Street Fighter IV

Street Fighter IV

A rare sighting indeed, but Street Fighter IV has been reported to be present at the Super Arcade shop in Walnut, CA, a suburb 30 miles east of Los Angeles. The reports have come from reputable fansites, SDTekken and Shoryuken.com.Street Fighter IV Screenshot

This is officially the first non-location test machine to be reported. Street Fighter IV is a 10-year revival in the making intended to bring back the classic feel to HD and revitalize the heavy competition of fighting games from the past. It will also be released on the PS3, Xbox 360 and PC platforms during the holiday season.street_fighter_4_video_game_image_ryu Rare Sighting, Street Fighter IV found at Super Arcade

The long-awaited fourth entry in the Street Fighter series. Street Fighter IV features a mix of returning favorites such as Ryu, Ken, Chun-Li and Guile along with new characters created for this game, such as Crimson Viper, Abel, El Fuerte, and Rufus. Characters and environments are rendered in stylized 3D, while the game is played in the classic Street Fighter 2D perspective with additional 3D camera flourishes. Six-button controls for the game return, with a host of new special moves and features integrated into the input system. Mixing classic genre-defining game mechanics the franchise is known and loved for with all-new, never-before-seen gameplay systems, Street Fighter IV brings a brand new fighting game to fans the world over.Street Fighter IV Screenshot

Does This Sticker Indicate An ‘Avatar’ Overload Problem?

Yesterday, we received a new “Avatar: The Last Airbender” DS game in the mail called “Into the Inferno.”

That in itself is not out of the ordinary; we get “Avatar” games pretty often. In fact, we got the PS2 version of the same game a few weeks ago. But this DS version is different; it has a sticker that says “New Game For 2009″ on the box.

What does that even mean? Should we not play the game for two more months? Or has THQ identified a problem of “Avatar” fans not knowing which “Avatar” games are new?

Brotherhood of Duty: The Music of Brothers in Arms and Call of Duty: World at War

World at War

ATTEEEEENTION! At long last…the new feature is up! BROTHERHOOD OF DUTY.

Tracksounds is proud to bring you an exclusive look at the music from the BROTHERS IN ARMS franchise and CALL OF DUTY: WORLD AT WAR. Including full reviews of all three BROTHERS IN ARMS game soundtracks and the promo release of CALL OF DUTY: WORLD AT WAR. You will also find interviews with composers ED LIMA, DUNCAN WATT, STEPHEN HARWOOD JR. and SEAN MURRAY. Don’t miss our streaming player offering you a chance to listen to the musical scores from all four games!

SIM ANIMALS

Composer Winifred Phillips Scores SimAnimals!

In just a few short days (January 21, 2009) you’ll be able to dive into the forest with your woodland animal friends, but today, iTunes released composer WINIFRED PHILLIPS latest video game score for, SIMANIMALS. After the high-energy ride she delivered for the SPEED RACER tie-in game last year, she travels to the softer, greener, side of the Wii (and Nintendo DS). Her music for SIMANIMALS really fits in the Wii-World and is a delightful, little listen. Look for a full review in the not-too-distant-future, too. For now, check out the full press release below, but if you want to claim your copy of this new Sim game, you can do so here: SIMANIMALS (WII) or SIMANIMALS (DS)

Press Release:

The Sims Label Announces Winifred Phillips as the Composer of the Original Score for SimAnimals™

Available January 21, 2009 SimAnimals Allows You to Take the Wild World of Animals into Your Hands

REDWOOD CITY, Calif.–(BUSINESS WIRE)–Electronic Arts Inc. (NASDAQ:ERTS) today announced that award-winning composer Winifred Phillips will score the theme music for the newest IP in The Sims™ family, SimAnimals™. Winner of four Game Audio Network Guild Awards, Phillips has been repeatedly recognized for her contributions to videogames, TV and radio. Most recently she was nominated for a Hollywood Music Award for her work on Speed Racer: The Videogame. Now, her talents will be used to make the forest come alive in SimAnimals!

“Our goal was to give a unique and sophisticated voice to the game,” said Robi Kauker, Audio Director for The Sims Label. “Drawing inspiration from pieces like Prokofiev’s Peter and The Wolf, we found the context of the game gave us plenty of opportunity for the timelessness of the orchestra’s instruments and the rich range of Winifred’s compositions.”

In SimAnimals, you can venture into the wild world of animals like never before. You have the power to reach out and touch, pick up and move everything in the forest from squirrels and foxes to trees and flowers. As you journey deeper and deeper into the forest, you can feed a bear what he craves, pick up a rabbit or a hedgehog and bring him to his friends or water your favorite tree and watch it grow. Throughout your voyage you will make new animal friends and discover what other creatures lurk in the wild. In SimAnimals, you have the ability to engage wild animals, experience life in the forest and run the wild!

Your journey through the forest is comprised of many small musical moments that combine as the soundtrack. Each location starts off with a unique score, from strains of Celtic music for ancient castle ruins to the funky groove of the old junkyard. Small melodies of solo orchestra instruments underscore the big events of the animals’ lives and fully orchestrated moments define the player’s choices in the world. The music is designed to ground the complexities of the animal’s life in the human scale of emotions. As the fortunes of the world reflect the player’s interactions and creative, fun and mischievous choices, the music gives voice to a forest rejoicing or suffering. When the individual animals are in distress due to neglect, the music calls out, and during moments of pure happiness, like the arrival of a new born, the music shares the tender warmth.

“We are very excited about the caliber of music being included in SimAnimals. We needed the music to reflect the status and mood of the game and Winifred has nailed that with her score,” said Sam Player, Executive Producer of SimAnimals. “As you move through the game, you will hear how your choices are affecting the forest through the music, whether that be upbeat and light when the forest is happy or dramatic and dark when the forest is not so happy.“

Phillips is an American music composer for video games and radio as well as a published fantasy author. Working with music producer Winnie Waldron, Phillips has written music for the video games Shrek the Third, The Da Vinci Code, Charlie and the Chocolate Factory and God of War. Her work on the God of War video game received an Interactive Achievement Award in the category of “Outstanding Achievement in Original Music Composition” from the Academy of Interactive Arts and Sciences.

“It is extremely inspiring for my music producer Winnie Waldron and I to be involved in a blockbuster project like SimAnimals, where the music sets the tone for the entire user experience,” said Phillips. “Working on a brand new game allows me to have creative control over the sound from the start with nothing to compare it to, which is invigorating and quite an honor.”

For more information about SimAnimals, please go to www.SimAnimals.com. For assets related to this story, please go to www.info.ea.com.

About The Sims

The Sims franchise celebrates an impressive over 100 million units sold since its launch in February 2000. Now translated into 22 different languages in 60 different countries, The Sims has quickly become a universal gaming and cultural phenomenon. For the latest information about The Sims and to check out the hottest creations for The Sims 2 made by our community members, please visit www.thesims2.com. To stay up-to-date on The Sims 3 news and information, check out www.thesims3.com.
About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world’s leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS FreestyleTM and POGOTM. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA’s homepage and online game site is www.ea.com. More information about EA’s products and full text of press releases can be found on the Internet at http://info.ea.com.

EA, EA SPORTS, EA SPORTS Freestyle, POGO, The Sims and SimAnimals are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trademarks are the property of their respective owners.

HALO 3

ODST Publicity Still

Halo 3: ODST’s tale focuses on the legendary ODSTs or “Orbital Drop Shock Troopers” as they drop into the ruined city of New Mombasa, looking for clues behind the Covenant’s catastrophic attack on the city.

ODST Publicity Still

The new campaign chapter predates the events that unfold in “Halo 3″ and gives players a new perspective through the eyes of a new hero in the “Halo” universe. New multiplayer maps ensure that the award-winning Xbox LIVE experience of “Halo 3″ continues to thrive.

ODST Publicity Still

God of War III

God of War III Picture

Set in the realm of Greek mythology, God of War III for the last time puts Kratos at the center of the carnage and destruction as he seeks revenge against the Gods who have betrayed him. A single-player game, this final chapter allows players to take on the climatic role of the ex-Spartan warrior, Kratos, as he treads through the intimidating heights of Mt. Olympus and the dark depths of Hell once more to seek revenge on those who have betrayed him. Armed with double-chained blades, Kratos must take on mythology’s darkest creatures while solving intricate puzzles throughout his merciless quest to destroy Olympus.

God of War III Picture

Utilizing a new game engine built from the ground up and state-of-the-art visual technologies, the development team behind God of War 3 have made significant strides in giving players the realistic feel of actually being on the battlegrounds. With texture resolutions being quadrupled since God of War 2, God of War 3 will feature fluid, life-like characters, as well as dynamic lighting effects, a robust weapon system, and world-changing scenarios that will truly bring unmistakable realism to Kratos’ fateful quest. Players will have a chance to join battles on a grand scale with many more enemies on-screen and be able to interact with levels like never befor

God of War III Picture

WANTED: WEAPONS OF FATE


A lot of people say that when they saw Wanted in the theater, it almost felt like playing an amazing video game.

As a producer on a movie-based title, it’s hard to ask for more out of your source material than that. If people are leaving the theaters talking about the “video game aspects” of the action sequences, then you’re job as a producer is clear – recreate THAT feeling in a video game form.

With Wanted: Weapons of Fate, we were incredibly lucky that both the film and comic provided so much amazing source material. This helped to free up the development team to focus on making a great game, with innovative new mechanics rather than focus on creating a believable back-story and developing moves and a look that would be unique to a new IP.
But why was Wanted such a perfect candidate for a transition to video games?

When we first saw the pre-visuals on the Wanted film, the inherent gameplay possibilities – like curving bullets, fast cover and insane action sequences — literally jumped off the screen at us and practically begged us to shove them inside a controller. As we learned more about the film and about the coolness of Wesley’s character, the attitude of the Fraternity and the unique history of the comic and characters, it became obvious that we had found our next project.

First, we saw those awesome Curving Bullets…
Curving Bullets was Wanted’s identity from the very beginning. It set the film apart from other action movies. This mechanic is also what makes Wanted: Weapons of Fate unique as a video game.


The moment the development team saw those curving bullets, we were totally sold on the concept. Our designers suddenly had a starting point: if bullets can curve in our world and assassins can essentially slow down time, what does the mean for what the enemies will do? What would a level look like that takes advantage of these new and innovative attributes? How do we design a gameplay flow that constantly challenges the player to use these skills in new ways?

