic planes and soldiers carrying high-tech weapons. Treyarch has kept it grounded enough to be believable and, more importantly, scarily plausible.

Strike Force gives me a lot of hope for the franchise as a whole. Fail-able missions and multiple endings are a huge step in the right direction for Black Ops II, and these missions are probably the most interesting part of the content we saw. Instead of looking at this as just another blockbuster shooter, I’m looking at it as a game with the potential to breathe new life into the franchise. I’m not sure what Infinity Ward is working on at the moment (probably Modern Warfare 4), but if Treyarch continues to innovate, I’m definitely looking forward to watching how the series evolves with other teams.

Mitch: Had you told me this was Modern Warfare 4, I'd have believed you. Very little about this screams Black Ops, at least in this closed instance. Stuff blows up, cars almost crush main man Mason no fewer than four times, and dozens of bad guys die. What the Black Ops II demo nails, and I think this is something more specific to Treyarch's storytelling despite Infinity Ward's most recent effort, is the discomfort of seeing a familiar place burn. Downtown Los Angeles is a place I know well, and seeing the skyline vanish while in the thick of it was pretty impressive. What stands out more than this is the strategic Strike Force mode, which gives you the opportunity to slow down, step out of the action (or enter it in new ways), and think about what you're doing. It's tactical in a way that makes me think of a modern Rainbow Six, and that excites me more than zombies or spec-ops ever could.



Do you have any questions or concerns about Black Ops II?

Richard: I do wonder if Treyarch can deliver the same sense of franchise innovation to multiplayer. The thematic shift and adjustments to single player pacing aren't exactly applicable to the other significant COD element. I'm curious to see how that will play out. Zombies appears to now be a third pillar in the franchise's design. I'm not sure I'm overly fond of that. I loved the concept when it was a surprise -- a simple bonus for beating World at War. Now that it involves space monkeys and all sorts of other deprave concepts, it's lost a lot of what made it appealing. It will be interesting to see if some key design alterations can recapture the magic.

Beyond that, I still have plenty of questions about the single player experience. I wonder if the shift in time will still be interesting after a few hours -- will I care about mechs and drones later on, or will the familiarity of everything else weigh that down? Will the story be sensible? Will I care at all about my character or the supporting cast? Will COD once again try for some cheap shock tactics at the expense of good taste? The franchise as a whole has developed some rather bad habits. It will be fascinating to see if it can shake them off.

Andrew: I’m still a little nervous about how far into the future we’ll go. As I said before, the setting only works because it’s just barely in the future. Jumping any further ahead than that makes me wonder how the game would be received -- are Call of Duty fans ready to suspend their disbelief that much? I’m also curious to see how the span from the 1980s to the future will work. Can the 80s still be interesting at this point, or will it just be more of the same?

Treyarch also needs to show off the multiplayer. Adding Strike Force missions and branching paths to the single-player campaign is a huge step in the right direction, but that doesn’t mean multiplayer can rest on its laurels. I want to see meaningful changes. New killstreaks and mission types would be great, but let’s mix it up further than that. I’m nervous that multiplayer will just be more of the same, which would be disappointing considering the changes in single-player. Call of Duty obviously does insanely well, and to some degree I can understand the ‘if it ain’t broke, don’t fix it’ mentality, but I’d still like to see Treyarch try something new.

Mitch: I'm interested to see the next step in Zombies, Rich is silly. Yes, it's dumb, but it knows what it's doing, and it's a ton of fun because it lets itself go. Come on, the last one had Buffy and Machete in it. I'd love to see some Strike Force influence appear in the new Zombies mode, perhaps giving one player an overhead view of everything while issuing orders or marking targets. My main question, though, is about the villain of the campaign. Treyarch is really pleased with itself when discussing Menendez, the man with motivation to end the world. As someone who enjoyed hanging out with Woods and co., I suspect I'll dig this dude when we start learning more about him. I'm still not sold that the battle to find him will be anything out of the ordinary, though.



Source : http://www.ign.com

Friday, May 18, 2012

Ni No Kuni Leads the JRPG Charge




Japanese developer Level-5 has been responsible for some shining examples of quintessential JRPGs, over the years. From PS2 gems in the Dark Cloud and Rogue Galaxy franchises through to its iconic Dragon Quest series, much of Level-5’s output has been characterised by a focus on young protagonists who embark on fantastical journeys of self-discovery rendered in the studio’s distinctive cel-shaded visual style.

Ni No Kuni: Wrath of the White Witch is set to continue both of these traditions whilst exhibiting another of the traits that has helped stand Level-5 titles in such high regard: high-quality localisation. From voice work to choice colloquialisms and distinctive accents (most notably Drippy the fairy who speaks with a charming Welsh tang, an accent seldom heard in video games), Ni No Kuni’s localisation is being undertaken with an eye for detail to ensure that the humour, sentiment and relationships between characters are conveyed as they were initially intended by the developer in its native version.

For all of the efforts to deliver a polished product to an international audience, the game design, RPG mechanics and over-arching storyline have their roots steadfastly grounded in Japanese soil. Clearly, Ni No Kuni is a JRPG at its core but this is something that Level-5 seems unwilling to wholeheartedly embrace when it discusses the game.





