Thursday, June 28, 2012

Worms: Evolution Dares to Do Something Different




Team 17 is bringing back its bread-and-butter franchise with Worms: Evolution, a surprising and appropriate sequel in the timeless, turn-based classic. Coming to Xbox Live Arcade, PSN, and Steam soon, Evolution adds a number of new factors to an established formula, most of which are experimental and out of the ordinary for the simple strategy series, and all of which work in its favor.

Purists can dial everything back for a classic Worms battle, of course, but it's Evolution's additions that'll help Evolution survive in the gene pool.


Character Classes

For the first time, class-based multiplayer comes to Worms. When you start the game, you'll have access to a standard soldier. As you burn through the single-player campaign and puzzles, you'll earn access to additional units, which you can select leading into each battle. Do you want the Scout -- the fast but frail fellow? Maybe, but the heavy worm can take more damage than anyone. On the other hand, you could deck out your team with Scientists, who heal their squad at the end of each turn.

The values and importance of each are simple but apparent, and while the classes themselves aren't breaking new ground, they really mix up the formula. You and your opponents will play Evolution fundamentally different than any other Worms game because of 'em.





Weaponizing Water

Worms, what with their absence of feet, aren't terribly good swimmers. As such, weaponizing water makes all sorts of sense for Evolution. Pockets of H2O appear in stages in various forms, and not just on the outer edges of each arena. Detonating dynamite above a reservoir could send water splashing through the world, washing worms away across or off the map entirely. As each turn ends, each worm will take damage while submerged, so drowning is a real threat for you -- if you're underwater, get out.

In some cases you simply won't be able to -- that's where your trusty new drain gadget comes into play. If you're playing coward and retreating into tunnels, you'll get flushed out -- fortunately you'll be able to defend yourself, at least a little.


The New Engine

3D Worms games have always released to a mixed response -- with a loud portion of that mix saying, "Hey, man, this sucks!"

Worms: Evolution is a compromise. It appeases the masses lusting for 2D gameplay while still giving Worms the 3D love it probably needs at this point. The world exists in 3D, so there's depth to the playing field looking in, but it doesn't taint the 2D experience of side-scrolling pew-pew.

Meanwhile, scale is something developer Team 17 kept emphasizing when discussing the new look of Worms: Evolution, and for good reason: You won't have little worms climbing over cars slightly larger than themselves anymore -- the world is much, much bigger than they are. That sort of detail exists in the background of each stage, giving the beach a sprawling sense of big-ness, while the more up-close and closed-off sewers put rats in the background to establish size. It works. You feel like a small part in a large world, in which you'll deal bigger damage.

The other major change to Evolution is the addition of physics objects -- sure, grenades would roll downhill, but now you can use telekinesis or a UFO to manipulate important (sometimes explosive) objects within the environment. Dropping a lighter or water bottle can crush or trap enemies, too, so use the world to your advantage as often as possible, if only to avoid letting it happen to you.


Douglas From IT Crowd is the Narrator



The campaign in Worms: Evolution has some interesting and unexpected presentation quirks. One such fun twist is the nature documentary stylings, with dialogue about these violent worms every step of the way. But the absolute best addition is actor Matt Berry's narration of these events. Who? Oh, he's that one guy from The IT Crowd who is the best character.

Fans will recognize the overly emphatic, melodramatic quips familiar to his Douglas character on the hysterical UK sitcom. Watch the highlight reel above and just try telling me you don't want this guy narrating the moment-to-moment documentary observations.



Source : ign[dot]com

Bravely Default: The RPG the 3DS Needs




Square Enix's Bravely Default: Flying Fairy might (still) have one of the more absurd titles out there, but it should be considered amongst the top tier of games coming to the Nintendo 3DS later this year. Though only confirmed for release in Japan at this point, this turn-based RPG takes traditional mechanics, twists them a bit, and coats them in a water color aesthetic that is entirely unique amongst the 3DS's offerings.



The last time I was able to update you on this game, it had just debuted through Nintendo Direct in what could only be described as a teaser trailer. Outside of confirming the game was a classically styled RPG, Square Enix said nothing, relying on the game's visuals to do all the talking. Back then I wrote, "Bravely Default is a mystery. It also has more of my attention than just about any other 3DS project right now. I may get to play Mario this year, but I'll be wondering about Bravely Default for quite a long time."

Many of those words still ring true, but my obsession now rests on getting my own hands on Default, as much of the mystery has cleared through Japanese demos and quick updates by the developer. Square has revealed much more about this RPG, including details about its battle system, length and more. Plus there are plenty of new screenshots and a trailer (see above) to obsess over. For a game that reportedly will take 60-70 hours just to beat on a cursory level, discounting a more detailed, thorough approach to completion.



Default's core mechanics are at once familiar and yet entirely clever. At its heart, this is a turn-based RPG like most others - physical attacks and magic are the norm here, and you'll even find your characters can occupy different classes or 'jobs' to have a specialized functionality. What's more interesting is how your actions are taken during battle. Each action you perform (like attacking) consumes a 'Brave Point'. This concept will apply to your allies and enemies as well.

During battle you're able to consume these points in varying quantities, even going into negative numbers if you're stretching to defeat an opponent. (Dipping below zero Brave Points will cause your character to stall out until he or she has recovered enough to execute more actions.) 'Brave' and 'Default' commands manipulate these points, allowing you to spend points to gain extra turns or skip those turns to build up more points, respectively.

How you conduct battles can impact you later, as bonuses are awarded if you skillfully dispatch your enemies. Taking no damage or managing to defeat your foes in a single turn, for example, can yield you extra rewards.