We were able to start visualizing a product that not only innovated in terms of video game mechanics but also delivered an experience true to its roots that would satisfy the Wanted fanbase.

And even more importantly, this amazing new mechanic was simply fun to do and it had never been done – or even tried — before.

Couple the curving bullets with an amazing back story, over-the-top action sequences by Timur Bekmambetov in the film, and really cool comic origins that provided even more materials, and it was like a game designer in a candy store.


Then, we had incredible access…
Being a part of Universal means that we have access to the filmmakers and the sets and the creators behind the franchise. We can meet with the set designers and costume designers and script writers and actors and directors not only after the film is finished, but actually DURING production.

Working with Timur Bekmambetov to get dailies from the set so our designers could dig into the film years ahead of our projected ship date meant we were totally immersed in the franchise – its look, its attitude, and its signature moves – before anyone else had even heard the film was in production.

This became especially important to us through development as is an extension of the film – it continues the story line from the moment the movie ends and moves forward into the next chapter in Wesley’s life and the timeline of the Fraternity. The game had to look and feel like the film, and the incredible – and early – access the dev team was granted ensured this would happen.


And, Wanted is just DAMN COOL…
As the dev team read back through the comics and studied the dailies and saw the film taking ship what became incredibly obvious to us is that we had found something all great video games need – a cool and different lead character.

Wesley is a badass. In the film you got to see him grow into his role as an uber-assassin, but in the game, all that has already unfolded. You take control of badass Wesley, with all of the insane attitude and power that comes with it.

Making great games always involves great, innovative and fun mechanics which we had in spades with curving bullets, chaining cover and assassin time, but it also involves an identifiable lead character with the attitude to interest the gamer crowd. Wesley delivers – and in our game – his father Cross backs him up.

So that’s why Wanted made a perfect movie for a video game transition.


A lot of people say that when they saw Wanted in the theater, it almost felt like playing an amazing video game.

Wanted: Weapons of Fate IS that amazing video game those people are imagining.

GHOSTBUSTER


At GDC in March 2007, Red Fly Studio had only been in business for about three months. Studio founders Dan Borth and Kris Taylor knew that we had to start immediately preparing for the future beyond our first title (Mushroom Men). We set out for the Game Developer’s Conference in San Francisco where we met with the top brass of half a dozen of the biggest game publishers in the industry.

The one publisher who seemed surprisingly uninterested in our demo was Vivendi Universal Games. They sat impatiently through our presentation, and as soon as the standard demo spiel was done, they drew us away from the screen and quickly got to the point. They had a job, and they wanted Red Fly Studio specifically to do it.

Before I left Terminal Reality to help Dan and Kris start Red Fly Studio, I had been part of production on Ghostbusters, the project TRI had been developing in utter secrecy for the previous year. Because of my foreknowledge of the project, the publisher could cut right to the chase: The publisher wanted TRI to focus their entire attention on the Xbox 360 and PS3 version of Ghostbusters without concerning themselves with producing a separate Wii version as well. We were already licensing Terminal Reality’s Infernal Engine to produce Mushroom Men, and our close ties to TRI (Dan and Kris worked there along with me back in 1999) made us ideally suited to produce Ghostbusters for Wii. And it was Ghostbusters, after all: a dream job. Right?

“No way!” came the unanimous response from Red Fly Studio.

If the release date for Ghostbusters had been after Mushroom Men’s release date, then maybe we could have done it. But the publisher required that we ship this new title at the same time as our current project. Pushing a single title to completion is challenging enough, but shipping two titles simultaneously is a monumental undertaking. The veterans at RFS had seen a dozen studios explode by growing too quickly, taking on jobs that they couldn’t handle. We knew better. We sadly but politely declined and bade them farewell, wishing that the timing had been better.

A couple of hours later, we received a call requesting a follow-up meeting immediately. So we met with four executives from the publisher as well as TRI’s top brass. It was a crowded meeting. Apparently that’s how many people it takes to force the stars to align when they don’t quite match up on their own. With the publisher’s combined executive influence and TRI’s pledge to increase their support, we agreed to join the project.

Rapid Development
The first three milestones of Ghostbusters were accomplished without a dedicated staff. Thanks to the proven workflow and universal, modular code developed for Mushroom Men by hotshot programmers James Clarendon and Kain Shin, we were able to split our time to prototype the completely unique gameplay of Ghostbusters. Everything about the two games was different (camera, combat, interface) but the Infernal Engine is versatile, and every improvement we had made during the early production of Mushroom Men was forward-thinking, allowing us to enjoy the benefits of that technology in future game development. (Or, as it turned out, tandem game development.)

Our concept artists Frank Teran and Thomas “TAS” Szakolczay went to work right away twisting the studio’s unique art style to wrap around the Ghostbusters franchise. Characters and environments for the Wii version of the game would have to be built from scratch. Instead of making the same fatal mistake made by most developers when porting games to the Wii, we wouldn’t even attempt to make our game look like TRI’s visually. Photorealism on the Wii is not practical to attempt, especially in such a short amount of time. Red Fly Studio was built on the strength of our artistic vision, and we applied that to this beloved franchise from our youth.


When the time came for in-game art assets, we were fortunate to be joined by Bill Daly, with whom we had worked as far back as 1996 at 7th Level. Not only is he a fine artist, he was also able to quickly and completely wrap his head around the methodology we would have to employ in creating art for Ghostbusters.

We designed Ghostbusters to be highly modular, knowing that our staff and time would be limited. We prototyped the entire game with just two environment artists, several man-months of outsourced character art and a small portion of the programmers’ time to accommodate the changes to camera, combat and other systems. The whole time, we were constantly interviewing new talent to bring the Ghostbuster team up to full size by the time we completed pre-production.

The publisher had agreed back at GDC that the Wii version of Ghostbusters should be its own unique product, standing on its own apart from TRI’s next-gen version in more than just art style. It was exciting to develop Ghostbusters for the Wii properly from the ground up. We devised an art style that maximized the Wii’s potential without overwhelming it or seeming reduced, filtered or watered down. We built the most obvious control scheme that makes players feel like members of the movie’s cast, wielding the erratic proton packs to direct that distinctive orange lightning across the screen.

Miraculous Tragedy
Every developer’s lament: “If only we had a couple more months to polish this!” It doesn’t matter how long you’ve worked on a project, there’s always some little tweak or additional content or wishlist item that you want to squeeze in, but schedules are what they are, and we wrapped up production on Ghostbusters mere weeks before The Merger. We were satisfied with the results of our hard work. We had made a fun game.

Every developer’s nightmare: Ghostbusters was punted out the door because it didn’t fit into the business model of its newly-merged mega-publisher. Every veteran at the studio had suffered such tragedy at some point in their career. It’s just something that happens in this industry. But we took it in our stride, knowing that a property as awesome and popular as Ghostbusters wouldn’t be left to gather dust for long. Sure enough, in a double-whammy of good luck, Atari swooped in to rescue the discarded title. But just as fortunate as the resurrection itself was the date at which it occurred.

Every developer’s dream: Instead of rushing the game out the door to compete with the dozens of other top-tier games flooding the market for the holiday season, Atari wisely extended the schedule. With the 25th anniversary of the movie coming up in just a few months, Atari recognized that working with Sony Pictures Consumer Products on a combined Blu-ray/DVD and videogame release would maximize the potential of the product . By picking up Ghostbusters when they did, Atari blessed us with the one thing every developer wishes for at the end of a project: More time.

Ghostbusters the Videogame has a new publisher who understands what it is about and what it’s capable of becoming. Their excitement for the game is unmatched. Dustin Dobson, Creative Lead, drives the team on to success after the brief terror of floating in limbo before Atari saved the game.

The story of the Wii version of Ghostbusters is enveloped in good fortune and lucky timing. We were given opportunities that most studios are not. We’re continuing production on Ghostbusters right now: fixing, polishing and improving. As they did when the project was born, the stars have aligned once more to see to it that Ghostbusters the Videogame sees the light of day and satisfies everyone who saw the movie in their childhood and wished to be part of that story.

“PES 2009 IS What PES 2008 Should Have Been”

An Insider Who Has Had Time to Play on Recent Builds of Pro Evolution Soccer 2009 Has Thrown Out a Variety of New Information. He Refers to the Gameplay as What Pro Evolution Soccer 2008 Should Have Been and Everything is More Smarter and you Can’t Score so Many Cheap Goals or just Run through Everyone with Ronaldinho.

So, This Means that we’ll Have the Same Game as PES 2008 Should Have Been ? I Compreend that as Being an Old Game and Not an Innovative One that I’m Waiting to be Released…Neither FIFA or PES Today Gives my Confidence for such an Awesome Football/Soccer Purchase Nowadays…I Don’t Like the Look and Feel of Them – They’re just the SAME Games as 5 Years Ago…WE NEED ANOTHER FOOTBALL GAME, ANYONE OUT THERE MAKE ONE – WE THE CONSUMERS AND REAL FOOTBALL/SOCCER FANS, DEMAND THAT !


Ultimate Bluetooth Mobile Phone Spy Software

Description: Ultimate Bluetooth Mobile Phone Spy Software Edition 2008 will work on All mobile devices that are bluetooth enabled. Not just phones but also laptops, computers, etc. YOU WILL RECEIVE SEPERATE SOFTWARE FOR OLD MODELS AND NEW MODELS (INCLUDING SYMBIAN PHONES). We don’t need to list compatible phones – this works on ALL phones! Check what your kids, spouse, or partner are up to – and rest at peace! Not just 1 program but an entire suite that will work on old phones, new phones, smart phones, java phones – on absolutely all of them! NOTHING is logged, you leave absolutely NO TRACE of your spying activities! This program is 100% software. You will NOT need to alter or modify your handset at all! Extra Bonus! 2 extra bonus spy items! * Bluetooth spy suite for your PC/laptop! * A very special program that enables you to view incomming and outgoing e-mail for a given e-mail address.

