Tuesday, July 21, 2009

New Fallout 3: Mothership Zeta Screens


Well, alrighty then! The RPG that just keeps on giving (and getting better with each expansion) rolls onward (and upward) into outer space. Here are a few spectacular new screens from the Fallout 3: Mothership Zeta expansion DLC, set to land on both the Xbox 360 (via Xbox Live) and PC (via Windows Live) on Monday, August 3rd for 800 Microsoft Points. Playstation 3 owners, you know the drill - keep those home fires burning, it's coming your way as well at some point down the road.

As for what's in the expansion folks, Wel now... I've recently scavenged together a Cut-n-Paste mini-gun from Wasteland scrap and it kinda works like this (BANG!):

Mothership Zeta Description:

Defy hostile alien abductors and fight your way off of the massive Mothership Zeta, orbiting Earth miles above the Capital Wasteland. Mothership Zeta takes Fallout 3 in an entirely new direction – outer space. Meet new characters and join with them in a desperate bid to escape the Aliens’ clutches. To do so, you’ll wield powerful new weapons, like the Alien Atomizer, Alien Disintegrator, and Drone Cannon, and deck yourself out in brand new outfits, like the Gemini-Era Spacesuit and even Samurai Armor.

Story:

A strange Alien signal is being broadcast throughout the Capital Wasteland, originating from a crashed UFO. Is it a distress call, or something far more sinister? That question is answered when you find yourself beamed aboard an enormous Alien spacecraft, with only one alternative – to fight your way to the bridge of the ship and secure your escape.

Key Features:

  • Find and exploit new and destructive alien technology, like the Alien Atomizer and Drone Cannon.
  • Explore the vast Mothership and learn the secrets of the Aliens’ master plan.
  • Thwart the Aliens’ attempt to stop your escape, and take over the Alien ship before it wreaks havoc on the unsuspecting Earth below.
  • Fight against the Alien Invaders, their robot drones, and turn their own horrible experiments against them.
  • Ally yourself with an unexpected array of characters, both from the Capital Wasteland and from Earth ’s past.


  • I don't know how the heck they do it, but whatever is in the water over at Bethsoft must be keeping the guys and gals behind Fallout 3 awake at all hours cranking out awesome new content on a regular basis. Hmmm... given the rate that all this DLC is materializing, I wonder if there's anything Holiday-themed planned for us Wasteland dwellers?

Review: Little King's Story

Platform: Nintendo Wii

Developer: Cing/Town Factory

Publisher: Xseed Games

# of Players: 1


Rating: T (Teen)


Official Site


Rating: A


Brilliantly conceived, beautiful and brash, Little King's Story is a near-perfect blast of fresh air absolutely worth buying a Wii for. The game grabs you right away with its gorgeous art style and a smartly localized script chock full of references that in the know adults will appreciate more than the wee ones. Don't be fooled when looking at the cover art, screens or movies into thinking this is yet another budget-priced kids game you'll blow through in a few hours. Developer Cing makes itself a household name here with a fine mix of simulation, light RPG and real-time strategy that's as amusing as it is addictive. Once the game gets its hooks into you, there's never a dull moment and when you finally manage to drag yourself away from the TV, you'll probably have super-colorful dreams about your growing kingdom. And gold... sweet, golden gold.

The story is simple and simply told through some truly lovely cinemas that look as if they're from a hand-painted, animated storybook. You're Corobo, a young boy in a poor village in the land of Alpoko who one fine day, happens upon a magical crown. Once he pops it on his head, he's suddenly seen as a real king, getting himself in no short order, a royal adviser and a few helpful retainers. Now, Corobo has to act like a king and turn Alpoko from a dump full of clueless unemployed nobodies and ramshackle flats into a kingdom... well, fit for a king.

The game drops you into a fast tutorial that's easy to grasp and gets you up an running in no time. In fact, nearly every aspect of the gameplay can be picked up quickly thanks to the developer's absolute understanding that great games are rarely frustrating even for novice players. That's not to say you'll be blowing through this one with your eyes closed. There's a gentle balance to the early part of the game as you train your subjects in different skills necessary for your gold-gaining purposes.

These formerly dopey folks aren't mere drones - each of them has an interesting little life you'll want to keep an eyeball on as the games progresses. some will marry and have children, some will buy the farm in any number of ways. There's an interesting nod to games such as Black & White or Doshin the Giant (one of my favorite import GameCube games) as you'll need to deal with your now powered-up peons own necessities from time to time. Happy villagers are indeed productive villagers, you know. As you train the townspeople, you soon find out that monsters lurk around your kingdom and need to be dispatched before you can do that expansion you've been planning.

The real-time combat in the game is fast-paced and at first glance, a bit like the Pikmin games as you throw your small force at any baddies in the area. However, given that your troops aren't as expendable as in Nintendo's classic, you'll need to try your best to keep as many alive as possible by retreatin' before they're eaten. Given that you start to care about your guys and gals, seeing some of them "bite the dust!" or "buy the farm!" makes for an amusing, yet slightly grim moment. At first, death isn't too permanent, as a formerly dead villager will wash up on the shoreline none the worse for the wear about a day later. On the other hand, the number of funerals you'll attend makes that aspect of the game a clever lesson on mortality for younger players (and older folks who just can't let go).

Controls are excellent and intuitive, with the one exception of when it comes to herding large numbers of soldiers around or fighting multiple enemies in a small space. Here's where the Wii Motion Plus add-on would have added even more accuracy to the game, but given that the game was developed before the add-on was ready, you'll have to mildly suffer these moments. It's not all that bad, especially if you've gotten good at getting your guys and gals around. There area few pathing problems that force you to retrieve the occasional stuck villager from behind an object, but again, it's not a game-breaker.

