I have absolutely no idea why they’re doing this, but developers have been making announcements after announcements the week prior to E3. Konami went as far as to pre-record their E3 presentation instead of doing it live. Anyways, EA has finally announced Dead Space 3 and Need for Speed: Most Wanted (2012), confirming rumors froma while ago, as well as the leak that happened a couple of days back. Accompanying its announcement is a screenshot taken from the next Need for Speed game. Since I don’t play horror games (real life is scary enough as it is), I’ll just give you some of my insights on Need for Speed.
NFS is actually one of EA’s longest standing franchises (20 games since 1994). The first game was known as one of the most innovative games in the racing genre, bringing car handling to a whole different level. It is also one of the first racing games to bring in non-linear police chases combined with various tactics. However, in recent years, EA has released flop after flop – some of the more notorious ones being Undercover and The Run. As a matter of fact, it was Undercover that began the whole “two year developmental cycle”, which would alternate developers year by year, giving each developer more time to make the games while releasing one each year. This seemed to have worked with Hot Pursuit (2010), but not so much with The Run.
I grew up playing Need for Speed. I went as far back as to NFS 2. My personal favorite has always been High Stakes on the PS1. The graphics were just so stunning back then. Plus, playing as the police is just so much fun. Instead of ramming the suspects while killing them in the process and bearing a seven-figure lawsuit, the game actually requires the players to stop the suspects by, you know, making sure that they have nowhere left to go. You have to trap the suspect in order to make an arrest.
Porsche Unleashed also has one of the best looking visuals at the time. Hell, it still looks good today.
With a history going that far back, I am undoubtedly a Need for Speed junkie. You can’t imagine how excited I am when I first heard about the next entry to the franchise. Criterion Games, mostly known for the Burnout series and Need for Speed: Hot Pursuit (2010), is behind Most Wanted. Based on the 2005 game of the same title, it is fair to assume that those insanely long, fun police chases will return. I am most intrigued by the storyline. Oh how much do I miss those insanely deep storylines (spoiler alert) and mind-blowing acting. They’re not bad, just misunderstood. OK, who am I kidding? They’re all turrible, but that’s also the reason why they’re so much fun.
The first Most Wanted was released on PSN recently. If you’re an XBOX 360 or PC owner, you can grab a physical copy of the game. Either case, I definitely recommend checking it out.
EA’s presentation will be live on Monday at 1pm PST. You can watch it live on GTTV. I will, once again, give you my impressions on the game then. And yes, I do know this is a tease to a tease. It’s still stupid.
Before we get to anything Tomb Raider, I wanna take a second to apologize for not giving you a sneak peek of this article two hours before putting it up. It’s completely on me. In order to atone for my mistake, I shall perform a Japanese ritualistic suicide known as seppuku to myself. No, I won’t post pictures; I can, however, describe the scene. Imagine a fat ass teenager cutting his stomach open with all of his intestines oozing out, dying a slow, painful death. Yea, let’s just pretend that actually happened and get this over with. Let’s move on to what you clicked on the article for – my impressions. Here’s the trailer, in case you haven’t seen it yet.
First and foremost, we’re finally getting a release date for this game. This game will hit store shelves in March, 2013. That is a good 8 months away from now. Given how many blockbusters are coming out in fall (such as Hitman, or the 9 millionth Call of Duty game), it seems to be a logical move for Square Enix to push this game to the next fiscal quarter and give Crystal Dynamics more time to polish this game.
Assuming the world doesn’t end in 2012
As I mentioned last time, the game is looking great. This time, we get to see a greater variety of environments and weathers, ranging from dark, gloomy caves, to large, open forests.
This time round, we finally get to watch some more gameplay. Lara Croft can be seen wielding a bow in the picture above, which she would use to kill the deer.
Pictured above: A non-PETA member doing something very anti-PETA
Soon after, Lara can be seen cooking what I would presume to be deer meat. This leads me to wonder if there will be some sort of hunting feature in the game, similar to Metal Gear Solid 3.
Pictured above: A non-PETA member cooking some very anti-PETA food
We also get to see a bunch of cutscenes which I would assume to have incoporated a series of quick time events. The first of such occassion is the wolf attack, and the second being the rape attempt. Personally, I’m not digging these button-smashing features. They cause frustrations, and lead to a decrease in intellectual levels. Furthermore, you know it’s an overused gimmick when you see it in a racing game.
Pictured above: A non-PETA member protecting herself from a PETA-endorsed individual
Men think with their dicks. FACT!