There's still plenty we don't know about this game, though its visuals and core mechanics are enough to have our attention. There's also plenty of time between now and the game's release, and plenty more, no doubt, before any sort of localization occurs - assuming it happens at all. Here's hoping Square notices how much this game has grabbed our attention, and understands it will grab the world's attention as well. Thanks to Andriasang and Siliconera for details and translation efforts.



Source : ign[dot]com

Skyrim: Dawnguard Review




Don’t accuse The Elder Scrolls of selling out to the modern-day pop-culture vampire craze. The venerable role-playing series has been in the blood-sucking business for years, and so there’s nothing to forgive when Dawnguard, the first expansion pack for endless epic Skyrim, boasts a vampire-centric premise. In fact, you’ll be thankful Dawnguard went down this road.


This new form can be yours...IF you let the vampire bite happen.

That’s primarily because the new campaign – accessed at character level 10 or higher either by talking to city guards or meeting a courier – is effectively two games in one. As you delve deeper into the mystery of a vampire plague loosed upon Tamriel, you’ll be recruited by an ancient group of vampire hunters known as the Dawnguard – and you’ll have the option to either fight against the neck-biters or become one of them. I chose the former for my first play-through and plowed through in about eight hours, but that was with my high-level, high-damage Redguard warrior who didn’t need to spend time journeying to cities to buy or sell items. Your playtime may vary, but an average of 10-12 hours is a reasonable expectation. Double it to check out the other, far more interesting pro-vampire side and you’ve got a compelling package for $20. If it feels short, it’s only because the core Skyrim is almost infinitely long.

In joining the Dawnguard faction, the expansion pack starts a bit slow. The new areas you encounter aren’t particularly interesting to look at aside from a few pretty caves, but even those are a bit puzzling to navigate – unexpected after most Skyrim dungeons provide a quick way out after you reach the end of them.


The crossbow is the big new weapon class for Dawnguard. Useful...unless your'e a high-level warrior.

Things ramp up as you progress, however, leading to several breathtaking battles. One highlight took place in an open arena against a dragon and a plethora of skeletons. Under the heavy rain and darkened skies of the Storm Call dragon shout, lighting bolts cracked down upon the undead warriors, turning them into dust all around me as I dueled the dragon. Another great scene set on a frozen lake sees you take on two dragons as they dive-bomb through the ice and rocket back out near you. And still another memorable moment takes place near the end of the campaign, where I, an ally, her two summons, and my two summons (one of which was a dragon) went toe-to-toe against a massive throng of foes on a bridge. It’s just too bad the framerate chugs during these chaotic climaxes.

The more unique half of the game is the vampire half – a fact the game doesn’t even try to hide by repeatedly offering you chances to get turned into one of the bloodsuckers. This branch of the story is wildly different than its more traditional Skyrim counterpart, largely thanks to the new vampiric powers. Chief among them is the ability to turn into a Vampire Lord, which is much more fun than the lycanthropy quest line you may have already completed in Skyrim. You can float around, transform into a cloud of bats, and of course feed on human victims. It’s much more empowering than the existing werewolf abilities, and it’s got its own perk tree to boot.


The Soul Cairn area isn't very easy on the eyes...unless you love purple.

Dawnguard is not without its technical quirks – I saw numerous instances of serious clipping as well as some frustrating world map waypoint weirdness while playing on a final retail copy of the game – but nothing stopped my progress or truly impeded my fun.



Source : ign[dot]com

Is This Ratchet & Clank Collection’s Release Date?




Our friends abroad are lucky, because they already have the Ratchet & Clank Trilogy (known Stateside as the Ratchet & Clank Collection). For some reason unbeknownst to anyone, the collection came out in Europe and Australia this week, but Americans have to wait for it until sometime this fall. And by “sometime this fall,” it appears Sony intends on releasing the game in early October.



Sleuths at Dark Zero found a release date on Amazon for the trilogy, which gives a date of October 2, 2012. Sometimes, October 1st is used as a placeholder for a still-unknown Q4 release, but October 2nd is a more specific date. Better yet, October 2nd, 2012 is a Tuesday, the traditional day games come out in North America.

So, is Ratchet & Clank Collection coming October 2nd? And will it cost only $30, as Amazon reports? Seems plausible, though we’ve reached out to Sony for confirmation and will update when we hear back. In the meantime, be sure to check out our review for the game, and watch the video review above.



Source : ign[dot]com

Modbook Pro Announced




As we reported yesterday, big things are afoot at Modbook. The Los Angeles-based company has been steadily building buzz through their Facebook page, where they’ve sent out some cryptic pictures and yesterday teased an announcement. It all culminated in today’s unveiling of the Modbook Pro, an entirely redesigned redesigning of a MacBook Pro.



The Modbook is a Frankenstein tablet, which – through a series of rather incredible modifications - make the MacBook into a sleek tablet with a Wacom digitizer (which delivers 512 levels of pen pressure).  These tablets run the full Mac OS (as well as Windows) and have been big hits in the creative realm, where .

While we originally speculated on the possibility of a potential 15-inch Pro with Retina Display, Modbook opted to base the new model off the 13.3-inch base system.



The Modbook comes in a dark brushed metal finish and features something called 3D-GripFeet, which lets the tablet be propped at 50 degrees from all sides.

The Modbook Pro is coming in fall 2012, and they’ll release pricing in coming news – though safe money is this thing will be very, very expensive. An uncustomized MacBook Pro runs $1199, and we wouldn’t be at all surprised to see these go for triple that.



So what do you think? Do you have deep pockets and a deep need for a full Mac OS-based tablet?

We'll report back as soon as pricing is available.



Source : ign[dot]com