The visuals, and overall presentation are a joy to behold. I'll go on record as saying this is one of the best looking games on the Wii to date. The different villager types, monsters and wacky (but sometimes a bit scary) sub-bosses and guardians ooze personality and you'll get a chuckle or two out of the oddball stuff such as the King's "steed" (a cow!), over-sized fighting fruit and the super cute (yet deadly) horned demons. I love the fact that your "castle" goes from a dump (complete with a huge pair of band-aids on the curtain) to a much prettier space as you make progress. A selection of popular classical music makes up the game's score and although tracks repeat, I never got tired of listening to the tunes. Everyone speaks in an intentional gibberish that fits perfectly and recalls Love-de-lic's amusing Japan-only games moon or UFO: A Day in the Life (two truly bizarre, yet fun imports that beg for a decent localization one day).

The US has some great bonuses, such as tons of hidden artwork that's a whole side-quest's worth of hunting (hint: kids in the game are good for something) and a harder difficulty mode that changes up things something fierce. The game is so entirely engrossing that it doesn't need any multiplayer modes, but I can see a few players wishing they could take their kingdoms online for some one on one action. Then again, that's why sequels get made, I guess. In any event, if you have a Wii, you absolutely need to bop on down to your nearest game shop and pick up this gem of a game. Xseed has some other fun Wii exclusives coming your way this year, so definitely support these guys and gals so they can keep bringing more unique imports stateside.

Monday, July 20, 2009

The Wizard of Oz: Beyond the Yellow Brick Road Press Release




OK folks, NOW it's official! Here's the press release in its entirety (so go pre-order the game already!):






Torrance, Calif., (July 20, 2009) – XSEED Games today announced that THE WIZARD OF OZ: Beyond the Yellow Brick Road, licensed by Warner Bros. Interactive Entertainment, for the Nintendo DS is currently in development and scheduled for release in North America in Fall 2009. Released as RIZ-ZOAWD by D3Publisher in Japan, THE WIZARD OF OZ: Beyond the Yellow Brick Road is an RPG inspired by the beloved tale of Dorothy and her magical journey through the Land of Oz, showing a unique new perspective on what happened after reaching the end of the Yellow Brick Road.
THE WIZARD OF OZ: Beyond the Yellow Brick Road takes gamers through the endearing adventure of protagonist Dorothy and her lovely dog, Toto, turning these charming characters into classic RPG heroes. A tornado suddenly strikes a small farm in Kansas, savagely uprooting Dorothy and Toto with just one gust. After hours of dancing around in the bushel of wind, the pair eventually settles in an unfamiliar countryside. It is here Dorothy learns that the only way to return home is by following the ominous voice calling out to her to the end of the Yellow Brick Road. On her journey, Dorothy encounters some unlikely characters who eventually decide to join her on her quest.

Dorothy and Toto, together with their newfound companions – the Scarecrow, Lion and Tin Man— embark on an enchanting voyage filled with many obstacles. Upon reaching the castle at the end of the Yellow Brick Road, the group learns from a mysterious wizard that the magical land has been taken over by four evil witches that are running amuck. Dorothy and her friends are tasked with defeating the witches with a return trip to Kansas as the reward, but is this new mission beyond the Yellow Brick Road everything it appears to be?

"XSEED is extremely happy to be taking part in bringing this beloved tale to life in an interactive format,” said Jun Iwasaki, President of XSEED Games. “Everyone knows the story of how Dorothy arrived in Oz, but this is a unique interpretation on what happened afterwards."

THE WIZARD OF OZ: Beyond the Yellow Brick Road presents an unorthodox yet accessible method of gameplay in a beautifully realized 3-dimensional Land of Oz with an original soundtrack. Utilizing the touch screen capabilities of the DS, all actions are completely controlled by the stylus, including Dorothy’s movement and speed which respond to the rotation of a large trackball on the bottom screen that is spun using the stylus. THE WIZARD OF OZ: Beyond the Yellow Brick Road also features turn-based battles from a first-person viewpoint, with multiple customization options allowing the game to recommend the best actions per turn for expedited play, or manual entry for more involved gameplay.

XSEED Games partnered with D3Publisher to secure the North American rights to publish and distribute THE WIZARD OF OZ: Beyond the Yellow Brick Road. This title is being developed by Media.Vision and will be available during Fall 2009 exclusively for the Nintendo DS.

I'll have my hands-on impressions of the game (which is really beautiful, by the way) posted later this week - stay tuned.

Cursed Mountain Cover Art Revealed













What's with the Wii being the go-to console for scary games in 2009? Between Silent Hill: Shattered Memories, Ju-on: The Grudge, Dead Space: Extraction and now this, things are definitely looking up for folks like me who like to play certain games from behind the sofa with goosebumps popping up all over. And hey, what's up with all the colons in the majority of these titles? Inquiring minds want to know!

Anyway, here's the final cover art to yet another unsettling Wii title I'm really psyched about, Deep Silver's intriguing (and blissfully title colon-free) horror/adventure, Cursed Mountain

So, what's the game about, you ask? Well dear reader, as I'm in the middle of writing up a few reviews, you'll have to settle for this official info swiped from today's press release:

"Set in the late 1980s, gamers will take on the role of a fearless mountaineer as he climbs into the Himalayas on a quest to find his lost brother. As he ascends the mountain, he encounters an ancient curse: the souls of the people who died in that region are stuck in limbo, caught in the Shadow World. Villagers, pilgrims, mountaineers and Buddhist monks - dead but not yet reincarnated - are all that is left on the mountain.

Terrible visions will disorient him, and ghosts and demons block his path. But the question remains - is his brother still alive?"

Color me creeped out, folks. Here are a few screenshots to pore over - I'm liking the lovely stylized visuals quite a lot:

Where the Wild Things Are Set to Stalk Consoles, Handhelds This October


Ha - With all that's going on these days, I'd completely forgotten about the upcoming Spike Jonze-directed take on Maurice Sendak's classic kid's book, but Warner Bros. Interactive Entertainment obviously hasn't. Here's the official press release announcing the upcoming console and handleld versions of the game:

In conjunction with the release of the highly anticipated feature film from director Spike Jonze, Where the Wild Things Are, Warner Bros. Interactive Entertainment and Legendary Pictures announce the Where the Wild Things Are videogame will be available on Wii™, PLAYSTATION®3 computer entertainment system and Xbox 360® video game and entertainment system from Microsoft and Nintendo DS™ in October 2009. Where the Wild Things Are is a Warner Bros. theatrical release from Warner Bros. Pictures, Legendary Pictures and Village Roadshow Pictures.