In one of the cutscenes, Lara Croft communicates with some of her allies. This begs a question: will there be a companion system of some sort? It makes sense for Lara to stick with her pals since they are in the wild, fighting off some people with guns while waiting for help. Interesting…
There is also a sequence later in the trailer which shows Lara sneaking around a burning site (until a guy tries to rape her, as mentioned above). Stealth seems to play a role in the game, and staying quiet and unseen might be important in the game. After all, Lara is stranded on a deserted island, where ammunition sources should be scarce. Plus, it doesn’t help that she’s going up against trained mercenaries.
In addition to the bow and arrows, Lara can also use pistols. The sequence shows her drawing her sidearm in slow-mo and fire a few rounds into the bad guys.
There are also melee combats, but we could only catch a glimpse of them. I actually feel there is a good amount of potential in this aspect of the combat system, since she is in the wild and should be able to use whatever nature throws at her. For example, she could try combining a huge rock and a tree branch to make a hammer. I can’t tell if there will be such a mechanic in place from this still.
Last, but not least, we also get to see some platformer action. Nothing much can be told at this moment, except that they seem to require some reflexes. Duh.
I’m disappointed with the complete lack of puzzle-solving in the trailer. I sincerely hope we can see more of that in E3. From what I’ve seen so far, the game is capturing that “fight for survival” tone pretty well. This is certainly looking promising thus far. And before you ask, yes, Tomb Raider will totally piss PETA off, which is a major plus in my book.
This is Button Mashing, Grizzly Bomb’s video game news headquarters. Previews, interviews, rumors and all the latest stories relating to the biggest games, all in one place. Here are the most important things you need to know for the week of May 28, 2012:
‘Diablo III’ Updates Coming This Week – (Battle.net)
It would be an understatement to say that Diablo III had some technical issues upon its release, but Blizzard has certainly been working hard to iron out the kinks and get their game fully operational and optimized. These fixes, patches and tweaks continue with the game’s latest design update, which has been outlined on Blizzard’s own community site, Battle.net. The update plans to balance out all kinds of idiosyncrasies that haven’t quite met Blizzard’s standards, which I imagine means adjusting all kinds of knobs and dials, and turning a large wooden crank in a dusty old room somewhere underground.
Suffice it to say that you may notice some slight changes to the effectiveness of your characters’ attacks, as well as the damage output of NPC’s, particularly on higher difficulties. Blizzard is very clear that they want all classes to feel equally capable, and hope no single attack, rune or character will inevitably trump all others.
‘Far Cry 3’ Gets Trippy
Far Cry 2 certainly didn’t play well with the vast majority of gamers, but there were a few here and there that responded positively to the game’s ambitiously open world. Among them was one of my favorite industry people, Hey Ash Watcha Playin’ co-creator and current Gearbox Software employee, Anthony Burch. And while I didn’t take to the game as easily as he did, I definitely felt it had a lot of potential, and didn’t deserve to be dismissed to the extent it did.
Far Cry 3 looks like it’s trying to find a middle ground between becoming more accessible to the majority of players, and maintaining its unique take on the FPS genre. There clearly appears to be more of a linear story this time around, with a voiced character who seems to interact a lot more, a defined character/narrative arc and seemingly some scripted gameplay moments, but these all look to be interesting enough that it isn’t necessarily turning me away. It certainly helps that the graphics look fantastic. This particular trailer for the game showcases some of Far Cry 3‘s more guided moments, an interaction with the island’s resident doctor:
I’m really looking forward to seeing more at E3.
Metro: Last Light Points the FPS in the Right Direction – (IGN)
I never played Metro 2033. I hear it was very intriguing, but fundamentally, too flawed to garner huge praise. With this article by IGN, I can certainly believe that first part; Metro: Last Light looks like it might, along with Far Cry 3 above, convince me not to abandon the FPS genre for good.
“Moscow […] is bleak and surrounded by collapsed buildings, but it’s not the type of setting you might find in Fallout 3 or Rage. Metro’s world is one of horror, where psychic visions drive the few people still alive completely insane. And air isn’t the only thing that’s scarce. In addition to looking for new air filters, you’ll always be searching for light, bullets, battery chargers and even other people as you explore what’s left of Moscow.“
“Exploration is Metro’s greatest strength. Moving through the tunnels of Moscow’s underground subway system, you’ll use a lighter to see where you’re going (or a flashlight if you’re fortunate enough to find a charge). There’s a real sense of terror moving through the dark, never knowing what you’ll find around each corner. If you’re lucky, you’ll come across some supplies, maybe a shotgun. If you’re not, you’ll find mutant spiders bursting out of a corpse.“
I can do without the ‘psychic visions’ and mutated enemies. Those are tropes that I’m not particularly fond of (as I mentioned in my ‘Last of Us’ article the other day), but the environment described and showcased in the above clip looks promising. This might be the first time I’ve ever cared about an FPS setting.