NBA Street

Description: Select any two teams, and play as home vs away. This game mode allows you to hop in with your favorite team for a one game match. Street Challenge; Take your team of Joes and turn it into a team of Pros! This game mode will allow you to accept up to 10 challenges from all 30 NBA teams. The more challenges you accept, the better your teams becomes. Can you become a legend? Rules: The first team to 21 points wins the game. Dunks and shots made near the basket are worth 1 point. Shots further from the basket and special dunks are worth 2 point. Gamebreakers can increase the number of points you receive. When in dunking range, pressing and holding 5 key will bring up the dunk meter. Hold the key until the charge is within the green bar of the dunk meter and release it to do a trick dunk and gain more points. If you let it slip into the red, you’ll miss your dunk. Street Challenge mode games sometimes have special rules, like shots only, Gamebreakers only, or led by a certain number of points. There is a 24 second shot clock. When there are 10 seconds remaining, the timer at the top center of the screen will start to flash. If you do not make a shot that touches the rim of the hoop before the time hits zero, you lose control of the ball. The player you are controlling will have a blue circle feet. This circle will fill in completely when you are within dunking range. Watch the Floor Icon to see when you can dunk the ball. The player you will pass to next has a square around his feet. The player you pass will change depending on which of your teammates you are facing when you have the ball. To activate Gamebreaker mode, score points and do tricks to fill your Gamebreaker Gauge. To do tricks, double tap left or right while in possession of the ball. As you do more tricks, your potential points show up in the Gamebreakers meter. Score any points to lock your Gamebreaker Gauge in place. Once your Gamebreaker Gauge is full, take possession of the ball and run to the center of the court and press the 5 key to activate it. While in Gamebreaker, do tricks to fill your gauge and earn more points from your next shot or dunk. If your opponent activates a Gamebreaker, you can steal the ball along with his Gamebreaker. The first team to score during the Gamebreaker will make their opponent lose a point.

FIFA 2009

Fifa 2009 (ISO)

Fifa 2009 ISO
FIFA 2009 is the latest installment of Electronic Arts’ FIFA Series of football video games. Developed by EA Canada, it is published by Electronic Arts worldwide under the EA Sports label. It was released on 3 October 2008 in Europe, 2 October 2008 in Australia and 14 October in North AmericaImprovementsIt has been stated in an interview with David Rutter that there are over 250 improvements on the game.[7]Among the improvements in the new FIFA are improved responsiveness that allows for quicker release of the ball, greater urgency in the off-the-ball running, a new jostle system that takes into account the strength of the players when going shoulder to shoulder and subtle animations that enable players to take first-time shots.Another of the edition’s
biggest changes is a completely revamped collision system, which calculates speed, weight and power when the players collide,

Rise Of The Argonauts 360 / PS3

PLUNDERING the rich world of Greek mythology should be a gift for games developers – an epic story, heroes doing great deeds, mighty gods and mythical beasts are, after all, perfect material for a videogame.

The God of War series has drawn upon this source material with fantastic results, however, Rise of the Argonauts doesn’t fare quite as well.

Following the murder of his wife, Alceme, King Jason of Iolcos sets out on a quest to find the fabled Golden Fleece, which holds the power to bring his dearly departed back to life.

Joining Jason on the journey are acast of characters, including the hulking brute Hercules, and the pipe-playing Satyr, Pan.

So far so good, but things don’t get off to a good start, with the player having to undertake several laborious quests, which involve Jason traipsing back and forth across his island, delivering messages to his subjects – not exactly the actions you’d expect of a king.

While these monotonous errands aren’t much fun, things pick up when it comes to combat. Jason has the ability to wield a spear, mace and sword, while blocking with his over-sized shield, and initially it’s fun changing weapons and trying to figure out opponents’ weaknesses.

However, combat quickly degenerates into mindless button mashing. To help flesh out the story, Rise of the Argonauts features dialogue choices which are similar to those used in the excellent 360 title Mass Effect.

Unlike Bioware’s engaging sci-fi epic, though, the conversations here tend to drag on. Add to that the fact you’ll end up chatting to identical looking characters, and the whole experience quickly becomes a chore.

Visually, the game is a mixed bag. At times, Rise of the Argonauts certainly looks above average, with some nice graphical effects and interesting locations to explore. However, you’ll encounter plenty of restrictive invisible walls on your travels, while Jason’s running animation is clunky and looks completely out of place from the rest of the game.

There are also framerate issues and graphical glitches throughout the adventure. Not what you would expect from a quality title.

The absence of any sort of HUD or on-screen mini-map doesn’t help matters, either.

While it’s refreshing to see a developer do away with cluttered on-screen displays, it’s really not ideal when you are trying to make progress.

You’ll spend far longer than you really should pausing the game to access the map, which destroys any sense of immersion and just feels like a clumsy and ill thought out omission. As you progress, you find new weapons and armour, and you are able to assign abilities that enhance your character’s stats.

This is a nice touch, but it lacks the depth and range of customisation you could achieve in a game such as Final Fantasy XII. Rise of the Argonauts has astrong core concept, but unfortunately the experience as a whole just doesn’t tie together.

There’s a decent game waiting to burst out, and I can’t shake the feeling that with a little more time in development and a few tweaks here and there, Rise of the Argonauts could be a very good game.

But as it stands there are too many flaws to make it a must-have. Out next week.

WWE SmackDown vs Raw 2009 – 360/PS3

WWE Smackdown v's RAW 2009 PackshotBeing a games reviewer, you occasionally have to take a look at games you would never normally pick up. This is the case with WWE SmackDown vs Raw 2009, the latest wrestling game from THQ. My wrestling knowledge is limited to say the least, and the last game I remember playing was WCW vs NWO World Tour on the Nintendo 64 roughly 11 years ago with a bunch of friends.

Of course wrestling is all about theatre and entertainment, and if you can look past some of the more cringeworthy aspects of the ’sport’ and are willing to take an objective look at what’s on offer here, you’ll uncover a decent and very playable game.

WWE Smackdown v's Raw 2009

PS3 – WWE Smackdown v’s Raw 2009

Upon loading the game, the first thing you’ll notice is the staggering amount of gameplay options. Exhibition, for instance, has dozens of events for single player and multiplayer. If that wasn’t enough, there are many other modes for fans to try, such as King of the Ring tournament, the obligatory Royal Rumble and the game’s focal point, Road To Wrestlemania – where you choose a wrestler, and lead them through a story-driven structure to the pinnacle of the wrestling year.The actual fighting mechanic is solid, with decent collision detection and meaty hits delivered with gusto. Even for a novice such as myself, it was easy to pick up individual wrestler’s moves and execute them. For the pro players, though, many hours will be invested in honing skills, and perfecting their favourites moves.

WWE Smackdown v's Raw 2009

PS3 – WWE Smackdown v’s Raw 2009

Graphically, the game looks above avarage. The character models are decently animated and are facially accurate to their real-life counterparts. The TV-style presentation is also very impressive, with each wrestler entering the arena with typical bravado.Commentary, while not perfect, is entertaining and adds to the big occasion atmosphere. There’s even a bit of backstage banter between the wrestlers and a load of video clips to sit back and watch. It all adds up to an extremely impressive and well-rounded package.

It’s highly doubtful that non-wrestling fans will look twice at this on shop shelves, but for WWE fans who are looking for a decent wrestling game to play over the winter months, Smackdown vs Raw 2009 hits the spot.

Killzone 2

Disappointed by the original Killzone? Prepare to forget all about it. Guerrilla Games gets things right second time

Killzone 2 is about vengeance in more ways than one. Goaded by its predecessor’s failings and by those notorious E3 2005 revelations, tossed and torn between packs of dribbling fanboy coyotes and wound tight on the hyperbole only blockbuster console-exclusive status can attract, Guerrilla’s latest hits our disc drives with a fat, sizzling chip on its shoulder.

As that distinctive opening aerial assault sequence plays out once again, there’s a definite sense that we too-vocal gaming pundits, and not the hard-pressed Helghast troopers below, are the real enemy. Where other shooters have cool-down or warm-up periods – simple puzzles to give your trigger-finger a rest, suspenseful bits of exploration, the odd opportunity to just sit back and take in a scenic backdrop – Guerrilla’s AI and level script clobber the player with rifle butts seconds after handing him the pad, then trample him face down into the toxic Helghan mud. As strapping young hero ‘Sev’ spearheads the ISA advance into the belly of the enemy’s capital, its defenders chip, slash and hammer at the invader’s flanks and rear with fanatical disregard for either your blood pressure or their own lives.

Whether you’re fighting the Helghast among the girders of an ore refinery or in the algae-green haze of maintenance tunnels, across muddied, puddled triumphal plazas or in the baroque shadow of Emperor Visari’s palace, they’re always taking it personally, always getting their hands dirty, always in your face. It’s not till the action proceeds to the tranquil wastes of Suljeva Village – halfway through the seven-hour campaign – that you’re granted a reprieve, and the silence is soon broken by snipers, strangely redolent of Sam Fisher in their triple-eyed visors, and heavy machine gunners. And that’s just the standard difficulty setting, mind – dip a your toe in the deep end and the ruthless AI becomes positively demonic, hurling grenades with gleeful abandon, counterattacking positions faster than you can seize them, flanking like mad, and even squeezing off a headshot or two.

It’s as much an onslaught on your senses as your frail recharging health bar. Much ink has been orgasmically smeared over the game’s visual and audio delights by writers barely able to operate a coffee machine, so rather than bleat about high dynamic range lighting and the like, I’ll just list a few of my personal high points. Tarpaulins. Filing cabinet drawers which roll out on their coasters. The screams, threats, barked orders and pleas that crowd into your ears as you push onto Saluman Bridge. Nuclear ash on the wind over the imperial palace. The heady mixture of tones and shadows as the glare of a dozen low-energy light bulbs plays over the bullet-proof pads, ragged bandanas and GI stubble of your squad-mates. Visari’s podium-thumping propaganda broadcasts.

A thousand-ton ISA cruiser glittering like Damocles’ sword on the horizon. The soft blues, purples and whites of its interior, worlds away from the scabby concrete jigsaw puzzle below. And dying people, of course. Guerrilla is a modern-day Michelangelo when it comes to people dying. Bodies spin, jerk and writhe under fire in freeform agony, clutch at entrance wounds, tumble in vile little clouds of bodily fluids.

