Thursday, August 13, 2009

Risen Box Art, Voice Cast Unearthed

Did someone ask "Hey, where's the Risen cover art? Well, here you go - in tasty Xbox 360 and PC flavors! Very nice indeed. Looks like Deep Silver's big RPG is also getting some major talent in terms of vocal performances. I'm wiped out from spending all day at the Konami event, so here's the beefy part of the press release all set for your reading pleasure:
Deep Silver Inc., a publisher of interactive entertainment software and a wholly-owned subsidiary of Koch Media, today confirms the A-list voice talent featuring in forthcoming RPG Risen.

One of the busiest actors today, Andy Serkis takes the role of The Inquisitor. Serkis, who has had a long and varied acting career, is best known for his CG character representations Gollum in the Lord of the Rings trilogy and King Kong in the movie of the same name. Veteran British actor, John Rhys Davies, who has starred in countless blockbuster movies such as Indiana Jones and the Lord of the Rings trilogy, performs as Don Esteban. Movie actress Lena Headey, who played Sarah Connor in Terminator TV spin-off Terminator: The Sarah Connor Chronicles take the role of Patty.

"The quality of the voice casting reflects the quality of the game" stated Paul Nicholls, Sales and Marketing Director, Koch Media UK "with such an amazing lineup of talent from movies and TV, there is a voice everyone will recognize; we will attract a new generation of RPG players to the genre."

Serkis, Rhys-Davies and Headey are joined by a lineup of some of the most recognizable British TV actors; Fincher is played by Torchwood actor Burn Gorman, Larkrise to Candleford star Brendan Coyle takes the role of Commandant Carlos, Damian O'Hare who starred in medical drama The Royal plays Olf. I'm Alan Partridge regular and Star Stories narrator Simon Greenall plays Luis. Oscar is played by Grange Hill actor Donald McCorkindale while fellow Grange Hill actor and Secret Diaries of a Call Girl star Stuart Organ plays Brogar. The Archers actresss, Louiza Patikas represents Sara and Timothy Watson who has starred in countless TV dramas from Eastenders to Casualty takes the role of Romanov.

All the actors were cast and recorded by award winning London agency Side, with voice direction carried out by Andrew S. Walsh.
In addition, here's a batch of great new screens from the game:



Risen is set to hit retail on October 2, 2009 for the PC and Xbox 360. We'll have more updates on the game as they come in.

Dragon Age: Origins Collector's Edtion, Pre-Order Info Revealed


Well, alrighty then (and yes, I want one!) department: BioWare's upcoming Action/RPG, Dragon Age: Origins is getting the Collector's Edition treatment with this big ol' steel case edition (click below and watch it GROW!):


May as well drop in the rest of the press release while I'm at it:

The Collector’s Edition is available for pre-order today at the EA store for an MSRP of $74.99 (console) and $64.99 (PC) in North America.

As an added bonus, Dragon Age: Origins (both original and Collector’s Edition) includes two special pieces of downloadable content: The Stone Prisoner, as well as a suit of Dragon Age themed armor that can be used in Dragon Age: Origins as well as in the upcoming BioWare Shooter RPG, Mass Effect™ 2 on all available platforms.

With The Stone Prisoner download pack, players will have access to Shale, the mighty stone golem who can become one of the most powerful party members in the game, and comes with its own personal back-story and unique quests for the player to discover. The Stone Prisoner will also include new environments, items and hours of additional gameplay, further deepening the epic Dragon Age experience. The Stone Prisoner is available to original purchasers of new copies of Dragon Age: Origins at no additional cost. The Stone Prisoner can also be purchased separately for $15.

In addition, players who purchase a new copy of Dragon Age: Origins (original or Collector’s Edition) will receive a code to download the Blood Dragon Armor, an exclusive set of themed armor that will give the player additional protection in combat. This armor will be available for use in both Dragon Age: Origins and Mass Effect 2.

All gamers who pre-order Dragon Age: Origins will receive the Memory Band, an in-game item that can be equipped to add +1% to all gained Experience Points and which adds one bonus point that players can use to boost their character’s skill set. In addition to the Memory Band, several leading retailers are also offering a bonus Dragon Age: Origins item for a limited time. Players should check with their favorite retailer for additional pre-order item offerings.

In Dragon Age: Origins, players take the role of a Grey Warden, one of the last of an ancient order of guardians. Now, as a rising evil threatens to destroy all life, it is up to players to unite the shattered lands and slay the corrupted dragon known as the Archdemon. To restore peace, players must make ruthless decisions and be willing to sacrifice their friends and loved ones for the greater good of mankind.

Dragon Age: Origins will be released on November 3rd in North America and November 6th in Europe on the Xbox 360® videogame and entertainment system and PC. The PLAYSTATION®3 version will follow later in November.

