Showing posts with label space. Show all posts
Showing posts with label space. Show all posts

Friday, July 6, 2012

Endless Space Review




I'm caught in a dilemma. I know that I should be telling strategy fans that Endless Space is a great new take on a classic genre, but I'm worried that if people buy this game they'll all but disappear of the face of the earth, their friends reporting them as missing persons. Amplitude Studios might as well have called their game Black Hole, because it has the most incredible ability to suck you in, to trap you and to somehow warp spacetime around you so that, on the rare occasions you're able to tear your eyes from the screen, entire hours have been lost. I swear that my hair was noticeably shorter when I started reviewing this game. I've given up making hot drinks while I play, since they either grow cold beside me or I forget to even pour the kettle and I find I have to boil the blasted thing again.


Just like a black hole, Endless Space sucks you in by being so incredibly dense: by being absolutely packed with content, options and choices, all of which it offers up in fresh combinations with every new game. Even before you begin you're presented with a plethora of possibilities, a dozen different ways to tweak the game you're about to play. Want to alter the win conditions? To change the age, shape or make-up of your galaxy? Don't fancy any of the game's eight very distinct races and want to build a custom faction of your own? Sure, why not – there are scores of different race traits on offer. How many do I mean by “scores”? About ninety. That enough for you?







You open up the game's tech tree and discover that it isn't simply a single thread of interdependent technologies, in the style of Civilization. No, it's four completely separate categories, each an intricate, twisting vine of discoveries, and as you start to monkey your way up one branch you realise you're neglecting the others. You may well have made great leaps in economics or propulsion technology, but your military is backward and your colonists are struggling on dirty and decrepit planets that urgently need terraforming. Upset by their conditions, they're refusing to work, because it turns out that space is a pretty depressing place when you're stuck on a backwater desert world with a poisonous atmosphere.








The genius thing about this game is that it isn't simply a mess of chaotic, formless content, but it's actually very cleverly balanced.





Or perhaps they're not, because you wisely chose a race that can withstand the rigours of colonial life, so instead you get back to designing your latest battleship, carefully choosing from the dozens of different components you've developed. Is there enough room to plaster on another layer of armour? You might need it, because your new neighbours are a particularly warlike bunch, but hopefully you can buy them off by generously trading those rare minerals that are only found in your corner of the galaxy.


Or maybe what I just described will be nothing like the game you play, because Endless Space is a stellar sandbox entirely at your disposal. But the clever thing, no, the genius thing about this game is that it isn't simply a mess of chaotic, formless content, but it's actually very, very cleverly balanced. Tipping that balance one way or another will be the choices you make as you play, choices about who you are and what you want to do next. The default races all offer very different experiences tailored to particular play styles, while the various routes to victory require you to master different skills and, of course, every new game offers a completely different galaxy.



It's also remarkable that, for all its depth, this is a game that could teach its rivals a few things about clarity. Hover your mouse over just about anything and you're presented with an explanation of what it is and a breakdown of why it's behaving that way. Only occasionally does the game fail to serve up relevant information, but when this happens it's frustrating. Why can't I move my fleet to a nearby system? No explanation. Oh, I've conquered that alien world? A notification would've been nice. Perhaps it's biggest insult is in telling you you're at war, but failing to let you know who your enemy is.








It's also remarkable that, for all its depth, this is a game that could teach its rivals a few things about clarity.





Much as I want to continue exploding in a supernova of praise for this game, I do find myself coming back down to earth. While Endless Space is a great example of 4X strategy, it still suffers from a few of the genre's classic shortcomings. As your territory expands and the endgame approaches, it naturally slows and becomes somewhat mired in micromanagement, though not quite as much as some of its peers. Diplomacy is also rather bare and although each race might be very distinctive (and demonstrate some canny AI), they don't really have much to do with you beyond sliding contracts under your nose occasionally.