This avalanche of production values and bullets is slightly deceptive, however. Despite the grandeur of its premise and ferocity of its execution, Killzone 2 can be quite a narrow-minded experience, endowing a few, carefully selected run-and-gun mechanics with a high level of finish. Positioning counts for a lot more than stopping power or endurance, and accuracy outweighs all three. Wallow though they might in fuzzy grey depth-of-field meatiness, the weapons give you absolutely no opportunity to grand-stand – save for the bolt gun, which staples your enemies’ bodies to the furniture with explosive harpoons, and an apocalyptic electricity cannon, which falls into your hands for an entertaining half-an-hour.

The bulk of the roster is balanced and no-nonsense: automatic and single shot rifles, shotguns, pistols, SMGs, heavy machine guns, rocket and grenade launchers. Locking to cover with a shoulder button (a mechanic exclusive to single player) feels a little contrived at first – first-person shooters have done just fine without letting the player glue himself to walls, so why start now? – but is a pleasantly unrealistic blessing once the Helghast bust out bigger firearms.

In honing the nitty-gritty of combat to a chilly sheen, Killzone 2 suffers somewhat when placed in the company of more panoramic shooters. In the milliseconds between the firing of a bullet and its impact, the game has few equals, but once you unstick your nose from that gunsights view you’ll find that things go a tad blurry round the edges. Guerrilla’s level designers play it very safe: for all the ISA’s advanced tech and the Helghast’s crazed rodent ingenuity, the war they wage is a familiar tale of escort missions, area defence and claustrophobic urban recon, with only some fleeting on-rails shooting segments and vehicular action to season that finely cooked core. Weather the graphical storm and get your head round the art of keeping your head down, and Killzone 2 comes up short against Halo 3’s sprawling, spontaneous synthesis of combat props and AI, or Resistance 2’s shallow but playful boss fights.

It’s not like there’s a shortage of raw materials, but so intent is the developer on getting the shooting just right that it lets a fair few potentially memorable scenarios slip through its fingers. Guerrilla’s shameless theft of Gears of War’s train level is revealing: where Epic throws down sentient, airborne snotballs ridden by snipers, Berserkers and a Locust general swathed in giant bats, the Helghast express is stocked with identikit grunts. Leave out the tank at the other end, and you might as well be walking down another corridor.

Predictably, the presence of another player with whom to revel in the game’s sober combat ethos might have made all the difference. With its well-distinguished weapons and troop types, underhand spawn patterns, and intricate arrangements of nooks, sandbags, sniping spots, emplaced guns and choke points, Killzone 2 is crying out for a co-op mode, on or offline. Capable though it is on the whole, the buddy AI sometimes opts to play the bullet sponge or knuckle down on the wrong side of a wall; even if you disregard these minor glitches, it’s hardly bubbling over with tactical awareness.

At one stage a squad-mate and I were ambushed at the base of a long incline overlooked by sand-bleached metal structures. My squad-mate immediately opened fire, and with the Helghast thus distracted I crept up on their left flank. Rather than suppressing the ambushers while I got into position, however, the other chap came jogging after me once I’d moved a certain distance, alerting the enemy to my antics. A restart wasn’t long in following.

There’s also the woeful plot to account for. Hold it, reader – cancel that email rant on the stupidity of demanding Proustian prose from a hard-boiled military shooter. The trouble with Killzone 2’s storyline is that, in defiance of expectation, it could have been superb. At times the friction between the level-headed Sev and his think-later superior, Rico, is worthy of the sparks which fly between Sergeants Elias Grodin and Bob Barnes in Oliver Stone’s Platoon. The final cut scene, lent muscle by Brian Cox’s apoplectic voice-acting, actually had me hungry for a sequel, despite the thought of another four years’ punctuation-free forum posts and anally exacting screenshot comparisons.

But there’s too little back-story, too little real character interaction, and too many laboured “so’s-your-mother” jokes for the plot to take wing, and ultimately you’ll play for the thrill of peeling back the layers of Helghan civilization (while, of course, shooting it to bits) rather than the individual dramas floating on top.

Taken together, Killzone 2’s somewhat limited field of vision and under-cooked plot threaten to force the verdict down to an incendiary 8.5/10. Fortunately for my personal safety, it also packs a fantastic team-based multiplayer mode. There are six character classes to flip between mid-game: Assault, Medic, Engineer, Saboteur, Scout and Tactician (plus the generic Rifleman class). Each has a primary and secondary ability, or ‘badge’ – the first available as soon as that class is unlocked, the second obtained by repeating certain actions in battle to win ‘ribbons’. Experience points dribble into your online profile at a glacial rate, allowing you a couple of hours to master each class or ability before the next comes into view.

Casual players may be turned off by the time investment required to scale the heights of the character development tree, but they can take some consolation in the fact that no player, however equipped, is above Killzone 2’s remorseless combat realism. Whether you’re a fledgling Private or a grizzled Colonel armed with cloaking technology and portable machine gun turrets, you’re just as likely to eat tarmac if you’re caught unawares.

The eight maps are as intricate and polished as the single player levels they’re based on, and there are five match types – playable one after the other in a single bout, if you so choose – to coax out the many nuances. In a brilliantly simple touch, games can be configured to let hosts switch match types on the fly: if you’re halfway through a spot of Bodycount (deathmatch) and a large number of players quit out, you might change to the self-explanatory Capture and Hold, drawing players together and thus keeping the action tight. Beyond the arena there’s clan support, with the option to bet Valor points (an entirely virtual but, we’re sure, soon-to-be coveted online currency) on the outcome of tournaments, and enough in the way of player percentages and ratios to keep those statistical willy-wavers happy.

It’s here, in the company of up to thirty-one players at once, that you’ll discover the tactical depth the campaign somewhat struggles to realise. The same taut principles of taking cover and peek-shooting apply, but if that’s all you bring to the party they’ll soon be sponging you out of the carpet. More able (and longer lived) players will try to compensate for limited health and sluggish turning rates by joining four-strong squads, equipped with their own private voice channel, and switch classes to suit the broad strokes of team strategy.

If it isn’t the War To End All Wars some have prophesised, Killzone 2 is definitely the exclusive FPS your PS3 has been waiting for. While the intensity of the spotlight Guerrilla brings to bear on how you go about shooting stuff occasionally leaves its scenarios in the dark, those intimidating good looks, chiselled hide-and-seek engagements and savage online modes are plentiful compensation. After almost five years of infamy, the franchise has taken revenge on its critics.

Prince of Persia

Ubi sands down some old moves – is the Prince fresh again?

Sometimes you just have to admit you’re wrong. It’s the mark of a bigger man. As Kikizo’s personal trainers and tailors will tell you, we’re absolute bloody titans – gods among insects, sort of thing, exemplars of our species. If ever there were a Nobel Prize for sheer personal integrity, we’d be top of the list. Morgan Freeman’s got nothing on us.

So here goes: when we wrote our preview back in October, we were wrong about the latest reinvention of Prince of Persia. We were wrong to call him a “pillock of the first rank”, and a “3-for-1 bumper edition of sodden one-liners”. It was deeply, deeply misguided of us to refer to new sidekick Elika as an “unpleasantly apt foil” and a “whiny slip of a girl”. We’re awful sorry, Ubisoft Montreal. We’re don’t know what we were thinking.

Far from being the worst things about this seventh episode in a series whose PS2 debut set 3D platforming alight, Elika and the Prince’s new persona are actually among the best. It is, to be fair, easy to get off on the wrong foot, as we indeed did when we tackled the pre-release code. The duo are cut from very familiar cloth – he’s a lovable rogue while she’s a spiritually inclined, straight-and-narrow daddy’s little girl – and while the voice-acting may not be quite so “ham-and-cheddar” as it first appears (we’re weally, weally sowwy) it doesn’t compliment its surroundings. We’re dealing with Persia here, albeit a romanticised, almost entirely desolate Persia, so why do the protagonists sound like they’ve walked off the set of Smallville? (We know why, of course – it’s because of you wretched consumers, with your Fox News-filtered understanding of the world).

But this initial upset is soon forgotten in the face of the subtly evolving characterisation and moderately witty script. The chemistry is all too easy to anticipate – Elika teaches the Prince to face up to his vagrant past and trust other people, while he teaches her to chillax, basically – but rather nuanced, and lends flavour to the otherwise formulaic plot. In essence, Elika’s robustly bearded father has freed Ahriman, dark god of epic fail, from his imprisonment at the hands of Ormazd, light god of epic win, and the Prince, who gets embroiled in all this while hunting for his donkey, is called upon to sort out the mess. Said sorting out is achieved by travelling to areas corrupted by Ahriman and having Elika purify the “fertile grounds” at their summits, much like Okami purging feudal Japan of Orochi’s bad juju, or the janitor in our local Sainsburys mopping up some spilled pesto.

As you flit to and fro between the game’s twenty five non-consecutive regions (split into four themed districts) you can talk to Elika by pulling left trigger. Often you’ll be treated to a terse place-holding remark – “we must reach the fertile grounds” – but there’s a wealth of character detail (and at least one Live Achievement) to be had here too, ranging from light banter – a game of ‘I-Spy’ mid platforming sequence – to genuinely touching bits of back-story. You’re not obliged to stop for a chat, as the cut scenes offer enough plot and dramatic progression to keep things pointed in the right direction, but you’ll be missing out if you don’t.

Like that of Yorda and Ico, the relationship between Elika and the Prince is founded on more than merely non-interactive dialogue. It’s in the way they swing each other round to opposite ends of a balance beam, or his gallantly catching her after a perilous descent. The girl is as if not more athletically inclined than her knight in shining armour, and dogs your heels faithfully as you trot, leap, chimney kick and bar swing your way through the game’s abandoned citadels, picturesque windmills and sand-blown arenas. There’s never quite the heart-melting poignancy of Ico’s hand-holding mechanic, and you needn’t look much further than Elika’s spray-on vest to get an inkling of the game’s target gender, but the sense of a living, breathing partnership is admirably sustained.

The combo, a guiding principle of the series from Sands of Time onwards, has been given free reign here: it’s possible to get from one side of an area to another in a single graceful dollop of acrobatics. What new moves and tweaks Ubisoft Montreal has built into the existing set are designed, quite simply, to keep you in motion – grab onto a pillar and the Prince will automatically swing to the opposite side, ready to leap for the next; miss a ledge, and he’ll somehow find purchase on the brickwork beneath and launch himself a few feet higher. You can swing on hanging rings with a quick tap of B to chain together multiple wall-runs, or navigate the corners of buildings. Even the very, very few “ordinary” enemies that dot each area needn’t interrupt your progress: spawning points are manifest as jets of ominous black gloop, and if you get to them fast enough you can nip the foe in the bud with a single sword swipe.