Deep Silver Getting Ready for a Prison Break...

Deep Silver is stretching its publishing wings a bit more with an upcoming game based on the recently canceled Fox series, Prison Break. I'll have to admit to never actually seeing an episode of the show during its run, but I'm definitely interested in what Slovenian developer Zootfly (Panzer Elite Action) will come up with and how it will play, that's for sure. The developer also produced the rather interesting 2007 video trailer for an unlicensed Ghostbusters console game that amusingly enough, helped the actual game get funded.

Here's the press release for the company line:
Deep Silver Inc., a publisher of interactive entertainment software and a wholly-owned subsidiary of Koch Media, today announced the signing of a license agreement with Twentieth Century Fox Licensing & Merchandising (Fox Licensing) regarding the world-wide publication rights to a video game based on the award-winning TV series "Prison Break." "Prison Break", developed by Zootfly, will be released by Deep Silver for next gen consoles and PC.

"The ingenious plots and fast action of "Prison Break" thrill TV audiences around the world, and provide the ideal basis for a video game," says Dr. Klemens Kundratitz, CEO of Koch Media. "The game will offer the same blend of action and suspense as the show, appealing to fans of the series as well as video gamers."

"Who doesn't love the thrill of a prison break? It's a great basis for any video game, but even better when utilizing the intricate storyline and colorful characters created for the Fox series," says Gary Rosenfeld, Senior Vice President of New Media for Fox Licensing.

The protagonist of the "Prison Break" game is Company agent Tom Paxton. He is sent to the Fox River State Penitentiary to find out why Michael Scofield (the hero of the TV series), a man without a previous criminal record, became a bank robber. The storyline runs parallel to the first season of "Prison Break": Paxton encounters several characters from the series and experiences key events from his own perspective.

The action adventure "Prison Break" has all the markings of the award-winning TV series: a compelling story, distinct characters, and fast-paced action. Using diverse climbing and stealth skills, the protagonist Paxton explores numerous locations of the series, all brought to life with great attention to detail.

We'll take a longer look at Prison Break as the game's development cycle continues.

Wednesday, August 12, 2009

Stride Gum Says: Play a Game, Save an Arcade!

Stride Gum has had a few interesting promotions based around classic video games in the past, but this one is something anyone who considers him or herself "hardcore" should tackle as soon as they can. Hell, any one who considers themselves a gamer, period should click away and have a blast for the sake of arcades, period! I'll just shut up and run the entire press release, as it's pretty damn cool. Go Stride!



STRIDE® GUM KICKS OFF “SAVE THE ARCADES” PROGRAM BY

RESCUING CLASSIC VIDEO GAME ARCADE

Company salutes long lasting tradition of arcade gaming by giving
$10,000 to arcade on the brink of closure

Gamers to choose next arcade to be saved with $25,000 prize at www.SavetheArcades.com

Parsippany, NJ (August 11, 2009) – With classic video game arcades facing the ultimate “game over”, the makers of STRIDE, The Ridiculously Long Lasting Gum®, want to do everything they can to help keep the elbows bumping and quarters flowing. Enter Save the Arcades – a nationwide campaign to stop the disappearance of this beloved and endangered form of gaming.

Last week, STRIDE discovered that a Philadelphia-area arcade called Challenge Arcade was within days of closing down, so they decided to help. By providing $10,000, STRIDE ensured that Challenge will stay in business and continue to offer gaming goodness, world record events and tournaments to the community.

“What a wonderful gesture!” said Joe LeVan, Owner, Challenge Arcade. “I can't say enough good things about the folks at STRIDE who helped me stay afloat during this difficult time.”

“Well, we couldn’t launch ‘Save the Arcades’ without actually saving an arcade!” said Gary Osifchin, Marketing Director, STRIDE. “Now that Challenge Arcade is safe, we’ve identified four other arcades that deserve a long lasting existence, and we’re asking everyone who cares about gaming to help preserve this long lasting tradition and keep those quarters rolling in.”

STRIDE is inviting gaming enthusiasts everywhere to join the movement to save the arcades by choosing the next arcade to receive some financial support. Here’s how gamers can decide which iconic arcade receives a $25,000 award:

Here’s how gamers can decide which iconic arcade receives a $25,000 award:

  1. Go to www.SaveTheArcades.com
  2. Play the most highly anticipated game in the history of time for arcade gaming enthusiasts – Zapataur
  3. Allocate your gaming points to one of four iconic video game arcades
  4. Arcade that receives the most points will be awarded $25,000
  5. ????
  6. Profit.

