Showing posts with label gameplay. Show all posts
Showing posts with label gameplay. Show all posts

Wednesday, June 27, 2012

Pokemon Conquest Gets UK Release Date




Nintendo's innovative and exciting Pokemon Conquest will launch in the UK on July 27th.

The game, which released in the US earlier this month, takes the core Pokemon gameplay experience but merges it with aspects from the obscure Japanese strategy RPG series, Nobunga's Ambition.

Players start out the game as an young Warlord who is linked with a Pokemon, and together you set off to recruit warrior allies and strengthen your kingdom.  Along your journey, you'll not only encounter nearly 200 different Pokemon but also Warriors and Warlords inspired by the Japanese feudal era.

When we reviewed it, we said, "Pokémon Conquest not only works, it’s possibly the most cohesive, fully realized spinoff in Pokémon history."  Fans have been clamouring for a UK release date, and it's a huge relief to hear we don't have to wait much longer.

Pokemon Conquest will be available on both Nintendo DS and Nintendo 3DS (in 2D).






Source : ign[dot]com

Sunday, June 24, 2012

ZombiU: Good Cop / Bad Cop




ZombiU was one of the surprise hits of this year's E3. A return to classic survival horror gameplay, it makes extensive use of the Wii U controller's screen and shows Ubisoft is serious about supporting Nintendo's new platform. But is it really going to be a great game, or were gamers just excited to see something that isn't a sequel?


IGN Australia's Lucy O'Brien and Cam Shea have both played the game, but came away with contrasting opinions. They battle it out in another classic IGN AU Good Cop / Bad Cop debate...







Good Cop Lucy: As you know Cam, I am a massive survival horror fan. My love for the genre knows no bounds. Well actually it does; I played Silent Hill: Homecoming. But as we all know, it’s a genre on its knees, long overtaken by balls-out action clamoring for our attention spans. Remember when the scares in video games came from what we couldn’t see? Remember when we weren’t ultra-powered space marines with muscle to spare, but weedy everymen? Remember that frantic scramble past packs of zombies to reach that single green plant?


Luckily for me, a bunch of good folk at Ubisoft remember all that stuff too, and are currently developing something remarkable on the new Wii U tech – a game that actually evokes our sense of dread. The use of the Wii U controller as both a useful tool and a means to put your character into a vulnerable position is a killer blow to our senses, and I found myself terrified despite the fact I was surrounded by a bunch of media and a Ubisoft rep who politely ignored my loud swearing. I caught up with you later that day, sure we were going to riff gleefully on ZombiU’s virtues, only to find the game left you cold. What gives?







Bad Cop Cam: It's not that I hated ZombiU, more that I found the demo resolutely mediocre. I agree that there's a lot of potential for tension in the inventory mechanic, which leaves the player vulnerable while they rifle through their backpack on the Wii U tablet screen, or pick items off a corpse, but the gameplay itself was too predictable for this tension to ever come to fruition. I didn't ever feel I was doing anything I haven't done before, so whether it was zombies shambling towards me on the post apocalyptic city streets or zombies lurching at me in the darkness of a dank basement, it just didn't get my blood pumping. I may be way off, but I wonder whether the fact that the traditional survival horror genre is "on its knees" means you're willing to cut this a lot more slack than I am. For me, very little about the E3 demo seemed particularly fresh or compelling.


Even what is arguably the game's most interesting feature - the fact that the player starts afresh as a new survivor when they die - isn't something that I think is necessarily going to work that well. On the one hand, I like the idea that you'll have to find the zombie version of your former self to retrieve your stuff. This should make for some incredibly tense sequences. On the other, it's still really 'gamey'. I can see waking up over and over again in the safe house, then - essentially - teleporting back to the start of the area you died in, getting old really fast. Are all these survivors just lining up outside the safe house? Twiddling their thumbs waiting for their turn? Ubisoft is selling this as something unique - no checkpoints and no game over screens, but the system effectively is just another form of checkpoint… with infinite lives and more time required to get back into the action.


