Wed, 1 Sep, 10
Author:
Brendan Griffiths

Category:
Gaming articles

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PSP2: Most Wanted Features

PSP2: Most Wanted Features

Sony hasn’t given us any real indication that a second PSP is on the way anytime soon. But that doesn’t mean the net hasn’t stopped trying to unearth any details via rumours, scrupulous checking of tech trademark registrations or the CVs of every tech developer on LinkedIn every two minutes. But what would we actually want from a PSP2? Here’s a list compiled from my own thoughts and general grumbles from fellow gamers.

*All the images for this article are from fan made/ unofficial concept PSP designs and don’t reflect anything officially linked with Sony. But Sony, if you’re reading this, I’d eat my own face to get a handheld that looks as good as the one above.

Second analogue stick

Seriously, if there’s only one stick again, you can just forget it. Using the face buttons to control aiming in first-person shooters has been a clumsy nightmare from the early days of Coded Arms right up to Call of Duty. Platformers suffer too, with camera rotations and resets being left to the shoulder buttons. Yes, God of War: Chains of Olympus survived without it, but that series has mastered the fixed-angle camera setup. If Sony want to prove they listen to feedback (and would like to make a shitload of money) this should be a no-brainer. I don’t want to hear any crap about the DS/3DS managing fine without a pair either.

Better analogue stick(s)

They need to be slightly bigger and stick out a bit more from the console. It would also be more comfortable if they were concave, which would stop thumbs sliding off them constantly during racing games. If it’s like sliding a 5p coin around a glass table again we won’t be happy.

PSP2: Most Wanted Features

Mobile phone / Better web functions

The iPhone is undoubtedly muscling in on the handheld gaming market, so perhaps it’s time to take the fight to their doorstep? The size of Sony’s new device will be a key factor here as nobody wants a taco sized object next to their face. Remember the epic fail that was the N-Gage?

If phone capabilities are out then we’d at least expect Wi-Fi internet again, with lots of apps and downloads, but not in the same loony pricing scheme as full PSP titles on PSN. The old PSP had a good stab at online with its browser; make it a little bit more user-friendly and speed it up for sites like Facebook and YouTube and it’d be a success. Oh and Flash support might be nice too. Click here to read what else the PSP2 will need to succeed.

Tue, 31 Aug, 10
Author:
Felix Kemp

Category:
Gaming articles

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Halo Missions: The Best of the Best

At Dealspwn, we’re dreading the release of Halo Reach. Fearful of the day Bungie’s time in the Halo universe comes to a close. We shudder at our desks, clutching our beloved Master Chief doll, Marty O’Donnell on repeat. Well, at least I am responding in this manner, and as such have devised a list of the Top 10 Halo missions, from first crash-landing on a mysterious alien ring, to battling Elites in zero-G. Read on, Halo lovers, and rejoice in the nostalgia!

10. Pillar of Autumn

Halo Missions: The Best of the Best

Appropriately, the first Halo mission begins our list. Introduced to key players, Captain Keyes, Cortana and, of course, the Master Chief, on-board the frigate Pillar of Autumn, having mind a blind slipspace-jump to flee Covenant forces, buoyed by their recent capture of UNSC stronghold planet, Reach. It’s a terrific opening scene, the Pillar of Autumn’s vast bulk sliding past a sea of stars, as inside, its crew hurry to and fro, and one occupant in particular is roused from an ice-cold slumber.

Introducing you to the mechanics that’ll soon become second-nature and an industry standard, ‘Pillar of Autumn’ sees Master Chief navigating the eponymous ship’s corridors, overrun with Covenant forces. As far as introductions go, it’s a thrilling welcome, blue and green plasma bolts searing the screen, marines barking orders and venting their fears in unison, all amongst the alien tongue of the Covenant themselves.

9. Tsavo Highway

Halo Missions: The Best of the Best

We jump from the very beginning to the final third now, with Master Chief’s vehicle-laden romp across African terrain cementing the no. 9 spot. ‘Tsavo Highway’ is quintessential Halo, set-piece after set-piece, from mopping up fleeing Covenant troops aboard a Warthog, to engaging a trio of Wraiths with nothing but your wits and a full-clip.

Halo’s vehicle-heavy sections avoid the pitfalls of such missions by simply allowing the player to hop out and proceed on-foot, should they wish. But the pitch-perfect controls, somewhat competent AI and wonderful co-op potential mean driving a Warthog across rugged terrain, balancing it out as it fishtails into a turn, bullets spraying from its mounted turret, splattering slow-moving Grunts and Jackals, is unforgettable.