In the videogame, players assume the role of the rambunctious young Max and can explore the island of the Wild Things, journey across its dangerous terrain, overcome hazardous obstacles and battle fierce creatures. After landing his boat on the mysterious island of the Wild Things – Max quickly befriends the fearsome but loveable creatures and becomes “King of All Wild Things.” He soon learns that the island is on the brink of destruction and that it’s up to him and the Wild Things to work together to find a way to escape to safety before its too late. Where the Wild Things Are is being developed for Wii™, PLAYSTATION®3 and Xbox 360® video game and entertainment system from Microsoft by Amaze Entertainment, a Foundation 9 studio, and for Nintendo DS™ by WayForward.

“Where the Wild Things Are is one the most beloved children’s stories and we are excited to deliver an immersive interactive experience based on and inspired by the feature film from Spike Jonze,” said Samantha Ryan, Senior Vice President, Production and Development, Warner Bros. Interactive Entertainment. “Through their action-filled adventure, players will team-up with the Wild Things – each with their own unique skills or special talents – learn valuable new abilities and work together to find a way to safety.”

Given the source material and both Amaze's and WayForward's skills with licensed games over the past few years, these games just may be a lot more interesting than the usual movie games I get to play. The Wild Party starts this October - more info on the game as it comes in.

Valhalla Knights: Eldar Saga Update #3

OK, folks - yes, there's been a bit of confusion about the whole character customization deal in the game, but that's what happens when you're dealing with multiple builds of a game. I got an email this morning from Xseed's Product Manager Jimmy Soga that should definitively answer your questions regarding this. Hey, if I'm wrong about something, I'm not gonna hide under a rock, folks!

"For VKES, yes I do have to apologize for the character's sex/race customization. Apparently the setting I mentioned was the earlier build and the new one has been changed.

So here we go...

First off in VKES there are 2 episodes. As RPGamer mentioned, you are set to play as human male at the beginning since the story revolves heavily around him. You will be able to customize his appearance and battle cry voices as well as job class. During the first episode you can choose to marry a human, elf, dwarf, or Halfling.

The second episode is about your kid from the first episode so depending on who you married you will be a human or a half human. Here you will be able to select your gender as well.

For the mercenaries, you cannot create them from scratch like you did in VK1 and VK2. during your adventure you will run into these mercs and once you meet them they will be at the guild for you to hire. You are able to customize their stats and weapons/armors but cannot change their race or gender."


Now that that's cleared up, it's looking as if the more story-focused aspect of the game should appeal to those players who thought the PSP versions were a bit too sporadic in their storytelling elements.

Saturday, July 18, 2009

Review: Damnation

Platform: Playstation 3/Xbox 360

Developer: Blue Omega Entertainment


Publisher: Codemasters


# of Players: 1 – 2 (Co-op) 1 - 8 (Multiplayer)


Rating: M (Mature)


www.damnationthegame.com

Score: C

Codemasters' latest entry into the action game genre certainly offers up some innovative gameplay concepts and an interesting mix of steampunk and western-inspired visual elements. However the overall execution falls short thanks to some major quality issues. Developer Blue Omega Entertainment has expanded its award-winning Unreal Tournament 2004 mod, Damnation: Hell Breaks Loose to a full game, but despite the updated elements it still feels more like a halfway decent Unreal mod rather than a top-drawer release. Problems aside, there is some fun to be had here provided you're willing to deal or overlook with the game's flaws. Like too many games of this console generation, most of these issues probably could have been addressed with a patch. But at this point, it's hard to say whether or not this will ever happen.

The plot has something to do with an alternate past that puts Terminator-like robots and the aforementioned steampunk/western-inspired technology into a post Civil War mash-up of sorts. There's an evil corporate head named Lord Prescott that plans to use his army to take over the country, psychic Indians, big iron motorbikes and plenty of ridiculously over-sized real estate to navigate as the game progresses. The latter element makes up the best part of the game thanks to the flat storytelling presented in the cut scenes along with the somewhat weak scriptwriting that lacks any emotional depth.

Take away the big set pieces and Damnation plays out like nearly any generic action game. Plot points happen mostly in lengthy, action-packed (yet strangely dull) cut scenes, some of which should have been playable sequences that could have elevated the game significantly. You're introduced to square-jawed lead character Hamilton Rourke and a small group of freedom fighters along with a few main enemy types, but the writing really doesn't do a good job of making these guys and gals interesting. There are a handful of actual plot surprises, but since it's hard to care about the characters, it's harder to be shocked by any of the big revelations.

Where the game really shines is in the crazy level layouts and the manner in which you get from point A to point B. Yes, these massive architectural set pieces don't make much sense in the real world, but as you get into the wall-jumping and pole-hopping, there's a certain rhythm that just falls into place. The jumping sections aren't all that difficult and despite the huge maps 9with no compass feature), it's impossible to get lost. Should you miss a jump and fall to your death, you'll magically reappear at the jump point and get to retry until you get it right. There are also a few puzzles that involve pushing statues around, but these feel lifted straight from one of Lara Croft's adventures. More (and more varied) puzzles would have been welcome, because frankly speaking, the combat in the game just doesn't cut it.

Gun battles also hearken back to the Tomb Raider era (circa 1996) and just like Lara's adventures, traversing the environments is a hell of a lot more enjoyable than fighting enemies. The AI here is either nonexistent or too erratic to be believable and the targeting system feels too loose overall. Average baddies take way too many shots to kill and the game makes up for this flaw by making gun-toting troops dead-shot accurate up close. Trying to play the game as a simple run 'n gun will get you gibbed in no time flat by Prescott's PSI troops should you try to get the drop on a shotgun-toting goon. Unlike dying while jumping, you're sent back to the last checkpoint should you buy the farm in combat. This can be good or bad, depending on where you died, as you'll need to fight the same enemies that did you in until you reach the next checkpoint.

