Saturday, September 4, 2010
Duke Nukem Forever To Actually Get Released
Wednesday, August 18, 2010
There Is Only WAAAAAAGH

Announced yesterday, Retribution is a second "expandalone" for Dawn of War 2, due out in Q1 2011. Initially announced as featuring an Ork campaign as well as new units and maps for multiplayer, Bilson's comments indicate it may be more than that. It would appear that all of the races in the game are playable in the campaign, not just the Orks, and that while it is not returning to base building, he implies unit construction will be back in the campaign rather than the fixed squads of DoW2 and Chaos Rising.
Most excitingly, when asked whether there will be a new race, Bilson replies "You'll see at gamescom". Which means yes. If there wasn't, he would have made some comment about adding new units and the importance of keeping the sides balanced. I can't even hazard a guess as to what a possible new race would be, but Gamescom is already underway, so we probably won't need to wait long to find out.
I'm not so excited about the idea of Dawn of War 3 being a free-to-play, MMO style game. My impression of free-to-play titles is that they are massive time sinks with premium paid items to alleviate some of the crushing grind. One of the things I most like about DoW2 is the lack of MMO-style persistence - whether it is your 1st game or your 1000th, your units have the same stats, time (or additional money) invested in the game doesn't give you any advantage over other players aside from practice. Still, DoW3 is a long way off, and depending on the success of Company of Heroes Online, Relic might decide not to go down that route.
Sunday, July 25, 2010
X Vs Y
This is a terrible idea, the sort of thing that would excite people who write crossover fan-fiction, and the less said about that the better. Story is never a strong point in fighting games, but it does help if they're at least thematically consistent (which is why the unavoidable Star Wars characters in Soul Calibur IV greatly detracted from the game in my opinion). The games are also mechanically incompatible, 2D and 3D fighters are very different types of games, things like projectiles, anti-air, gauge specials are not common in 3D fighters, which have more of a focus on strings, evasion and the ground game.I'd actually be quite interested in a 2D Tekken, as Namco have far better character design than Capcom (as iconic as it is, the Street Fighter cast is a bit rubbish - that's why there's such a problem with "shoto-spam", most people don''t want to play anyone but Ryu and Ken), and I do enjoy 2D fighters. I don't think I'd be that keen on a 3D Street Fighter, I have bad memories of the awful Street Fighter EX series. The cross-over, however, holds very little interest to me.
What is really sad, though, is that the two companies with the most success in fighting games, are both releasing a cross-over when the fighting genre is so starved of new games. Just look at what's on the market: Tekken 6 (7th game in the series), Soul Calibur 4 (5th game in the series), Virtua Fighter 5, Street Fighter 4 (probably between the 7th and the 15th, depending on how you count the versions), King of Fighters 12, the new Mortal Kombat will be something like the 9th in the series. Those are some big numbers. Even a newcomer like BlazBlue is only there because Arc lost the license to their own Guilty Gear games, and the similarities between BlazBlue and Guilty Gear are very evident. I'm not saying that sequels are a bad thing, the fighting genre benefits from an incremental approach because it is more about mechanics than narrative, but a little new blood wouldn't hurt.Could you imagine if after Halo: Reach and Gears of War 3 Bungie and Epic decided to get together to make Halo vs Gears of War (because those two games have about as much in common as Street Fighter and Tekken do)? Instead, they'll (belatedly) move onto some new IP, with both companies probably continuing to make shooters, but they won't be forced to look back on themselves like the fighting genre seems to have to.
Friday, June 4, 2010
In Space No One Can Hear You Ruminate About Old Game Genres
One wonders, with all this goodwill for the genre in the hearts of older gamers, why they don't seem to have released a decent space-sim of either variety on any of the current generation of consoles. That's going to change, though, as it appears that Ascaron Entertainment's fairly well received 2006 space trading and combat game, Darkstar One, is being readied for release on the Xbox 360. I see Eurogamer even has a preview for it, which I haven't even read because I'm so worn out from work at the moment.