Elika’s magical abilities, context-sensitively mapped to Y, open up new means of exploration. The most frequently used of these is the teleport double-jump: the game helpfully indicates when you’ll need to employ it by bleaching the surroundings of colour as you leap. By collecting “light seeds” scattered across purified areas, Elika can power up her mojo to take advantage of magical glyphs embedded at key points in the landscape. There are four types of glyph, with the simplest warping the pair from one glyph to another, while the demented green varieties send the Prince charging up vertical surfaces in a well-disguised homage to the on-rails shooter.

While the latter activity can be quite challenging, Prince of Persia is on the whole a very forgiving game – perhaps to its detriment. Enthralling though the duo appear in action, navigating the environments takes on an almost somnambulatory feel after a while, as plump windows of input slide under your finger tips like tubes of toilet paper on a supermarket conveyer belt. Not being able to fall to your death (aka “the Croft plunge”) is a bit of contributory factor in this regard: Elika will quietly warp the Prince back to solid ground if he does anything foolhardy. As intriguing as the formula “you can’t die” may seem, in the end it’s just a flash term for some very big-hearted check-pointing, and while Prince of Persia is a more accessible game as a result, it’s also not a massively exciting one.

You can’t die in combat either, though the difficulty factor is a bit more uneven. Prince of Persia’s answer to the messy swordfights of its predecessors is to narrow the focus, limiting the opposition almost entirely to four boss monsters – one per district – with the player routing each one zone by zone before scuffing them out of existence in a climatic encounter. The bosses all have their own back stories and signature attributes – the Hunter is a grisly, leopard-like hunchback with scissors where his right hand should be, while the Warrior was once a human king who sold his soul to Ahriman in exchange for a physique more befitting Ben Nevis.

Hammering the sword button till it disintegrates won’t get you far here – even the most sluggish of Ahriman’s minions will punish sloppy swordsmanship with rapid counterattacks – and while Elika will again warp the Prince to safety if he goes down for the count, your adversary regains health every time she does so. Chaining together her offensive spells, the Prince’s gauntlet lifts, aerial assaults and basic blows is the order of the day, as is learning your foe’s traits back-to-front, and nailing the timing of the Heavenly Sword-esque QTEs the game doles out at intervals.

Once you’ve got this approach down cold, however, Prince of Persia grows a little too easy once again. While the aforementioned QTEs grow increasingly stringent with successive encounters, the combo windows remain accommodating, and there’s a startling reliance on rickety old boss conventions such as luring the poor sod near a cliff edge in order to boot him off. It’s still great fun, and the developer’s mastery of dramatic camera angles, the colourful organic disorder of the enemy models, the Prince’s cocksure poise and Elika’s more cautious deportment, will keep you plugging away despite the shortfalls.

Prince of Persia is magnificent, but there’s a nagging sense that the bulk of the innovations here are slightly too little, somewhat too late. Beneath the Zelda-esque branching world and glowing cell-shaded visuals, the game’s genetic code is largely that of Sands of Time, the undeniable high point of the series, whose perfect harmony of move-set and level design Ubisoft Montreal has continually tried, and failed, to surpass. The Xbox 360 game rekindles that glory, without a doubt, but it doesn’t take the franchise anywhere drastically new -nowhere new enough, certainly, to justify the leap to current generation hardware – and while it’s easy to pick up, it’s also rather easy to master. These qualms don’t make Prince of Persia anything less than the best action adventure title we’re likely to encounter this month, but paradoxically enough, they do make it one of the more disappointing. At least the Prince and Elika turned out likable enough in the end.

THE VERDICT: As quick on its feet as you’d expect and glorious to behold, but not quite the earth-shaking return to form we were hoping for after the disappointments of Warrior Within and Two Thrones. Patently a must-buy, but let’s not pretend we’re pushing any envelopes.

Interview: Gearbox’s Randy Pitchford

We talk to the President and Co-founder of Gearbox Software to find out what makes Brothers in Arms: Hell’s Highway worth your attention.

The plan seemed so simple. In September 1944, after trouncing Nazi Germany at the Battle of Normandy, the Allies would airdrop tens of thousands of paratroopers in occupied parts of the Netherlands. These brave men, part of the biggest airborne assault the world had ever seen, would be tasked with clearing the way for armoured divisions that could then make a beeline for Berlin to kick Hitler’s ass.

The planners behind Operation Market Garden, as the nine-day battle would come to be known, conceived of the mission as a way to rout the Nazis and bring a swift end to the war by Christmas. Instead, it turned into a nightmare, as nearly twenty thousand Allied troops lost their lives in the face of ferocious German opposition.

The story of Operation Market Garden is something that Randy Pitchford, head of Gearbox Studios and producer on Brothers in Arms: Hell’s Highway, is well versed in. The reason for that is Colonel John Antal. While other World War II games tout their earnestness by wheeling out their military advisors at press events and slapping appropriate insignia on their boxes, Gearbox has gone a step further. Antal is based right in Gearbox’s studio, with an office next to Pitchford’s. His job is to help the studio head and his development team deliver an experience that goes beyond the visceral, gratuitous thrill of virtual warfare.

“He didn’t just take me to the locations and didn’t just impress me with what the knew,” Pitchford recalls of Antal during our interview. “He made sure to introduce me to the people, and he took me to the graveyards. Just made me stand there for an hour in the middle of like five thousand tombstones. ‘Just stand there. I’ll come pick you up in a little bit.’”

“It just fucking wrecks you,” he says.

Pitchford talks of another interview he had with a veteran who recalled the events of those violent days with stark clarity. The octogenarian remembered with acute detail the decisions he made on the battlefield, decisions that both saved and cost lives. When the veteran broke down in tears, Pitchford recalls saying to himself, “What the fuck am I doing trying to make a video game out of this shit?”

And that, really, is the big question facing designers of war games, the one that Pitchford and his team in Plano, Texas, have had to struggle with every day over the last few years. How do you build a game that is enjoyable to play while still maintaining the austerity and respect deserving of both the survivors and the victims of such enormity?

For Gearbox, part of the solution to this challenge comes from emphasizing camaraderie. In Hell’s Highway you’ll lead a diverse squad of specialists who need to work together to get the job done. In interviews with World War II veterans, the team heard time and time again how, when things got really tough, people fought not for themselves, not for their countries, but for the men standing next to them in the shit. Pitchford knew that this would have to be a cornerstone of the game.

The selflessness demonstrated during those dark days has been translated into gameplay in a novel way. Players will be able to play through sections of the game as they wish, allowing teammates to die along the way. At the end of each mission, though, they will be presented with a choice to either revive characters key to the storyline or to play through the mission again, so that they can do a better job of keeping everyone alive the next time around. A simple feature, you may say, but it’s one that should get people thinking of their squad mates not just as lifeless AI routines but as real people worth giving a damn about.

The repertoire of your squad has been expanded for Hell’s Highway, with new teams bringing in some much needed variety to the battlefield. In addition to fire and assault teams, there are others that will stand back from the front line, such as the new bazooka team. Slinging brutal projectile weapons over their shoulders, these new squad members will be indispensable for clearing paths through scorching kill zones.

To see how much work has gone into your squad mates, simply send them into a hot area. Using the analog stick, you point to wherever you want your characters to go. Instinctively they will crouch down to avoid being seen by the enemy and lower their voices, shouting muffled commands as they orient themselves. These postures, as Pitchford calls them, will stretch to other parts of the game too, putting squad members into a suitable frame of mind while on patrol, or when stealth is key. The controls are context sensitive too, so the same action that moves your assault team into position can be used to order your bazooka team to take out enemies in the distance. For those that need encouragement during combat, the game will provide continuous bite-sized rewards in the form of slow-motion close-up video sequences showing off particularly impressive kills.

Of course, that the designers have been able to spend time working on touches like these is a direct result of the tools being used during development. Like many studios, Gearbox has enlisted Epic’s Unreal Engine 3.0 engine, though Pitchford says that so many additions have been made that it’s perhaps more correct to call it “Unreal Engine 3.5″. Among the additions are a new shadow model, better dynamic lighting, enhanced support for destructible environments and new navigation features. The team has also worked on streaming data from the disc so that you won’t see loading screens.

“The technology’s awesome,” he says. “Since Gears of War, Epic’s also invested in the technology and they’ve improved it quite a bit. So it is higher fidelity than Gears but that’s because of the work that they’ve done and the work that we’ve done.”

But don’t think that because Pitchford likes technology – and he really does; at one point he gets excited at the idea of addressing 64-core processors – that the team is forgetting what Hell’s Highway is all about. “The graphics are a vehicle for the fantasy and the experience,” he says. “They’re not the end. A pretty game that sucks, I’m not interested in. So we’ve spent more of our time thinking about the experience. The graphics helps us believe it, helps us get immersed.”

One modern shooter staple that won’t be appearing in Hell’s Highway is melee combat, something Pitchford feels “isn’t relevant” to the gameplay Gearbox is going for here. He gives Call of Duty 4: Modern Warfare as an example of where hand-to-hand combat didn’t work as well as he would have liked. “I loved Call of Duty 4,” he says, “but you know what, my least favourite part was the fucking dogs. You know what I mean? You can’t win there. It’s not what makes these games fun. It’s shooting. And especially in this game where it’s tactics and squad commands.”

Speaking with Pitchford, it’s clear that this is a passionate man who is excited about what he does and unafraid to say what he feels. It’s a luxury afforded him by the independence of Gearbox as a developer. Being free of the shackles that hinder so many other talented game developers, Pitchford is better able to make the game he wants and to take his time doing it, if that’s what’s needed.

“Unlike Activision or EA or even Ubisoft, I’m an independent studio, and like a lot of us I don’t make games to make money. I make money to make games. So there’s a little bit of a difference there,” he says. “I like a lot of what Ubisoft does and they’re a good partner. They’ve been patient with us. We’ve been working hard. We had a vision that we wanted to fulfill and it hasn’t been easy for them to predict when we’re going to be ready and they’ve been patient with us.”