There's also the potential for horrendous bottlenecks where the player dies in a situation that's going to take a lot of attempts to get through. Oh great, I'm back in the safe house. I'm all for making it challenging, but this is going to have to be balanced really tightly to work. I also thought it was interesting that the team has said that survivors gain 'skills' the longer they last. When a survivor dies, you can retrieve their stuff, but not their skills. This may make sense, but - again - could be a source of frustration and feel overly punitive. Am I missing the point?


Good Cop Lucy: It’s a pity you found the gameplay mediocre. I agree that my love of the genre could have meant I was more ready, more open, to being scared, but I found the careful dispersion of zombies and claustrophobic environments absolutely terrifying. So while the demo may not have been ‘fresh’ as you say, it struck me as very finely-tuned. And that’s not taking into account the implementation of the gamepad.


I’m sure Ubisoft will build a narrative wrapper around the survivors being re-spawned, and considering you re-spawn as a whole new person, losing your skills whenever you die makes sense. And it’s a brilliant punishment, too, as the finality of every playthrough demands a hugely considered approach. I don’t know about you, but I was moving forward at a snail’s pace, taking into account every part of the map, every corner of my current surroundings and nerve-jangling groan in the background. In this sense the game can be compared to Dark Souls, another game where achievement feels more euphoric thanks to punishing mechanics. ZombiU’s online integration – where you can encounter other zombified-survivors – also echoes Namco’s title, their presence acting as both a warning and a threat. Isn’t it time for more games where greater punishment offers greater reward?




The best backpack management sim ever?



Bad Cop Cam: Sure, and hopefully the development team can make the most of it. I just worry that the kind of game design where dying actually punishes the player - or is something to be avoided at all costs - and this particular game may not gel that well. Survival is a reward for skilled play, but this is a horror experience built on manipulating the world around the player to surprise and scare them, as opposed to giving players a lot of choice in how they're going to play, thereby putting survival on them in no uncertain terms. Survival horror games need things jumping out at the player, they need claustrophobic environments where there's very little room to move, they need weapons and ammo to be scarce. Do you think it would be fair for ZombiU to, say, drop the player into an enclosed space with five zombies, then punish them for failing to find the door quickly enough, or having the wrong weapon equipped? That's what's going to happen, and the fine line between fair and frustration will be crossed - particularly if you lose something significant as a result. Compare this to a game like Diablo III and its hardcore mode. A hardcore character's death is permanent, but players with skill and a deep understanding of the game mechanics will be able to survive. Such are the options available to the player that if they die, it's pretty much their own fault.


I'm getting a little sidetracked here, however, as we don't yet know what skills the player will earn in ZombiU, and thus what will be at stake. I will say, however, that you very clearly played through the demo in the spirit of the game more than I did. I assumed I'd be able to take on whatever the game threw at me, so wandered about hitting zombies with cricket bats then shooting them in the face with relative abandon. If death had been permanent in the demo I would have played it differently, but instead I wasn't too worried about dying, because hey, I wanted to see how the safe house mechanic worked, anyway. This obviously means it was stripped of a lot of its atmosphere, and is probably the reason it felt so unremarkable. I just wasn't doing anything all that interesting. Shooting zombies? Done it a million times. Finding a key card to open a locked door? Ditto. Finding medicine for some dude? Yawn. Being forced to step on a burnt section of floor that I know is going to collapse then having it collapse? C'MON!?


Did any of the uses for the Wii's second screen - aside from backpack management - excite you? Lockpicking? Scanning the environment?




Dying on work's Stupid Hat Day... how embarrassing.



Good Cop Lucy: I understand your concerns regarding ZombiU’s ‘survive at all costs’ pillar, but the game isn’t quite as ruthless as you’re suggesting. The game always presents the player with a variety of options, so it’s up to you to decide if you’re going to crouch in a darkened corner, hands over your ears while mumbling the national anthem, or if you’re going to quickly scan the room, bolt towards some ammo and carve your way through. At one point during my E3 playthrough I was totally overwhelmed by a horde and seemingly trapped without an escape route or ammo, and my first instinct was to back into a wall and more or less crucify myself. But somehow – and honestly, I experienced an inexplicable zen - I put some space between the horde and myself, enough to spot some obstructed stairs. Anyone who’s played a Resident Evil or Dead Island will know that the top of a flight of stairs are your friend, particularly when you have a cricket bat. Sure, it’s not a great example of rewarding knowledge of comprehensive game mechanics, but it’s a great example of the minute-to-minute challenge to keep your sh*t together. In this regard, the player takes total ownership over the outcome.