STRIDE is proud to announce that the following independent-operator arcades will be participating in the Save the Arcades program and are eligible to score $25,000:

Arcade UFO in Austin, Texas – A unique blend of classic arcade games and rare Japanese titles
Arcade UFO owners Ryan & Crissy

Game Galaxy in Nashville, Tennessee – Proud owners of the most coin-operated pinball machines in Tennessee


Starbase Arcade in San Rafael, CA – Marin County’s first video arcade, operating for more than 25 years


Star Worlds Arcade in DeKalb, IL – A “living time capsule of video games,” operating for nearly 25 years

Capcom's Platinum Triple Pack = Gamer Bonaza

In the "if you want an awesome deal you got it" category, first, there was the recent 2K Games two-pack with Bioshock and The Elder Scrolls IV: Oblivion and now, Capcom has entered the party with a bit of slight one-upmanship. The company's soon to be released Xbox 360 Platinum Hits Triple Pack contains Dead Rising, Lost Planet: Extreme Condition - Colonies Edition and Devil May Cry 4, all for a paltry $39.99.

One catch: you'll have to wait 'til next month (September 8, 2009) to snag this deal, but if you haven't played any or all of these games, that price point is going to be mighty hard to resist...

Sega NYC Press Event Impressions

Sega rolled into NYC yesterday with a varied lineup of 2009 and 2010 games guaranteed to appeal to pretty much every type of gamer. From family friendly (in original IP and licensed flavors), a bit of fitness, more than a few mighty Mature-rated games that will blow hardcore players away and more RPG surprises than you could shake a stylus at, it was impossible to not be floored by everything shown. I'll be running lengthier coverage on a few of the games shown in the coming days and weeks, but here's a quick alphabetical rundown on what was on display:

Aliens vs. Predator (PS3, Xbox 360, PC) - Forget about those last two AVP movies, folks. Rebellion rips the franchise back to its roots in this gorgeously gory first-person experience that's just may be the go-to game for genre fans once it finally ships next year. The demo shown was the same from E3, but it still rocks in terms of bringing the look and feel of the second film to the living room. A tense Colonial Marine stage complete with scripted moments galore made it feel a very interactive movie, while the Predator section was a thrillingly violent series of trophy kills and sneakiness against an unfortunate pack of Marines. The game looks incredible so far, and while news on multiplayer modes and the overall story arc was absent, this is certainly worth waiting for if it's even close to what was shown.

Alpha Protocol (PS3, Xbox 360, PC) - Workhorse developer Obsidian Entertainment's first original IP is going to blow you away in more ways than one. The Action/RPG/shooter hybrid combines killer gunplay with a mind-boggling amount of character customization and a truly open storyline where your actions can change the plot in hundreds of ways (or more). Let's just say that online FAQ writers will be pulling their hair out, as the choices you make can change up the game in either a few seconds or a few dozen hours. There's no simple "good" or "evil" path here - you're a completely free agent who can double-cross (or be double-crossed) at nearly any moment. Very, very awesome and yup, I can't wait to play this.


Bayonetta (PS3/Xbox 360) - Seeing screen shots and movies of Bayonetta and actually playing the demo build are two very, very different things, folks. Nope, it's not "Dante with a sex change" for you wags out there thinking that. In fact, Capcom's former bad-ass looks and moves like a tired old geezer compared to Sega's sleeker, sexier bullet (and blade-bearing) witch. Platinum Games follows up its stylish MadWorld with another completely wild game and truly knocks it out of the park in every way. From the ability to practice moves on the loading screen to the blazing fast, mercury smooth animation and eyeball-searing visuals, the game just rocks and it knows it. The lady in black will be getting a lot of attention on the way to retail and beyond. As long as the film rights aren't even put on the table, I'll be one of those eagerly awaiting the launch and looking forward to more games in the future. Hmmm... I wonder what Platinum can do with the PSP?

Iron Man II (PS3/Xbox 360) – Super early and a little rough 'round the edges, it was still great to see Iron Man II at the event thanks to the new gameplay additions and improved engine that's showing both subtle and superb new lighting effects along with completely destructible elements in huge environments. Controls have been tweaked to include an easier flight model plus the welcome ability to hover at any height. Other new stuff: you can now enter structures on foot to seek out items, unlock coded doors in a fun mini-game or take on plenty of tough enemies. Speaking of enemies, the new bosses I saw were looking mighty metallic and very, very mean. Rocksteady's upcoming Batman game may have the sneaking around in the darkness parts well covered, but if developer Secret Level can bring their final code to the next level, Marvel's red and gold armor-clad millionaire of the skies just may become king of the of the all-round event in his next installment.

Mario & Sonic at the Olympic Winter Games (Wii) – This one was a blast to play in demo form, although I totally stank on the downhill skiing front (thanks to too many hours up writing previews plus playing a few games). However, I was one of the only editor-types who tried the awesome bobsled event, which required sitting down on the Wii Balance Board and shifting from side to side as if on a real sled run. It was exhilarating, amusing and fun simultaneously and the Sega rep running the demo said players will be able to get four chairs back to back (or have four players on the floor in a similar layout) to simulate the experience even more.