I don't really know whether the market will support this sort of game, and I don't know if Darkstar One is the best of the breed as far as modern Elite-clones go, but I am certainly happy to see someone trying to get a space-sim out into the console market. I'm going to make two predictions: it will end up with a metascore somewhere in the mid-60s, and by the end of the year you will probably be able to import it for less than £10 before shipping. And when it that happens, it may well be worth a look, if only for old times' sake.
Friday, April 16, 2010
Everything Old is New Again
First up was news of EA and Starbreeze registering "Syndicate" trademarks. It had been rumoured for a while that EA (who own the Syndicate IP since they bought and destroyed Bullfrog) and The Darkness / Chronicles of Riddick developer Starbreeze were working on a new Syndicate game, but I feared when reports surfaced that a game they were developing was cancelled that it was going to be stillborn. Now it appears that they actually canned a Bourne Identity game (which nobody cares about), in another case of EA making good now that ActiBlizz has replaced them as the evil empire of the gaming industry. For those of you too young to remember, Syndicate was one of Bullfrog's many groundbreaking games, an isometric action-strategy game set in a surprisingly fully realised (for 1993) cyberpunk environment. Looking at the screenshots does provide a bit of a reminder as to how long ago 1993 was, though.

The other item of news involved 2K Games announcing that Bioshock 2 developers 2K Marin were making a new X-Com game (it has now been explained that it is actually 2K Australia developing the game, but this doesn't mean much to me. 2K Games really needs to let its studios have more interesting names). Released 1994, the first X-Com game (you'd probably be more familiar with the European title of UFO: Enemy Unknown) was a landmark title of the late DOS gaming era, combining base building, research and resource management, a real-time global map and a turn based, tactical combat system for individual battles. It wasn't much to look at (even by 1994 standards), and the individual mechanics weren't always that well resolved (the tactical elements of the turn based combat, for example, were notably inferior to the first Jagged Alliance game), but it had such breadth of ambition, and so many good ideas that it felt massively ahead of its time.

While I'm excited to see these classic names return to gaming, I am a little concerned that the rebirths (they're doubtlessly going to be too different to be called remakes) of these series might not retain much of the spirit of the old games, the things which made them so great when they were first released. Chief amongst these worries is the fact that both games, where both original versions were viewed from an isometric third person perspective, are likely to be remade as first person shooters. This is merely speculation for the new Syndicate game, based on the nature of Starbreeze's recent releases, but has been confirmed for the new X-Com game. Hopefully the game will still include the macro-level strategy of the original, but I think that putting the player in charge of an individual soldier, even with some tactical controls, will change the feel of the game quite a lot, as will the shift to real-time from turn-based combat. Similarly, I think making the new Syndicate game a first person shooter will also lose something, and make it feel far more generic. Still, at least it doesn't sound like they're going to make it a team-based online FPS, like how Microsoft squandered the Shadowrun IP.
It's far too early for anything but conjecture on these games, neither of which have even had a release window announced, but hearing that these two classics were coming back certainly gave me a brief flash of nostalgic joy.
Wednesday, March 31, 2010
Finish Him?
There are four major players left in the fighting game genre, being Sega, Namco, Capcom and Tecmo, none of which would need THQ to publish any of their games, as all are either big players in their own right, or have links with other publishers in Western markets. Minor players in the fighting genre like Arc Systems and SNK-Playmore wouldn't be worth announcing, as their appeal is very niche.
So what does that leave? In my mind, there is only one option: Mortal Kombat. With Midway having disintegrated after declaring bankruptcy, the MK team would need a new publisher, and Ed Boon and co had said that they had salvaged their IP from the wreckage of Midway. By my count, a new game would be Mortal Kombat 9 (that's assuming you don't count things like Ultimate MK3, Mortal Kombat Trilogy or Mortal Kombat Gold as titles in their own right), although it is unlikely to be called that, since the games haven't used numbers in their titles since Mortal Kombat 4.
So, does Mortal Kombat still matter? In the larger scheme of things, no: even with the slight resurgence in fighting games brought on by the huge success of Street Fighter IV, another Mortal Kombat game is unlikely to get people too excited. On a personal level, I had played every Mortal Kombat game up to Deception (MK6, technically), but when Armageddon (MK7) came out Mortal Kombat apathy had set in too deep for me to get it, even when it became really cheap. I didn't even consider MK vs DC Universe (MK8) because the idea seemed so awful.
