Monday, July 2, 2012

Roller Coaster Rampage Review




Roller coasters always represented both the ultimate thrill and the ultimate horror of my sporadic theme park experiences. As a kid, working up the nerve to conquer rides with ominous names like "The Monster," "Shockwave," and "Mind Eraser" always took a lot of effort, but the freak-out fun of getting my innards rattled at 70 mph through a loop-de-loop usually turned "gee, I don't know, guys" into "hell yes, let's go again!" I even remember getting together with friends, drawing up the craziest coaster ideas imaginable, and wondering if any real-world rides resembled my asinine blueprints. With its freeform, arcade-style gameplay that lets you build some truly insane coasters and then ride them in first-person, Roller Coaster Rampage indulges all my wildest childhood "what ifs."



Set within a sprawling amusement park, Roller Coaster Rampage is essentially an open-ended playground for dabbling in on-the-fly coaster creation. Instead of constructing tracks using a more technical editor-style interface, you direct your coaster around the park in real-time and the track builds itself out behind you. It's an inventive approach to coaster crafting that allows for some real artistry and intuition in the tracks you make. Dabbling around in the unrestricted Free Ride mode also has a cool Zen-like feel to it, and it's easy to get caught up in the flow of forging snaking tracks high above the park's scenic vistas.


Making coasters takes on a strong puzzle solving quality in the more focused campaign mode, which has you pulling off tricky maneuvers, chaining tracks together, and collecting colorful gems to earn the points needed to progress to tougher stages. Each of the numerous puzzle stages have some pre-laid out components that you can connect with to earn extra points as you zip around the park. Thankfully, there's still tons of freedom to experiment beyond the suggested routes. Working in and around the loose framework every levels throws at you is a neat challenge, and later stages really ramp up the craziness with more demanding goals and dynamic layouts.


Unlocking new stages requires creativity as you build out increasingly complex track full of corkscrews, loops, and other stunts to earn a good star rating before connecting back the starting gates. Unfortunately, controlling your speeding coaster is a far less intuitive process than designing tracks on-the-go. The WASD buttons control speed and banking while the directional keys handle vertical moves and turns. When you throw in a few other hard-to reach buttons on top of that, and the fact that tougher stages throw specific directions for you to follow at a faster and faster pace, pulling off quick maneuvers becomes an awkward pain. I may know exactly what kind of move I want to pull off, but the time it takes to fiddle with the controls to produce the desired result is often longer than the short window of opportunity provided to complete the trick. Though streamlined, the gameplay becomes demanding on later levels, and wrestling with the cumbersome keyboard controls doesn't mesh well with the fast paced action.



Semi-realistic physics are more of a consideration in the campaign challenges, but they too get in the way of the freeform fun at times. You have to tweak your speed constantly on some tracks in order to make it through big loops, stay on target to clear long-distance jumps, and keep from flying off the track on hairpin turns. Since artificially boosting your speed or braking consumes energy that's restored by collecting gems, it's hard to strike the right balance between juggling clever track design with the more practical need to keep your momentum and earns points. In later stages, keeping track of all these moving parts grows chaotic to the point of distraction, making spectacular derailments common. While they're amusing, these frequent wipeouts are more frustrating than funny when they kill an otherwise smooth high scoring run over and over again.



Source : ign[dot]com

Roberson's MonkeyBrain Comics Unveiled




A couple of weeks ago, writer Chris Roberson teased a new comics publishing imprint called MonkeyBrain Comics, an extension of his own MonkeyBrain Books. Via telephone press conference today, Roberson revealed the nature of MonkeyBrain Comics, and it's exciting indeed.


MonkeyBrain is a new comic book imprint that will debut this Wednesday, July 4th -- dubbed "Independents Day" -- exclusively on comiXology. Co-Publishers Roberson and his wife/business partner Allison Baker stated that they're currently exploring trade paperback releases to follow up the digital installments.



"MonkeyBrain Comics was born out of a desire to directly explore what opportunities there were in the newly expanding digital marketplace for creator owned material," said Roberson. "We knew from the get go that we’d want to work exclusively with comiXology, who have become the undisputed leader in the digital comics field with their platforms’ unparalleled reading and shopping experience. And we’re pleased to have so many of our close creator friends along for the ride. I can’t wait to see what fans around the world think about our first batch of releases!"


"We’re excited to be the exclusive digital home of MonkeyBrain Comics," says co-founder and CEO David Steinberger. "ComiXology’s mission is to get comics into the hands of people everywhere and we look forward to doing just that with Chris and Allison’s stellar line of creator owned comics!"


