Showing posts with label demo. Show all posts
Showing posts with label demo. Show all posts

Tuesday, September 11, 2012

Hands on Injustice: Gods Among Us

Soloman Grundy was born on a Monday, smashed Flash on a Tuesday...
After playing more than seven rounds of "Injustice: Gods Among Us" at this year's Penny Arcade Expo, and sneaking in a few more after that (much to the booth staff's displeasure), I am actually impressed and excited for this game.

I was skeptical at first when seeing "Injustice: Gods Among Us" at E3 this year. There wasn't enough information present there for me, and I might have missed the hands-on demo on the E3 show floor, so there's also that.

For those of you who are fans of  "Dead or Alive," you're going to love the environmental attacks and stage shifts that are at your disposal in "Injustice." We watched as Flash and Cyborg, recently announced as a playable character by the way, battled it out in the Batcave

Now, Bruce Wayne has a lot of toys, one of them being the Batmobile. Thank goodness he puts a giant red button on one of his computers that fires missiles out of it, which really helped Flash get out of the stage's corner after Cyborg boxed him in.

That's right, you can use the Batmobile in your fights.

Cyborg wasn't having any of that, though, and punched the Flash so hard he fell all the way down to where the Batboat docks in the underwater portion of the cave. On his way down he hit pipes, rocks and all manner of obstacles that really took a chunk away from his health. The fight raged on and hanging electrical wires proved fatal for Flash as he was knocked into them frequently by Cyborg's uppercuts.

We were shown demos like this at least every hour, and I personally liked the one they did with Superman and Nightwing, who also a newly-announced character. Catwoman has also joined the roster recently, so there's at least three girls for you to kick  superbutt with.

When I actually got to play the game though, I had to try out Superman and just see how powerful he was.

Now, the controls are extremely similar to that of "Mortal Kombat," so if you're a fan of that franchise or familiar at all with their combos, then you're in like Flynn with this game.

I got to fight a few battles against Wonder Woman, and it was pretty intense to say the least. My opponent and I duked it out in the Fortress of Solitude and I got beat pretty soundly in the first round by Wonder Woman's lasso and sword. Once I figured out how to use Superman's heat vision, I kept the other player at a distance, then rushed them.

Gut shot!
The Fortress has its own quirks and interactive items to fight with, like Superman's Kryptonian spaceship. And when I say interact with, I mean that Superman picked it up and smacked Wonder Woman across the face with it. It was kind of brutal.

Combat is different for each character.

Superman and Wonder Woman are slow and plodding tanks, but they're able to rush effectively since both of them are actually floating above the ground rather than running.

Batman and Nightwing are ranged attackers that can mix it up at close range.

Flash can actually speed up and slow down the entire game so that he can work in some fast combo attacks.

People seemed to be having trouble playing with Harley Quinn as she was slow but powerful. Solomon Grundy was also kind of the same and people tended to stick with the powered folks more.

Cyborg was the one that I really didn't see people play with all that much.

Of course, there has to be finishing movies right? No killing moves, but damn there are some painful looking things there. Each character has a small meter at their side of the screen, like in the newest "Mortal Kombat" where you power up their common attacks, or charge it to do a super attack.

Flash's finishing move involves him runnning around the world to charge up a punch that knocks his opponent into the air. He then speeds behind them and promptly knocks them back to Earth hard.

Superman knocks his foe into space, then smacks them back to the ground like a meteor.

Wonder Woman calls in some Amazons that trap the enemy so she can wail on him mercilessly. So on and so forth.

Something I found rather cool (a stylistic and mechanical choice on the part of the developers) was that there is no round announcer and no stoppage in the fight. Each fighter has two health bars, and when one is reduced to their last health bar, there is a sound or a hit that signifies that the fight has moved to the second half.

Now, the other fighter could still have both of their health bars, but it just shows that the wounded one is on their last legs. Also, there's custom dialogue for each combatant and their specific opponent.

The representatives from Warner Bros. said they wanted the fights to feel like blockbuster movie battles, without the feel of a fighting game. I think they did a pretty good job, actually.