Phantasy Star ZERO (Nintendo DS/DSi) – As a dedicated fan of the PS series since the Master System days as well as a big Phantasy Star Online freak, seeing Sega's seminal RPG series finally get an installment created especially for the DS was quite a thrill. The portable PS features amazingly detailed 3D graphics, fast-paced action/RPG mechanics that hearken back to the first two PSO games and plenty of quests, side quests and customization options. There's no controllable game camera, but if you logged countless hours playing PSO, you really won't notice this much because you'll be too busy grooving on all the cool stuff.

Resonance of Fate (PS3/Xbox 360) – Tri-Ace breaks away from the Star Ocean mold with this unique RPG that features gunplay-based combat and an innovative way to travel its massive game world. The combination of firearms, past and future tech environments and turn-based elements may make some gamers think of the Wild Arms series upon first glance. However, there's a dynamic to the firefights that's more Mass Effect meets John Woo that's quite thrilling. Moving around the hex grid map requires playing a mini-game of sorts where you drop tiles down while trying to match the road that needs traveling. From what we saw of the floating overworld, the game looks to take quite some time to complete. With gorgeously detailed graphics featuring pre-rendered environments your party blazes through (running speed ftw!) and tons of guns based on real-world firearms, this one looks to impress western as well as JRPG fans when it ships.


Sands of Destruction (Nintendo DS/DSi) – Sega keeps the RPG love coming with yet another amazing looking game. A truly lovely bit of DS programming, the 2D graphics are excellent and the amount of voice acting here rivals some console RPGs. A sweeping score and very cinematic presentation really pull you in from the start as the game introduces a few of its memorable characters. Combat and a few other elements are being tweaked for the US version, so those of you who snapped up the import should keep an eye out for the localized version when it ships. I'll have a longer preview of this one soon.


Sonic & Sega All-Stars Racing (PS3/Xbox 360/Nintendo DS/DSi) – Anyone remember the excellent Sonic Drift import or Sonic Drift 2 on the Game Gear? Sega finally takes Sonic back to the tracks with this fast-paced kart racer. Sumo Digital is pumping out an awesome looking game with pick up and play controls, power ups galore and track designs that recall a number of classic Sega titles. Although the demo version at the event only had two tracks, you can bet I played both a few times to check out every nook and cranny of the tracks. My verdict: So far, so good and the Mach 5-inspired Sonic car? Awesomeness cubed. All the game needs is the right amount of fan service, a bit more speed and plenty of downloadable content featuring tracks and cars from Sega's long history of arcade racers and it's going to be a smash hit.

Super Monkey Ball Step & Roll (Wii) – Super early, yet fun Wii exclusive looks to capitalize on the Balance Board exercise craze with a bit of a Sega twist and it's coming along nicely indeed. Cute, colorful visuals, easy to grasp mechanics and plenty of content are all expected in the final build. *Ahem* ... I'm still waiting for an actual life-size Monkey Ball peripheral, Sega. I promise won't sue after I crush all the furniture in my living room after rolling around like a nut for a few hours.

Vancouver 2010 (PS3/Xbox 360) – Although the only playable event here was the ski jump demo, the fact that it was presented in a stunning first-person perspective made for a truly compelling and absolutely exciting ride. Like EA's amazing first-person game Mirror's Edge, the immersion factor here is flawless (and painful looking in traditional third person view should you wipe out as many times as I did before nailing a jump). Now let's see if developer Eurocom can keep or better this level of interaction with the remaining events. They're certainly off to a darn good start.

Wacky World of Sports (Wii) – Holy cats, this game is hilarious. Once you see it in action, and pick your jaw up off the floor a second later, it all clicks. WWoS is crude and twisted fun for almost all ages and the bright colors plus pick up 'n play controls scream “PARTY GAME!” in flashy neon lights. The most amusing thing here is the fact that all of the events in the game are based on real world craziness. I'm hoping Sega is thinking of targeting the folks who attend these events with some sort of promotion, especially given some of the cringe-inducing videos I've seen of some of these events when things go awry. Some of these guys and gals would be better off at home twirling a Wii Remote instead of tumbling head over heels down a hill trying to out pace a rolling wheel of cheese!

Overall, I walked away quite pleased with everything above and really can't wait to dig into each one in full reviews. Sega certainly isn't going anywhere soon and thanks to the wealth of quality upcoming games I saw and played, it looks as if they'll be getting a bunch of new fans while keeping older ones more than satisfied.