“We can say that Ni No Kuni will certainly be representative of a Japanese RPG in terms of the level of quality that it provides, but we never really intended to adhere to a JRPG formula,” says Level-5 CEO Akihiro Hino.

“In terms of the game universe, it feels very Japanese and that’s what we’re keen to keep but the game systems don’t necessarily follow the formula that’s been created by past JRPGs. So, it’s fair to say that it has a Japanese feel but will be a different type of RPG.”

We won’t truly know just how different Ni No Kuni will feel until its international release early next year, but from hands-on time with early sections that feature exploration, combat and interaction with NPCs, it feels every bit the full-blooded JRPG. This impression is further enforced by Level-5 working closely with Japanese animation powerhouse, Studio Ghibli, the company responsible for the likes of animated features Spirited Away, Howl’s Moving Castle and The Secret World of Arrietty.

Level-5’s reticence to proudly hold Ni No Kuni aloft as a shining example of what JRPGs are capable of is perhaps born of a concern that Western audiences have grown tired of the genre or, more broadly, of Japanese-developed games in general; a sentiment succinctly expressed at this year’s GDC by Fez developer Phil Fish and previously discussed by long serving ex-Capcom staffer Keiji Inafune. However, a beautifully crafted experience such as Ni No Kuni can – and should – seek to fly in the face of such opinions, and by marrying a Japanese game developer that has experienced success overseas with a native animation studio whose creations have likewise been incredibly well received in the West, the groundwork has been laid to do just that.

This collaboration between Level-5 and Studio Ghibli marks the first game project for the animation studio and so its efforts in character and environment design have to be seen in action to be fully appreciated. Both the real-time animation and rendered cut scenes are far beyond what we’re used to seeing a video game deliver and stand as both a milestone in game development and a testament to Studio Ghibli’s talent.





Such is Ni No Kuni’s visual impact that discussion around it is dominated by how important the animation studio’s involvement has been during development and how crucial it might be to the success of the game in the West. This leads to the question of whether Hino feels that the focus on Studio Ghibli’s work on the project might be to the detriment of Level-5’s creative vision and contribution to the game underneath the aesthetics.

“There is a sense that [Studio Ghibli’s work] could potentially be overshadowing what Level 5 has done for the game,” ponders Hino. That said, Level 5 had completed the entire game design, the planning and the storyline prior to Studio Ghibli’s involvement.

“I think that the most important part of this process was working with Studio Ghibli to create a game that could represent Japan. To do that, we incorporated the know-how of both companies into Ni No Kuni; I think that using its technology and abilities, Level-5 has achieved its goal of creating a Studio Ghibli-like universe within a game.”

This is a potent partnership of two companies at the top of their game that have their expertise to bear on a uniquely Japanese title. Whilst some believe the Japanese industry is still suffering a crisis of confidence and struggling to re-establish its identity, Ni No Kuni: Wrath of the White Witch looks to be an achievement that its creators can be proud to call a quintessential JRPG.



Source : http://www.ign.com/articles/2012/05/18/ni-no-kuni-leads-the-jrpg-charge

Wednesday, May 9, 2012

Diablo III sets Blizzard preorder record




Diablo III can lay claim to the title of Blizzard's most anticipated game ever, as the PC action role-playing game was today confirmed as the developer's most preordered title of all-time. That news comes with a slight asterisk, as it includes copies of the game owed through the World of Warcraft Annual Pass promotion, which gives a free copy to anyone who signs up for a full year of the subscription-based massively multiplayer online role-playing game.
The Diablo III news was announced as part of Activision Blizzard's earnings report for the quarter ended March 31, which also included some noteworthy stats for the Activision half of the company. The publisher confirmed the Call of Duty Elite service has 10 million registered users now, with more than 2 million of them paying for the premium tier membership. The game-and-toy synergy of Skylanders: Spyro's Adventure also continued to sell for the company, with more than 30 million toys sold through March. It's been doing so well that Activision's internal estimates have Skylanders toys outselling even Star Wars for the first three months of the year.

As for the company's actual financial figures, revenues and net profit both surpassed projections set in February, but fell short of the company's performance for the same quarter last year. For the quarter, Activision posted sales of $1.17 billion, down year-over-year from $1.45 billion. It also chalked up $384 million in net income, down from $503 million for the same period last year.

The results beat expectations sufficiently for Activision Blizzard to up its full-year forecast. The company now expects the calendar year 2012 to see it ring up $4.2 billion in sales (up from $4.15 billion) and earnings per share of $0.65, up from $0.63.


Source : http://gamespot.com/news/diablo-iii-sets-blizzard-preorder-record-6375915

Monday, May 7, 2012

Rumor: Sony Crafting New Killzone Teaser



There's little doubt at this point that Sony intends on continuing the Killzone franchise in a major way. Here's what we already know: Sony-owned developer Guerilla Games, the studio that created the Killzone franchise, is spearheading three Killzone titles with the help of fellow first-party studio Sony Cambridge.