The game is fun. Real fun. Will it capture your attention for hours at a time? Maybe. There's apparently a story to the game, too, so we'll see what that's all about when more details come out.

As for more characters, there were a lot of empty spots left in the character selection screen when we played. Someone in the crowd asked about Aquaman, and the company rep said, "We cannot comment on whether or not Aquaman will be in the game."

That means yes, in my opinion. I just want to stab someone with his trident.
The closest thing to a trident so far is Nightwing's electric staff.

Friday, September 7, 2012

Hands on Dishonored

Bang bang slice!
After one and a half hours in line, I finally got to play it. Worth it? Yes. Was it everything I hoped? Probably not.

Bethesda's "Dishonored" is a fascinating game with beautiful set pieces, stunning graphics and interesting game mechanics that will have you wanting more and more. Unfortunately, it is a little frustrating to play if you're just shoved into the game with so many abilities and skills you have no idea where to begin.


That might have been Bethesda's greatest fault with all of last week's Penny Arcade Expo. The game looks solid, there's no denying it. However, "Dishonored" is not a game that you can just dive in and play right away.

Think of all of the other games that this company creates.

Would you drop a friend of yours into Whiterun, past all of the tutorials, with full inventory and several dragon shouts and tell them to have at "Skyrim?" No, because the game is too complex. Neither would you shove someone into New Vegas and tell them where Ceaser's Legion was, the NCR, and Mr. House and just say "Good luck!" for "Fallout." That's just not how you  show off a game.

In the demo, I was tasked with kidnapping a doctor in a particularly slummed-out area of town near the water. Guards aplenty, I had to use my wits and insane amount of powers to get to the doctor, incapacitate him and then escape with him over my shoulder.

Seriously, that's what they had us play.

Luckily for Bethesda, the game was pretty fun to play. There is an item and power wheel that you can bring up to make your immediate inventory more personalized or fit the situation at hand. You have a crossbow and a pistol for silent or loud, attention-grabbing attacks. The sword is also useful and you can perform some nifty finishing moves. In your off-hand you have the ranged weapon or some sort of spell. From teleportation to possession to time stopping, there's a lot of variety. Bethesda was even showing a video of men being swarmed by rats who ate them alive. Gruesome, but cool.

She doesn't get paid enough to let stuff like this slide.
People will be alerted to your presence, so you might have to hide bodies instead of just leaving them out in the open. Loud noises attract attention, and even innocent bystanders will give your position away to guards. I had killed several men in a warehouse-type area, and when I moved to some upper rooms, there was a cleaning woman who screamed when she saw me and a guard came running, pistol and sword in hand.

I also had a variety of ways to sneak, climb and fight my way into the target location. It was actually cool to kind of go back and see, "Oh, I can do it that way next time," or "Dude! I didn't even think I could do that!"

Your character is able to jump and double jump to get to those hard-to-reach places, and there is some ability to scale buildings and walls. It kind of reminded me of "Mirror's Edge" without the free running and more Mario jumping. Think of the game as controlling like "Bioshock," combat like "Fallout" or an "Elder Scrolls" title, with the ambiance and stealth of "Assassin's Creed."

The character animations, set pieces and overall world as a whole are mesmerizingly interesting. It has the field of a sort of Elizabethan-steampunk England and is something we've never really seen before. If you have, however, forgive me for not being as thorough a gamer as you. The only thing I can equate it to looking like is "Fable 3."

There's all sorts of interesting folk lounging about in "Dishonored."
My biggest gripe with "Dishonored" was that it was actually pretty hard to control. I have a feeling this would play better on the PC with the smoothness of mouse movement rather than dual-analogue sticks. Bethesda's games always seem to be made more for a PC rather than a console when it comes down to it anyways.

I recommend the game based on my time playing the demo - despite my frustrations. I can't guarantee the rest of the game will be executed well, however. Wait for some reviews to come in and then we'll try and give you the most comprehensive look we can before the game launches Oct. 9.