Oddly enough, it almost feels as if enemy placement was an afterthought, since they tend to be grouped in certain spots or only pop in after a checkpoint and a second or three of loading. The developer must have realized the troublesome AI would make for some pretty vexatious combat, so early in the second level, you learn to use “Spirit Vision” to see enemies behind walls or other objects. Since the power has unlimited uses and with a sniper rifle, it almost feels like cheating. Zap a new area with the power and you can take down most enemies with a head shot or two before they even notice. Even if they do become alerted, don't expect much of a fight. PSI troops will run straight (and sometimes right past) at you, dodge back and forth right into your line of fire or do nothing but loop in circles.

You'd think your AI allies would help out considerably during combat. Unfortunately this isn't the case at all. In the more crowded firefights, you'll often spend a few too many minutes watching your AI teammate(s) trade shots with equally blind enemies. Your partner(s) may eventually kill off a few foes, but the game really wants you to do the majority of the shooting. Your allies also have the pesky tendency to get killed off multiple times thanks to their awful pathfinding skills when under fire. You have the unlimited ability to revive them, which ends up becoming a chore when they continue to run into instant death, forcing you to put yourself in harm's way as you deal with threats solo. Playing the game with a buddy in co-op mode works much better, although you'll both have to be into the game and its quirks for maximum enjoyment.

The mostly fun motorbike sections are fast-paced bits of fun when they work properly. You'll run into oddball spots where you're supposed to fall off the map and die horribly, but thanks to a well-placed boost, you're able to blast awkwardly up walls and save your bacon. You can also get off the bike in some spots to shoot it out with enemies, but you'll generally end up getting killed and sent back to the last checkpoint unless you're a crack shot. On the bike, your AI buddy certainly isn't a crack shot in these sections – they'll shoot off hundreds of rounds, but it's more up to you to run down enemies than rely on the AI marksmanship.

As for the presentation side of things, it's a mixed bag. The normally reliable Unreal engine-powered visuals end up like most non-Epic developed games that use the engine. Everything is more stylized and looking very much like its coated in shiny plastic with Rourke, his crew and the major villains sporting the requisite buff physiques and eye-catching gear. Naturally, the ladies sport mega cleavage and combat costumes that look as if they're straight out of a Cinemax After Hours sex flick. There are only a few enemy types, but none really make you jump out of your seat other than the Terminator-style robots and later, some zippy mutant types. Since mechanical enemies don't show up in Spirit Vision, you'll probably take a rocket or two up the rear until you figure out how to deal with them.

Textures range from adequate to blandly painted on, sometimes within a few feet of each other. You'll really notice this in the bike sequences should you dismount mid-run or in the game world proper if you explore a bit too much. Since you're supposed to more or less stick to the pathways the game gives you, you're not supposed to notice the blurry or patchy elements. But if you're the exploring type like me, you'll see what's behind the curtain a wee bit too often. At times the game looks like a current gen game, at times it looks like an Xbox game running in not so high-definition. If this were a launch or launch window title, it would have probably be a bit more acceptable to the graphics hounds out there. But with so many games going for flash first and foremost, what's here is less than spectacular.

While the animations of characters navigating environments is well done (particularly when you nail the movement controls), your AI partners have the nasty habit of getting a case of the jitters under certain conditions, disappearing from the game screen entirely, not moving or running straight into enemy fire. During one sewer level, my AI partner decided to not follow me at all, leaving me to deal with a few packs of fast-moving mutants until I reached a faraway checkpoint. You'll also see the AI climb through you on ladders and in one later map, actually run off and hop into a glitchy area that shouldn't even be accessible – oops. I managed to work my way to this area after some work and promptly fell through the map back into another part of the level I couldn't get out of, which forced me to reset and start from my last save point.

The sound production also suffers a bit too much here. While the music is decent, the sound effects and voice acting come off as they've been recorded in one take in someone's living room. Whether you're watching a cut scene or listening to characters speak, there's no feeling of spatial depth to all the noise going on. Weapons clatter away, big cannons fail to impress and some of the non-interactive moments really fall flat because you never feel immersed in the aural part of the experience. For comparison's sake, I dug up the “old” Xbox game Shadow Ops: Red Mercury from my library and replayed part of one level. That game still stands out as having superb sound design and overall sound production that's better than a nice chunk of current-gen releases.

One thing that actually works regarding the vocal performances are the outrageously amd intentionally funny PSI public service messages that promise yummy potted meat, free water for slaving away in the mines and other humorous bits. These messages are pumped throughout the game world in select locations and once you stop shooting to listen up, actually break up the monotony of the flat gunfire and occasional death yells. Online multiplayer was pretty lonely the few times I logged on, but I did play a few deathmatch and co-op matches with a few players who mostly complained about how unfair some reviews were or just flat out blasted the game because they paid full price for it. Of course, I didn't mention I was reviewing the game, but at least I'm willing to be a lot more constructive in my deconstruction of the game's problem areas.

Despite all my complaints, I'm actually going to recommend at least renting the game for the buy-curious player. The massive maps and exploration elements reminded my of the underrated Galleon, an Xbox exclusive that got shafted by critics and some less than open-minded gamers. Granted, Damnation isn't nearly as fun as Galleon, but you can clearly see the spark of a greater game throughout. Given Blue Omega's fate, the game also recalls Blue 52's Stolen, another ambitious effort that actually killed its development house off when it failed to move in anything resembling significant numbers. One other thing that probably came into play was Capcom's upcoming Dark Void, which looks to do what Damnation does but far better with faster-paced gameplay, flying sequences and a superior game engine.

While far from perfect in its current state, Damnation will most likely find its audience among gamers that like the concept and easy to grasp controls yet don't demand complete perfection from everything they buy or rent. There's definitely enough inspired moments here to fill a potential sequel, but only if that finished product is a great deal more polished than what's on display here.

Now Playing (The Update)...