Making games is what excites Pitchford, not the mandatory promotion needed to sell a game in today’s crowded shooter market. For that, he’s grateful to have Ubisoft’s backing. The publisher is in charge of pushing the game in front of gamers to sell them on the concept just as much as on the gameplay. “I’m happy that they’re doing that job,” Pitchford adds, “because I don’t want to do it.”

This combination of passionate developers and professional marketers is the sort of thing that many studios envy, but because of the subject matter and more importantly how it’s presented Pitchford is well aware that there is a limit to how well his game can possibly do relative to the chart monsters of recent years. “I have a different kind of mission here,” he says. “I do know that one of the consequences of that angle is that in this market I will peak at about 4-5 million units. And that’s cool. That’s a huge success to me. And I’m happy because I feel good about what I’m doing.”

Because, when it comes right down to it, it’s clear from speaking with the team that while shooter fans are the audience, that’s not necessarily the group of people that they have in mind as they work on the game. No, to them it’s the veterans of Operation Market Garden in particular and the great war in general that they want to satisfy.

“When I take this approach, as the president of my studio and the creator and executive producer of this whole brand, I realize that I’m making a trade-off,” Pitchford says. “I’m going for a headier experience. I’m asking you to not just shoot, I’m also asking you to plan tactics and I’m also trying to engage you in deep storytelling, and I’m trying to be very deferential to the history and the feeling and the mood that I get from the veterans.”

“I want to make this game such that when the guy who was there plays, he’s able to say, ‘Man, you guys got it.’”

Mercenaries 2: World in Flames

Is blowing stuff up in Pandemic’s sequel a one trick pony?


In a week dotted with high profile EA releases, Mercenaries 2: World in Flames certainly didn’t lack for publicity. Having struck sparks with the government of Venezuela over its jingoistic depiction of the latter, the publisher went one further on Friday by transforming a north London petrol station into a military bunker, complete with jingling dog tags, sandbags, rusting oil barrels and cigar-chomping goons on the hand pumps. �20,000 of the black stuff was made available gratis to canny motorists, and they duly clogged the roads for miles around – much to the displeasure of local residents.

A crass promotional tactic indeed, given the current economic climate, and one which is already having political repercussions, but sadly a tactic no less appropriate to the game in question. Like EA’s marketing department, Mercenaries 2 may be big, but it certainly ain’t clever.

It’s a deeply regressive experience at heart, a wistful throwback to the late nineties when stereotypes like guffawing African American drill sergeants and cheeky Irish nutjobs were still being embraced by cinema audiences worldwide. Likewise, it’s a size-12 step back in design terms, with insipid mission types, attrition-based firefights and AI which would disgrace a PS1 title.

But we’re getting ahead of ourselves. Like its PS2 predecessor, World in Flames is a third person action extraganza whose key selling points are its “massive, highly reactive” world and the sizeable assortment of weapons and vehicles it offers with which to drive through, shoot, bludgeon, blow up and loot that world. Your character – a mercenary scratching a living from Venezuela’s seamy underbelly – takes a bullet to the seat of the pants after being double-crossed by a client. Naturally you vow revenge for this humiliating injury, and set off to sell your services to various power-hungry clich�s while hunting your erstwhile employer.

Everything kicks off with the inevitable tutorial missions, and the disappointment isn’t long in setting in. Mercenaries 2 opts for the trusty two-stick movement and aiming control setup, with firing and throwing grenades assigned to the triggers while the face buttons handle jumping, reloading and melee attacks. In a mildly interesting twist, holding L1 not only zooms the view in for precision marksmanship but also causes you to crouch behind any nearby cover, which sort of looks cool but has little practical worth.

Broken this arrangement most certainly isn’t – just thoroughly uninspiring, and the gormless opposition does its best to lose what little interest you have left. Mercenaries 2 sets a new low in artificial stupidity, with grunts who not only rush from cover to head-butt your bullets but also mistake you for an ally if you venture out of eyeshot for a few seconds while driving one of their vehicles. It’s thoroughly ridiculous – you might have just put an RPG through the local revolutionary chief’s French windows, but providing you tuck your Commie-flavoured jeep behind a building for a spell you can return to the scene of the crime undetected.

In fairness this is a deliberate move on Pandemic’s part, allowing you to shirk a firefight easily if you’re hurting (or, more likely, impatient). But such goldfish recollection hardly does wonders for the challenge factor. And then there are the thinly disguised spawn points – at one point we stood outside a barracks for five minutes, bashing foes silly as they faded into existence – and the rail-mounted enemy (and civilian) drivers. Occasionally you’ll be faced with a tank or two and take a few nicks, but the game’s mollycoddling recharging health system will soon have you back on your feet, and from there a tank of your very own is only one feeble match-the-button hijacking sequence away.

Fallout 3

First we were pumped – then less so. Then reassured, and now, decided. Is Fallout 3 megaton or mega letdown?

Fallout and its predictably titled sequel are PC RPG legends, whose internet fans make most Al-Qaeda look like reasonable people open to healthy debate. In picking up the Fallout licence, Bethesda knew what it was letting itself in for if they fudged this one. They’ve certainly decided to play it straight and stick as close to the original concept as possible, boldly opting to title their latest venture Fallout 3.

Bethesda received heaps of praise for its last effort, The Elder Scrolls IV: Oblivion. Many feared that Fallout’s traditional isometric world would be lost in a modern upgrading to an Oblivion engine. And they were completely right. Sorry if that puts any of you off, but as far as I’m concerned Bethesda made a great choice in bringing Fallout into the new millennium with a first person real-time RPG, regardless of how many of you zealots wish otherwise. Get back to your self-flagellation and keep praying StarCraft 2 can turn your PC into a time machine and teleport you back to the late 1990’s!

Fallout 3 runs on the Oblivion engine, and it shows. The graphics and sound do a sterling job of portraying a post-apocalyptic world; Half-Life 2 is the only other game which can immerse a player so completely in its world. Where Oblivion created a fantasy wonder, with lush forests, magnificent mountain ranges and a sense that anything is possible, Fallout 3 creates a sense of desolate isolation in its vast wasteland. Grey dead trees, rotting townships of pre-war society and the titanic skeletal remains of decrepit motorway flyovers create dread in the player of what lies in wait, with each step forward reinforcing the terror of your surroundings since your escape from the safety of Vault 101.

Like the initial jail-break and sewer run in Oblivion, Vault 101 serves as your character creation tool and defines the skills that you will be forced to rely on once you enter this irradiated hell. A glimpse of your father (played by Liam Neeson) helping your mother through labour decides your sex, race and name. At the age of 10 you are required to sit your G.O.A.T. test, to decide your aptitude and skills for a future job in the Vault. Be careful with your choices here, as these define what skills you will receive. While there is plenty of junk in the wasteland, those aiming for a job as a binman may find their skills come up short when facing denizens of the wastes.

Fallout 3 does much which still would be original and remarkable had Oblivion not been here first. The open world, allowing players to explore at their own leisure, helpfully points you to the main areas of interest with the first friendly characters you meet, but there is no need for you to heed their advice. It’s remarkably easy to waste hours exploring any point on the horizon which looks interesting. It’s possible to find quest items before you have learned what the quest is, and it’s also possible to truly bugger up any chance of completing that quest should you decide to use, sell or simply throw away some of these things before you realise that they would become relevant at a later stage.

Decisions you take also impact on how good or evil you want your character to be. Do you want to help the misunderstood mutants who live outside the human settlement, or are you happy to wade in and blow them all to smithereens before collecting your reward? Once you have collected your reward is there any reason not to let everyone in town have a taste of your firepower? It’s possible to kill everyone and anyone in the game, although finding out exactly what you should be doing if you treat every character to a .10mm caliber massage may prove tricky.

Resistance 2

There’s no doubting the scale of this sequel, but does Insomniac’s opus get everything right?

I found Resistance 2 underwhelming when Sony ushered it onto the stage in February, still more underwhelming when gameplay footage, complete with pudgy Godzilla rip-off, blustered into view at E3, and so underwhelming it hurt on the strength of forty five minutes with a review copy.

It’s not a first impression I expect many readers to share. Most, I’m sure, will be knocked sideways by the almost insolent magnitude of the initial encounter, as returning lead Nathan Hale toughs it out against a quadrupedal mech large enough to stomp a helicopter flat, beset from all sides by enraged mutant toothpaste adverts with laser-sharp reaction times. But I’d gotten used to the idea that Resistance 2 was big – Sony and Insomniac have talked of practically nothing else, after all, since Hale’s Second Coming went alpha. And I wasn’t sure how buying the design team longer rulers would propel the original’s comfortable take on genre norms into the company of Valve’s creations.

Resistance: Fall of Man fell down in places because it lacked character. It attempted to merge the best bits of the World War II and sci-fi action genres, Saving Private Ryan’s grit-pocked shaky-cam realism with the jump-pads and rail guns of Quake and its ilk, but somehow managed to blend only the more generic aspects of each: khaki-brown Hollywood heroics thrust into a passable imitation of The War of the Worlds. Coming from the developer of Ratchet and Clank, two of the most colourful individuals ever to grace a disc drive, this newfound sobriety was a bit of a shock.

Insomniac’s PS3 launch hit was technically accomplished – impressively so, given a rushed development period – and its curveball armoury leant otherwise conformist two-stick shooting galleries a touch of chaos, but it didn’t punch a hole in your world-view like close contemporary Gears of War did (from an aesthetic standpoint, at least), nor could it provide much shelter against the landslide of quality action titles which arrived the following year.

On the strength of those first forty-five minutes, Resistance 2 looks like it’s going to go the same way. As a work of cold hard programming there’s not much to pick on: Insomniac has spent the two years between games feeding up its proprietary engine with choice technological titbits: autumnal landscapes enriched by wonderful new light scattering effects, more evocative (if strangely luminous) facial shaders, and what is probably the most convincing water we’ve seen in any game released this year.

But the design work isn’t quite as inspirational. The scenery changes on an hourly basis as Hale and his band of roughnecks zip back and forward across North America, ejecting the odious mutant scum from warehouses, underground military installations (both human and Chimeran), pine forests, B-movie hicksvilles bubbling over with mutated hicks, ruined cities and swamps – each sculpted with more poise than the first game’s war-torn England, but not half as organically as Half-Life 2’s coastal towns and disused canals.