‘Heavy Rain’ Developer Might Unveil Next Project at E3 – (Side Mission)
A “trusted” source claims that Quantic Dream have two new projects under way, and one or both might be revealed at E3 2012. Quantic Dream’s debut title Heavy Rain was one of Sony’s biggest stories when it was released in 2010, and though I found it to be a fundamentally flawed experience, it was an ambitious and interesting direction to take interactive storytelling.
The team released a tech demo earlier this year that showcased the gorgeous visuals and emotional range they’re able to create in studio:
There’s no telling what direction Quantic Dream will take with their impressive development tools, but if they can create an experience more conducive to the interactive medium of a video game, it may well be the next step in the industry’s evolution.
‘Dead Space 3’ Unofficially Announced – (IGN)
Sources indicate that Dead Space 3 is on the horizon, though it’s not exactly a shock considering this is an industry that hands trilogies out like beads at Mardi Gras. There are however some interesting tidbits to note regarding the supposed new chapter:
Isaac Clarke, Unlucky Space Engineer Extraordinaire, reportedly crash lands onto Tau Volantis, a frozen planet which serves as the game’s new setting:
“Isaac believes he’s the only survivor and begins heading to an abandoned waystation. He soon finds that others are still alive, including Ellie from Dead Space 2 and a new character named Jennifer. The report adds that the enemies will be known as The Hive Mind. ”
Additionally IGN has heard rumors that Dead Space 3 will feature drop in/drop out co-op, a feature that I imagine must work against the horror game’s atmosphere of isolation and helplessness, but nonetheless:
“Isaac Clarke will, if players choose, fight alongside a man with a gnarly scar on his face, an engineering RIG of his own, and glowing red eyes peering from his helmet. During single-player, this character acts as Isaac’s guide.
The cooperative mode mirrors the single-player campaign, but Isaac’s story changes to accommodate it. At one point in Dead Space 3, Isaac and his counterpart stumble, wounded, bloody, and missing chunks of armor, out of burnt wreckage together. In single-player, the same scene happens without the other character. While Isaac may have a psychological breakdown and experience hallucinations on his own, certain traumatic events don’t occur with someone by his side.
Players will also work together (using telekinesis, for instance) to interact with pieces of the environment. In addition, you’ll be able to share ammo with and heal your co-op partner, although there is no revive system — once someone’s down and dead, both players reload the last checkpoint.”
I can’t imagine how this will change the game but co-operative campaigns are always more satisfying and entertaining than competitive multiplayer. From what I understand, Dead Space‘s foray into PvP didn’t exactly pan out, so hopefully players take more to the new feature.
That’s it for this week’s Button Mashing! E3 is fast approaching so stay tuned – we’ll be keeping on top of all the major stories.
A teaser to a trailer? You can’t be serious, right? What kind of world do we live in nowadays? We’re having foreplay’s before foreplay’s. I don’t get it. Whatever. I’m here to give you some of my impressions on (the teaser to) the upcoming Tomb Raider, pending a release window sometime next year.
Before we get into anything, it’s vital for you to understand that I have never played a single game in the franchise, nor did I watch any of the movies. I wrote this article after skimming through a few Wikipedia articles, and watching a couple of gameplay videos. Most of the time, I just end up staring at Lara Croft’s two lumps of meat, located right above her abdomen. I’m not even into boobs. Talk about dedication.
One of the bigger deals about the game is that it’s a reboot to the Tomb Raider franchise. You can obviously tell from the new, re-designed, “I am going to be taken seriously” look to her, as opposed to the “I am actually a blow up doll playing someone with brains, or no brains? I don’t know. My boobs are larger than my brain anyways. Wait, do I have a brain? Oh no, I don’t!!! I’m a sex toy!!!!”
Trivia: Lara’s huge boobs are the result of an accident on the artist’s end as he was making adjustments to her figure. They decided to stick with it.
Anyways, here’s the teaser to the trailer to the game:
I hope they realize how ridiculous it is to give us a preview to a preview.
First of all, I have to say that this game is looking amazing. The environments look vibrant. Lara actually bears great resemblance to her conceptual design unlike*ahem*FemShep in*ahem*ME3*ahem. It is also worth noting that the cut scenes seem to be rendered using the in-game engine. At least that seems to be the case when Lara Croft lights up a match and sits right next to the campfire. CGI cutscenes are falling out of favor fast, given how realistic graphics in modern video games look.
