Friday, July 6, 2012

Rambo Game Out This Year




The Rambo video game announced last year now has a title. It's called... Rambo: The Video Game. And it's due for release on PC, Xbox 360 and PlayStation 3 sometime later this year.


The game's being produced by UK-based publisher Reef Entertainment. Speaking last year, CEO of Reef Entertainment Peter Rezon said, "I am a big fan of Sylvester Stallone movies, and when we had the opportunity to secure the video game rights from StudioCanal for the Rambo franchise, we had to grab it with both hands."


So why it's been so long since we've heard anything on the project?


Reef's marketing boss Craig Lewis explained: “We have been quiet since we acquired the Rambo license last August. During this time we have been dedicated to creating a videogame for consoles and PC that will allow Rambo fans and gamers across the globe to really get under the skin of Rambo and wield his iconic weapon-set in battle.”


Rambo: The Video Game will be shown off for the first time at Gamescom next month. In the meantime, check out the game's new artwork. Helicopters and explosions!









Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.






Source : ign[dot]com

Opinion: It's Time To Switch Off The Hype Machine




Notice anything strange about this year’s E3? Stranger than usual, that is? More than any other show in recent memory – even E3 2011, which was similarly afflicted – it was dominated by games that we’d already seen many, many times before.  One of the only notable exceptions was Watch Dogs, one of the biggest excitements of the show – but if the recent spate of delayed games is anything to go by, it probably won’t be anywhere near us before 2014, which means another year at least of following it pre-release.


Increasingly, we have to stew in our own juices for a near-interminable length of time before we get our hands on titles which we already know, or think we know, a lot about.  This is as much to do with publishers’ marketing approach as it is with the age of the Internet putting all imaginable information about a game at your fingertips.  And the problem is that having to wait a number of years for a game you want usually leads to the accumulation of mountainous unrealistic hopes for how it will play on release.  This wealth of expectations that games companies are allowing to develop unchecked in their customers isn’t helping anyone.  It’s time for a change.







The past few years have been littered with titles that have spent a long time in development, before being released to heartfelt disappointment from even their most ardent supporters.  Whether you look at Final Fantasy XIII, Resident Evil 5, Mass Effect 3 or the beleaguered Duke Nukem Forever, all these titles met a rather sour reception from many gamers, especially considering the high hopes that were held for them pre-release.  Whilst some commentators have attributed this to the rise in perceived “gamer entitlement”, another potential cause is the manner in which publishers build hype relentlessly whilst the game is under development.  The longer this gestational period goes on, the higher expectations can get – and the more bitterly disappointed players can be.


One of the most pertinent recent examples of this phenomenon is Bioware’s Star Wars: The Old Republic.  Whilst the initial reaction to the game when it launched in December 2011 was positive, it’s since seen its sub numbers crumble as fans increasingly admitted to feeling let down by the title.  When the game was first revealed in October 2008, gamers united across genre-divides to share their joy and speculate on what the final product would offer.  Some were hoping for a title based on earlier builds of Star Wars Galaxies, the now-defunct MMO that was also built on Lucas’ IP.  Others had no interest in the multiplayer component, but instead wanted a continuation of the events depicted in the Knights of the Old Republic series.  Still more began chanting about the imminent arrival of the fabled “WoW-Killer”, praying at long last that Blizzard’s behemoth would be dethroned.






“

Who in their right mind would admit to fans: "That thing you're really excited about? It's not going to happen."





At first, these conflicting viewpoints weren’t a problem - but then this continued for four, long years. Expectations were allowed to snowball relatively unchecked; after all, what company in its right mind would openly admit to fans: “That element you’re so excited about?  Well it’s just not going to happen.”  Through omissions, Bioware hyped up story, customisation and companions while implicitly suggesting the game could be all things to all men.  If players had only been getting psyched for a year, it probably wouldn’t have been so bad.  But that wasn’t the case and, as a result of the overhype, many were left feeling bitterly displeased.


Bioware is far from the only company to have misjudged the benefits of hype in the age of the Internet.  Amongst a myriad of others, Blizzard also fell foul of heightened expectations with the release of Diablo III.  While it’s admittedly hard not to disappoint people with a game they’ve been awaiting for 12 years, the stakes were raised further by announcing so far ahead of release.  If the company had only revealed the game a year before it hit shelves, perhaps expectations from fans of the original titles would have been kept more restrained.  But that isn’t what happened.







After it was announced in June 2008, details of Diablo III were drip-fed to the slavering masses over four entire years.  For a title of this magnitude, the gaps between new information being released were agonisingly large for fans.  So, naturally, many began to speculate about what they wanted, what the game needed, and what Blizzard would surely do to make this the best game EVAR.


In these periods where hype wasn’t shaped by Blizzard, players were building an image of the game that awaited them even whilst some of its fundamental aspects weren’t set in stone.  You could argue that premature reveals such as this are irresponsible, like letting the horse bolt from the barn unchecked. When Diablo III eventually launched, it rocketed off shelves, but there were problems.  Partly due to the franchise’s history and partly due to the fact that so much time had elapsed since the game was announced, a chunk of fans were expecting a different title to the one they received.


There’s a difference between building awareness and building hype, companies too often pursue the latter to their eventual detriment.  Whether it’s by opting not to correct gamers’ assumptions, or by allowing expectations to snowball through premature announcements, the end result is a disappointment for all.  It’s a not a phenomenon unique to games either, as the reaction to Ridley Scott’s long-awaited Prometheus shows.