It’s a problem founded again, we suspect, on the contradictory demands of the genres Insomniac is trying to hybridise. Had this been a Ratchet game it wouldn’t have mattered that piles of sandbags are arranged in suspiciously regular (and utterly indestructible) patterns across arenas, or that Goliath tanks pack fat, goofy and easily targetable heat sinks, or that crates, oil drums and other arcade paraphernalia litter the landscape.

But Resistance 2 wants to create an atmosphere of, well, resistance, of desperate and unflinchingly authentic last stands against brutal odds, and such cartoony elements can’t help but exert a contrary pull. One moment you’re tip-toeing through the pitch black of a Chicago residential block, flashlight flitting over dismembered corpses and exploded furniture, the only human sound that of a refugee radio correspondent hysterically relating his own adventures in the dark; next you’re trading chunky missiles with a robot drone ripped straight from Jak and Daxter.

Gears of War 2

Can Epic move things forward again in this year’s overcrowded shooting genre?


Gears of War arrived at a crucial time for the Xbox 360. It brought gargantuan, testosterone (and steroid) pumped space marine action to the console when its flagship gargantuan green space marine was still some way off. Thanks to an intuitive (and oft copied) cover system, a new and extremely impressive game engine (also now featured on a vast number of releases) Gears of War gave the hardcore gaming horde Microsoft built its base upon a new, exclusive IP they could be proud of. Arriving almost exactly 2 years after the original brought chainsaw bayonets to our assault rifles, Gears of War 2 makes Emergence Day seem like yesterday.

This is both Gears 2’s strength and its downfall. Those who enjoyed the first game will certainly find themselves engrossed again in humanity’s last push against the invaders. Those who found the macho attitude and OTT gore of the first game will similarly find Gears 2 as off putting as they did the original. I’m unashamedly and unapologetically in the former camp. In the post match changing room, Gears of War 2 is the burly bully boy, spanking other shooter’s buttocks with a damp twisted towel.

Epic have tried to bring more mortal emotions to its hulking meathead soldiers, the COGs. Dom is involved in a sometimes touching search for his wife, who has been captured by the Locust. Many of the civilians these walking bastions of humanity are fighting to protect are now suffering from rustlung, a disease caused by Delta Squad’s deployment of the Lightmass Bomb at the end of the first game. This is touched upon at numerous points in the game, however it feels underplayed; the squad never analyse the effect their efforts have had on the survivors they are fighting to protect. Marcus remains as belligerent as ever, uttering little more than barked orders or his usual sarcastic grunts upon decapitating, disembowelling, and dismembering the Locust at every opportunity. With new finishing moves to dispatch your prone opponents, it seems the only chance Epic missed was to include one where you bite off an opponent’s ear by introducing Mike Tyson to Delta Squad.

A few new characters have been introduced to Gears 2 however. Most memorable are Stetson wearing Dizzy, and Tai, a truly psychotic warrior. His nonchalant comment “I like the look of Locust blood in this light” is far more chilling than any of the visceral gore the game has to offer. Indeed, for a game so full of blood and horror, there are few genuine scares. On the other hand, a change of tactic by the Locust to capture and torture human prisoners leads to some discoveries which certainly left my skin itching. Gears 2 will fill you with the trepid squeamishness of a Saw movie, rather than soiling the couch at frequent intervals like Dead Space or Condemned do.

The plot sees humanity’s last stand turned around into a last push to try and finally destroy the Locust menace. This once again involves Marcus and co. heading through desolate cities, Locust caverns, and some epic travels aboard giant drilling stations, tanks and even flying on Locust Reavers. Epic have managed to pack in enough variety in Delta Squad’s travels across Sera for players to see not only how a war torn world looks across destroyed cities, but also lush fields, frozen lakes and ancient Locust-built monasteries. Gears 2 makes everything that the original did well bigger and better. Even the mighty Brumaks (who you previously had no choice but to beat a retreat from) are mercilessly squashed under your drilling rig after you have mown them down with Troika fire.

Graphically Gears of War set a new standard for home consoles, and Gears 2 uses better lighting and particle effects to create an even more believable world. Watching sandbags burst and concrete shards fly away as explosions and shrapnel rip through your environmental guardians creates a greater sense of urgency in the war zone. Even if a grenade doesn’t blow you into a thousand sticky pieces of crimson tendon and pink-grey brain, it will often see your marine tossed across the room like a seal’s first and last introduction to a killer whale. The greater peripheral vision of a third person viewpoint makes Gears stand out amongst so many of its FPS peers.

Gears of War 2’s campaign is little longer than the original’s, but it includes enough variety to make sure it doesn’t outstay its welcome when it essentially provides more of the same. The designers have been busy coming up with several nasty new shades of Locust for your chainsawing pleasure, and in some levels hundreds of them will be charging you at once. The vehicle levels provide a great change of pace, be it steering a monster-truck inspired tank across frozen lakes or sitting shotgun on a Reaver in an aerial battle reminiscent of Space Harrier. There is even an unforgettable level featuring slamming walls and timed runs to make your way through; the sickening crunch caused by carelessness here is one of the goriest moments in gaming yet. This is an injury your squad mates will need a mop, superglue and a bucket of TCP to patch you back up from!

The first Gears was a massive Xbox Live online success, although it arrived at a time when there was much less competition for your subscription. Epic have long been an online gaming expert (Unreal Touranment 3’s atrocious “Campaign” was testament to that)and that expertise shines in the perfectly balanced maps, weapons and game types that Gears 2 serves. Warzone, Elimination and Annex all make a return, but the big draw this time around lies in 5 player co-op mode Horde. This sees you and up to 4 of your Live enabled buddies team up across the maps to fight ever-stronger waves of Locust. Good communication and teamwork is must if you wish to see level 50 here.

Of course you can still play through the campaign with a friend (picking a separate difficulty level each if you are playing with your Nan) but Horde’s old school arcade shoot-em-up mentality is a refreshing change from the endless team death matches which Halo, COD, R6:V and various other acronyms have been parading in various guises. Those who do want to go back to fighting human opposition will also find a few new game types thrown into the mix. My favourite, Submission, is a capture the flag game, where the flag is an old man armed with a shotgun. Never has a flag fought so hard to avoid capture!

Gears of War 2 is simply a must buy for all fans of the original or shoot-em-ups in general. It delivers a much better campaign than the original did and its online modes (although suffering lag teething problems) and maps are second to none. It offers very little new or original, but as shooting aliens has been a staple of computer games since Space Invaders was released I am quite happy to forgive it. The storyline assures us there is more to come and I can’t wait to see more background on the Locust (and more of their insides) in the next instalment!

THE VERDICT: Something of an anathema unto itself, Gears 2 offers more gore, more cursing and more of the stereotypical Space Marine swagger only a compulsive gamer can tolerate. Were Epic trying to get their own product banned? With a better campaign, bigger bosses and bringing greater depth to its own war strewn universe we can be thankful that didnt happen. Everyone on my friends list is playing it. If you own a 360 why aren’t you?

Tomb Raider Underworld: Eidos Interview

After lifting our jaws from the floor, we quizzed Eidos on what is destined to be one of this-gen’s most impressive looking games.

Straight off the bat, the next Tomb Raider is comfortably one of the top five most impressive games coming soon we’ve seen to date. Lara’s animation easily rivals that of Niko’s in Grand Theft Auto IV, the atmospheric visuals are up there with the stunning Killzone 2, and the richness and scale of the game world looks like it might nestle closely with the beautiful Fallout 3. No messing about: Tomb Raider Underworld is going to impress in a big way.

We were recently shown “very early” pre-alpha code of Tomb Raider Underworld, showing a level about half way into the game set in Mexico – a stormy region home to many dangerous black panthers. The awesome-sounding thunder underlines a superb atmosphere (remember that storm in Jurassic Park?), and Lara reacts with the world in a far more realistic way with contextual animation and an intuitive addition that Eidos is calling ‘free climbing’. She can dual target, melee, dive and shoot, and pick up objects in the world and then use them in combat.

Crystal Dynamics has come up with a realistic graphics engine, vastly impressive right down to the way Lara subtly takes on the colours of the environments’ surfaces around her. A wonderfully refined Lara is presented; her skin texture is much more realistic and she has convincing facial expressions that see her eyes, eyebrows and lips move independently. An evolution of the wet and muddy Lara seen in Tomb Raider Legend, she gets muddy on different parts of her body and to different degrees, depending on what she’s doing, and as she stands in the rain, it gradually washes off.

After showing us the stunning demonstration, full of enemies to gun down, precise manoeuvring around slippery ledges, dynamic character movement around the environment and some nicely thought out puzzle sections, Eidos took time out for a chat with us about the game. We spoke with Publishing Designer Bill Beacham, Senior Producer Sarah Van Rompaey, and Brand Manager Kathryn Clements. This trio know everything that’s coming in the first truly next-gen Lara Croft game, and while they’re keeping a few cards close to the chest, they still have some very interesting stuff to discuss about Underworld. Let’s hear it…

Kikizo: This game looks stunning. The frame rate looks suspiciously high for something so early in development on Xbox 360. Is this really the 360 version?

SVR: Yes, it’s the 360 version. But it’s very representative of all next-gen versions of the game.

Kikizo: That’s impressive. I just had to make sure!

[Editor's note: Seriously - this looked startlingly good. The graphics are proper, and it all runs at frame rates of up to nearly 60fps, never dropping much below around 30. This is technically a visually striking production, no doubt about it].

TRU Publishing Designer Bill Beacham, Senior Producer Sarah Van Rompaey, and Brand Manager Kathryn Clements

Kikizo: From the top, what is the brief for this sequel?

KC: It’s building on what makes Tomb Raider good, and special and unique. The way we’ve approached it is by thinking: how can we build on this for the new consoles – how can we take the gameplay to a new level in terms exploration and the environments we’re creating? We can do it on a scale now that was never possible before. Even with the character movement, Lara can just do so much more now that we can push so many more of those movements into the game. And that allows for a lot more gameplay opportunities.

SVR: Crystal has definitely taken a new direction, whilst trying to retain some of the things that were good about Legend.

Kikizo: Since it’s called Underworld, are we going to venture away from the type of setting we’ve seen so far and see all kinds of crazy fiery underground caves?