However, critical reception of MK vs DC Universe wasn't too bad, and even though all the footage I saw of the game seemed to suggest it was as stilted and awkward as the Mortal Kombat games had always been since moving to three dimensions, maybe the work they were supposedly doing on the fighting engine did actually pay some dividends. I still do have a slightly irrational fondness for the series from my youth, and an all-new, proper Mortal Kombat game (not another wretched cross-over) does still pique my interest.
I could be way off the mark about the announcement, though. Roll on E3, then.
Saturday, January 2, 2010
Go To Hell
I downloaded the Dante's Inferno demo that was released on Christmas Eve, but I only had the chance to play it a few days ago. I mentioned Dante's Inferno in my stylish hard action roundup a few weeks back, noting that it could be interpreted as a fairly cynical attempt to cash in God of War 3's PS3 exclusivity. Well, my overriding impression from the demo is how blatant a clone of God of War the game is, and I can't help but think this is a bit of a mistake on the part of developers Visceral Games.

The demo opens with a tutorial battle against some basic human foes, while Dante is still on one of the Crusades. The light/heavy attack combinations, and the right stick evasion in particular, feel exactly like God of War (you could argue that all games of this sort will have a somewhat similar control scheme, but I think it is telling that I was immediately reminded of God of War, rather than the last game of this genre I had played, which would be Ninja Gaiden 2). After completing this battle Dante is stabbed in the back, and as he is dying Death arrives to claim him, saying how his actions have damned him and his family. Dante refuses to accept this, and ends up fighting and killing Death with his own scythe, which then becomes Dante's standard weapon. It's exactly the sort of thing you'd expect to see Kratos doing, but the problem is that Dante's Inferno's fallen crusader doesn't radiate the sort of violence that God of War's ghost of Sparta does. Maybe it's unfair to accuse the game of a lack of character based on a short demo, but even the opening scene of God of War was enough to establish that Kratos was a very bad man, and Dante's Inferno doesn't do that. God of War comparisons are again unavoidable when Dante arrives back at his villa to find his wife murdered (although it looks far more like the scene from the movie Gladiator). From then on, all Hell breaks loose (literally) as Dante attempts to follow his wife into Hell to free her.
The game certainly looks good, the graphics looking much sharper than what I remember of God of War 1 and 2 (which is to be expected given the hardware the games are running on), and it apparently all moves along at a constant 60 frames per second. It has some suitably epic moments, such as when the front wall of Dante's chapel falls away to reveal Hell burning beneath him. The demo only takes Dante as far as the gates of Hell, with the only boss battle being the early one against Death, and I have no doubt there is more shock and awe to come (I recall reading previews stating how gruesome the ends that some of the bosses meet are). The teaser images for the full game at the end of the demo show several scenes of Hell, all mangled bodies and twisted flesh and rivers of blood. It appears to be unrelentingly unpleasant stuff (which, I suppose, you would expect given the nature of the game). Perhaps there will be more variety across the nine levels of Hell in the final game, but I feel that this is an area where Christian mythology lacks the breadth of the Greek mythology that God of War draws upon. Visceral Games are probably determined to be more hardcore than God of War, and they probably feel that all the unpleasant imagery is achieving this, but I'm not so sure of it as a design decision. Another example of this would be all the gratuitous nipple shots of Beatrice, Dante's wife, which aren't really necessary, but it really seems like the developers thought "well, God of War had breasts in it, we'd better have some in our game, too".

I haven't even touched on the matter of the source material; I haven't read the Divine Comedy, so I can't provide examples of how the game is not true to it, but I highly doubt that Dante, accompanied by the ghost of the poet Vergil, hacks his way through the nine levels of Hell, eviscerating everything that he crosses paths with. It seems like EA and Visceral are stretching the license a bit too far, essentially just using it for name recognition.
As of writing, there are no early reviews for the game on Metacritic, so my only idea of the critical opinion of the game comes from a few previews, which were pretty positive, but previews always are. My impression from the demo is not that it will be bad game, in fact I think it will be quite a polished action game with some impressive set pieces and brutal action, but I do feel that it would probably have been better if the developers had tried to make their own game, rather than shoehorning their version of God of War into a license that is only tangentially suitable for it.