And while I wasn’t thrilled by lockpicking and scanning the environment as singular experiences, I did enjoy the way they helped gel the experience together into something more cohesive. It’s a tactile thing, nothing more, but having an actual 'toolkit' in your hands helps immerse you in the game, doesn’t it? For me, that immersion has always been the appeal of the Wii U’s second screen. And ultimately, I think it’s exciting to see Ubisoft doing new things with the tech. They’re paving the way for other publishers, and they’re being bold with their experimentation. For that reason alone, I’m glad ZombiU exists.


(Not Particularly) Bad Cop Cam: Here's hoping I got the wrong impression. This game definitely has potential, and while the demo didn't excite me a great deal, there's no doubt that there are some good ideas here. I liked the sequence, for instance, when you encounter that teleporting mini-boss and the feed to your "prepper" (the player's guide, essentially) is cut. Suddenly the second screen's only showing static and your ties to everything you've been relying on is gone. Doesn’t necessarily make a great deal of sense, but it shakes things up nicely.


Coming back to the parallels with Dark Souls, you can also leave messages on walls for other players that are only visible using a black light pick-up you get at some point. I should also mention that when you finish the game you unlock Nightmare mode, where you have just the one survivor. I've already voiced my concerns about this, but that's a good addition if they can make it work. And last but not least, I also agree it's great to see Ubisoft taking a leadership position with Wii U and creating a game that isn't based on an existing franchise. Fingers crossed you make me eat my words later this year!



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: New Medal of Honor: Warfighter Gameplay Shown




At Electronic Arts’ E3 press conference, new gameplay footage for Medal of Honor: Warfighter was shown. Medal of Honor: Warfighter takes place all over the planet, and this particular part of the campaign takes place in Somalia.


Your character, along with his fellow soldiers, land off of the Somali coast and immediately find themselves under gunfire. A disheveled shell of a city borders the coast as the soldiers make their way towards the source of the gunfire, when the firefight suddenly intensifies. The squad-based action continues unabated as the team pushes its way towards the remains of various buildings which they clear with a variety of automatic weapons and explosives. Airstrikes are also called in, with drones destroying faraway targets from the safety of the air.


Electronic Arts also revealed that Medal of Honor: Warfighter’s multiplayer suite will include “12 different tier one units from 10 different nations.” Medal of Honor: Warfighter will come to Xbox 360, PlayStation 3 and PC on October 23.









Source : http://www.ign.com/articles/2012/06/04/e3-2012-new-medal-of-honor-warfighter-gameplay-shown

Monday, May 21, 2012

Dragon's Dogma Review




Capcom’s fantasy RPG Dragon’s Dogma has been a long time coming, and it’s looked more and more interesting every time we’ve seen it, boasting robust action-focussed gameplay and an innovative Pawn system that lets you enlist avatars created by other players to fight alongside you. It often feels like an offline MMO, with a vast, scenic and perilous world to explore and a selection of thousands of characters to choose as your companions. It’s an interesting example of genre and style-mixing within the RPG, pulling in elements of traditional Japanese role-playing and churning them together with action-RPG physicality, open-world adventuring and MMO party tactics.

Dragon’s Dogma regularly reminds you of other games. There are flashes of Dark Souls in the real-time combat, of Skyrim in its open wildernesses, and of Shadow of the Colossus in its large-scale battles. Sometimes, these associations work in Dragon’s Dogma’s favour; other times, they just remind you how short the game falls of these outstanding inspirations. It offers a lot of innovative ideas and a real sense of adventure, but it’s also rough-edged and sometimes oddly hollow.