There isn’t much exploring in the teaser. The sequence they have shown involves Lara walking on a plank of wood, and climbing up the frame of a dismantling aircraft stuck to the edge of a cliff. To the best of my understanding, the game is supposed to be somewhat “sandboxy”, so this might just be a linear portion of the game.
Compared to previous games, which focused on puzzle-solving, Crystal Dynamics has decided to place a larger emphasis on combat. I’m somewhat intrigued by this direction, since there are already some well-established franchises which share the same vision (eg. Far Cry). I’m excited to see how the devs are going to mix things up.
We’ll be back on Friday to give you our thoughts on the trailer. In a shameless attempt on hyping up that piece and generating traffic to the site, we will also release a snippet of that article two hours before putting up the article for everyone to read.
For years, the shooter genre has remained largely where it was half a decade ago. Most of the innovations within the genre came largely from incorporating elements from RPG games, most notably by including more customization options as well as various leveling up features. The impact of RPG games doesn’t end here, as video games, in general, are becoming more and more plot-driven. Furthermore, the design focus has shifted from single player to multiplayer, as evidenced by the tremendous success of the Call of Duty series. Max Payne 3 attempts to find a balance among all things: story and gameplay, single player and multiplayer, etc. So the question to ask is, does it succeed?
Before we dive into the details, it’s best if you learn a little something about the franchise. Max Payne 1 was developed by Remedy Entertainment (now largely known for Alan Wake) and was released in 2001. Its subsequent sequel, Max Payne 2: The Fall of Max Payne, would be released two years later in 2003. The series is largely known for its insane, over-the-top, Hong Kong style action by incorporating bullet time and shootdodge mechanics. It is also embraced by fans for its grimy tone and graphic-novel-like cut scenes. Despite of adoration by critics and hardcore fans, Max Payne 2 performed disappointingly in sales and was left to rot. It wasn’t until 2009 when Rockstar Games, the publisher of the games, announced that Max Payne 3 was in development. After two more quiet years, Rockstar Games finally gave its fans a firm release window of 2012. Now here we are, playing the game.
As mentioned, the story of Max Payne has always been dark and noirish. Max Payne 3 is no exception. This time round, the titular character is even more depressed than ever. Not only is he a suicidal maniac who pops pills like candies and substitutes alcohol for water, he also carries guns. Here’s a question. What is the sum of a man with nothing to lose and lots of guns?
*starts humming music from Jeopardy*
DING! DING! DING!
If your answer was lots of trouble, or something along those lines, then I’m glad to tell you that you were right. Basically, Max steps on the toes of some bad people. As a result, he takes up a job offer in Sao Paulo, thousands of miles away from his home in New Jersey. There, he is assigned to protect the wife of Fabiana Branco, wife to the rich and powerful Rodrigo Branco. Fueled by the loss of his loved ones, Max feels absolutely obliged to protect Fabiana. So, when Fabiana is kidnapped, Max goes ahead and unleashes wrath’s of fury upon those who took her away, and more importantly tries to bring Mrs Branco back safely.
For the most part, the plot is fairly straightforward, even predictable at times. It is very much in tone with the first two games, in which smaller events unveil larger conspiracies. Compared to the last two games, the storyline in Max Payne 3 is a lot more grounded and believable. Many had concerns over the atmospheric change in the game, citing that Sao Paulo is not nearly as dark as New York, and hence, the end product would end up going against its roots. Personally, the change in setting didn’t affect me one bit. The story is as dark as ever and the setting doesn’t change that fact. Plus, there are flashback missions set in New Jersey, which should please the doubters. Generally speaking, the story is fine. There are, however, a couple of moments which are clearly products of lazy writing, and they can’t simply be disregarded.
With that being said, why should you care about the story? The answer is simple. Max, as a character, is extremely well-written. The character development is very organic. Events throughout the game bring subtle changes to Max’s personality and approach. The dialogues, filled with Max’s sense of dark humor, are amazing. I especially enjoyed the line which Max says, “I had a hole in my second favorite drinking arm,” after taking a bullet in his left arm. The presentation compliments the character study very well. The largely varied soundtrack sets up the atmosphere. Cut scenes highlight snippets of important quotes by characters. For those who miss the comic-panel cut scenes, Rockstar has incorporated various freeze frame cinematic techniques. The cut scenes are rendered in real time using the game’s engine and they look absolutely gorgeous. As a result, the transition from cut scene to gameplay is very smooth (with no loading screens), and is a very nice touch for a plot-driven game.
As cinematic as it is, Max Payne 3 is still a video game at the end of the day. So, how does the gameplay fare? I am glad to report that the single player mode is still very “Max Payne” at heart. Run and gun is undoubtedly the way the game is intended to play. If you intend to duck behind a wall and blind fire until your bullets hit someone, then this is simply not the game for you.
