Showing posts with label everything. Show all posts
Showing posts with label everything. Show all posts

Monday, July 9, 2012

We Have Anarchy Reigns. What Should We Do?




Platinum Games is currently one of Japan’s most beloved developers, and just about everything the studio does these days is carefully tracked by industry enthusiasts. From MadWorld to Infinite Space and from Bayonetta to Vanquish, Platinum Games has created a smorgasbord of titles since its founding in 2006. And two of its future titles – Project P-100 and Metal Gear Rising: Revengeance – have yet to see the light of day.


But one of its recent games has seen the light of day, at least in Japan. It’s there that Anarchy Reigns – known in Japanese as Max Anarchy – was released on July 5th. And we imported a copy to give you guys some coverage. The fact is, publisher SEGA was slated to release the game worldwide in early July, but after revealing the game was delayed back in late May, we found out that Anarchy Reigns wouldn’t be released anywhere outside of Japan until 2013.







The good news is that we’re not going to let that stop us from giving you Anarchy Reigns coverage. But we want input from you, the readers, about what specifically you crave. With the game being so far removed from western release, our goal is to give you the coverage that fits best its status as a long-off product.


So here’s what you need to know. The game is fully localized, and actually defaults to English text and voice acting. The PlayStation 3 version of the game, like virtually all PS3 games, isn’t region-locked, meaning you can import it from Japan and play it no matter where you are. The catch? With shipping and premium costs associated with importing it, you’re looking at dropping around $100. Oh, and online fidelity is likely going to suffer if you want to play multiplayer. After all, you'll be pinging servers in Japan.


So utilize the poll below and let us know what you want us to do with Anarchy Reigns. Keep in mind that you can select more than one option if that best suits you. And then expand on your thoughts in the comments below. Do you want IGN importing more games from Japan for coverage? Do you want us to only import games that will eventually come out here, or is the exact opposite true? We want to get a better idea of how we should approach Japanese coverage moving forward, and the answers can only come from one source: You.








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

Thursday, July 5, 2012

Exclusive: How It Should Have Ended Presents Batman and Superman's Comic-Con Thoughts




For the past few years, the gang at How It Should Have Ended have offered animated, comedic takes on “What If?” style finales to everything from Assassin’s Creed to The Avengers to Game of Thrones: Season 1. Along the way, they’ve also launched the ongoing “Super Cafe” segments, where Batman and Superman hang out, Seinfeld-style, to chat about this and that. As producer Tina Alexander explained, “Daniel [Baxter] came up with the first appearance of 'Super Cafe' in our original Superman HISHE. He wanted to put Superman and Batman in a casual situation where they could talk about their lives and a diner seemed a good fit. We started to put it in all our super hero shorts but fans demanded seeing it even more than that... so we decided to start a little series of just ‘Super Café’.”


Alexander added, “And you never know who might be joining them!” Which is very true, considering a memorable recent installment found Super Mario trying to hang out with Superman and Batman, much to the dismay of the World’s Finest.


With San Diego Comic-Con just a week away, IGN is happy to present the exclusive debut of a new installment of How It Should Have Ended’s Super Cafe, with the focus on that uber-popular convention. Check out the video below, to see Batman and Superman debate the appeal of Cosplay, being the first to see footage from films like Iron Man 3 and The Hobbit and more.







Alexander noted they actually debated which of these Super Friends would be the cynic, revealing, “The original script had Superman playing the cynic and Batman pointing out that he dresses up like a human everyday (a joke we were sad to lose, but it didn't make sense in the reversal). But then we remembered that Dark Knight Rises was suspiciously absent (in panel form) from the Con last year, which disappointed a lot of fans. So maybe Batman isn't into it? At that point we reversed things and we felt like it was a lot funnier to have Superman threaten to make him go."


Still, if Batman were to actually make it to Comic-Con, Alexander feels he’d change his tune. “I'm pretty certain he'd be a huge hit and become a regular attendee. How could he not enjoy all that fan love? After all, he's Batman!”



Source : ign[dot]com

Marvel Pinball: The Avengers Chronicles Review




That’s it. I give up. No longer will I keep my own cash and credit cards, as I’m handing everything over to Zen Studios. That’s because whatever table pack they come out with next, I know I’m going to buy it. The deal has been sealed with The Avengers Chronicles, a four-pack of tables out now via Xbox Live and the PlayStation Store, which is one of the most impressive entries into the pinball world that I’ve seen in my life. And I’m old. I know what I’m talking about.