Thursday, September 6, 2012

Hands on Tomb Raider

Lara Croft's got a bow, your argument is invalid.
I was pretty excited that I was actually going to be able to play "Tomb Raider" at the Penny Arcade Expo last week after having seen it at E3 earlier in the summer. Of course, I was also intrigued to see just what part of the demo would be available after the outrage of the near-rape scene that took center stage during E3. For those of you concerned, it was not a part of the demo that I played and therefore it was solely a gameplay experience, so I'll focus on that.

Square Enix allowed us to play as young Lara Croft just after surviving a horrific crash. She's lost, cold, tired, hurt and stranded on an island. I had to traverse the perilous cliffs and find shelter from the tropical rains that were now slowly but surely coming down. Lara had to climb and jump in the new platforming style that has become so prevalent in adventure games like "Uncharted." In fact, it was almost exactly like playing "Uncharted."

After building a fire, Lara went to an uneasy sleep. Waking up to a clear sky, I set out as Lara to get some food. That meant I had to get  a weapon. After exploring the wilderness a bit, I came across a small hut. On the tree, hanging upside down right outside the door, was a rotting corpse with a bow slung around it. That was my ticket to getting an arrow in some of those wild deer I had scared on our way there.

Lara climbed, reached out to grasp the branch holding up the bow-slung body and promptly fell to the ground with the corpse. But, I got the bow. It took me a few tries but I finally bagged an animal. Unfortunately, Lara wasn't as comfortable with skinning an animal as much as John Marston from "Red Dead Redemption" and it took her some time to work up the nerve to do it.

Getting back to the campfire, I got to cook the meat and level up. I put some points in Lara's archery skills so that she could retrieve more arrows from her kills. I figured we'd be shooting a lot of those wild animals.

Unfortunately, the demo ended there.

That is some nasty rain.
So really the game is like "Uncharted." Honestly, that's what I took away from it. What I saw in the demo at E3 and from playing it now, I can't lie and say that it isn't eerily similar.

Does this make me sad? Of course it does. Then again, there's not much more you can do with Lara Croft since she was Nathan Drake even before he was. I suppose it's more accurate to say that Lara hasn't changed and never will, but it would still be nice to see something new done.

As for something new, the leveling up seems pretty interesting if a little unnecessary. I'm not sure we'll be roaming the wilds of this island so much that we'll need to have a personalized way of playing with Lara rather than just a gradual shift in her tools and skills that happens in games like "The Legend of Zelda" and "Assassin's Creed."

She looks pretty mad, doesn't she?
Of course, Lara herself has changed a little too. She's younger, more uncertain and she's definitely out of her element. Personally, I think this is really great because I've always wondered what Lara was like before she became the Tomb Raider.

This trial by fire definitely puts some steel in her character and back story. Since the games have previously never really had a linear story, starting from the beginning doesn't seem like a stretch as much as it would with any other franchise.

There's a lot here and a lot of potential in this game, but I'm not certain that a younger Lara with some customization of skills will be enough to reinvigorate a franchise that was never particularly groundbreaking. This isn't to say that Lara isn't a cornerstone of gaming history, more that the "Tomb Raider" franchise is not something that needs to be anything more than it was. Perhaps it would be more suited to an HD re-release than an entire franchise overhaul. Only time can tell, but we're looking forward to the game come out March 5 of next year.

Wednesday, September 5, 2012

Hands on ZombiU

Aim for the head!
Ubisoft’s Wii U title that has been passed around and casually looked at by press and gamers is something of a mystery. At this year’s E3, I was able to watch some people play a mode of the game where a single player fought hordes of zombies that came in waves as they held a point down. What I got to experience first hand at the Penny Arcade Expo this weekend was an entirely different story.

Jumping into the shoes of a survivor, I had to escape Buckingham Palace and survive the zombie hordes within. Inside, I had to scrounge for ammo to go with my handgun and the Royal Guard carbine that I had looted off the ground. The people at the demo booth told me that the game relies heavily on survival and tactical instincts, making you really conserve your ammo and get down and dirty with the zombies if you have to.