Dante's Inferno is out on 12 February 2010. I may well end up playing it, but I won't be rushing out to buy a copy at launch.
Tuesday, December 8, 2009
Stylish Hard Action
Three such games, all due for release in the first two months of 2010, have caught my attention, and they are:
Bayonetta is the latest game from Hideki Kamiya, through his new studio Platinum Games, which was created from the ashes of Capcom's innovative side studio, Clover, and is a spiritual follow up to Devil May Cry. The game is already out in Japan, and import reviews have so far been positively glowing. However, whereas the original Devil May Cry succeeded because of it's over the top Japanese-ness (nonsensical story, over stylised hero, constant battle against odd, demonic enemies), the games industry has changed since 2001 and I almost feel that this is now one of the things that holds Bayonetta back for me. I'm not sure I want to play as some blatantly over-sexualised librarian fantasy as she dismembers cherubs to the sounds of a bizarre mix of j-pop and lounge jazz.A demo for Bayonetta is up on Xbox Live already, I am downloading it as I type this post, but it still may be a while before I can give it a proper try. The game is due out in Europe on 8 January.
It's actually hard to tell whether Dante's Inferno is the product of the new, positive EA, or the old, cynical EA. On the plus side, it's fresh IP (at least in gaming terms), developed by well-regarded studio Visceral Games (of Dead Space fame), and previews of it have commended the graphic style and combat mechanics, which are probably the two most important aspects of a Stylish Hard Action game. On the minus side, it's absolutely transparent in its desire to ape God of War (some canny EA exec no doubt realised there would be a gap in the Xbox 360 market created by God of War 3's PS3 exclusivity, which their multiplatform title could exploit), only with medieval Christian mythology rather than Greek, and it takes so many liberties with a well-known piece of literature that it comes across as wanting nothing more than to steal the title for some free name recognition. In addition, EA's marketers actually arranged a fake Christian group to stage a protest against the game outside E3 in order to drum up some publicity, which is pretty crass.The demo for Dante's Inferno is due for release on Christmas eve, with the game itself, the last of these three to be released, coming out on 5 February, still a month in advance of elephant in the room, God of War 3.
With art direction from comic book artist Joe Madureira, Darksiders is the tale one of the Riders of the Apocalypse's quest for revenge against the celestial or infernal forces that have betrayed him. It's not going to win plaudits from the people who complain that the video game industry is still geared too much towards adolescent and post-adolescent males (neither is Bayonetta, though), but as I have explained before, there is a place for developed, complex characters, and there is a place for action heroes, and War looks like a pretty good action hero.Every preview for the game I have read is keen to point out the similarities to Zelda rather than God of War, but having never played a Zelda game before, I have no idea what this is supposed to mean or why it should make me weak at the knees. Perhaps it has something to do with a more exploratory game experience rather than the more linear style of a regular third person action game. All I know is that Darksiders has characters with impossibly broad shoulders, huge enemies, guns, giant swords, and the ability to hit people with lamp-posts or throw cars at them. Which seems pretty cool to me.
As far as I know, there is no demo planned for Darksiders, and the only footage I've got of it, a trailer I downloaded from E3 this year, looked pretty shonky whenever it used in-engine footage. Coming from a studio with no real pedigree, Darksiders is the one of these three that I most want to like, but I fear it may be the worst as a game. Darksiders is out on the 8th of January 2010, the same day as Bayonetta's western release.
Friday, September 25, 2009
Forza Motorsport 3 Demo

It doesn't take long for the demo to make a car enthusiast smile. In fact, even the car colour selection process does the trick; in Forza 2 you had the in-game model rotate in the upper half of your screen, in the Forza 3 demo it cuts away to a full screen rendition (still using the in-game model), which it lovingly sweeps across, fading in and out of different views. It really is car porn, and it is indicative of the kind of full-on automotive fetishism that Turn 10 have brought to their games. Another example of this is the pre-race routine, which focuses on your car's front wheel as it rolls to a stop on the starting grid, before switching to the usual three-quarters view as the car blips its engine. It doesn't always work, for example the screen shake accompanying the engine rev is the same whether the car is a Mini Cooper JCW or a Porsche 911 GT3-RSR, which seems a little silly.