There are only two companies out there putting out digital editions of pinball tables: Zen Studios and FarSight Studios. Both do equally amazing work, but where FarSight puts out incredibly accurate versions of pinball tables from the past (their Pinball Arcade is not to be missed, particularly for Bride of Pinbot), Zen Studios steps into the fantastic by putting out tables that never existed, but that still adhere to the laws of pinball.

The Avengers Chronicles is a perfect example, and might be their finest work to date. The company is actually branching out beyond pinball for the first time ever, and we were able to check out CastleStorm and KickBeat at E3 this year. But this new addition to their Marvel Universe of tables proves that when it comes to the silver ball, they really know their stuff.

The Avengers Continue Their Adventures


It also represents one of the best values in gaming you’re likely to see all year at only $9.99 on PSN and 800 points ($10.00) on XBLA. That’s only $2.50 per table, and each one of them offers a deep gameplay experience that will keep your fingers busy for hours.

Each one is a piece of art, and here’s how they break down:

THE AVENGERS: This table is based on the hit movie from this summer, and the table itself is the S.H.I.E.L.D. Helicarrier cruising over a city far below. Loki himself is at the top of the table, and you have to do battle with him with the Avengers, and you have them by the balls. Literally. This is the first table from Zen to utilize special pinballs, each of which is based on one of the Avengers, and which will require different gameplay for each ball. There are lines from the movie in here, but not read by the actors from the film. Regardless, it’s a fun extension of the film in a unique pinball form.

WORLD WAR HULK: Following the events of the comic book series from 2007, this table has the Hulk enraged (shocker) and seeking revenge after he was shot into space by a cadre of superheroes. He misses the planet they intended for him to land on, and now he’s back, and he’s pissed. He constructs a massive arena and forces Earth’s heroes to fight against each other. You’ll be alternately trying to evacuate Manhattan and controlling the more intelligent Hulk here, while dipping into a Madison Square Garden mini-playfield and listening to cameos from some of Marvel’s mightiest heroes.



FEAR ITSELF: This table has the Avengers battling the Asgardian god Serpent, who has ensnared the world in the grip of fear … itself. The table uses a ton of magnets, and you’ll find yourself battling the magnetic pinballs of the Worthy – warriors of Serpent who are given massive amounts of power through hammers not unlike Thor’s Mjolnir. There’s an extremely deep mini-game here, as well as a table full of gorgeous artwork. I love how the flippers are flanked above by Captain America’s shield, which has been split in half and covers the bumpers.

THE INFINITY GAUNTLET: This table is my favorite from the collection, hands down. But that shouldn’t be seen as a slight on the other three, because each one of these is a truly beautiful piece of physical wizardry. In The Infinity Gauntlet, you battle Thanos with Adam Warlock and the Silver Surfer as they seek to wrest away control of the Infinity Gauntlet and its gems. The Gauntlet itself looms large above the playfield to the left, and successive hits on it will trigger one of the gems, each of which has a different effect on the game. I won’t spoil the fun for you here, but be ready to reach for a clean pair of shorts when you happen upon the Reality Gem.



Sometimes Pinball Can Be A Punch In The Balls


But even though these tables will blast your eyeballs with visuals, there are some slight drawbacks. One thing we can fault it for is that some of these tables are incredibly hard to master. We’d love to see a table tutorial mode for each entry, especially since there are so many impressive events on each table that are more than worth showing off. The operator’s menus can be confusing as well, unless you really know what you’re doing. A Flythrough mode of each table, explaining the events and the tweaks would be a welcome addition.

What makes this notable is the fact that many of Zen’s other pinball tables are very user-friendly in the sense that it will be very clear what you need to do in order to advance the game. Whether it be ramp design, indicator lights, or a cue on the in-game LED screen, tables like Excalibur and Ms. Splosion Man can guide you to the next event or jackpot total without holding your hand. In the tables in Avengers Chronicles, it can be a complete mystery as to what you need to do next. Is there a particular reason to select certain Avenger pinballs?