Most importantly, though it's almost painfully addictive, the game isn't necessarily exciting. In spite of all that it offers, all that goes on in a game, it's rarely a thrilling experience. Instead, it's simply pleasantly engrossing, somehow compelling you to play for one more turn, to inch your fleets a little further, to build yet another satellite array. This is how it swallows your time, your minutes, your hours.







Some players will take issue with the brevity of the fleet battles, but I think this is a strength. Each fight lasts for just two minutes, during which you don't directly command your ships, but instead issue them three sets of general orders that determine how they behave in long, medium and short-range combat. The idea is not just to avoid fleet micromanagement, but also to keep multiplayer games pacey. It's a smart and a simple idea that keeps you focused on the big picture, though those used to more control may be disappointed.


Amplitude's ambition was to develop a modern 4X space strategy that harked back to the cannily-designed classics like Master of Orion and Galactic Civilizations. They've succeeded and then some, creating a canvas across which we can paint all kinds of experiences. The game may not have the broader appeal or production quality of the Civilization series, but in many ways it's smarter. Strategy gamers would do well to set foot amongst its stars.



Source : ign[dot]com

Friday, June 29, 2012

Storage 24 Review




Take a group of people, stick them in an enclosed space, add a monstrous creature to the equation, and watch the horror unfold. It’s a tried and tested formula that has served the genre well for decades, and new Brit-flick Storage 24 mines that very same territory, with decidedly mixed results.


Noel Clark – on whose idea the film was based – plays Charlie, a sorry excuse for a man struggling to come to terms with the fact that he’s just been dumped. Proceedings kick off with Charlie and best friend Mark (Colin O’Donoghue) travelling to the storage facility of the title to pick up his belongings post break-up.




Noel Clark as Charlie in Storage 24.



But wouldn’t you know it, former girlfriend Shelley (Antonia Campbell-Hughes) is there with friends Nikki (Laura Haddock) and Chris (Jamie Thomas King) to collect her things, making for a painfully awkward encounter.


Humiliation and embarrassment do not a horror movie make however, and at around the same time, something hits London hard. Initial reports suggest an earthquake or bomb, but it soon becomes clear that the threat is from another world, or more specifically, the alien contents of a military cargo plane that has crash-landed in the middle of town.


For convenience sake, the creature ends up in Storage 24, the crash sends the facility’s security system into lock-down, and the malevolent monster and our five miss-matched humans become  trapped inside. Cue broken bones and spilled blood as the creature goes on the rampage and the humans fight to survive.


And that’s about it in terms of story, though while Storage 24 hardly re-invents the narrative wheel, it does have enough jumps, scares and laugh to make it a passable entry into the over-crowded sub-genre.







Director Johannes Roberts’ previous effort was school-based horror F, and Storage very much follows in that film’s footsteps, the tension largely arising from the protagonists being stalked through dark corridors by an unseen assailant.


By the climax of the film we do get a good look at said creature however, and it proves to be the film’s crowning glory – an eight-foot monstrosity that’s a testament to the talents of effects maestro Paul Hyett – a mess of teeth and claws that’s a worthy opponent for our heroes.


Unfortunately, there’s just not enough meat on the bones of Storage 24 to put it in the same league as the numerous movies that follow the same template.


That’s because the internal strife between the characters never quite rings true, while the alien never gets the back story it deserves, making for an unsatisfactory (albeit visually arresting) villain. The addition of a homeless conspiracy theorist briefly livens things up, but he serves little purpose other than to fleetingly advance the plot.




Laura Haddock delivers a star-making turn as Nikki.



Noel Clark gives his most sympathetic performance yet as Charlie, kicking off proceedings an annoyance but gradually finding the hero within when the chips are down. The other acting standout is Laura Haddock – so memorable as Will’s love interest in The Inbetweeners – whose Nikki is a scream queen with brains whom you genuinely root for in the film’s final third.


But the result is a film that apes Alien at every turn without ever coming close to its slow-burning brilliance. And if you want to see a film about an alien invading South London, try Attack the Block, which betters Storage for both laughs and scares.