Yeah, yeah, by popular demand, an updated list of what's in my playstack (some of which will actually get reviewed this week - whee!):

Little King's Story (Wii)
FUEL (Playstation 3)
Prototype (Xbox 360)
The Conduit (Wii)
Black Sigil: Blade of the Exiled (Nintendo DS)
Klonoa (Wii)
The Munchables (Wii)
Damnation (Playstation 3)
Muzzle Flash (Xbox import - I was planning a FAQ for some folks who asked about this rarity on GameFaqs a while back, but the game is impossible to complete thanks to some mind-blowing balance issues)
Drakan: The Ancient's Gates (PlayStation 2)
Diablo II (PC - waitin' for that 1.13 update...)
Arx Fatalis (PC)
Arx Fatalis (Xbox - I've an alpha build I'm comparing to the PC version for an upcoming feature - the stuff they left out of the retail version is interesting indeed...)

Call of Duty Modern Warfare 2 Packed With A Rather Innnnnnnnteresting Bonus

What's looking like a perfect "Game of the Year" candidate gets possibly the best ever collector's edition released to date. File this under the "Now I've seen everything... but I really, REALLY want this!" department:

Ladies and germs, The $150 Call of Duty: Modern Warfare 2 Prestige Edition


Wow. Actual working night vision goggles, a "Soap" McTavish bust to hold them, a custom game case and an amazing art book, huh? All that AND free shipping to boot? Well, if you live in the United Kingdom, that is. I see that UK retailer HMV is offering FREE shipping on this awesome package, so let's hope Gamestop and other US online stores step up to the plate and give gamers here the same deal. Hell, we're in a recession, y'know!

Update:
Amazon.com does indeed have all three editions* of the game up for pre-order with Free shipping, so go for it, Super Saver soldiers!

Despite the lousy economy, I fully expect to watch this one not only sell out but shoot up in value before it even hits retail on November 10th. Rent, food or that Prestige Edition? Yup, I'm going with door # 3, Monty...

(*four, if you count the PC versions, but I didn't see a Prestige Edition for PC owners yet, soooo...)

Update: Valhalla Knights: Eldar Saga Online Co-op Mode Details

Ask and it shall be answered department: As I forgot to bring my tape recorder to the Xseed event, I sent off a quick query to the company's Product Manager, Jimmy Soga regarding the online co-op gameplay featured in the upcoming RPG Valhalla Knights: Eldar Saga. Here's what he said:

"Below is some information regarding the Co-op play for VKES. Basically it is similar to the PSP ad-hoc co-op. You will be able to tackle any quest together and any items you find in co-op you will be able to bring back to your single player game.

NETWORK GAMING (Co-op)
For this mode, the player must have access to a network connection. Enter a friend code to register a friend. With no friends registered, the Wi-Fi game mode cannot be played. Select a friend to go on an adventure with (limit 1 friend per adventure).

Once on the field, the game plays similarly to the single player mode. Cooperate with your friend to complete the quest. When either the player or friend is defeated in battle, the fallen character must wait for the other to come and revive them. The players may only be defeated three times before the quest automatically fails.

If either party decides to retire, the quest will stop and will be considered called off.

Communicate
To communicate with a friend while on the field, hold down on the B Button and press left or right on the +Control Pad. Pressing left will active the Emote Mode where various icons can be selected and pressing right will activate the Gesture Mode where various actions can be selected. Either mode is useful in communicating one's situation or feelings."




Based on the description above, it looks like the game is going for a simplified Phantasy Star Online approach to things, although the online limit of two players per session might disappoint those expecting more of a MMO-style community experience. As you're not able to use mercs in co-op mode (this keeps the frame rate stable, folks), this should certainly make for a more challenging game, particularly when dealing with the ridiculously huge bosses or more densely enemy-populated maps.

As more and more info arrives, Valhalla Knights: Eldar Saga is absolutely becoming one of those Wii titles I'm really looking forward to experiencing more of and I'm sure hardcore fans of the franchise will also be all over this new entry once it hits retail later this year.

Saturday, July 11, 2009

Xseed Games NYC Press Event Impressions


Xseed Games dropped into the NYC area this past Thursday with a small but ridiculously cool lineup of Wii exclusives, one really unique game I can't talk about yet and one superbly insane PSP title that's a must buy no matter what your gaming tastes. With such a fine lineup of quality games, a few editor-types almost overlooked the tasty, never-ending sushi and other fine dishes coming from EN's capable kitchen.

One very cool thing about Xseed is that as a small publisher since 2005 they've always been 100% dedicated to each and every game they release. The company's President, Jun Iwasaki actually plays every game to completion (I can think of only one or two other corporate head-types that do this) and the handful of employees (well, two handfuls if you want to be more exact) work hard on every aspect of the localization process. That attention to detail has produced a small but reliable lineup of niche-oriented games that's garnered Xseed quite a few loyal fans.

Little King's Story was the showcase game at the event and with the July 21 release date right around the corner, the final version is indeed everything it promised to be and more. The Wii-exclusive Simulation/RPG hybrid is not only one of the most stylistically amazing games on any platform, the balance of family-friendly pick up & play controls combined with bits of black comedy make for quite a unique gaming experience. Think Pikmin meets Harvest Moon with a dash of The Sims and you're only about halfway there. The ability to recruit some very lively townspeople for various jobs and watch them eventually age, marry and bear children (that can be used to snag certain rare items) adds even more depth to the gameplay. I'll save the remainder of my glowing commentary for the full review, but I'd definitely recommend snapping this one up as soon as you see it.

Valhalla Knights: Eldar Saga was playable in near-complete form and as a big fan of the PSP versions, I was very pleased at how this new installment is turning out. Hardcore VK veterans should be pleased with the improvements and neat surprises the game packs into its depths. Where the PSP versions were party-centric affairs, Marvelous and K2 have crafted a solid, addictive single player level grinder with a MMO-style online co-op mode for two players. Instead of up to five AI companions, here you're limited to yourself and up to two tavern-hired mercenaries in the single player game. If you're a fan of the PSP games upset at losing those five AI buddies, once you actually see gameplay movies of or actually play the Wii game, you'll see that the change makes perfect sense.

