Archive for March, 2009

Atelier Rorona

This was officially announced earlier this month, but today, the official site is updated with a trailer and plenty of info. Unfortunately, the site is all in Japanese… Here’s a Google Translate link to the official blog. Does this suggest a Japan only release? I hope not.

atelier

This is a PS3 exclusive JRPG with a heavy emphasis on item crafting and is scheduled for release on June 25th.

(thanks to fleakitten for the tip)

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Resistance 2 Splitscreen Co-op, Redux

A while ago I posted my impressions of Resistance 2’s splitscreen capabilities, mostly the co-op. The major complaint I had, and the reason why I decided not to buy the game, was because the second player’s progress wasn’t saved.

Well, Insomniac recently fixed that problem, so I picked up a copy of Resistance 2. (I had previously rented the game.) Steve and I played splitscreen co-op for about four hours last night.

While it’s very nice that Steve can log in using his PSN id, and that progress is now saved, there are still problems.

Some problems are “why did they do things that way” problems. Like the fact that, once a mission is complete, you have to basically start from the main screen again and choose your character classes again. Why can’t it just let us continue? Or the fact that we have to do five missions in Chicago, all of which will have a lot of areas common with each other, before we can progress. It would be nice if it gave us different areas of the city to do our missions in for each of the five.

Other problems are “is that a problem or not?” kind of problems. Last night Steve and I accumulated gray tech as we went through the levels. But at the end of the day, it said that we had accumulated 0/5 gray tech towards progressing out of the Chicago level. What’s up with that? As newbies, maybe it’s just a matter of being educated.

Some problems are annoying, but don’t affect gameplay. Like the fact that, at the end of the mission, it tells us player one’s experience points progress in a progress bar, but not player two’s progress.

And lastly, there are some problems that do affect gameplay. I started the evening with a medic at level 2.8 (approximately). I ended the evening with a medic at level 2.4 (approximately). What’s up with that? I remember both seeing a progress meter that went past the end, and also being told that I had leveled up to level 2, even though I already was a level 2. That’s quite frustrating.

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New Ratchet And Clank Teaser

Looks awesome, but it is just a teaser…

rc_cit1

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The Mockers Clan Match

killzone2_smallSome people have asked that we do a clan battle with another clan.

I don’t have a problem with that, but we need to prepare.

First off, who is interested? Your skill level doesn’t matter, but you should be willing to play as a team. Please reply to this post if you’re willing and able to play in a clan battle, probably on a Wednesday night. Please don’t reply if you can’t make it.

Second, it would be good if we could get some team tactics established. So I’m looking for some suggestions for how to play together as a team. Here are a couple I thought of:

  1. We should have at least two turret placers on our team. They can place the turrets where they are most effective for a given round. Then once the round is over, they should destroy the turrets so that they can create new ones that are best situated for the next round type.
  2. We need at least one person to place spawn points. Remember that people spawn out of spawn points facing the opposite direction of the person who placed the spawn point at time of placing. I volunteer to be a spawn point person.
  3. Dying doesn’t matter for any game mode except Body Count (unless you’re the assassination target). So it’s a good tactic, for example, to place yourself between the enemy and someone arming/disarming a bomb.
  4. Everyone has to be in a squad. So if it’s a team of five, it’s no good to have a squad of four people plus a loner. Also, headsets should be charged before the match starts. I’ve fallen victim to that mistake myself.
  5. Each squad should have an objective and work together as a team to achieve it. In Capture & Hold, for example, we could have one squad tasked with holding one location, while another squad takes care of the other. (The third location doesn’t matter if we hold two.) How will we determine which squad does what?

What did I miss? I’ll add them to this list.

Third, I want to try those team tactics in our private games before we go up against another clan. Now that bots are coming in a patch next week, we could do a clan match of us versus the bots, to practice.

What do you guys think?

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