Tuesday, August 11, 2009

Review: Watchmen: The End Is Nigh - The Complete Experience


Platform PlayStation 3

Developer: Deadline Games


Publisher: WBIE


# of Players: 1-2


ESRB Rating: M (Mature)


Official Site


Score: B


Other than the 2006 limited edition of Midway's John Woo Presents: Stranglehold (which
came packed with a DVD of Woo's classic action film, The Killer) the Playstation 3's Blu-Ray format has been very woefully underused in terms of movie/licensed game combo packs. Warner Bros. Interactive adds another game/Blu-Ray combo to the list with Watchmen: The End is Nigh - The Complete Experience, a 2-disc set featuring the Director's Cut of the 2008 film and both parts of the arcade-style beat 'em up game, making for a great collectible for hardcore movie and game owners. Provided you waited for this full meal combo version of the game and didn't buy either part separately over PSN or Xbox Live (or don't mind that you already bought one or both chapters), this is a great value for the money.

Saturday, August 8, 2009

Risen Hands-On (PC/Xbox 360)


At Deep Silver's recent press event, the second big game shown was Risen, a great looking third-person Action/RPG by Piranha Bytes, creators of the Gothic series. Kai Rosenkranz, the game's composer (and Jack of All Trades) was on hand with playable PC and Xbox 360 builds of the game, presented in side by side format for comparison's sake. While the PC version was running on a higher resolution monitor, both versions looked exactly the same in terms of details small and large. This was an impressive beginning to the presentation and it only got better.

The gorgeous medieval "Mediterranean" island setting makes for a nice change of pace from more familiar fantasy locales found in other open world RPGs, but Risen also mixes in intriguing elements such as an active volcano, strange temples rising from the earth, a menagerie of menacing monsters and a good deal more. Although the game's four chapters take place on a "small" island, there's a whole lot more to do than you'd think (and the island isn't as small as you'd think once you get exploring). Over 100 separate quests await, as well as the ability to join up with different factions, allowing for the use of certain class-based skills and magic as well plenty of character customization options. So, what's the game experience like? Well, read on for a few details of the first 45 minutes or so of gameplay.

Our avatar woke up on a beach where there's been a shipwreck and he seems to be the only survivor. From the opening moments of looking out into the dense jungle foliage or turning to face the raging sea you washed in on, there's a great sense of place as well as a nice sense of dread, thanks to the dynamic storm raging behind you. Searching around for items (shown as floating onscreen text lest they be lost among the amazingly detailed environment) we eventually find another survivor, a woman named Sarah. After a bit of exposition, she sent up off to look for some sort of weapon. Finding a nearby stick from the ship's wreckage, Sarah then asks us to find some sort of shelter.

Heading through the jungle, we met up with our first enemy, a tall white & black "vulture" that looked like an angry ostrich with a Mohawk. Since speaking softly probably won't do much good, that big stick we found came in handy in terms of beating Big Bird to death. Once that was done, we examined the corpse for a chunk of raw meat, which more than likely meant we'd need to find some way to prepare it for consumption. Moving onward, we soon crossed paths with a big porcupine-like creature that did a diner dash straight at our guy as soon as we spotted it. One direct hit knocked our HP down considerably, but after getting some quick swings in, the beast keeled over. Not too far away was a big, bad wolf to kill or avoid (we went for killing it) and soon enough, the game's first structure appeared in a clearing.

In this rather dilapidated cottage, a bunch of scattered goodies lay about for some easy pickings. There was a frying pan (where you can cook any meat you've taken from the dead animals on a handy fire outside) , a few gold coins, a bed to restore HP, a barrel of rainwater outside and a lot of other items. At this early stage in the game, it's impossible to know if any of the more unusual items are even useful, but the dev team smartly took into consideration the pack rat players out there. Your inventory is unlimited, so grabbing brooms, big rocks and anything else that's not nailed down is up to you. This allows players who want to lug stuff around have that kind of crazy freedom and not worry about finding stashes or how they'll going to carry that big ol' bastard sword they've been eyeballing in the Harbor Town shop. You can play as you wish, so if you like a small inventory that's easier to manage, it's up to you.

With the house located, Sarah can be retrieved and as she's not the fighting type, she decided to stay at the house while we explored some more. Behind the house, there's a pathway that leads uphill where a few more vultures await. While engaging the birds is an obvious way to deal with them, enemy AI tends to be quite fierce once alerted. Running past an alerted creature has it angrily following you as long as possible until you or someone/something else kills it. Not wanting to run into more birdies or baddies, we took them down on an uphill slope and moved on. At the top of one hill, a ruined crypt-like structure at a nice tilted angle looked mighty inviting, yet more than a little creepy. Could this be the game's first dungeon? Well, dear reader.... let's get inside and find out.