The plot centres on the rebirth of an ancient dragon, which runs around ravaging the land. You can customise your avatar down to the tinest, most insignificant detail – no matter how carefully you adjust the sliders, though, you’ll probably end up looking a bit weird thanks to the game’s eerie character models. After you unwisely try to take the dragon down with a rusty sword after it attacks your fishing village, it plucks out your heart and eats it. (A word of warning: it turns out that watching a reasonably accurate facsimile of yourself get eviscerated by a giant dragon is rather uncomfortable.) Afterwards, you are reborn as the Arisen, and set out to get your heart back.

After that exciting start, Dragon’s Dogma’s plot pretty much disappears for the next 35 or so hours, reappearing at the end to deliver a conclusion so bonkers that it’s destined to turn up in Weirdest Endings lists for years to come. There’s also a romantic plot thread that revolves around a certain fair maiden – which, if you’re playing as a female character, makes Dragon’s Dogma an unexpectedly progressive medieval fantasy.

“The story, characters and quests are about as interesting as porridge.

But for the meat of the game, the story, characters and quests are about as interesting as porridge. Everyone talks in this faux olde-worlde way that gets really irritating (“Prithee, Arisen, there be aught to find in yonder cavern, most like.”) There’s nothing gripping about the game world, which borrows heavily from Tolkien without adding much of its own personality. The capital city is strangely deserted, and there’s not much life anywhere in the towns. All the interesting stuff is to be found out in the great outdoors, where trolls and ogres hunker in winding mountain passes and griffins nest on clifftops. Outside, Dragon’s Dogma can look gorgeous, with mist-draped scenery that stretches far into the distance.


To make up for unimaginative fiction and repetitive quest design, Dragon’s Dogma has excellent combat. You start off by picking a class from fighter, ranger or mage, but after a few hours you can start switching between them and developing hybrid classes, becoming a magic archer or an assassin. As your character levels up, you gain points to be spent on skills that liven up the combat, from nasty-looking skewering strikes for warriors to conjured orbs of magic energy that shoot lightning bolts at enemies nearby. Though your avatar levels up passively, you always have complete control over what they can do. Each class comes with benefits outside of combat, too; mages can levitate, whilst warriors can duck and roll off higher ledges.

Whenever the enemies start to get boring – and they do, especially towards the latter third of the game – you can switch up your skill set and weapons to keep things fresh. Vitally, each class is fun to play with for different reasons. As a mage you can cast walls of fire from a staff, which is pretty awesome, but as a melee character you can climb up the bodies of a really big foe and drive your sword right into its fleshy bits, hanging on for dear life as it tries to throw you off. This flexibility carries the entire game, keeping you interested in Dragon’s Dogma even when the story and quest design give you no reason to care.

Just as important as your own skills are those of your companions – your Pawns. Dragon’s Dogma gives you one permanent partner that you can customise and develop to your liking, and two others that you can hire from the Rift, a kind of netherworld whether other player’s Pawns gather. You can hire anyone you want, whenever you want, and take advantage of their battle skills and knowledge. If you’re stuck on a quest, hiring a pawn who’s already done it can really help out. If you’re not online, the game provides some standard Pawns to choose from, but playing with other people’s creations feels more personal, like picking a party for an MMO raid – except with NPCs.


The makeup of your party is vital to success in Dragon’s Dogma, because this is a difficult game. Pawns are neither enormously smart and adaptive nor face-palmingly stupid – they’ll support you in battle, but if you’re up against an ogre or a chimaera, expect to have to take the lead. Being an open-world RPG, you’re likely to find danger almost everywhere you go, especially if you venture off the path and into the forests and caves, where the gloom encroaches upon your visibility and powerful monsters wait to slice you in twain and send you right back to your last save.

It’s unforgiving, certainly – investing in the right equipment is often the difference between dying ignominiously in some cavern or coming back with spoils. But sometimes it feels as if your numerical level is more important than your skill level, which can undermine the challenge. It’s unlikely that a brave attempt to fell a monster that’s just slightly beyond what the game wants you to take on at that moment will end in success, robbing you of those joyous moments of unexpected, hard-won victory that make stories out of your experiences in games like Skyrim and Dark Souls.

“All the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished.