Controls are quite easy to pick up. Movement is done with the analog stick, tapping the A button attacks, you pick up items with B, the D-pad selects magic, menus and such. The C button is used for context-sensitive interactions such as climbing or otherwise interacting with certain obstacles in the environment. Once you creat a character, a tutorial level walks you through movement, combat, smashing barrels for items and other basics. The only Wiimote gimmickry comes into play for special attacks, which are done by shaking the controller when a special bar fills up. The dev team's goal was to make gameplay as accessible as possible to players of all skill levels without relying on throwing tons of gesture-based movements into the mix.

Combat now takes place right on the field, making this a true Action/RPG. There's no setting of grid formations or transitions to those small battle areas with limited movement options. There's also no targeting system - you just need to line yourself up with an enemy and hit the attack button. Your AI mercs will automatically attack anything in the vicinity, a good thing in huge areas with multiple paths and blind corners. As in the PSP games, using a bow is done in first-person mode with a tap of the attack button. Since you have a lot more freedom of movement, you'll be able to run away from stronger enemies and re-engage them at your leisure.

In terms of getting around, yes, you still need to hoof it about quite a bit, but there are supposed to be quick transport locations that are unlocked as you discover new towns and other areas. All the character classes and deep customization features from the PSP games are intact and the inventory screen is now icon-based and easier to manage.. Xseed's Product Manager Jimmy Soga says players can expect at least 80-100 hours of gameplay, which means a rather tremendous value in this rather pesky recession we're currently going through.

An all new graphics engine allows for some really impressive vistas and a great draw distance. For a Wii game, it looks quite amazing, especially when you realize that you'll actually be headed to most of those locations off in the distance. The intentionally gloomy color palette and some nice weather effects do an excellent job at setting a bleak tone to the early maps. As some of the enemies and bosses are quite large, the camera angle can be changed manually to allow players to see and attack these bigger baddies' weak points with weapons and magic spells. Although the game was running on a fine HD display, I'm thinking it will look a bit better on a good quality standard def TV (I've kept mine specifically for Wii and PS2 reviews).

As for any caveats, the game seems fairly straightforward in its online two-player limitations. It may be the first MMO-style RPG on the console, but I'll need to dig up some info on whether or not (or how quickly) players can jump in and out of games in order to play with multiple friends. There's no single screen co-op or split screen play here, so it looks like the game will absolutely appeal to those who love purely the glorious grind-fest more than those looking for a larger communal experience. Then again, given that there's nothing like this on the Wii, it'll be interesting to see what sort of new players dive into this richly detailed game world. Fans of the PSP versions should absolutely give this a shot, but anyone looking for a great value for their gaming dollar should definitely take a look as well. Currently, there's no set release date other than Fall 2009, so hit up your favorite retailer and pre-order a copy if you haven't already.

Also playable was the surprisingly scary Wii exclusive Ju-on: The Grudge, which Xseed is touting as a "haunted house simulator." Unlike other "survival horror" games where you're loaded for bear and the real scares are more likely to come from control issues and dopey AI partners, developers AQ Interactive and feelplus have created a deliberately paced chiller that's guaranteed to creep out anyone easily frightened. As a huge fan of horror games, what's here did make me jump more than a few times and yes, I did let out a squeak once or twice (much to my embarrassment).

What's great about the game is that you're not some badass super-cop or other heroic lead character. In each level you're put in the shoes of one normal guy or gal trying to live long enough to make it from one end of a level to the next. Playing as different members of the Yamada family, you need to merely guide yourself through different locations armed only with a flashlight (and some very steady nerves). Of course, being cursed by the series' vengeful ghost Kayako tends to make things a wee bit difficult as you slowly make your way through the darkness. And yes, her scary son Toshio pops up from time to time to make your heart pitter-pat even more.

Controls are easy enough for anyone to hop right into things. You use the Wii Remote as your flashlight, pressing the B button moves you forward while A activates doors and other objects. Pressing down on the D-pad makes your avatar walk backward. You're free to roam almost anywhere you like in a level (no on-rails nonsense here), but darkness plays very heavily into the gameplay. Since your cheap flashlight only realistically illuminates a small area, movement is slow and steady, which only adds to the creep-out factor. Given that that flashlight also seems to run on even cheaper dollar store batteries, you'll need to quickly locate extra cells scattered around the levels. Run out of torch juice and it's Game Over, even if you're steps away from the level exit.

Of course, Kayako has a few tricks up her tattered sleeves, such as using her long hair to block off certain doorways or zipping past your field of vision when you least expect it. Like Konami's upcoming Silent Hill: Shattered Dreams, there's no combat at all. However, should Kayako grab you (and trust me, she will grab you), you need to very quickly flick the Wiimote in the direction of arrows that flash on screen or else. These sequences are brief, unpredictable and definitely scary enough to make onlookers at the event hop out of their socks for a second or two. There were only two playable areas open in the build, a warehouse and hospital, but each held specific challenges that needed to be tackled in order to survive.

Visually, the game is solid, featuring realistic lighting effects and nicely detailed environments. Even with a ton of adjusting, the HD setup at EN was pretty darn dark, but in looking at screens and the game trailer online, I'm liking what I see more and more. The sound design here is excellent, what with the eerie music, background fx and Kayoko's chilling groans and other noises. As far as I saw, there wasn't anything resembling gore, however, I'm sure the game will save the bigger scares for the later stages.

There are some mild puzzles (find the key, track down a missing generator part), but based on what I saw, players won't be frustrated by ridiculous Resident Evil-era stuff at all. One really fun (or not, depending on how easily you freak out) element discussed but not shown was the two-player mode. Here, a second controller can be used to introduce totally random fright sequences into the game with the press of a button. This should make for some hilarious YouTube videos (particularly the ones where Player One is beating up on Player Two with that Wiimote after getting the crap scared out of them one too many times).