That made sense as I only had eight rounds for my pistol and three rounds for my carbine. But what I did have was an unlimited supply of skull bashings thanks to my handy-dandy cricket bat. Very “Shaun of the Dead” if you ask me. And like Shaun, I aimed for the head and cracked a few zombies in the skull a few times to make sure they were good and double-dead.

That's pretty much how it looks when you play the game.
The game’s menu is on the Wii U gamepad, so instead of having to press pause, you just look down and slide the inventory in to view, and the game on the screen pauses while you rummage through your pack to figure out what you want to use or discard. Now, this is a really interesting use of the gamepad and I actually liked it. What was hard was that the mini-map was down there as well, and having to look at my hands while also running on the screen was a little difficult. Especially when little red blips show up on it to tell you where zombies are and you don’t immediately look at the controller to see if there’s danger. It’s going to take a lot for gamers to get used to that on Nintendo’s new system.

The graphics were good. They were passable for current-gen systems but nothing too impressive for a next-gen machine. I suppose that’s actually a compliment for a Nintendo console as they’ve never been the most graphically-intensive machines on the market. Often times, if you crack a shot off at a zombie’s head, you might actually give them a real close haircut and expose their brain.
Zombie John!
Something fun was that when I actually died in the demo, I was put in the place of another survivor and I actually encountered my past-self in game as a zombie. When I killed that version of me, I could loot myself and get all of my previous items back. That kind of reminded me of the old "Diablo II" mechanic where you could loot your corpse. Something fun they were doing at the booth was also allowing you to use the camera on the Wii U to zombify yourself and I was told that you could even put zombie-you in "ZombiU."

All in all I think that “ZombiU” might present an interesting experience for a title on the Wii U. The game isn’t anything new, but it utilizes enough of the technology available in the system for it to be somewhat interesting to people who pick it up for the first time. I’m equating it to “Red Steel.” Hopefully it is much more refined and well executed than the other Ubisoft flop. Keep your eyes out for this game to come out Dec. 31.

Tuesday, September 4, 2012

Hands on Metal Gear Solid Rising: Revengeance


Here it is - the moment you’ve all been waiting for. Konami’s newest installment in the “Metal Gear Solid” series, “Metal Gear Solid Rising: Revengeance.”

Silly name not withstanding, I went in with an open mind to this demo as I’ve never really played much of the “MGS” series to begin with. I’m sure there are some people who will feel that I’m not really capable of doing a solid report on “Revengeance” because of this, but I’ll be purely reporting from a mechanics and gameplay standpoint.

The demo at the Penny Arcade Expo in Washington this weekend had us tackling the game as Raiden, newly outfitted with cybernetic parts like the Six Million Dollar Man. In the demo, he was equipped with a crazy lazer-sword a la “No More Heroes” that could basically slice through anything. Raiden could pick up weapons as well as sneak, but it just didn’t feel like a “MGS” title. What it did feel like, was “Ninja Gaiden.”


I’m not sure if that is blasphemous or actually really appealing to Kojima fans, but I honestly felt like I was playing that dressed up in “MGS” skins with the occasional exclamation point flashing above an enemy’s head as he became aware of me. How could he not, after all I had practically no stealth capabilities whatsoever.
I actually cut up a Metal Gear monster thingy with that sword of his like it was nothing.
Attacking is your standard button-mashing combo fare that many might equate to “Dynasty Warriors” or “God of War.” I have to give them credit, though, with the game mechanic that let you actually slow down time and pick the direction that your blade would run through your enemy. It made me think of the “Afro Samurai” game where you could slice the tiniest parts off of enemies in slow-motion.
 