The demo includes 5 cars in different classes, and one track, Camino Viejo, Montserrat, a short winding strip of road that works its way around a mountainous region. Despite being a circuit, it feels very much like a point to point race compared to the wide open, structured race tracks that made up almost all of Forza 2's tracks. It looks stunning, even if you do get the impression that Turn 10 are doing the Gran Turismo trick of sticking a photograph behind the engine-rendered foreground. The good news is that the handling model instantly feels every bit as right as it did before, you get a definite sense of the weight and balance of the car and the tyres' interaction with the road surface. You still have to drive properly, you can't brake and turn at the same time, but even with almost all the assists off (I still can't cadence brake efficiently enough on a controller trigger, so I need ABS on) the cars are satisfying to race, the faster cars being scary enough to stop you from just flattening the throttle out of every corner, but not so scary that they become a chore to drive.

It's not all choirs of angels, though. The car models are still quite flat and shiny compared to other racing games, they don't look anywhere near as good in game as they do in the screenshots, which are no doubt taken with the game's photo mode. On the bright side, despite far better background detail, the game is still rock-solid at 60fps, which I'll happily take over slightly flashier car models. I'm also a little concerned about the game's rewind feature, which is a great idea, especially for people like me who seem to have an uncontrollable tendency to throw the car off the road on the final lap of a race. The problem is that (in the demo, at least) there are no limits to the rewind facility, you can just hit it and redo any part of the race as often as you would like to, which means you should probably win every race on the first attempt. I'm no fan of having to redo entire races because I lost control or overshot my braking point on the last lap, but many of my best memories of racing games have come from the tension of knowing the whole race was at stake. Rewind worked fantastically in GRiD (dubbed Flashback in that game), but you were limited to about 4 usages per race, so you could only use it to correct major errors, not just every time you missed an apex. Maybe they will change the number of uses in the full game.
Regardless of any tweaks Turn 10 do or don't make to the final game, the demo has got me even more fired up for it. 23 October can't come soon enough.
Monday, July 13, 2009
New Mechwarrior Game Coming
It was announced last week that Smith and Tinker, who have acquired the videogame rights to most of FASA's IPs after Microsoft cruelly denuded them, are planning a new Mechwarrior game, aimed at rebooting the series. Developer Pirahna Games hardly has the best track record (fishing and hunting games, the tie-in to the second Transformers movie and PSP ports of Need for Speed and Call of Duty), and they have yet to find a publisher, but I'm still excited by the news.
Eurogamer now have a trailer up here. It's all pre-rendered, and even then most of it seems to involve mechs standing in front of each other firing until the other one falls over, but seeing a Warhammer, Jenner and Atlas smash each other into chunks of metal still makes me geek out a little.Tuesday, June 23, 2009
Tekken 6 Release Date
That's a pretty slow conversion considering the arcade game was released in Japan in November 2007 (admittedly, the console version is not based on the original arcade release, but rather the Bloodline Rebellion update). What has taken them so long? For one, they've needed to port the code to the Xbox 360 now that the game is multiplatform (the arcade hardware it runs on is very similar to the PS3, so very little work would have been needed for the PS3 version). They've had to add online play, but I'm assuming that the Tekken team would just have purloined most of the Soul Calibur team's netcode. Namco had previously talked about wanting to add new modes to increase the game's longevity, maybe this was what was taking all the time?
Well, at E3 this year, the new mode was revealed to be Scenario Campaign mode, a rudimentary beat-em-up in the style of Final Fight. This really isn't anything new, as there has been a mode like this in every game since Tekken 3, with Tekken Force mode in T3, Tekken Force Assault mode in T4 and Devil Within mode in T5. These modes have always been at best a novelty, briefly entertaining, but nothing you'd return to over the core fighting, and videos of this mode in action lead me to believe that it will be no different. The only redeeming feature of this new mode is that it can apparently be played co-op, and games like this are usually far more entertaining with a friend. We'll have to wait until November to find out, though.