Takashi Shimizu, director of the original Ju-on films consulted on the game's development and it certainly shows in the methodical pace of the movement and the well-placed shocks the game throws at you. While super-jaded gamers immune to the idea of weaponless gaming might scoff at the game, it's definitely a pick for anyone who likes goosebumps popping up left and right when they least expect it. The constant level of tension makes for quite a ride and as a party game, I can see this getting played to death by fans of the movies and horror games in general. The game is set for an October release (I'm guessing around Halloween), so absolutely look into this if it's up your alley.

The Sky Crawlers: Innocent Aces looks to be a real winner for arcade flight combat fans or anyone looking for a top-quality flying game for the Wii. Developed by Namco/Bandai and Project Aces (the folks behind the Ace Combat series), the game looks and plays beautifully. There's an interesting retro-futurist plot that has something to do with corporate sponsored wars becoming a new form of entertainment and your character, “Lynx” trying to uncover some big secrets behind it all. The game has a few gorgeously animated cut-scenes and in-game sequences that spelled out a few plot points, but the game is still in the localization process, meaning all the text and menus were still in Japanese.

Using the Nunchuck as a flight control stick and the Wii Remote as a throttle, the game excellently simulates actual flight mechanics. It only takes about a minute to get comfortable with the controls, but the game isn't a cakewalk by any means. One nifty feature is the ability to pull off a number of special flight maneuvers that allow you roll away from danger and shoot down planes with style. Here, the camera quickly breaks away from the cockpit or behind the plane view to a brief cinematic angle as your plane spins, flips or rolls and fires away. It's quite cool-looking yet doesn't feel intrusive at all, particularly when you're sending multiple enemies down in flames before zipping back to your selected viewpoint.

All the planes I saw looked excellent and most seemed to be based on popular WWII era and beyond propeller beauties. As you're zipping about the fairly large maps, the impressive skies, terrain mapping and draw distance really stand out. There will be solo missions, squad-based missions that have you teamed up with friendly AI fighters, bombers and more, but the game is strictly a single player experience. While this may be a buzz-kill for those who crave multiplayer dogfighting action, there's no reason to bypass the game at all since the Wii is starving for a great arcade-style flight sim such as this.

On the PSP front, Lunar: Silver Star Harmony was MIA, which was mildly disappointing, but the demo version of the upcoming Half-Minute Hero more than made up for it with its absolutely awesome, hilariously rapid-fire take on classic 8-bit RPGs. Marvelous Entertainment and Opus have teamed up to create a game even folks who hate RPGs can love. Here, you get a mere thirty seconds to get to a map's evil overlord or some other big, big boss and beat it to a pulp. The fun comes from figuring out how to utilize your time wisely while fighting super quick random battles in order to earn gold and level up your avatar. Time stops when you enter a town and you can reset the clock back to 30 thanks to the gold-happy Time Goddess who craves your cash for her own shopping purposes.

Gameplay is a mash-up of classic RPG, tsuguroku, and blazing fast mini-game button mashing that will initially have your head spinning. Death is at first a frequent friend until you figure out stuff such as avoiding forested areas with brutal baddies, reloading the game clock, using handy clues from villagers about certain weapons or tactics and more. Everyone who tried out the game at the event had a huge grin on their faces and I overheard more than a few variations on “Even though I don't normally play RPGs, I really like this game,” which is always a good thing when some editor-type expands his or her gaming horizons. With 120 stages (at least 15 hours of gameplay), up to four players (via ad hoc) and a great rockin' metal soundtrack, this could be one of the best PSP games of 2009, hands-down.

The one game I can't talk about yet is a VERY cool RPG (a top-secret DS title) that's unique in at least one element in what it brings to the genre, but you'll have to keep your eyes peeled for more info once the embargo is lifted. While the games shown at the event were exciting, it would have been nice to see a few more upcoming (and still early in the localization process) exclusives such as Arc Rise Fantasia (Wii), Fragile: Farewell Ruins of the Moon (Wii) or even Ragnarök Online (DS), but the company needs to save some surprises for the next event, right? Nevertheless, one thing is certain: each game on display was a winner and most should appeal to those gamers who crave a bit of third-party variety in their libraries.

Saturday, June 13, 2009

E3 2009 Impressions (One): Controlling Interests

It's a good thing I waited until the big press conferences (and the entire show) were over and done as there were plenty of surprises dropped that are clearly going to change the way the interactive experience in the near future and beyond. Of course the ton of new games on the way that still use traditional control methods will do nicely at assuring "hardcore" gamers that analog pads are not yet going the way of the dinosaur. The one important fact about what was shown at E3 2009: there's absolutely no need at all for a new console generation for at least the next five or so years.

Microsoft, Nintendo and Sony each have separate strategies in play for the future of motion control gaming and it only remains to be seen who makes the best usage of their respective technologies. Microsoft introduced the tentatively named Project Natal, an innovative console add-on that adds real time live motion capture, voice recognition, chat and other nifty features to the Xbox 360. While seeing assorted Microsoft employees flail about on stage while demonstrating this nascent version of Natal was quite amusing, the potential is absolutely there for some amazing gaming experiences not before seen or played.

Seeing Lionhead Studios' fantastic “Milo” demonstration really made for an essential, pure emotional moment for me. Not about “him” personally, but for the wave of game ideas that flooded my brain when I saw how well the Project Natal technology could be adapted. Forget about “point and click” or "context sensitive" elements, folks – Natal looks as if it will make any game experience truly fully interactive. While watching Milo fully interact with a Lionhead Studios tech, I immediately thought of Yu Suzuki and how he may want to revive his aborted Shenmue project now that the technology exists to fully immerse players into that game's world and characters.

Naturally, the Internet went wild with message board yappings, calling Natal everything from "vaporware" to a "Wii rip-off", both which are incorrect. Behind closed doors at E3, Electronic Arts had a demo of Burnout Paradise hooked up to Natal and while I didn't see the game in action then, Jimmy Fallon had the same demo on his show this past week and went bonkers over it. Microsoft's Kuno Tsunoda was there with that kooky yet fun brick-breaking game (Ricochet) which online yobs hate because, yes, people do look quite silly flailing away at a TV screen. On the other hand, the fact that even this prototype version of Natal makes games accessible to anyone within seconds means Microsoft can broaden their audience without alienating smarter core users who don't care if Grandma gets herself a 360 at some point.