Also, given the fact that the game supports online multiplayer, there is nothing in the game to inherently draw you into it. The Autolog feature from Need For Speed puts down a good roadmap that can coerce you into multiplayer, and Zen should follow suit. I don’t only want to know what the next Superscore is above mine: I also want to know that Dana just started playing The Infinity Gauntlet table, or that Jake wants me join a matchup on The Avengers.

Also, it would be nice to be able to buy these tables individually, rather than as a pack. Granted, ten bucks is a low price point, but maybe you’re only a fan of Thor, and just want the Fear Itself table for $2.50? That should at least be an option, rather than having to pick up all four at once. If you break Pinball FX 2 down into its component tables, you might end up spending a ton of money on this game, only to play a handful of the tables.



Truly, These Are Pinball Wizards


These tables bring the total of Zen Studios entries in the Marvel pinball world up to an impressive sixteen, and it feels like they keep getting better and better. Zooming in on any of these tables will show off the impressive artistry and work that goes into creating a pinball experience. What’s even more amazing is that they keep everything within the confines of the physics of pinball itself, to you’ll see seams on the table and lights that are plugged into the playfield. The only thing missing is a slot for the quarters to make you think it’s a real table.

Ultimately, we can’t deny that this game is incredibly fun. The tables are gorgeous, and it’s a fantastic way to breathe life back into a seemingly dead arcade genre. We just wish that The Who was there singing us through the game as we go for the high score.




Source : g4tv[dot]com

Friday, June 29, 2012

Tron: Uprising - "Identity" Review




Note: Full spoilers for the episode follow.


Imagine that everything you know, every memory, everything that makes you you, was contained on an external storage device. Now imagine that device was stolen. That's the situation Beck finds himself in when he's duped by a small-time thief and nearly loses everything. You have to feel sorry for him as his memory begins to fade, but it was a pretty dumb mistake for someone who is supposed to be a freedom fighter in the mold of Tron. And considering how important identity discs are in the world of the Grid, and the dire consequences of being without one for any length of time, they're surprisingly easy to steal. But let's overlook that little plot convenience and get right to the heart of the story. Which, as it happens, had a lot to do with matters of the heart.


Since the beginning, Tron has kept Beck at a distance, relating to him solely as the cool, reserved mentor, even at times when Beck really needed a friend. As he explains in a rather exposition-y scene near the end of the episode, Tron once let his friendship with Clu cloud his judgement, and that experience has made him cautious about forming new emotional ties. But in "Identity" he puts it all on the line and risks exposure to bring Beck back from the brink of oblivion. It's an important turning point in their relationship. It's also worth noting that Tron's knowledge of strays and the process of memory loss was too thorough not to have come first-hand. We've seen in the first few episodes that Tron is badly damaged physically, now we know he's got some internal scars to match.


What the creators of this series seem to understand in developing Tron: Uprising so far is that you can have all the ultra cool light cycle chases through spectacular digital landscapes you want, but none of it is going to connect with an audience unless they care about the programs riding those bikes. I appreciate that the writers are taking the time to explore the characters' motivations, even one-shot characters like Lux. Her sacrifice wouldn't have meant as much without the insight that her actions were rooted in her love for Cobol. That she would betray him after learning of Tron's survival is a testament to Tron's power as a mythical figure.


Zed is also turning out to be more than just a minor character whose only purpose is fill out the B story of each episode. Though he hasn't yet had much impact on the greater story arc, he has had some difficult choices put before him. His desire for recognition and respect from guys like Bartik and Hopper clash directly in this episode with his feelings for Mara. Luckily for Beck, love wins this round, but I was a bit disappointed that Zed walked away from the chance to join Paige's task force. I would have liked to have seen him go up against Beck as the Renegade.


All of this character stuff goes hand in hand, of course, with the slick visual design, which continues to impress. By now, it's easy to take the look of the show for granted, but the style is really distinctive from anything else on television. In "Identity" we got more thrilling action, including a cool sequence that climaxed in Beck jumping through a window, and some pretty fluid fight scenes. We also visited a new location, Pergos. It wasn't quite as gritty as I expected from Tron's description as a rundown "garbage heap," but it did have a different aesthetic from Argon City and the other locales we've seen so far.