The entire scenario was a virtual-reality training session for Raiden to become familiar with his new cybernetic implants. I have no idea how he has become a cyborg and I won’t speculate as to whether or not this is a cheesy or interesting plot twist. Cyber-Raiden kicks a lot of ass, cutting baddies and the occasional watermelon into little slivers of meat. On a fluke, I attacked a random pillar that was just sitting in a courtyard where I had a mini-boss battle, and found that I was actually able to use the sword slashing mechanic to dice up the column into little stone pieces. Of course, the archway it was holding up promptly fell apart, but I was genuinely impressed that there was some environmental destruction evident in the game. Kojima is really known for producing games that have attention to detail.
He just does not look like a happy camper.
I found the game's controls a little difficult to use. Raiden was far too sensitive to commands and I found myself running into objects a lot. Also, the screen is flooded with digital images and information about objectives and directions and attacks and combos that I felt a severe case of sensory overload. I understand that he’s a cyborg now and he’s got all sorts of fancy ocular implants, but I’m not  a cyborg and I don’t need that information shoved into my face.
 
Honestly, the demo was fun, but I wasn’t impressed by “Revengeance.” Maybe it’s because I’m not a “MGS” fan and maybe it could be that I’m just not seeing the full game. Whatever the case may be, I feel as though the game steals a lot of elements from other franchises such as “Ninja Gaiden,” “Dynasty Warriors” and even the quicktime events from “Resident Evil.” Granted, those are all proven mechanics that have sold over the last decade, but from what I know of “MGS’s” history as a stealth franchise I don’t really see this as a new direction that will revitalize the fanbase. Even some of the hardcore fans that were there seemed a little put off by it when I asked them. Then again, there were some people who thought the game was really awesome. It will be interesting to see who shows up to buy the game when it comes out on Feb. 19 of next year.

Saturday, July 28, 2012

Who's Watching the WatchDogs? We are.

Want information about "WatchDogs?" Get in line. Ubisoft is being as tight-lipped and shady about their new title as their protagonist Aiden Pearce. Looking like a modern version of comic-book characters The Question or Rorschach, Pearce seems to be a surveillance and technology nut. Motives? Unknown. Objective? Unknown. What everyone does know is what Mr. Pearce can do with his smartphone and a telescoping nightstick. God help you if he gets his hands on a gun too. How do we know this? Well, Ubisoft showed a rather impressive demo of the game at E3 this year and talk hasn't stopped since then. Check it out.


The first thing everyone wanted to know was just what system that game was running on. The graphics are stellar. From the rain glistening off the buildings, to the wind blowing clothes around and even the lighting. It's reminiscent of the graphical magic of "Red Dead Redemption."

Character animations look remarkably smooth as well. The conversation between Aiden and his companion was like watching two actors hash it out on set. Combat animations are glorious. From the shooting, to the sliding over car hoods and rescuing innocent bystanders. Of course, it's entirely possible that the entire thing was scripted for purposes of the demo to the public, so one has to assume it won't be that awesome during gameplay. Regardless, it still looks about ten levels of awesome.

Very classy, Aiden.
Aiden seems to only need one tool for this entire game, his smartphone, which he pulls out just as much as an antsy teenager at the mall waiting for a text from a crush. No one suspects the dude in a trench coat looking at his phone. Apparently everyone should now because using just his phone Aiden can stop traffic, disrupt telecommunications, hack into phone conversations, background check individuals in any environment and I'd be surprised if he didn't have "Angry Birds" and a wicked-awesome HD camera on that thing too.

Preying on our dependence on technology is a stroke of genius and honestly scarily realistic. Aiden's tools are simple, of course a multi-purposed hacking tool that can do all of the above might be a tough thing to find. He doesn't seem to need a gun unless his opponents have them.

The question remains, though: Just who is Aiden Pearce.

When the Vault talked with Adam Sessler at E3, he was very excited about "WatchDogs" and what it could mean for the industry. However, he brought up a good point. Are all of Aiden's tools and abilities going to be used as gimmicks and become old fast, or will they be crucial tools that can be used at the player's discretion? Worse, will they only be available when the game allows them to be used? The answer will dramatically change how the game is played and how fun the game itself will be.