Announced last year, but finally fully realized, Nintendo's Wii Motion Plus add-on adds even more precise control to their top-selling home console. However, the device's main flaw is it's not compatible with older Wii software. This disappointed me because the Wii should have had that more precise control from the start. That and the fact that a number of upcoming releases about to hit retail don't use Motion Plus and play incredibly fluidly (The Conduit being the absolute best example of this). Of course, the focus of Motion Plus from Nintendo's view is to show off how well Wii games can stand up to current as well as future games from its competition and on that front, it succeeds. Wii Sports Resort may not scream out to "core" gamers, but that super precise control bodes quite well for that Pilotwings sequel many have been calling for.

All of the Motion Plus-enabled games play amazingly well and I'm really looking forward to Red Steel 2 finally delivering on the promise of the first game. I'd have to say I was most surprised by this overl every other Motion Plus game. even though the game looks like a mash-up of two of my personal favories, Rising Zan: The Samurai Gunman and Samurai Western with a more modern twist.

To me, Sony's motion controller/USB camera combo was the biggest surprise of the three companies. A bit further along in development in terms of its pinpoint controls and ability to change on screen in real time into everything from a baseball bat to a gun or sword means no flailing away and some very innnnnteresting possibilities for developers. Watching one of the team hack away at a skeleton before tossing shurikens then switching to a super bow demonstration immediately made me wish for a new King's Field game as soon as possible. The again, I may be the only editor-type who remembers King's Field these days, but I can certainly see the first-person RPG landscape change significantly with the help of this peripheral. Of course, that glow-ball prototype version shown at the show will need a drastic new design, or else some folks will never take it seriously. Knowing Sony, the final version will no doubt be sleek and even more impressive.

Friday, June 12, 2009

Review: 101 in 1 Explosive Megamix

Platform: Nintendo DS/DSi

Developer: Nordcurrent

Publisher: Atlus USA

Players: 1 – 2 (Wi-Fi)

Rating: E (Everyone)

Official Site

Score: A


With 101 in 1 Explosive Megamix for the Nintendo DS, Atlus reaches a new low. A new low price point, that is. Retailing for a mere twenty dollars, this is a great deal for value conscious gamers on the go as well as any fan of mini-games galore. This budget priced collection (of yes, 101 different mini-games) is addictive and amusing, absolutely offering up some of the best fun you'll have on the handheld without a licensed character in sight. Designed for pick up and play action (and often quite challenging), it's a near perfect diversion for those otherwise dull commutes, waiting rooms or anywhere else you can tote that DS or DSi.

The no-frills presentation gets you right into things with ten initially unlocked mini-games. Some are simple variations on familiar “classic” arcade hits with platforming, puzzle, shooting or driving elements. Other games
look super easy but can be ridiculously baffling until you get the proper stylus motions and/or timing down. While you can skip the games that give you grief, the only way to unlock new games is to match or top each high score. Of course, you can simply replay the games you like over and over until you slowly can rack up points and coins, but where's the fun in that?

I'll admit that more than a couple of the games initially threw me for a loop. For example, it took me a while to figure out the right way to flip those blasted basketballs into the hoop the very first game. However, by the time I went back to try my luck, I'd already completed around 50 or so other events. Another game, Diamond Box, has you rotating a box in order to retrieve a gem yet manages to remain quite tricky even when you figure out what to do. The juggling or flipping games that require extreme precision will be the most pesky for less skilled players, but the more you play, the better you get (even when you still don't notch that high score).

Reaching or topping a high score for the first time nets you a ton of bonus coins, so unlocking everything shouldn't take more than a few days or so for the average gamer. I liked the throwbacks to childhood gaming memories such as the sliding tile puzzle
Fifteen, Dragon Jigsaw, Space Memory (a Simon homage) and Sudo Master, a randomly generated Sudoku board where the faster you finish, the higher your score. A few games require you to turn your DS or DSi on its side such as Crazy Burger (a fast food version of Tapper), Hurdles (a Track & Field inspired runner) or Skateboarder (sort of a one life Skate or Die).

Some of the hilarious settings many of the mini-games take place in definitely add to the fun factor.
Romeo's Plan has you attempting to catapult a lovestruck avatar into the arms of his plus-sized Juliet, Log Runners pits you against a hefty grizzly in a log rolling challenge, and Noisy Neighbor riffs off games like Guitar Hero or Rock Band in a much simpler timed tapper. There are a series of brief space shooter or space-based challenge levels that might make a decent stylus-based full game at some point. The games I enjoyed the most, Shuffler, Flying Fruits and Winter Fishing are all excellent for racking up a tremendous amount of points in a short time. Progress is automatically saved after each mini-game so you don't need to back all the way out to the title screen or remember to record your progress.

The credits list Nordcurrent as the developer and a lone programmer named Sergej Kravcenko, so I'm guessing he also did much of the game's whimsical art. While the visuals may remind some of you of those annoying “Punch the Monkey, Win a Prize!” Flash-based games, the colorful, comical cartoon style fits flawlessly. Even when you're playing a game you're having trouble with, you'll more than likely wearing a wide grin. There's a looping main theme that's a bit grating if you stare at the menu screens too long, but some of the mini-game tunes are catchy while they last.

There's also Wi-Fi play for two, but with only a single review copy of the game, I ended up sharing it “hot-seat” style with a few friends who all had a blast taking turns trying to beat my new high scores on a few events. Overall, the twenty bucks this costs is money well spent thanks to infinite replay value. While you don't get any bonuses for unlocking everything, there's more than enough here to keep players of all ages quite entertained. A quick click around the Internet shows that sometime this October, Atlus will be publishing a Wii version featuring a different format and mini-games called
101 in 1 Party Megamix, so keep an eye peeled for that one, folks. If it's as fun as this collection, Nordcurrent might become something of a household name among those looking for some Euro-style party action without eardrum busting beats, overly huggy party people or waving glowsticks.