Without going into spoiler territory, the climax does set things up for a sequel, though while certainly a tantalising glimpse at what might be to come, I’m not sure the events that proceed it entirely warrant one. Taken on its own terms however, Storage 24 is an entertaining if unremarkable B-movie, and there’s no shame in that.



Source : ign[dot]com

Tuesday, May 29, 2012

Is This Dead Space 3’s Co-op Partner?




Earlier this month, our sources told us that Dead Space 3 will feature co-op. That report described the game’s co-op partner as “a man with a gnarly scar on his face, an engineering RIG of his own, and glowing red eyes peering from his helmet.” Now, it looks like we may have our first look at him.


A new animated short released by EA today features a character who fits that description to a tee. According to the video’s YouTube description, the character is Earthgov Sergeant John Carver. Carver “witnesses an attack on the Marker Site he guards which changes his life forever,” leading him to “fight his way through a colony now in complete chaos as he begins to discover how important he is in fighting the Necromorph plague.


Most importantly, the description notes that "this is just the start of John Carver's saga in the Dead Space Universe." Does this mean he'll be making an appearance in Dead Space 3?





Dead Space 3 still hasn’t been announced, though several leaks have all but confirmed that it’s in development. The game was first revealed by logos on an Israeli news show last year, followed by a retail listing in April.


E3 is only a week away, so if E3 is planning a Dead Space 3 announcement it will probably happen then. EA’s press conference is currently scheduled for Monday, June 4th at 1:00 p.m. PST. Be sure to keep your eye on IGN’s E3 hub for all the news as it happens.




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Source : http://www.ign.com/articles/2012/05/29/is-this-dead-space-3s-co-op-partner

Wednesday, May 9, 2012

Outernauts Facebook Game Coming From Insomniac, EA Ads By Google » Blog Tags Today's Most Popular Videos »


Outernauts Facebook Game Coming From Insomniac, EA

Outernauts is coming to Facebook. EA and Insomniac have teamed up to create an adventure role-playing game that aims to bring something new to the social media space. The game casts players as members of United Earth’s elite Outernaut force. The Outernauts capture and train exotic alien beasts and uncover the riddle behind mysterious “ancients” while battling pirates and evil corporations seeking to control the galaxy. All that on Facebook.

"As we have demonstrated for nearly twenty years in the console games space, we're confident we can help evolve the definition of a game experience on Facebook," said Insomniac prez Ted Price. "With Outernauts, we are delivering a deep story with real RPG strategy, coupled with Insomniac's signature sense of humor."

The game aims to combine Insomniac’s immersive storytelling with "a unique art style and sense of wit." If it goes off the way it's planned, it will bring something really special to Facebook gaming. I'm looking forward to it.

Outernauts will launch this summer and is currently in closed beta.

All of the best people are following Stephen Johnson's twitter feed. Also, email me if you wanna.


Source : http://www.g4tv.com/thefeed/blog/post/723615/outernauts-facebook-game-coming-from-insomniac-ea/

Space Quest Creators Turn To Kickstarter For SpaceVenture Ads By Google » Blog Tags Today's Most Popular Videos »





Scott Murphy and Mark Crowe, known in their Sierra Entertainment days as The Two Guys From Andromeda and the creators of the Space Quest series, have turned to Kickstarter for their upcoming adventure game, SpaceVenture. We first heard about the duo's return in April 2012 when they announced the formation of their new studio and their plans to return to the adventure games... er... game.

The Kickstarter page, which seeks $500,000 in funding, reveals a few new details about the game. The plan is to bring SpaceVenture to PC, Mac, Linux, iPad, and Android tablets, with an "enhanced demo" of the game for each $100,000 milestone reached. There's also some word on what amounts to a pretty star-studded voice cast: Rob Paulsen (Pinky from Pinky and the Brain), Ellen McClain (GLaDOS), Gary Owens (Space Quest 4 & 6 narrator), Robert Clotworthy (StarCraft's Jim Raynor), and John Patrick Lowrie (Sniper from Team Fortress 2). Murphy and Crowe are also in talks to bring back some of the original composers from the Space Quest series.