In just four episodes, we've had a chance to explore more of the Grid than in either of the films, and I look forward to more of that world expansion in the show's future. Based on past experience, I fear that Tron: Uprising is bound to let me down sooner or later, but I'm happy to say that it hasn't happened yet.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Making Games in LittleBigPlanet Karting




As the IGNer who reviewed ModNation Racers – and became a Level 30 racer online in the process -- I was depressed to stay home and send He Only Does Everything Colin Moriarty and the Dark Knight of News Andrew Goldfarb to PlayStation's reveal of LittleBigPlanet Karting. But I read Goldfarb's preview, watched the duo's video, and got to play the E3 build.


But when I was finished with my racing, I just needed to talk to another LittleBigPlanet Karting expert about the impressive things this game is doing. So, without his knowledge, I grabbed Goldfarb and made him whip up half of my preview before we left San Francisco for E3.







Greg Miller: Goldie, you were the kart-racing expert I sent in my stead to see LittleBigPlanet Karting. You remember what I said to you when I read your preview for the first time?


Andrew Goldfarb:  Hmm. No. What did you say?


Greg: Amateur. I came over and asked you if it was still a racing game. After reading the preview, I thought it might be some bastardized platformer.


Goldfarb: Ha. I mean it's still very much a racing game; I was just saying it felt like it belonged in the LittleBigPlanet universe.


Greg: Exactly -- and now that I've played it, I get that. Reading your report, I didn't. I was a bit confused, but playing it and seeing how the grapplehook works on a racetrack -- it all makes sense.








It feels familiar and easy. I like it way better than the ModNation interface.




Goldfarb: Are you writing a new preview of it?


Greg: Yes. This is the preview. You're in it. Right now.


Goldfarb:  You just blew my mind.


Greg: Word -- the same way LittleBigPlanet Karting blew mine when I got to try one of the new levels.


Goldfarb:  Was it the same one I played?


Greg: See, I don't know how much you saw of it, but you can still create games in Karting. Just like LBP2. Did they show you this madness?


Goldfarb:  They didn't! How does it work?


Greg: Just like LBP2, which is so bizarre. You can sit there and create any kind of game -- involving a kart -- you want. I played one that was an MotorStorm RC clone with the camera pulled way back and anchored on a top down-ish view with the karts looking like slot cars. Another had this dinosaur spitting fire, and I had to steal her eggs and toss them in a bin for points and time to keep the game going.


It's more than just a racer. Does that make sense?


Goldfarb:  It does, and that's what I liked about it, too. They were telling us about how you can use the exact same level editor as the designers. That's crazy. Did they show you any of the character customization?







Greg: Not really. What did you see?


Goldfarb: You're in the pod, same as LBP2. Switching outfits, Sackboy color, etc. is all done through the Pop-It, and it's completely natural. It feels familiar and easy. I like it way better than the ModNation interface.


Greg: Totally. That is what was weird to play as a fan of ModNation Racers and LBP. I was expecting a re-skinned MNR, but this really is an expansion of the LBP universe. I was expecting to create tracks, but you can create worlds.


Goldfarb: Yup. I think that's why I came away feeling really good about it. It definitely appeals to the kart racer fan in me and battle mode was insanely fun, but the customization stuff is what will keep me coming back to see what people have created.


Greg: Well, good. It's impressive. Your massive preview and excitement was justified. Now, let's just hope it comes out one day and doesn't stall forever like LittleBigPlanet PS Vita.


Goldfarb: If I wanted to find out the release date once it's announced, where can i go to find the latest news on all things LittleBigPlanet?


Greg: IGN.com, of course! Now, get back to packing for E3.


Goldfarb: Will do.









Source : http://www.ign.com/articles/2012/06/05/e3-2012-making-games-in-littlebigplanet-karting

Tuesday, May 22, 2012

Sonic the Hedgehog 4: Episode II Review




On the surface, Sonic the Hedgehog 4: Episode II gives you pretty much everything you'd want in a followup, and a lot more than you've probably come to expect. New modes, a new character, cooperative play, revamped graphics, and plenty of new levels to run through build on the original game. What they don't do, though, is fix the core issues that made Sonic the Hedgehog 4: Episode I a rather lackluster experience. Gameplay is still slow-paced, level design is still too linear, and boss battles are just plain boring. To be sure, most of the time that you're playing Episode II you'll enjoy yourself--the game is thoroughly amusing, even if it isn't very exciting--but those folks hoping Episode II will transform Sonic 4 into the wild-ride action of yesteryear's Sonic games will be disappointed.