The press conference clarified that the only monetary gain that MonkeyBrain gets from digitally publishing these titles is to cover the company's marketing, with the rest of the profit going to the creators. The company also takes nothing except exclusive license for digital distribution, meaning MonkeyBrain owns no portion of the IP or residuals from movie options or anything of that ilk. In fact, the creators themselves can print copies of their books if they so choose, as MonkeyBrain only has rights of the digital format. Similarly, this opens up MonkeyBrain comics to print deals with other existing publishers in the future.


Roberson said that the length of their projects vary book-to-book, and that the pricing of the comics would reflect that. However, the price range would remain between .99 cents and $1.99 depending on the book.


Roberson and Baker also expressed that they weren't interested in using their marketing efforts before the release of the books -- which a print model necessitates because of the pre-order system -- and instead will wait to promote the books until they are actually available for purchase.



Finally, Roberson stressed that they were only accepting projects in which the property was shared among all of the creative team involved, and that the company isn't open for submissions at this time.


Some of the talent involved includes the following:


Grace Allison, Nick Brokenshire, J. Bone, Chad Bowers, Wook-Jin Clark, Colleen Coover, Kevin Church, Dennis Culver, Matt Digges, Ming Doyle, Curt O. Franklin, Ken Garing, Chris Haley, David Hahn, Phil Hester, Joe Keatinge, D.J. Kirkbride, Adam Knave, Axel Medellin, Jennifer L. Meyer, Michael Montenat, Ananth Panagariya, Thomas Perkins, Adam Rosenlund, Chris Schweitzer, Brandon Seifert, Chris Sims, Matthew Dow Smith, Paul Tobin, J. Torres, Josh Williamson and Bill Willingham.


Quite the lineup! Better yet, there are more creators set to be revealed at the MonkeyBrain panel at San Diego Comic-Con on Friday, July 13 at 7PM.


The first books to release this Wednesday are as follows:



  • Aesop’s Ark by J. Torres and Jennifer L. Meyer

  • Amelia Cole and the Unknown World by Adam P. Knave, DJ Kirkbride and Nick Brokenshire

  • Bandette by Paul Tobin and Colleen Coover

  • Edison Rex by Chris Roberson and Dennis Culver

  • October Girl by Matthew Dow Smith


For more information, you can visit the official MonkeyBrain Comics website.







Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He thinks creator-owned comics are the only thing that will keep comics afloat forever.



Source : ign[dot]com

Left 4 Dead 2 Cold Stream DLC Coming in July




Valve has announced that Cold Stream, the much anticipated next downloadable content pack for Left 4 Dead 2, will be released on July 24th. The add-on will be available for PC, Mac and Xbox 360. For Xbox players, the content also includes the original Left 4 Dead’s Blood Harvest, Crash Course, Dead Air and Death Toll campaigns.



Cold Stream has been in beta since March 2011 and Valve says “there are some other surprises” that will be revealed later. The content will be released alongside a new update that makes all mutations available at all times. According to Valve, “this will allow players to choose to match into games playing Taannkk!, Gib Fest, or even a user created mutation like Confogl.”







More details will be released in the coming weeks, but we’ve reached out to Valve for pricing info and will update with any comment we receive.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Assassin’s Creed III Limited Edition Revealed




Ubisoft has announced the Assassin’s Creed III Limited Edition for North America. Available for $119.99, the Limited Edition will hit Xbox 360 and PlayStation 3 and include the following in addition to a copy of the game:



  • 9.44” Connor statue

  • Embroidered 28” x 48” Assassin’s Creed-inspired Colonial flag

  • 3” x 3.25” metal belt buckle



For PC fans, a Digital Deluxe Edition will be available for $64.99 including the following:



  • George Washington’s notebook

  • Three single-player missions “from the high seas to Cozumel Island in search of Captain Kidd’s fabled lost treasure”

  • Captain of the Aquila’s uniform and Colonial Assassin outfit, boarding axe and Scottish flintlock

  • Sharpshooter/Redcoat characters for multiplayer

  • The “best audio tracks” from previous Assassin’s Creed games


While this is the first North American exclusive edition of Assassin’s Creed III, it’s actually the fifth overall, joining the three European editions announced in March and the Ubiworkshop edition shown off in May. There will also be a PlayStation 3 bundle available on day one including exclusive downloadable content.







Assassin’s Creed III hits stores on October 30th.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Street Fighter Icon Lands at PlayStation




For years, Seth Killian has been known as the Street Fighter guy, and then a few weeks ago, he announced that he was leaving Capcom. Now, he's resurfaced -- as a member of PlayStation. Killian will be joining the Sony Santa Monica -- the developer currently working on God of War: Ascension -- as the lead game designer for the external group. While Killian didn't say it was his only project, he did write at length about PlayStation All-Stars Battle Royale in his debut PlayStation Blog post. So, expect his involvement on that title -- one he's taking to EVO.












Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!



Source : ign[dot]com