Archive for February, 2009

Flower: First Reviews

The first reviews (IGN, Joystiq, totalplaystation, Play UK)of the PSN exclusive Flower, are trickling in.

So far, this title is pulling in raves.

Honestly, this is surprsing. I’m skeptical for two reasons. The first is that the only other game from this developer is flOw, which was great for the early days of the PS3, but was really more of a stylish novelty than a great full-blown release.

The other big skepticisim is this (quoting Joystiq’s review):

The simplicity of Flower’s gameplay is already well-documented: tilt the controller and collect flower petals. In regards to the mechanics, there really is nothing more to say that hasn’t been said before.

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I’d dare to say that most video gamers aren’t of the flower petal collecting variety. But even with an open mind and a secure sense of gender identity, how fun can that really be?

It’s very promising to hear that there are major surprises in the game that are intentionally witheld from preview coverage:

later levels introduce new gameplay mechanics and artistic elements to drastically change the mood.

The gameplay evolves into something more than simply collecting flowers.

Also:

There is a greater “good” and a greater “evil” — and the conflict that arises between the two becomes the driving force of a rollercoaster of emotions.

A rollercoaster of emotions? From collecting flower petals? OK, this game has definitely grabbed my attention. I am intrigued.

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Predictions?

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Dead Rising 2 Coming to PS3!

Capcom just announced Dead Rising 2 for PC/360/PS3. The first game launched as a 360 exclusive (it is about to be released on the Wii), and got pretty good reviews.

The sequel is being made by a different studio, Blue Castle Games (previously known for 2K sports titles), with some assistance from some of the original dev team.

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Resident Evil 5 Demo Impressions

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I have been a big fan of the resident evil series from the original PSOne days and loved the new direction RE4 took the series. 5 continues this trait and doesn’t deviate far apart from one exception. CO-OP. This is without doubt the greatest idea Capcom have come up with for this game.

The Demo features 2 levels available in single player, co-op both split-screen and online (pretty sure it doesn’t support system link but i can’t confirm this). These appear to be 2 early levels if not the first 2 and have been seen frequently before in various preview videos so there are not too many surprises. The demo is pretty tough and despite being short levels geographically they are long in length as you get pinned into areas and have to survive/fight your way out of them before you can progress.

I won’t ruin what happens in the demo but it gives you a great idea of how you need to interact with your partner to beat the full game. It even marks a triumph for Capcom with how they have managed to make daylight frightening and despite seeing many videos i never knew what exactly was coming next and always lived in constant fear. RE5 keeps you on your toes throughout with the traditional low levels of ammo. Capcom have taken a leaf out of Dead Space’s book and included and inventory that doesn’t allow you to pause the action. This is worked well by also providing quick selects (like Fallout 3) mapped to the d-pad so you can grab that shotgun for when you’re suddenly outnumbered.

I’ve played the demo through numerous times alone and its fantastic but with a friend it comes into a world of its own as you start to devise plans from simple strategies. E.G. one player blockades the doors whilst the other finds items to using one player as bait whilst the other shoots. Despite the game being as linear as ever I still felt there are many possible ways to play through it in a similar vein to MGS4.

The only complaints I have is the old school controls with movement like a tank, although they do allow you to strafe when not aiming a weapon (would be nice if we could move whilst using a knife though). It also suffers from that nasty splitscreen problem that seems to be plaguing games at the moment. As in Call of Duty: World At War, RE5 doesn’t use the full screen during split-screen play which baffles me and the only explanation I can think of is that the game/hardware can’t handle processing the full image. Luckily TV’s are getting bigger but this is still no excuse. It looks like playing it online will be the optimum as you get the full screen but at the time of writing I was unable to join a session to test this out. Overall then this game looks set to be another awesome next-gen sequel to previous generation franchises and I can’t wait for its release.

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Burnout Paradise 1.6 Update

So have any of you updated your Burnout to 1.6? Is the party pack worth the $9.99? Seeing how the game is only $20 on the PlayStation store (and what a deal!), the update is half the cost of the game now. Little pricey for the first paid DLC don’t ya think?

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Killzone 2 at Amazon – Release-Date Delivery

Just a FYI if you pre-ordered or are planning on getting Killzone 2 at Amazon. You can now now select “Release-Date Delivery”. You also get Amazon exclusive Home Killzone 2 Costumes. You can use this code if you haven’t ordered yet to get $5 off “KZ2SAVE5″.

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Killzone 2 Demo Impressions – Tosh Edition

I was thinking about skipping the demo so when I got the full game it would feel fresh. But I heard the demo was short so I thought I’d give it a try.

There are 2 main sections in the demo, the beach/bridge area and the warehouse. The controls take some getting used to, I tried other controller settings. But I went back to the default, it really is the best layout. I feel really at home with it now.

The AI in the game is very good. One point I was just biding my time behind cover for a bit and they threw a grenade to flush me out, and there teammates opened fire as I exited cover. The Helgast never sit in the open waiting to get shot either. They pop out to take some shots, but they return to cover. Sometimes they team up on me while others try to flank me from the side. So this is not a run and gun game.

When you enter the warehouse there are 2 Helgast soldiers just talking to each other. If you threw a grenade in the middle of them they scream “GRENADE!” and try to run away from it, lol.

The cover system is easy to use too. Just hold L2 to stick to cover, and press the left stick up to pop out of cover. When your out of ammo you automatically go back to cover to reload which is nice. If your in the open for very long you won’t last long either. I played the demo about 5 times so far, and each play though is a little different. I want to try it with no HUD (heads up display) next time.