Down the dark stone stairs into the blackness we went and and yep, it's a dungeon. A rather small dungeon, at that. Taking a step or two in and we quickly find out that careless spelunking can lead to a great fall. That pit trap we carelessly stepped on drops our guy into a darker hole with a barred door and a big, mean flying moth-thing at the bottom. with almost no room to maneuver, the moth needed to be killed as quickly as possible, as it can whack off about a chunk of HP with a single strike. After beating down the bug, we noticed three chests in the room that were unlocked and looted in quick succession. Heading through the doorway and up a staircase, we came into what we thought was a new room. However, a step or two into the room, yes, sent our man back down the same trap (ouch) into the previously cleared treasure room.

The next time up the stairs, jumping over the trap definitely helped out in leaving the crypt. After heading back outside we decided to explore the area around the structure. Rosenkranz noted that the game world is seamless with no loading screens while traveling, even when entering and exiting buildings. Stronger enemies lurk off the beaten path to keep low-level characters from wandering too far, but again. players can do as they wish. We did find a locked chest tucked away on a ledge that required a quick mini-game to unlock. Pressing the arrow keys or directional buttons simulate turning a combination wheel. Success in this gessing game nets you your goodies while failure has you try again 'til you open the box.

We noticed that In the builds no falling damage was in place, but can't yet comment on how far players can drop without taking damage. We jumped of a small cliff (about 10-15 feet) and suffered not a scratch, but happened to land near a few of those big vultures, which did our poor hero in rather quickly. After reloading and fending off a few more creatures, we decided to go back to the cottage and past it to explore more of the game world. Picking up a few plants on the trek travels (mint, mushrooms, healing herbs and such), we discovered another beat-up house to explore.No sooner had we set foot inside, a cut scene took over introducing a new character and what looked like was going to be a showdown of sorts.

Nope - it's just a guy who asks a few questions about who your anre and such, before noting that this is a really dangerous area (for a few key plot reasons) and to look around and find another weapon in the house. Once that's done (there's a sword upstairs), we found him sitting outside and after some more dialog, he'll escort you to a farm area nearby . Here you can either take on quite a few quests for the different farmers (shades of the first hour of Gothic II) from picking herbs to exterminating a pack of pig-eating wolves to a couple of fetch-quests and the like. Everyone has something interesting to say if you ask, or you can ignore them all and try to make it on your own to Harbor Town. In the farm area, enemies tend to travel in packs (save for a stray boar or wolf near the farmlands), and that sword you just got really won't cut it for long, as we discovered while being killed a few times by giant moths and those annoying vultures.

On the PC version, we got to see a few of the later areas, a lot of magic spells (you learn them as the game progresses should you choose to), a monster menagerie area (which probably won't be in the final build - it was just a map where Rosenkranz showed off some monsters and spells) and even some cool transformations (a big, powerful ape-like brute, and an over-sized floating nautilus, for example). There were other gameplay elements hinted at from blacksmithing to disguising your guy as a town guard or other important person, but we were a bit busy fending off a pack of wolves to take notes. We did hear that yes, there will be a number of Gothic-related references in the game (you'll need to hunt them down, naturally) and a lot more cool stuff, but we decided not to press for more details. Sometimes it's great to be surprised, no?

Speaking of surprising, the graphics in the game are phenomnenal all around. The human and creature character models are stylized (in the manner of the Gothic games) while the island is beautifully and realistically laid out with many varieties of hand-placed plants and other natural objects that bring it to stunning life. There's a day/night cycle, lovely lighting everywhere, plenty of weather effects and you can almost feel the wind in your face when you're in an open field or atop a hill. Villagers and townspeople go about their business whether or not you're in the vicinity and beware if you get some guard-types mad enough to start chasing you. Creature design is an inspired range of familiar animals beefed up to larger sizes and some truly unique fantasy beasties you'll encounter as the game goes on.

As we only got a short amount of playtime, the overall story was only starting to unfold, but that's also part of the game's draw. While there is an overall story path, you'll have the freedom to explore and adventure at will. The game tracks everything and you'll be able to check your journal in case you're lost in terms of what to do next. On the control front, Here's a peek at the Xbox 360 version's controller mapping:

Left stick: Move character (press in to jump)
Right stick: Turn character/turn camera
LB: Draw/sheathe weapons
A: Attack/pick up object/select or use inventory item/interact
B: Block/speed up dialog portions/cancel
X:Dodge
Y: Parry

D-Pad
Up: Inventory
Down: Map
Left: Journal
Right: Character Screen

Start: pause menu/options
Back: Quest menu/stats/other info (with L + R triggers)

With this pick up and play setup, Both PC and Xbox 360 versions of the game should appeal to hardcore or novice players. While PC gamers get the luxury of hotkeys (and more keys in general), the 360 version controls just as well. Naturally, as both builds weren't complete, there were a few minor graphics hiccups in some tight spots when turning as well as some minor clipping we were assured would be cleaned up for the retail version. The English lip synching also needed to be completed, but the voices in the game we heard were excellent all around. We did see a bit of the German version's synch from that more completed build and it's nicely done, so we're not worried about anything on that front.