To discourage players from hiding behind covers, Rockstar has brought back the health pack system. Well, it’s a Max Payne game after all, so instead of calling health packs first aid kits, we call them painkillers. More importantly, the health regen we’re so used to is almost non-existent. Your health will only regen by a bit if you’re on the verge of dying.
In addition to the old school health system, the maps are large and are designed for flanks, which your foes are more than happy to do. Some of your enemies will lay down cover fire while the rest will charge at you. As you can see here, the AI is fairly smart. They aim with surgical precision, making the game that much harder. This is also the very reason why bullet time is so important in this game, as it gives you more time to aim. The bullet time bar depletes at a significantly higher rate on higher levels of difficulty, further amping up the challenge. Slow-mo shootdodging is still somehow possible when the bullet time bar is empty. You wouldn’t want to use shootdodging unless in desperate circumstances since it takes a while for Max to get back up on his feet after performing the move, deeming you a sitting duck at this point. Even though you may still fire your weapons at any direction in prone position, it is still a significant disadvantage. Should the player run out of health with at least one painkiller in possession, the screen will go into slow motion, giving the player a chance to take down the enemy who fired the fatal shot. If the player succeeds, Max will be revived.
For people who are not used to a run-and-gun styled gameplay, the game provides three aiming options. The hard lock would aid the player by snapping on targets automatically; the soft lock would only snap on the target closest to the reticule once the player aims down the sight; the free aim, as its title suggests, will give you no aid whatsoever. I went through the game with free aim and have come to conclude that it is the most satisfying of the three options.
Like any typical Rockstar game, there are various collectibles hidden throughout each level for players to find. These collectibles come in the form of clues and golden gun parts. Clues give players a better understanding of the story and Max’s past. Golden gun parts grant players larger clip size. Each firearm contains 3 golden parts. Once the player has managed to find all 3, he/she can enjoy the benefit of a larger clip for that particular weapon. The weapon will become gold-tinted as well.
Other than the story mode, the game also features a couple of arcade modes. In Score Attack, your primary goal is to gain points by finding ways to kill your enemies as stylishly as you can. The fan favorite New York Minute is also back, in which you start out with one minute on the timer, and time is added as you kill more and more. Personally, I have no interest in the arcade modes whatsoever, since they play out the exact same scenarios in the game and offer up little differences.
Presentation wise, the game is phenomenal. The graphics look fantastic, and the RAGE engine combined with Euphoria, as usual, feels realistic. It is particularly noteworthy that each bullet is individually rendered. Bullets whizzing all over the place in bullet time is absolutely a thing of beauty. When you manage to finish off the final bad guy in the area, a bullet cam is triggered, which follows the bullet on its path to take the life away from its victim in slow mo. At this point, the player is welcomed to pump an excessive amount of rounds on the poor fella as he drops to the ground. Wounds are created on bodies, and enemies react according to the spot of bullet entry. If you hit an enemy standing on top of a building in the knee, he might lose balance and fall off the building to his impending demise. Headshots have never been more satisfying, as you watch their lifeless bodies thud to the ground.
Last but not least, there is the multiplayer. Multiplayer is insanely fun *ahem* unlike the *ahem* forced co-op in *ahem * Mass Effect 3 … *ahem*. Players are allowed to customize their avatars, by designing their looks and picking their equipments, as well as forming crews (which would carry on to other Rockstar titles). Each player is also allowed to select a nice variety of bursts, which are essentially perks. Before you ask, yes, the ability to activate bullet time is one of the many bursts. There are also some nice little touches to spice things up, such as declaring vendetta on a certain player. Players are also given options of playing with free aim or soft lock, and would only go up against those with the same settings.
In addition to the standard deathmatch options, the game also includes two unique ones. They are Payne Killer and Gang Wars respectively. Instead of explaining it myself, I’ll let the video do the talking.
There are times when you respawn into the middle of a firefight, which can get really annoying. However, they can be overlooked given the overall level of fun provided by the game modes.
Max Payne 3 is an incredibly ambitious project. Rockstar Games stepped out of their comfort zone into an area they have never explored, and genuinely attempted to revitalize a subgenre of shooting games. Their innovations, while not particularly groundbreaking or trend-setting, are exceptional in today’s predictable video gaming industry. Bottom line, Rockstar Games did set another high bar in terms of technological achievement for video gaming, and Max Payne 3 does provide a fresh, different experience compared to other shooting games. For those reasons, Rockstar Games deserves a whole lot of credit, and our money.