Case in point: the addition of Sonic’'s buddy/annoying hanger-on Tails. Having two characters means you can play co-operatively (both locally and online), and even when you play by yourself, the AI that controls Tails is good enough to make him a useful ally. But much of the time, Tails' role is relegated to combining with Sonic to form a super-powerful rolling ball (useful for breaking through large objects) or rescuing Sonic from a fall with his whirling appendages. He has no real part to play on his own, and aside from a few obvious puzzles here or there, no levels feature or even require his skills. Indeed, due to linear, unimaginative level design, even Sonic himself fails to feel Sonic-y. Levels lack boosters, loops, alternate pathways, and other series trademarks, which makes the game feel more like a traditional, unassuming platformer an honest-to-goodness Sonic game.

Nevertheless, jumping around, bounding off bumpers and walls, is a fun way to kill a few minutes. In addition to the redone graphics, which bear a much closer resemblance to early Sonic games than Episode I's did, Sonic's air slam ability (allowing him to dash at a target in midair, damaging and ricocheting off of it) returns in Episode II. The air slam allows for some nifty air combos and provides one of the game's two real chances to feel some momentum. The other comes in Episode II's "3D" stages, where Sonic and Tails run continuously along chutes and loops, collecting rings and dodging (or killing) bad guys. These bonus stages are far too few in Episode II, but when they do come around, they're a huge pleasure to dash through, especially if you've got a buddy along for the ride.

What isn't much of a pleasure, though, are Episode II's boss fights, which continue their predecessor's predilection for simplicity and repetition. Now, however, because there are two of you, and because rings (which double as Sonic's life meter) are so plentiful, it's almost impossible to die. This makes such encounters (especially the ones with Sonic's evil doppelganger, Metal Sonic) little more than time-wasting chores. It also allows clever players to cheese up their extra lives by collecting tons of rings and just not fighting the bosses at all. While some might chalk this up to meta-gaming, you quickly find yourself yawning and hoping against hope that after whatever boss fight you're engaged in is another segment.


Even though the console versions and the PC version are largely identical, you might have a great deal of difficulty finding partners to game with on PC, simply because no one seems to be playing Episode II. The best medicine for this is just to have a buddy come over and play locally, but it's disappointing--although not really the fault of the game itself--that PC gamers can't find anyone to jump in and out of games with at random. Other than that, though, the games play and look (and sound) identical across platforms. And while the look is now considerably easier on the eyes than it was in Episode I (ugly, prerendered backgrounds have been replaced with layered, moving ones, for example), the sound is still subpar. Sure, the trademark sound effects you've come to know and love are here, but the music is mostly forgettable and at times (like Dr. Robotnik's boss battles) is incredibly repetitive and annoying.

A good follow-up doesn't just add new content--it improves on the original. In that critical sense, Sonic the Hedgehog 4: Episode 2 disappoints. While the addition of cooperative play is a big step in the right direction, the core elements that made Episode 1 a tepid experience persist here: mediocre level design, slow pacing, and erratic levels of fun. Like its predecessor, this is a functional "time waster" of a game, but should you spend too long in its world, Episode 2 reveals its feet of clay.



Source : http://www.gamespot.com

Monday, May 7, 2012

New Family Guy Video Game This Fall



If Family Guy Online just isn't scratching your itch for everything Quahog, Family Guy: Back the Multiverse is coming to consoles this fall from Activision and Fox. Incredibly little is known about the game other than the basic quotes and whatnot from folks behind it.


"Family Guy: Back to the Multiverse will utilize the source material, including the talented voice cast and writers, authentic humor and subversive spirit of the series, giving fans a whole new way to interact with their favorite show," said Jeffrey Godsick, president of Twentieth Century Fox consumer products.

A press release states "the title will offer gamers an interactive Family Guy experience inspired by one of the most popular and notable episodes in the series' history." Which episode? Well, the release didn't say, but
USA Today states the game is based on an episode "where characters Brian and Stewie travel to alternate universes using a remote control." So, like, every Brian and Stewie episode since "Road to Rhode Island."

Keep checking IGN for Family Guy: Back to the Multiverse details. To get you in the mood, here's a random, non sequitur video.


The Latest in Japanese Gaming with Hulk Hogan



Source : http://games.ign.com/articles/122/1224439p1.html