After only seeing the demo, no one is quite sure how open-ended the game will be or how many tools Aiden will be able to use to escape those following him, and how much you'll be able to play as his pursuers. At the end of the demo, the audience was able to see Aiden running from the police through another person's eyes. Who is this person? Will we get to play as him? How often? So many questions, and not enough answers. Maybe that's how Ubisoft wants it.

Keeping with their apparent theme of sci-fi thrillers like "Assassin's Creed" and "Ghost Recon: Future Soldier," "WatchDogs" will fit in nicely with Ubisoft's line-up.

I will never trust anyone on the street with their phone out again.

Wednesday, July 18, 2012

Eyes on Assassin's Creed 3


It is nearly impossible to describe how utterly excited I am for this game to be released. Of course, I wouldn't be doing my job if I didn't analyze the game thoroughly from what has been released to the public through demos, trailers, videos and interviews instead of succumbing to rabid fanboyism.  
 
"Assassin's Creed" has been a pivotal game series in the last decade due to its innovative gameplay, stunning graphics, unique storyline and constant evolution. "Assassin's Creed 3" takes place during the American Revolution as Desmond takes what Ubisoft has stated is probably his final look into his past and become the British/Native American Assassin Connor. Wielding a tomahawk, pistols, saber, knives and a hunting bow makes Connor look like the deadliest and most versatile Assassin we have seen to date in the series.   

Of course, what "AC" game would be complete without historical figures for the player to interact with? None other than George Washington and Benjamin Franklin have been confirmed to appear in the game. This fits the trend of major historical figures such as Richard the Lionheart and Leonardo da Vinci appearing in past games.  

While a pre-rendered, CGI trailer from Blur Studios is nice, and quite frequently better than a major film trailer, they don't quite do games justice when it comes to the actual gameplay. Thankfully, attendees of E3 and San Diego Comic Con were treated to live demos to sate their curiosity. Haven't seen them? Don't fret:  
 

Fans of "Assassin's Creed" will note subtle differences to the gameplay this time around just from this snippet of gameplay. Obviously there was much focus on the tomahawk and bow and arrow usage. Likely because they're new and Ubisoft wanted to show off. That's just what you do when you've got a new game. Oddly enough, the tomahawk is so visceral and violent it seems to work with the somewhat cold and dirty look of the game. 

Connor's guerrilla tactics allow him to take no prisoners and show no mercy in his drive to get to his target. Plus, hanging that guy from the tree was pretty awesome. The bow and arrow replaces the crossbow from previous installments in the franchise, or at least it appears to do so, and really that doesn't seem to be that big of a deal. The crossbow was an excellent long distance stealth weapon for the player to utilize, and if your main character doesn't have access to that type of technology, then the next logical thing would be a basic bow. Although he does have pistols, but let's not split hairs when the entire basis of the game is science fiction anyway.   

Something else to take note of in the very beginning of the demo was the cover system in the tall grass. This mechanic is clever since there might be a shortage of hay bales in the deep woods and in fields. If Connor is supposed to be a hunter and tracker, then he would use such tactics to stalk his prey and pounce without warning. Speaking of prey, PETA might be a little upset at the large amount of animal killing. *audience laugh*  

The character animations and details are of a level we have come to expect from this franchise, having evolved from "AC: Revelations" accordingly and looking beautiful. From the way the deer limped and staggered after being shot, to the conversation Connor has and the way he fights, everything looks superb and seems to flow effortlessly.  
  
Free-flow combat returns in "Assassin's Creed 3."
Now that combat's been mentioned there's the little matter of multiple takedown moves and grabbing weapons on the run. "AC" is known for it's innovative free-flow combat and was one of the first games to perfect it from the style that was "Dynasty Warriors" and "God of War." Few games successfully emulate it now. To see it now you'd not blink twice, but it's good to see the company still providing something that works. 

The crowd at E3 cheered pretty loud when Connor snagged that rifle at the end and jumped to kill his target with it.  Free-running and climbing seems to be the same as in past games, but adding trees into the mix is a sigh of relief after fans constantly complained about not being able to climb trees with past heroes Ezio and Altair when they were easily able to scale the Vatican and other huge buildings.