On top of this, knowing too much about a title can wear out its appeal thanks to over-exposure.  The companies out there that seem to recognise this, such as Nintendo and Apple, surely owe at least some of their success to the air of secrecy surrounding their products until shortly before release.  Nintendo doesn’t really participate in the preview cycle; we traditionally see a game once or twice before it hits shelves, although multiple showings of Skyward Sword and New Super Mario Bros U suggest that the reticent Japanese giant might be getting at least slightly more generous.  (It’s still far from the two-year-long series of marginally differing demos that Square-Enix chose to show for Deus Ex: Human Revolution.)  Apple, too, shows us fully functioning hardware, then launches it swiftly after; the first iPad was announced in January 2010 and was in shops by April that same year.


So what’s the solution?  Should publishers only be announcing their games when a launch date is fixed and within sight?  Should there be an increase in honest dialogue with customers to excite them more responsibly?  Or do we, as gamers, need to check our expectations every now and then and appreciate that maybe a game won’t be everything we want it to be, and that it’s not the end of the world if it isn’t?






“

It's possible to go too far in keeping games under wraps





We already know it’s possible to go too far the other way when it comes to keeping games under wraps; the concept of ‘Valve Time’ is well known. Valve was also the recipient of a fan petition in January over their continued refusal to discuss the future of the Half Life franchise.  Such silence fosters resentment in those getting excited about the title, and leads certain gamers to feel justified in pirating; a poor decision that ultimately hurts anyone who truly cares about the medium.


Talking about “gamer entitlement,” meanwhile, is a sure way to polarise people, but it’s at least partially relevant to this discussion.  The issue at hand is not so much whether we feel we deserve more from a company we admire, or whether they’ve misled us; it’s how we deal with a game that doesn’t quite manage to tick the boxes we thought it would.  Going forward, that’s what we need to take away from the recent string of disappointments we’ve had.


But then, it’s not entirely gamers’ fault that we get so caught up in the ultra-hype.  The solution has to be bilateral: publishers and platform holders need to rethink how they manage expectations, even as we need to work on managing our own.  Nintendo of America boss Reggie Fils-Aime recently said that gamers are insatiable, always wanting more regardless of how much we’re given.  It’s easy to see where he’s coming from, but that hype cycle is something that the games industry itself has created.  If it’s going to change, it has to change from both sides.



Source : ign[dot]com

Sniper: Ghost Warrior 2 Delayed Until October




Eurogamer has reported that the release date for Sniper: Ghost Warrior 2 has slipped.


According to its publisher Namco Bandai, the game will now be coming out for Xbox 360, PlayStation 3 and PC on 9th October, not the previously-announced 21st August.


The game is the sequel to Sniper: Ghost Warrior which was an unexpected success, selling over two million copies.












Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.




Source : ign[dot]com

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

Club Nintendo's 2012 Platinum and Gold Prizes Revealed




It's been nearly an entire week since the last Club Nintendo year came to an end on June 30, but now Nintendo of America has finally revealed the prizes available to those loyal customers who achieved Gold or Platinum account status before that day came and went. (If that sentence made no sense to you at all, check out last week's article for some more clarification.)


First up, the Platinum prizes for users who earned 600 Coins or more. There are two Platinum-exclusive options this year, the first of which is a set of three new posters featuring promotional art from Luigi's Mansion: Dark Moon, The Legend of Zelda: Skyward Sword and Kid Icarus: Uprising. Club Nintendo has previously offered Zelda posters as a standard reward, but this particular design is all-new – and kind of makes it look like Link's getting impaled in the head with the Master Sword. (Perhaps Wind Waker-era Ganondorf was in charge of composition.)



The other Platinum-only option is a new set of Mario-themed playing cards boasting some fairly ornate graphic design. As with the posters, Club Nintendo has offered Mario cards before – these are just different. And snazzier.



The Gold-level prizes, for users who earned at least 300 Coins before June 30, are once again headlined by a calendar. It's the standard Gold gift every year it seems, and this year's version should include artwork of Wii U launch software like Nintendo Land and New Super Mario Bros. U. I say "should," since the company hasn't revealed any images of it yet – just like every year, we'll have to wait until closer to 2013 to see what the 2013 calendar will look like. (Platinum status earners can also select the calendar instead of the posters or cards, if they choose.)


Lastly, a new option added for this year – games! Club Nintendo started offering game downloads a few months ago, so Platinum and Gold users can opt to ignore all of the physical prizes to instead score a free digital download instead. The games on offer are Super Mario Kart and The Legend of Zelda: Majora's Mask from the Wii Virtual Console, Metroid II: Return of Samus from the 3DS Virtual Console and Mario vs. Donkey Kong: Minis March Again! from DSiWare (only redeemable on a 3DS, though.) Note that if you go the game download route, you only get to pick one of these listed titles.


And that's that for another year. So what do you think? How do these prizes stack up to those we received in years past? Will you get the posters, or the cards, or neither? Let us know your thoughts below, and we'll see you back again this time next year for your next Club Nintendo deadline reminder and 2013 prize announcement.







Lucas M. Thomas is leaning toward the cards, personally. He doesn't have enough wall space for all the Club Nintendo posters he already owns. You can follow him on Twitter.



Source : ign[dot]com