Guerilla confirmed at GDC that Killzone titles are in the works for PlayStation 3 and PlayStation Vita. Perhaps the third game is for the yet-unannounced PlayStation 4? It's all conjecture at this point.

But according to Siliconera, Sony may be ready to show the next Killzone game very soon. "Sony Computer Entertainment is recording a teaser for a future Killzone game," Siliconera reports with information from an unnamed source. "The upcoming title takes place after the events of Killzone 3."


Siliconera has text purportedly from the voiceover from the trailer. The voiceover, according to Siliconera's source, was written for a female "who has ties to the Helghan Autarch."

The site notes their source can't (or won't) pinpoint whether the trailer is specifically for the PS Vita iteration of Killzone. However, specifically referring to the game as taking place after the events of Killzone 3 points us in the direction of a possible Killzone 4 for PS3, per Guerilla Games admitting that it's working on an unannounced Killzone title on PlayStation 3.



Source : http://ps3.ign.com/articles/122/1224480p1.html

Thursday, May 3, 2012

The Walking Dead Review





The Walking Dead Review:
There’s something to be said about a game developer that takes on the videogame adaptation of one of the biggest franchises out there right now, knowing full well that they have to make it amazing to satisfy fan’s desires and make up for the mistake that was their last title. Yet despite this monstrous feat, Telltale Games still decided to take on The Walking Dead and I’ll be damned if they didn’t do a brilliant job setting up the series with an amazing first episode.
If you’re familiar with Telltale’s take on adventure games, the same formula applies here. The Walking Dead is a beautifully drawn episodic point-and-click adventure game, with A New Day being the first of five episodes. The title is very foreshadowing of the events about to unfold, but then again, I guess that’s the idea. A New Day clocked in right around three hours for me, so it’s safe to say that the full experience will end up running close to fifteen hours. These three hours are exceptionally story and character dependent, as is the nature of the game, so I’ll keep things basic and avoid most spoilers.

Look, in the road!
The game opens on Lee Everett, a convicted felon on his way to the big house, who is stuck with a ride from the world’s most talkative police officer. As they’re driving down the Atlanta highway, the officer can’t help but question Lee, claiming that he believes he’s innocent and all sorts of mumbo-jumbo. Out of nowhere, the car hits a person walking out the middle of the highway and flips into the embankment. Lee come to and escapes, only to find the officer dead on the ground – or so he thinks. The officer springs to life and starts clawing at him. Lee has to make the choice to shoot him, not knowing what is happening. The shot echoes throughout the embankment and, unfortunately for Lee, calls a horde of ‘walkers’ right toward him.
Without giving any more of the story away, he must find help and get away from Atlanta, all while coming to terms with what is happening. He meets plenty of characters from the comics and TV show along the way, but it’s clear that this is meant to be a separate group of people. More importantly, he meets Clementine –a small child hiding in a tree fort– whom he befriends and promises to take care of until they can find her parents.
The walking dead
There aren’t many child characters in games who manage to be anything but an annoying crutch, Clementine is the exception. Her relationship with Lee is so extremely personable and heartfelt that I felt the immediate need to protect her and make my decisions based on what is best for her. Sure, he isn’t her father, but as the story progresses, they start to treat each other as such and I found it to be one of the most ‘human’ parts of the game (no pun intended).

Decisions, Decisions
The core gameplay of the adventure game remains in tact, you walk around clicking on items in the world to solve obstacles that are put in front of you, with quicktime events that require you to stomp a zombie’s face in or choose which member of the crew you want to save. But there’s another layer of gameplay that makes actions much more meaningful and actually alter the way that you choose to play the game. Dialogue between characters is a significant portion of the gameplay and the way that the story plays out will change depending on the choices that you make. It isn’t as simple as “choose X to have it play one way, choose Y for the other” either.
These dialogue options fit right into the conversation at hand, but often have you choosing very definitive sides. In one instance, I sided with a particular character that directly contradicted what another was for. It didn’t seem like anything came out of that, but later in the episode, the character that I sided against betrayed me and left me for dead, barely leaving enough time for my friend to come back and save me. This was a situation that could have played out differently and will, depending on which side you choose to take. Throughout conversation, answers that seem meaningless trigger other characters to make mental notes (designated by a little notification) and these can change the outcome of your character’s path.
THe Walking Dead
WALKERS!
Telltale wants to so strongly get across that life is full of difficult choices that can come back to haunt you. It’s filled with situations that might not seem like much, but they can mean the world to others. The Walking Dead is all about these moments in this unfortunate situation that these characters are in and how they react to them. There’s a deeper level of humanity tied to the characters that makes it extremely easy to become emotional toward them in the way that we would in real life. A New Day is an exceptional start to a five-part series that has me completely hooked and engrossed in a world that I can’t even begin to imagine, let alone speculate about where it will go next.
Want more information on how we score reviews? Read the "How G4 Reviews Work" article here. 
Editor's Note: The Walking Dead was reviewed using a PC copy of the game; however, we also played the PS3 and 360 versions, and found no differences. If further investigation reveals any differences between the PC and 360/PS3 of the game, this review will be updated to reflect those differences. 



Source : http://www.g4tv.com/games/xbox-360/65677/the-walking-dead/review/