In fact, we're not worried about much regarding Risen other than whether or not the final version of this epic will live up to the brief time we were able to spend in this small but busy game world. Open world games are ambitious undertakings to say the least and it's quite clear here that Piranha Bytes has certainly learned lessons from the good and bad points in the Gothic series. If they've managed to craft a truly memorable experience with their fourth title, the best game they've made will be the one RPG fans flock to once word gets out. Risen is scheduled for an October 2, 2009 release - we'll have more updates on the game as they come in... stay tuned.

Cursed Mountain Hands-On

With the Wii in desperate need of some quality third-party titles geared toward “core” gamers, Deep Silver's soon to be released Cursed Mountain comes at exactly the right time. I finally got some hands-on time with this survival horror gem at a the company's New York City press event and can safely say this is a must-buy for genre fans who crave a great story with their gameplay. It's not only one of the most innovative games on the console, it just might be one of the best genre games to date thanks to a huge development team dedicated to the project from day one. Martin Filipp, Deep Silver's Developer Relations Manager proudly took a room packed full of editor-types through a few areas of the game's early levels showing off the solid visuals, intuitive controls and innovative combat mechanics.

This absolutely isn't yet another run of the mill zombie splatter-fest at all and you won't find any intentionally bad voice acting, rocket launchers or tacked on multiplayer modes here. The entirely self-contained storyline focuses on one man's journey up and around a haunted Himalayan peak that goes from a simple search and rescue mission to a life or death struggle against spiritual forces stirred into tremendous rage by a nasty bit of human error. It's a 15 to 20 hour ascent up this treacherous peak that soon turns into a descent into pure nightmare. 27,000 feet of pure nightmare at that – let's go for a brief trip up into hell, shall we?

In the game, you'll play as Eric Simmons, an expert mountaineer that goes searching for his missing brother, Frank after he disappears during an expedition along with a few fellow climbers. What Simmons' brother and his small team were searching for is part of a complex plot that involves a raft of well-researched elements from Buddhist history, ritual and mythology. Let's just say that there's a horde of very angry spirits between Eric and his brother Frank and the overall truth around the latter's trip will affect Eric's (and your) adventure significantly. The late 1980's setting was chosen for a number of reasons, Filipp explained as he played. With no cell phones, GPS or other modern tech niceties for Eric to rely on, players will need to pay very close attention to visual elements and other cues given as they explore the mountain and its surroundings.

Filipp played through the game's tutorial, taking time to carefully show off the well-implemented controls. The Nunchuck's analog stick moves Eric, pressing and holding “Z” makes him sprint. “A'” picks up items, interacts with doors or other objects and is used during certain context sensitive events. Tapping down on the D-pad down lets you look around in first-person view, tapping left or right selects whatever relic upgrades you've found for your handy ice axe. That axe does triple duty initially as a melee weapon (by pressing "B"), climbing aid and is used to break urns scattered about the levels. Some urns contain incense you can use to heal Eric at shrines throughout each map and he'll also regenerate a small amount of health over time.

You'll also end up (thanks to an encounter with a mysterious monk) gaining the ability to enter the Bardo, the region between earthly life and Nirvana by pressing the “C” button. Here, your vision is altered as the game's color palette bleeds away and a sort of spectral sense allows you to see hidden symbols. Using relics you find in the game attached to your axe, you can unlock doors or “rip” enemies during combat. As for those enemies, you're entering a ghost world packed with mostly angry spirits of differing strengths. There are former farmers, weak and easy to dispatch, much stronger monks that can zap you from afar with spiritual powers, ghostly hands reaching through walls that can suck away your health and more.

You can simple melee most ghosts (there's a nice combo system here) by tapping B 'til they drop, but by going into the Bardo, you can use the axe to fire spiritual energy at them. Weakened ghosts will display one of four types of arrows symbol and it's here where the Wiimote is used to finish enemies using a unique “prayer” system. You need to quickly thrust the Wiimote or Nunchuck in the direction of the arrows as they appear on screen, emulating Buddhist prayer gestures. Successfully completing the moves “kills” the spirit, leaving healing energy behind, while failing requires you to kill the ghost normally or try again. If you're grabbed, you can shake off some ghosts by quickly shaking the Wiimote and Nunchuck until they're knocked away.

The prayer moves come into play when dealing with the bosses at the end of each chapter. We were shown one boss battle against a floating winged idol (based on Buddhist mythology, Filipp mentioned) that required some deft slashing and eventually the destruction of three pesky statues that kept healing the thing. There's no auto-targeting system, so you'll need to make every strike count and when you enter the Bardo, you'd better be a crack shot and expert Wiimote waggler or you'll be going back to the beginning of the battle. Filipp finished the fight in short order, but it's a given that a few players might not figure out exactly what to do the first time out.