KC: We’re not giving too much away about the story just yet, but it’s safe to say that Lara will be going to multiple underworlds throughout the game.

Kikizo: So it’s not just real-world settings?

KC: No. On that side of things, the guys at Crystal have let their imagination go; they’ve thought in terms of locations and where they can take Lara, they’re taking her to different places she’s never been before, places that people will find surprising.

SVR: They’ve been very inspired by mythology from ancient civilisations, and they’ve done a lot of research into it.

Kikizo: So you could say it’s more mythology than archaeology based, perhaps?

BB: Yes and no. I mean that main environment you saw in the demo – the court, the pyramids, they are all based on real world environments, I think it’s important to have that grounded in reality; that’s one of the things that makes Tomb Raider what it is. But, as with previous episodes, you have to go beyond that. There are other elements that make up a successful Tomb Raider game. And in this one, it’s very heavily on the underworlds, and obviously tying that into real-world mythology about what that actually means. It’s taking it further as you would expect, but hopefully with things you haven’t seen before.

Kikizo: What about the balance between action and puzzle solving?

BB: I think the way that we see Tomb Raider is about meeting the challenge, and in this case the challenges are the size of a level – they really are on a scale that we haven’t seen before. And that challenge can be made up of a number of elements – the environment, the enemies that you meet, what Lara can do. So it’s a question of overcoming those challenges. So we don’t see it as “here’s a bit of puzzle solving, and here’s some combat”; that’s not how Tomb Raider works. It’s very much “here is a challenge, and it’s up to you how you want to approach it”; in other places the emphasis will shift, but we view both as integral parts of Tomb Raider, and we wouldn’t want to put an over-emphasis on either one of those.

KC: Crystal has innovated with their approach towards the puzzles now; they’re not in these isolated areas now…

BB: Yeah, it’s not like, here’s a room with a locked door; another room with a locked door, a corridor and another locked door. As you’ve seen, it’s like, here is a landscape – and the puzzles now really are on an unprecedented scale.

Kikizo: You mentioned that the weather effects are only fifty per cent done. Do you think that you maybe will be overdoing it if you add even more?

SCR: It doesn’t really mean that there are going to be different and more weather effects added in a scene, but there’s going to be more nuances in them, for instance the raindrops bouncing off Lara, trees blowing – small details like that that really add to the atmosphere – the things that come later in production.

Kikizo: Got it. How close were you before this recent announcement to a June launch? Was it already fairly far along in production?

SVR: Tomb Raider is really important to us, and we wanted to give Crystal the space and the correct development timeline in order for them to make the Tomb Raider that is going to be the best Tomb Raider so far.

Kikizo: But did it come as a surprise to Crystal when they realised they essentially had an extra half a year to finish it?

SVR: Well, I think we have very good communication with Crystal, so we’d like to say that there’s not really any surprises between us and Crystal…

KC: I mean they have been working on the game for a long time; they started working on the game while Tomb Raider Legend was still in production, but again it just needs to have that polish for it to be AAA. And that’s what we’re giving the guys time to do.

Kikizo: With these big locations and puzzles that scale environments does this mean the player may end up doing a fair bit of backtracking?

BB: It depends. I mean as with previous Tomb Raider games, and this type of game, you a make a progression through the level and unlock a shortcut back. Lara’s also got a much faster sprint move, and the bike is very much more integral to the levels, rather than having the standard “OK, here’s a bike level”, it’s one of the tools that Lara’s got in her ‘arsenal’ of gear. So if you want to get from A to B quickly, that’s what the bike’s for – it has other functionality, but we’ll be revealing that later.

KC: And sections of the puzzles can be solved in different orders as well, so I think that will help with the backtracking as well, because you’ll complete that part that’s closest to you, first.

Kikizo: In the demo, we saw a block fall down, and you said that it lands in a different place on each play through – does that lend itself to designing the game? If you can’t guarantee the position of an object like that, how does that affect the way the puzzle unfolds?

BB: The right answer is that you don’t design based on objects that you can’t rely on, in the same way that you wouldn’t want to accidentally block the players progress, you don’t want to rely on it to be in a specific place to be able to facilitate the player’s progress. So given that it’s a real physics system, we’ve got a lot of flexibility there, so the player can move objects as necessary. But yes it’s something that the level designers are aware of, and it is something that a lot of next-gen games which have that functionality… some of them are less successful at dealing with it. But we’re confident that it’s not going to be a problem.

Kikizo: Are there going to be any Quick Time Events this time?

BB: Not as we knew them. There’s going to be a new system that’s more flexible and with a bit more freedom. It’s going to be more natural and more rewarding to the player.

Kikizo: Is Underworld going to cover more of Lara’s back story?

KC: We can’t discuss the story at this stage – our lips are sealed at this point in time! It’s safe to say though that the guys have written a story that is a new adventure, and the way that they have designed it is so that fans will be very happy, but likewise people who have never played it will also love it.

Call of Duty 6 confirmed for 2009

Call of Duty 6 confirmed for 2009

Despite that Treyarch’s Call of Duty: World at War is yet to receive a concrete release date (Fall 2008 for now), Activision Blizzard CEO Bobby Kotick has already confirmed that the next Call of Duty iteration – the one following the release of World at War – will be out at retail stores sometime in 2009.

As expected, the fan favourite Call of Duty developer, Infinity Ward, will be at the helm of the series’ 2009 installment. Rumours are swirling that Infinity Ward’s next Call of Duty game will be set in a sci-fi universe. We’ll let you know whether that’s true as soon as we learn more about the game.

Need for Speed Undercover

Not even a hot Asian chick in the sky can save it.


It’s the time of year when that raft of regular EA franchises makes its annual appearance, and of course no holiday charts would be complete without the inclusion of a Need for Speed title.

This year’s iteration, entitled Need for Speed Undercover, sees an undercover cop working his way into the street syndicates of the “Tri-city”. Not only has this story been done several times before but the constant recycling of The Fast and the Furious storyline is both tiresome and lazy.

You start the game in a top of the range Audi sports car – only to have it taken away and then sit through one of many poorly executed film clips, depicting your journey as you start with a lower range car, winning street races, adding performance upgrades and getting yourself noticed by said syndicates – all feeling very déja-vu.

So you win races, win time trails, evade the ever more vicious cops and dig yourself deeper into the underground racing scene, until you don’t know whose side you’re on. All of this is spilt up with a range of dreadfully filmed cut scenes, and acting that wouldn’t be out of place on a 15 year old Sega CD title. On a project with this sort of budget and from the world’s richest game publisher, you’d simply expect better.

Enough of the ’story’ though – we want to race and dodge cops, so the first thing of concern is the handling, which is certainly among the worst of any version of Need for Speed – steering response feels like you’re driving a unicycle rather than a 400bhp four-wheel-drive sports car. They feel like toy cars at best – that’s not to say arcade handling shouldn’t be simple, but whenever you drive a car in a 3D environment it should work by a basic philosophy, so you really feel in control, you know when to brake, when the car will slide, when the car will grip.

That sort of feedback simply doesn’t feel consistent in Undercover. The whole execution has a feeling of being poorly tested and unimportant, so on the whole you just turn in, let off the power and it should all take care of itself. Of course if you are exceptionally rubbish at racing games EA has provided the opportunity to purchase additional car improvements with Microsoft Points, so for just 300 points you can feel like a winner. This is a novel use of the Points system but not necessarily a positive one.

Environments, though vast in scale, are again simply poor versions of those seen in Most Wanted, but this time appearing drab, lacking in creativity and lifeless. To feature environments in only one form of lighting is simply lazy, but to virtually copy an older title in the series is without recourse. This is a real aspect of design where the time of day could have affected many aspects of atmosphere and gameplay requirements. The lack of room for imagination never ceases to amaze – and disappoint.

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Graphically the initial screenshots were very promising, visually capturing a look similar to the aforementioned and excellent NFS Most Wanted, with a three year old graphics engine that’s still solid – surely building on that would make for a polished experience, we thought. Unfortunately the graphics are among the worst of any version; the title is well below average in every aspect, and a terrible disappointment to fans of the genre and of the series.

We have to kick off by mentioning the dreadful frame rate, often falling well below 20fps, to the extent that driving becomes more of a “hope for the best” experience rather than a skilful one. The graphical situation deteriorates further as more powerful cars are unlocked. Again disappointing, particularly from the publisher that brought us the visually astounding Burnout Paradise. EA knows better.

Another appalling example of how poorly this game runs is pop-up. Yes, this was a gaming bugbear we felt had long since passed, but alas NFS Undercover suffers here too. Trees and buildings pop into view on many freeways, but the most notable instance is the traffic ahead – with black blobs appearing all over the road while racing at high speed; a tragic display of some of the worst graphical issues seen in years.

A photo mode is included and your pictures can be uploaded to EA’s official community website, but this is one of the most limited photo modes you will ever see. The camera axis is attached to the centre of the car, you can never get the angle you want, and if the road is narrow it forces the camera in awkward positions. It offers nothing in the way of after effects seen in a wide range of other titles and gives the impression of a last minute add-on rather than a well engineered asset to the game.

Online options are basic but functional with a range of scoreboards, though this could have been better managed with a listing displaying the range of courses to make it easier to navigate, and with no aggregate scoreboard there’s little impetus to really attack every track in the game. Online racing is reasonable fun with a range of modes, but cars do have a tendency to fall off the road – if you do lose some control from contact, it’s almost impossible to regain that control and this brings us back to the overall handing issues. It’s good to see EA getting involved from a community standpoint, but we’ll have to wait and see how they intend to support the title over the year ahead.

Electronic Arts has long been blamed for rushing out poorly made titles and using its marketing muscle to generate sales, but as a company it’s worked very hard in recent times to change this image, and prove that it does care, that it is willing to take risks in the name of innovative games. In this regard, Need for Speed Undercover is a significant setback for both EA and the Need for Speed brand. EA clearly has some of the best developers in the world but this title looks and plays worse than the three year old Most Wanted – and this is essentially the same game with different presentation and a much lower quality finish.

THE VERDICT: On the whole, Need for Speed Undercover is way below par and very disappointing. The potential was here for something special, but unfortunately it fails in every regard. If you don’t own NFS Most Wanted you’re probably much better off going for that title and saving the rest of your money for something much more deserving.