It’s clear, unfortunately, that all the effort that’s gone into the combat and character development has left other elements of Dragon’s Dogma feeling unfinished. Graphical glitches and technical problems plague the game from the start, and never go away. There are times when you’ll run up to a quest marker on your map to find that the person you’re supposed to talk to simply isn’t there, and you have to wait five or ten seconds for them to stream in. Fights out in the open wilds lose a touch of their drama when a griffin’s head or a Cyclops’ club disappears through the scenery. Some equipment doesn’t place nice with the character models, so your character’s elbow might poke through their shield when they run.

Walking along a road, your Pawns might start going crazy over some invisible enemy that will then suddenly appear out of nowhere. Big fights cause slowdown that can freeze the screen for seconds at a time on the Xbox 360 version. Dragon’s Dogma runs much better on the PlayStation 3 than on the 360, with a smoother frame rate and fewer streaming problems; if the 360 version is your only choice, a hard disk install is mandatory to make the game playable.


These technical problems are enough to sour the experience for anyone, but if you persist with Dragon’s Dogma, it gets more rewarding the more time you put into it. Where the game really succeeds is in providing a sense of adventure. As you press further and further out from the capital city, Gran Soren, you really do begin to feel like you’re on the frontier, exploring lands that human feet have rarely trodden. When night falls, you immediately start looking around for shelter – not because you’re told to, but because night is dangerous in Dragon’s Dogma’s world, and if you don’t hole up somewhere safe you’ll almost certainly die.

This palpable sense of danger makes quests feel exciting, even when their goals are uninspiring. Health doesn’t fully regenerate after a fight, so the longer you’re outdoors for, the harder things get. Hiding out in the wilderness in an abandoned fort, waiting for the sun to rise with only your Pawns for company, is an exhilarating feeling, as is bringing down a griffin or golem through a combination of tenacity and luck. You’ll breathe a sigh of relief every single time you return safely to an inn to rest, even 30 hours into the game.



Source : http://www.ign.com/articles/2012/05/21/dragons-dogma-review

Friday, May 18, 2012

The Last of Us: A Tale of Two Ellies




It's been a big week for The Last of Us. A cutscene debuted, IGN saw gameplay for the first time, I reenacted the demo, and Podcast Beyond spent a show talking about developer Naughty Dog's latest.






After delving further into the game’s narrative over the past few months, we decided to modify Ellie’s model...




But the folks behind The Last of Us also sat down with IGN and went through an extensive Q&A session -- which touched on why Naughty Dog changed Ellie's character model.


"After delving further into the game’s narrative over the past few months, we decided to modify Ellie’s model to better reflect [actress] Ashley [Johnson]’s personality, and also resemble a slightly younger teen more fitting to the story," said creative director Neil Druckmann. "We're happy with the final result shown in the cinematic we have released today, and hope the fans like her too."


Trouble was, a lot of you sounded off in the comments that you didn't notice a difference between December Ellie and May Ellie. So, I went through both trailers again for a comparison. Check out the images below and let us know in the comments what you think of the change.











Source : http://www.ign.com/articles/2012/05/18/the-last-of-us-a-tale-of-two-ellies

Thursday, May 10, 2012

Assassin's Creed 3 Gameplay Video: Full Trailer Released Ads By Google » Blog Tags Today's Most Popular Videos »



A new Assassin's Creed 3 gameplay trailer is below for you to enjoy. You've done it, gamers. Your "likes" on facebook have unlocked the full 90 minute trailer! Click play!



As you can see, the Assassin's Creed 3 trailer gives a deeper look at the franchise’s new hero... fighting a freakin' BEAR, as well as a ton of different dudes. Running takedowns, face-stabbings, and everything you love. Here's the official description:

"Trapped between two worlds, Connor dons the mantle of the Assassin in the fight for justice against the Templars. Sentinel, outsider, and champion, Connor defends the land against those who would infringe upon freedom and liberty."

For all of our Assassin's Creed 3 information, check out our Assassin's Creed 3 FAQ... and leave your comments below.


Source : http://www.g4tv.com/thefeed/blog/post/723662/assassins-creed-3-gameplay-video-full-trailer-released/