Category: demo

Oct 31 2008

DEMO: Mirror’s Edge.

mirrorsedge

First off, if you haven’t downloaded it, get onto your 360 or PS3 and put it in the queue now. Done it? Good.

The demo came out yesterday for the PS3, and today for the Xbox 360. It features a tutorial level and a single level to play on. The level available is exactly the same level that was playable at the Eurogamer Expo (You can find the entry here), so it begs the question of why they didn’t use the demo that was obviously available at the time.

So, having played through it a few times, I stand by what I said before. The controls were the downfall. Not because they were bad, but because there wasn’t a tutorial or information sheet available for you to read and get the controls. This tutorial level is shipping with the finished product, and it solves that issue perfectly. The combat, whether due to the tutorial, or the development cycle moving along, is sorted. I was doing all sorts to those guards.

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Oct 11 2008

Alone in the Dark for PS3 to be much improved? Where does this leave MS?

AITD

Atari have apparently been listening to the criticisms of their much-hyped rethinking of the adventure classic, Alone in the Dark. So much so, in fact, that it looks as if Eden are going to improve the game in several areas ready for the PS3 release.

The following are some of the changes that will apparently be taking place:

- Full 360 degree camera control: enhanced camera controls allows complete freedom of the camera and better handling of third person movement for even more immersive gameplay enabling players to view the fire and mass destruction they are causing in all of its glory.
- Fine-tuned controls: quicker and smoother reactivity of the hero’s movements in third person view increases the pace of the game and makes for faster, reflexive gameplay during tense fighting scenarios;
- Inventory system more accessible: more logical jacket inventory system with the ability to scroll rapidly through the inventory with the D-pad or analog stick to combine objects. In addition, gameplay is paused when accessing the inventory system to allow maximum creativity in combining items to create unique flammable weapons;
- More tips: additional on-screen tips will help players quickly adapt to controls and easily understand how to overcome tricky situations;
- Spectral Vision tuning: a tutorial earlier in the storyline explains the need to burn roots in order to gain spectral vision (a power that grants you the ability to see the unseen) and difficulty tuning means less spectral vision is required to reach the end of the game;
- Improved car dynamics and handling: driving has been tuned with increased suspension and reduced drifting giving overall better handling to make driving a fun walk in the park every time;
- 59th Street level tuning: one of the game’s most exciting sequences just got better. 59th Street has been tweaked for a more satisfying race against the fissure with difficulty tuning, an added checkpoint at Columbus Circle and clear voice directions given by Sarah;
- Brand new thrilling action sequence: an exclusive new sequence has been added in Episode 6 for even more excitement and variety of gameplay in the episode.

This begs the question; how well spent were the gazillions poured out by Microsoft in securing staggered “exclusive” releases, if it gives developers an extra six months to listen to any criticisms, and release a better version of the game on the competitors’ console? Also, with the changes seemingly being so significant, will they be released via a patch for 360 owners?

We can all find out just how improved the game will be when the demo sets PSN alight in early November.

UPDATE: Folks seem to think I’m saying AiTD was one of Microsoft’s paid-for exclusives. It was not. My point was; what does this mean for those games with staggered release dates in terms of developers having an extra six months’ potential development time. AiTD is just an example of a developer having enough time to alter a build between platform release dates.

Aug 20 2008

Red Faction: Guerrilla Multiplayer Beta Impressions

Being big fans of the Red Faction series since it’s beginning eight years ago, it’s latest installment for the next gen, Red Faction: Guerrilla, was some welcome news, albeit long overdue.

The beta consists of two maps and two game play modes, being the usual Team Death match and Territories.

Team Death match self explanatory, two teams, kill as many of the other team as possible etc. Territories however, has a new Red Faction spin on it, as you would expect there are various points on the map that can be controlled by either team, the more you control the more points you get, but, because it is Red Faction, these points must be constructed to be controlled, this is done by using a construction beam weapon carried by every member of the team, much like repairing vehicles in Unreal Tournament 3. Also if  the opposing team controls a point you want you must  smash it to little pieces using your trusty sledgehammer and then re-construct it.

Unfortunately, the weapons featured in the beta leave a lot of room for improvement, as they are unbalanced and feel very un-nessesary as everyone goes for the basic assault rifle or rocket launcher because they are the best for speed and damage while being effective at long range.

This is even more of an issue with the addition of power packs in the game, these are dotted around the map and are worn on the back of the players to enhance abilities and gain an advantage. These are great fun to use, especially the ”Rhino” which when activated will propel you forward and through any walls that are in your way, there are also packs to increase your speed and damage. The pack you see used the most though is the jet pack, with players often using it to reach high cliffs and ridges, which when carrying the assault rifle makes you near untouchable.

The biggest difference to the game is it’s look, being next gen it looks great as expected, but instead of being a FPS like the previous titles, it is now third person which looks like Mass Effect but plays like Lost Planet.

All in all, Red Faction: Guerrilla looks set to be another chart topper, bringing new and innovative ideas which the series was always known for, of course there are a few problems which need attention, but name a game that hasn’t got problems.

Check back for more news on this title as it happens in the coming months.

 

Jun 15 2008

Civilisation Revolution Demo Review

GrrIf you, like me have managed to stay afloat the recent tsunami of video-game releases then you should know what Civilisation Revolution is (Yes, I’m spelling it the correct way). If not then you’ll at least know what Civilisation is, even if you’ve never used your PC for gaming. Oh, and it makes any difference to you, I played this demo on the Xbox 360.

Civilisation Revolution is the latest incarnation of the popular Civilisation building turn-based strategy game created by brainy man Sid Meier for the PC. On the PC, the game has enjoyed 4 popular releases (not including the fantastic spin-off Call to Power entries), with the latest bringing a handful of new features to the table and, if anything, both making the game more accessible to newcomers. Unfortunately they’ve de-Spocked the console game.

In Civilisation Revolution the PC’s key formula is not disturbed. More, in fact altered to serve as a somewhat supplementary game to the PC’s Civilisation 4. This stems from the game’s further increased accessibility and ease of use, while still retaining the ability to make you think. Many would argue that this caters to the casual gamer and, while I partially agree with this argument I feel that it is more of a game catering to the casual side of the PC, or Strategy gamer’s gaming personality.

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