Showing posts with label titles. Show all posts
Showing posts with label titles. Show all posts

Friday, July 6, 2012

Company of Heroes 2: Creating an Authentic Experience




When it comes to tackling World War II, Relic Entertainment strives to do it respectfully. The studio’s Company of Heroes franchise is a testament to this, with previous titles in the real-time strategy franchise presenting the battles, heroes and horrors of the Greatest War to players in ways that felt more lifelike -- and, consequently, more unsettling -- than many had come to expect. Of course, as a company whose goal is to create video games, Relic must make its titles fun -- something that can easily take away from the authenticity of the experience.


How do they do it, then? How does a team that’s built a name making some of the most critically acclaimed and authentic strategy games take what they’ve learned from travelling around the world -- studying the weapons, mechanized monsters and battlefields where millions laid down their lives -- and apply it to the upcoming Company of Heroes 2? We interviewed Game Director Quinn Duffy to find out.


Now we present Duffy's insight, alongside some of Relic’s photographs, sound design clips and videos they’ve used to inspire, create and shape the direction of Company of Heroes 2’s Eastern Front.





Bread, Bullets and Battlefields



When you're making a game about the Eastern Front, it's safe to say one of the best ways to get an understanding of it is to saturate yourself in it. To gain valuable insight into the Russian people of the past and the present, Relic did just that in March of 2011, when the team leaders traveled to Russia and Germany. "We went to St. Petersburg, the former Leningrad, and went to a number of battle sties in and around the city," Duffy detailed, with regular stops to museums so they could, "see and feel and get reference images of all the equipment" for the game.




The rations people live off of. Click the image to see more photos from Relic's travels.



It didn't even take all that much effort to find what they needed in Russia since, as Duffy put it, "[the Russians] just went gangbusters on celebrating the Great Patriotic War." The Relic crew found ample material in an array of museums that cataloged everything from specific types of weapons to what Duffy refers to as "dark stories." In one instance Duffy and the Relic team got to see the food ration given to the people under siege at St. Petersburg, which he described as being "smaller than your computer mouse...125 grams of s***ty bread a day for non workers. A million people...a vast number of people starved."








They went gangbusters celebrating the Great Patriotic War.





That understanding of the darker side of the Eastern Front history was something Duffy felt the team really benefited from. "To be in Russia and then to go to Berlin again...It brings it to life," he said. Essentially, visiting the places where people died and became heroes brought it all home for the team, "We say, 'oh, 70 years ago,' but when you stick your finger in a bullet hole it doesn't feel that long ago. It brings it to life in a really dramatic way. That was hugely important trip for the leads team and for reinforcing the direction of the game."





The Human Element



The Company of Heroes franchise has always had much more believable infantry than most strategy titles, with soldiers who react to being shot at, scream when they're harmed and generally act like you might imagine soldiers did those 70 years ago. Like the previous games, Duffy said the goal in Company of Heroes 2 is to get across "real soldiers, real battlefields, real war. The team therefore added a lot of animations and contextual speech to "create this sense that these guys are really aware of their environment." Watching real combat footage, the team at Relic has seen the way panic affects soldiers, the way that people can become a bit confused, and they try to integrate that into their characters. Though Duffy does acknowledge that their characters have "a bit of that Hollywood" layered in since in real combat "you rarely see the enemy, guys aren't moving around a ton," and, "you don't have the sort of second-to-second type of reactions that you want in a game."


The foundation for more realistic characters may have been in place from their previous games, but Relic really wanted to take the knowledge gained from traveling and reading memoirs from people involved in the war and instill, as Duffy says, the "fatalism" and "unbelievable bravery" of the Russian people. Duffy said this will come across in "their speech, their acknowledgements, their griping, their bitching," all of which the team wrote to set the tone for a people pushed to the brink. Duffy wants to get past the Russia we know from movies like Enemy at the Gates, so that "you start to see the reach character, that these guys were soldiers like any other soldier," who "faced the most unbelievable hardships."