Later in the game, you'll find a special staff weapon called LagPa that shoots an “energy lasso” that allows Eric to one-hit kill ghosts using the prayer gestures. It's almost like a fishing game meets a fighting game as you need to yank that Wiimote and Nunchuck through on screen combos as quickly as possible without mucking it up. In terms of using Bardo weapons, the more distance you place between you and the ghosts, the better chance you have of getting a few shots off. Up close, it's a bit tricky to aim with a pissed off ghost at less than arm's length, but this adds a lot to the fear factor when multiple ghosts populate an area.

In a wonderful touch, there's no map, map screen or heads-up display to obscure the action. You'll only see a small ring that denotes your life force appear in the lower left corner when enemies are nearby, but while moving about the mountain, you'll be able to take in the gorgeously bleak visuals. Afraid of heights? Well, you'll be seeing a lot of ledges, sweeping vistas and even be able to look down at where you've some from in a few choice locations. As for the lack of level maps, Filipp noted that players will quickly realize that that upward slopes, stairs and such will always guide you in the right direction.

One other excellent change from the norm is the auto save system that allows the game to dictate the pacing, not the player. The game saves frequently enough that should you die anywhere other than a boss battle, you'll never be sent back to the beginning of a stage. Taking the ability to save manually from players also allows for a seamless game experience that will keep you concentrating on playing the game, not saving every three steps or scouring environments for out of the way save points.

Visually, Deep Silver has truly pushed the Wii's graphics capabilities. There's an stylized realism here that may go over the heads of jaded 360 and PS3-only owners, but it's hard to ignore the work that went into making what's here look and feel simultaneously beautiful and oppressive. Little touches such as the colored streamers and tattered flags blowing in the wind, fog, cloud and weather effects combined with an amazing draw distance really immerse you into the game world. Full camera control is available to the player, save for the montage filled cinematic sequences and quick instances where the game needs to show you scale or introduce a new location.

There are also creepy areas where the screen tilts to one side and blurs slightly, the colors distort and if Eric sticks around too long, his health starts to drain. It's a nicely done effect, bit I'd guess that you need to keep moving through these areas and onto the next part of a stage or else something evil will show up. There's truly an overall sense of dread that permeates the desolate village around as well as the entire mountain range. In a way, the constantly gloomy atmosphere and 'you are there' feel reminded me a little of the hugely underrated PlayStation 2 game Siren, which used elements of Japanese ghost stories all too effectively.

The sound production here is equally as grand with plenty of unsettling ghost noises, unearthly ambient sounds that keep the fear pumping, solid voice acting and a soundtrack worthy score that creeps under you skin and stays there. Filipp noted that the team went with a different casting method for the voices, as in the US, there are only about 300 or so voice actors and using them would have made the game sound similar to many others. From what I heard, everyone sounds as if they belong here – no campy screeching or lousy accents to rip you away from what you're experiencing, yet another sign of a developer intent on delivering the goods.

The only issues I can see some gamers having are with the character movement in very tight spaces or corners and the fact that there's no strafing system or “lock on” function for the Bardo weapons. You get used to this long before the first boss fight, but there are a few moments where the boss teleports around a few times, forcing you to spin Eric around in order to see where the beast has reappeared. It gets trickier when it starts summoning help and yes, you'll need to worry about two or three threats at that point. On the other hand, the fact that the game eschews these hand-holding elements that are standard issue in other horror games only makes it all the more thrilling to play.

We didn't see the gesture-based mountain climbing sections or a bunch of the other spectral enemies, but showing off too much of the game would have been a bad idea, as there needs to be some suspense before the release date. What was shown was definitely enough to let all present know that this is in no way, shape or form a “budget” game or something quickly thrown together to capitalize on the success of other horror games. With 37 years of gaming under my belt, I'm a firm believer in respecting any developer that creates a completely fresh experience in this age of sequels and clones and Deep Silver absolutely deserves your support whether you agree with me or not. The company believes so much in their baby that they're shipping it in both standard and Collector's Edition formats, the latter containing a soundtrack and “making of" feature in a steel box with new cover art.

After the presentation, nearly everyone present tried out the game and as more writers dropped by during the day, Filipp started up yet another presentation with as much enthusiasm for the product as he had at the beginning of the event. He absolutely has that right, as Deep Silver Vienna and a ton of other talented folks have created a completely enthralling game experience no true horror fan will want to miss. Personally, I can't wait to play the finished version at home in the dark from halfway under the couch. We'll be back with more on Cursed Mountain as the August 25 release date draws near. Back with a full review soon – stay tuned...