What you don't see in this demo is the naval combat that was displayed on the show floor of E3. Looking vaguely like the system in "Empire: Total War" and "Napoleon: Total War", the player is able to steer the ship, target the enemy vessel and command the crew to fire at their pleasure. Unfortunately, the demo faded to white when the boarding of the enemy ship began, but hopefully there will be ship to ship combat to go with the cannon fire.
 
Assassins at sea.
Also on the show floor of E3 was a live demo of an in-game Boston, Mass. in which the development team took attendees on a tour through the streets of the city to show what urban gameplay would be like. It didn't seem much different from past games - sneaking through crowds, running on rooftops and assassinating soldiers in alleyways. What was impressive and fun to see was the ability to run through certain windows and come out the other side of buildings to evade capture. This was a little funny and I'm pretty sure I heard a woman scream in surprise as Connor trampled through her bedroom.

There are a few issues that should be addressed from previous games in the series that I hope the developers of "AC3" address. Enemy AI needs tweaking. Always always always. Sometimes it's downright stupid, only one man attacking at a time in a group of soldiers ten strong. Other times it's almost as if the guards are clairvoyant and can sense trouble from three blocks away, making things far more difficult than one would think they'd be. There never seems to be a happy medium. Perhaps this is Ubisoft's way at telling the player he needs to try a different approach, or maybe it's just one of those things that slips through the cracks. Who knows?  
 
Connor must have inherited his fashion sense from Ezio.
Also, for the love of all that is holy, can someone please fix the jelly-body bug? Yes, everyone loves ragdoll physics. They're creative and very life like. But after four games, you're still able to walk over a corpse and watch the body roll across the ground as if it's made of helium or watch it bounce as it falls from a death blow in a horrifically unrealistic fashion. Either the bodies aren't weighted correctly or there's just something wrong with the coding, I'm not sure. I'm not a programmer. But you'd think that after this many years someone could figure that out and fix it.  

 The repetitive nature of "AC" has been addressed in the past, and often times in games it seems fixed, while at other times it's just plain annoying to fetch this, look at that, deliver this and kill four of these guards.  Will there be more command of the Assassin's Order in this game? If not, that's a whole game mechanic removed that took a lot of time up for players and there should be something to replace it, or at least use players' time more effectively to ensure they don't miss leveling up their students.

Bugs, glitches, annoying pedestrian AI that blocks your path when you're trying to move stealthily through a crowd - there are numerous things that have popped up in their last four games that should hopefully be addressed and dealt with. "AC3" might be a perfect game if the rest of it is as good as it looks. If not, well, it will be enjoyable, but it might be a little disappointing compared to the other fan favorites in the franchise.
 

Monday, June 11, 2012

Hands on with Papo & Yo


Quico has to placate the monster in order to solve puzzles.
Tucked away in a corner of the massive PlayStation booth at this year's Electronic Entertainment Expo was a single demo station for for a game that puts players in the bare feet of a young boy named Quico trying to coax a giant rhinoceros-like monster through the world to solve puzzles.

“The creator had a rough childhood, and this game is his way of expressing it and dealing with it,” Stéphanie Landry, environment artist for developer Minority Inc., said.

Landry went on to explain that the monster, whom is addicted to eating frogs, represents a disinterested and aggressive father figure, and that Quico is analogous to the creator of the game, Vander Caballero.

The monster is largely uninterested in Quico's activities in the demo level, so he must be coaxed through levels with fruit because the only thing the monster likes more than sleeping is eating, according to Landry.

The level I demoed revolved completely around moving the monster from point A to point B, which required puzzle solving and manipulation of objects in the world and reach the other side of a courtyard.

The controls are a little stiff, the graphics are decent, but not amazing and character animations don't seem to mesh well with the environment, but “Papo & Yo” is not yet ready for release and seems to be aiming more at storytelling than impressive graphics.

The game will be released later this year, according to Landry.
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