Surround sound in this game is outstanding too, great way to show off your system. The gun fire is very intense when you have the sound blasted. The lighting is amazing, I spend a while looking at it after I finished off the Helgast. There is your standard exploding barrels. But there are also fuel tanks, when you shoot them a few times it begins to leak fuel and you see a stream of fire come from it and it flips around for a second then explodes. Very cool effect.

Sometimes the Helgast are hard to kill when they are hiding behind cover. You can pick them off with a well placed head shot. Or throw a grenade near them will force them to run from it to avoid death. Yes the demo is short, but the demo doesn’t time out so you take your time and explore. Try shooting the fully destructive environment. The demo is based on the review code, so it’s close to the final build.

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Home 1.10 Today

Courtest of CVG:

New features

* We have added a new “Remove Player” function that allows the creator to remove people from a Game Launching session. This is complemented by the Block Player function, accessible via the Safe Screen, which can be used to stop people rejoining.

Changes and Improvements

We are constantly tweaking and enhancing various game elements to improve your experience in PlayStation Home. Updates in 1.10 include:

* The speed of the initial log-on process has been improved and a progress bar has been added to provide you with more information about what is happening.
* Items that you have already purchased will now be loaded when you first log-in, reducing the loading time when you enter stores in the Mall.
* Other players’ avatars will now load faster when you enter a space.
* The names of Home reward items will now be shown when you obtain them.
* Download priorities have been changed so that certain graphics and images (like thumbnail images and World Map chips) will download more quickly.
* The inventory system (that stores Home Reward items) has been reworked and made more robust. We have also implemented additional safeguards to help ensure that you cannot inadvertently lose any of your items.
* The Chat log window will now always be displayed on top of any other on-screen graphics, except when zoomed in to a video or poster. When zoomed in, the chat window will no longer display.
* The size of the text box has been improved on message boards in Clubhouses.
* The option to “Block voice chat” has been changed to “Block chat,” which will allow you to block both voice chat and text chat at the same time. Players blocked with this feature will not be automatically added to the block list on your Friends list.
* The game camera will now go into attract mode once you have been idle for more than 3 minutes.
* The “Resign sub leader” command has been removed from the Menu Pad. Club leaders will now have to downgrade sub leaders if they wish.
* We have further improved the UI for a variety of systems including Game Launching, Clubhouses and the Store.
* We have made several memory optimizations to improve client stability.
* We have made graphical improvements to particle systems and water effects.

Bug fixes

* Furniture in Personal Spaces will no longer occasionally vanish when you leave lights or lamps turned on.
* Single-seat chairs and sofas can no longer be occupied by more than one person at a time.
* You can now turn lighting objects on/off in your Personal Space.
* Furniture layout issues in Clubhouses have been resolved.
* The “Refresh Club Menus” option in the Menu Pad should now work as intended.
* Dates will now be displayed on Clubhouse bulletin board messages.
* A fix has been applied to the Home Safe Screen reporting process.
* Your screen will no longer freeze if you leave a game session with the game disc ejected.
* Item names and prices will now display correctly in the Mall.
* Wallpapers will now be displayed properly when you invite friends to your Harbour Studio.
* You will no longer be able to make a phone call to players who have deactivated voice chat.
* You should now be able to use two-seater sofas properly.

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KZ2 Demo Impressions Redux

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I seem to have brought out the worst in a lot of people with my last post about what I thought of the Killzone 2 demo. So be it. If people are going to react that immaturely to my opinion on something, that’s up to them.

That said, I played the demo some more last night, and I have to say that the menu still annoys me! :)

The first time I played the demo, I went with the more CoD-ish control scheme, which I think is Alternate 2. It didn’t work so well. This time around, I went with their Standard scheme, and it works much better. (Duh, I guess.) It’ll take some getting used to, and I still miss crouch as a toggle (notwithstanding what people have said about it not really being a crouch). I also increased the turning speed a bit, and that helped too. My old brain is finally learning to adapt (I turn 40 today).

I spent some time in the warehouse just blowing stuff up. There are barrels and canisters that you can shoot. The barrels explode after just a few shots, but the canisters need more. Sometimes they get a puncture and spin around on the floor for a bit before busting their contents, which is a lot of fun. The explosive effects were great. Some cool flame and smoke effects are very satisfying to see.

There are little touches to the game that I enjoyed that I didn’t notice the first time around. While the melee attack is a bit slow to get into full swing, you can do several melees in a row pretty quickly, which is great. The grenades can be cooked, and you see little lights on the grenade that tell you how cooked they are before you let loose. I also like the yellow arc that shows the path of the grenade. Sometimes if you make a particularly good shot, your AI teammate will say “Great shot!”, which is fun.

This game is definitely slower paced than many other shooters. You have to take your time to find cover, shoot, duck (and heal), and repeat. I died a lot less this time around until I started playing with grenades and blowing things up. Then I died. :) I think that my friend Steve will adapt to this game a lot better than me, because I am more of a run-and-gun type player.

What I am really looking forward to is the multiplayer. The MP beta videos at Gamersyde have really wet my appetite for some squad-based action. Medic? Saboteur? Tactician? I don’t know yet which class I’ll go for, but I’m pretty sure it won’t be Scout. I’m terrible at sniping. Take a look at the videos at Gamersyde and tell me which character classes interest you the most!

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