Backers at a certain level will not only appear in the credits, but will also be integrated into the game in the form of "digital fan cards" collectibles, though the game will also include an option for turning this feature off. Check out the Kickstarter page for a full rundown of the reward tiers.


Source : http://www.g4tv.com/thefeed/blog/post/723607/space-quest-creators-turn-to-kickstarter-for-spaceventure/

Monday, May 7, 2012

Dead Space, Need For Speed Games Coming In 2013 Ads By Google » Blog Tags Today's Most Popular Videos »


Dead Space 2

Publisher Electronic Arts has mentioned a couple of titles that you may be interested in: A new Dead Space (Dead Space 3, perhaps?) and a new Need for Speed (Need For Speed: Most Wanted 2, maybe?). Both games will be coming out in fiscal 2013, so basically by March 2013.

No other information about the games is available at the moment, but if you've played the series upon which they are based, you can probably make a fairly decent guess about what they'll be like.


Source : http://www.g4tv.com/thefeed/blog/post/723541/dead-space-need-for-speed-games-coming-in-2013/

Tuesday, May 1, 2012

Awesomenauts Review



There's nothing quite like a monkey with a laser mounted to its jetpack fighting a ninja lizard, space sheriff, and robot Incredible Hulk. Awesomenauts is absurd and hilarious. For the most part, it's entertaining to play, too. It distills a complicated, largely PC-only genre down to its essence, and it does so mostly successfully. Awesomenauts is one of the first instances of a multiplayer online battle arena on consoles, and when it isn't stumbling over its own simplicity, it does a great job of bringing something exciting to a new audience.





Think of the MOBA genre like inverse tug-of-war – two teams with distinct hero characters push against waves of human players and their AI companions; whichever group breaks through the other side first takes home the win. Turret placements block routes, summon spots spawn additional help, and hidden paths allow players to flank their foes. Awesomenauts builds a complex layer of strategy around a bare-bones 2D core, and this is where thoughtful players will discover smart tactics.

They're the folks who'll realize retreating is smarter than sacrifice, and that the on-the-fly character upgrades they'll earn because of it are more important than another kill. Staying alive means not contributing to the other team's resources, too, as you'll drop plenty of currency for them when killed. Letting them clean up and buy upgrade their dynamite, rocket, or knife abilities will end you.

Awesomenauts is a lot of work, and the more you put into each match the more you'll get out of it, both short- and long-term.




You can hide behind your robots to take on turrets.

This is the biggest issue with Awesomenauts. As you're starting out and discovering the strengths and weaknesses of each vastly different hero, higher-ranking players will slaughter you. Not because their level means they're stronger – everyone starts out even and without upgrades – but because the unlockable characters are
considerably better than the limited starting selection.

They're more capable, have better weaponry, and are just more capable of killing your team. There's a stark, immediately noticeable imbalance that adds a stacked rock-paper-scissors sense to the roster.

I hated Awesomenauts for a few hours. The wacky Saturday morning cartoon theme, western music, and simple destructive gameplay was fun, sure, but the grind drove me mad. Eventually, I learned, adapted, and improved. Awesomenauts is unforgiving for newcomers, even though it's structurally simple, and the growing pains are awful if you're not enduring it with someone else.




Don't forget to spend the money you earn. Your team relies on it.

Even if you're a vetted MOBA nerd, this separate spin on the same idea makes you look at the genre in a new light -- dimmer, perhaps softer, rather than plugging in a new bulb altogether. That Awesomenauts is a multiplayer game first and foremost – don't bother with bot matches alone – means you're likely to play it in the company of others.

Without friends, the battlefield is lonely and frustrating, so make sure you're bringing friends in from the get-go. It turns an amusing game into a strong and strategic one.


Source : http://ps3.ign.com/articles/122/1224122p1.html