This philosophy and understanding of the Russian people has also played into the new mechanics for the Red Army. Duffy really, really didn't want "automagical b**lshit kinds of things going on" with how they functioned. The last Company of Heroes games gave you abilities to break suppression, for instance, where troops pinned down by machine gun fire could overcome their fear by pressing a button. This time around Duffy wants to avoid "the magical button," instead focusing on providing context for why soldiers are less likely to be suppressed. An example given was Soviet penal battalions, who had to fight until they either died or succeeded -- regardless of the situation. Contextually it would make sense why they're more likely to go through gun fire brazenly, as opposed to standard Russian infantry.



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

Alan Wake Creators Bring Death Rally to PC




Remedy, the development studio behind Alan Wake and the first two Max Payne titles, has decided to bring its popular mobile game Death Rally to PC. Alongside enhanced graphics and controls tuned for mouse and keyboard, this version of Remedy's racer also includes a new track called "Savo" and sees the return of the 1996 Death Rally character, "Shadow Man." Also stated in today's press release, multiplayer and single player progress will now be integrated.



Death Rally PC releases on August 3rd for $9.99, a price point quite a bit higher than the 99 cents you'd pay on iOS at the time of this post.



Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Ubisoft Announces Extensive Wii-U Line-Up




Ubisoft has shown Nintendo lots of love at its E3 2012 press conference, showing off six upcoming Wii-U titles in a short sizzle reel. The announced games:


Rabbids Land


Your Shape: Fitness Evolved 2013


Sports Connection


Just Dance 4


Avengers: Battle for Earth


Zombi-U


 


Story developing...




Source : http://www.ign.com/articles/2012/06/04/e3-2012-ubisoft-announces-extensive-wii-u-line-up

Sine Mora Coming to PlayStation Vita




Sine Mora - one of the most critically-acclaimed XBLA titles of the year – is heading to PlayStation Vita.


But Vita owners will be treated to some new content in the shape of new campaign character Wilhelmine Muller, plucked from the world of Under Defeat. A new character also means a new special weapon and new chromes. And this content will be exclusive to the Vita version of the game.


“When you’ve got a great game on your hands, there’s nothing you want to do more than share it with everyone,” said Balázs Horváth, director of publishing at Digital Reality (the game's developer). “We had a fantastic launch with Microsoft exclusively on Xbox LIVE Arcade, and we’re really excited to continue that on the Vita.”







No release date for Sine Mora has yet been announced.




Source : http://www.ign.com/articles/2012/06/04/sine-mora-coming-to-playstation-vita

Friday, May 18, 2012

Firestorm Meets the Justice League International




The small crossovers between the New 52 titles continue next week, this time with The Fury of Firestorm: The Nuclear Men #9, which will cross paths with the team known as the Justice League International!


On sale on Wednesday, issue #9 is written by Joe Harris with art from Yildray Cinar.


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Source : http://www.ign.com/articles/2012/05/18/firestorm-meets-the-justice-league-international

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/

Blockbuster UK Lists Possible Wii U Launch Titles



A list of possible upcoming Wii U titles has been leaked via alleged photos from Blockbuster UK's internal point of sale system.

The list, which first appeared on GoNintendo, is composed of 25 already known and unannounced titles, including Splinter Cell 6 and Formula 1 All Stars in the latter group.

First party titles included are Pikmin, Shield Pose and New Super Mario Brothers Mii.

The entire list, which remains unconfirmed, is as below.

• Just Dance 4
• Killer Freaks From Outer Space
• Marvel Super Heroes
• Metro Last Light
• Monsters Party
• New Super Mario Brothers Mii
• Ninja Gaiden 3
• Pikmin
• Rabbids Party Land
• Raving Rabbids
• Rayman Legends
• Shield Pose
• Splinter Cell 6
• Sports Connection
• Tekken
• Your Shape 2013
• Zombie
• Aliens: Colonial Marines
• Assassin's Creed
• Batman Arkham City
• Darksiders II
• Dirt 3
• Formula 1 All Stars
• Game Party
• Ghost Recon Online


Source : http://wii.ign.com/articles/122/1224426p1.html