8. Delta Halo

Halo Missions: The Best of the Best

Halo 2 was marketed as the defense of Earth, but we all knew we’d return to a Halo ring at some point. And we did, piggybacking the Prophet of Regret’s slipspace-jump, and finding Master Chief and co, on-board In Amber Clad, marveling at the sight of yet another ring. What follows is a simply epic cutscene, as Master Chief and a squad of ODST pile into drop-pods, and plummet to the alien land below.

‘Delta Halo’ is a varied level, as you progress through Covenant infested ruins on foot, before hopping in a Warthog and dispatching Ghosts and Wraiths, all the while in pursuit of Regret, who draws ever closer to activating the Halo ring and purging the galaxy of organic life.

7. Truth and Reconciliation

Halo Missions: The Best of the Best

Halo’s quintessential ’sniper’ mission has yet to be bested, and the overall tone of ‘Truth and Reconciliation’ is excellent, segueing from the tense, nigh-time crawl spent peering down a sniper-scope, to the epic assault on a docked Covenant cruiser, your first introduction to the innards of the enemy, as you rescue Captain Keyes and his crew from imprisonment and stage one hell of a jail-break.

What I remember most fondly of this mission is the opening encounter, where you climb a rocky outcrop and observe a Covenant force, unaware of your presence. The night-vision mode on your Sniper Rifle is vital, as you scan your targets, deliberating on whether to drop the marching Elite generals first, or deal with the mounted Shade turrets.

6. The Ark

Halo Missions: The Best of the Best

With the third Halo game, Bungie faced a dilemma. Fans had witnessed a Halo ring not once, but twice. How do you top that? Well, you magic them to an even more alien and wondrous place; the Ark. A Forerunner station designed to activate and rebuild Halo rings, the Ark was shaped like a celestial flower, floating in space, its petals painted with swathes of desert and countryside, mountainous terrain and flooded rivers.

‘The Ark’ is very reminiscent of ‘Truth and Reconciliation’, but it lacks the overall atmosphere and mood. However, it more than makes up for it in bombastic action, as you hop aboard a Mongoose and careen across the sand-dunes and hills, facing a battery of Anti-AA Wraiths and, eventually, another Scarab, clambering over a Forerunner facility jutting from the mountainside.

5. Assault on the Control Room

Halo Missions: The Best of the Best

As far as vehicle-heavy missions go, ‘Assault on the Control Room’ has yet to be beat. Emerging from the depths of a Forerunner station, you emerge on the wind-swept tundra as UNSC and Covenant forces attempt to blast each other into oblivion. You’ll tumble across the snow in a Warthog, before finding an abandoned Scorpion tank and laughing wildly as its cannon obliterates oncoming Wraiths, scattered Patrols, and even a pair of menacing Hunters.

‘Assault on the Control Room’ is memorably not just for its rollicking action and set-pieces, but for the discovery Cortana makes at the end of the level, as she unearths the purpose of the Halo rings, and the deadly secret they possess…

4. 343 Guilty Spark

Halo Missions: The Best of the Best

“343 Guilty Spark” proved Halo, and Bungie, could do horror. As you crawl through a Forerunner swamp, listening to distant cries of, can you believe it, Covenant in peril, stumbling on corpses of Grunts, blue blood everywhere. You follow the trail of destruction to a Forerunner station, deserted, but for the abandoned weaponry and occasional body. You find a UNSC helmet, screen the film stored on its on-board memory chip and camera.

It’s like a mini-horror movie in itself, as the UNSC platoon finds what you found, enters the facility and is then overrun by parasitic growths, floating on the floor. You return to your situation, find the door closed and you’re locked in a room. Other doors begin to rumble, quake, until finally a swarm of parasites floods from the doors. You escape the station with your life, just. But now you’ve met the Flood. And they’re hungry.

3. The Covenant

Halo Missions: The Best of the Best

Perhaps the most set-piece heavy and intense level in the trilogy, “The Covenant” is like a montage of the best moments in Halo. Crash-landing on a beach, driving a Warthog, manning a Falcon for the first time and raining fiery destruction on those below. Then you hop in a Scorpion tank, until finally encountering not one, but two Scarabs, along with a battalion of vehicle-mounted Brutes and Banshees.

It’s easily the high point in Bungie’s schizophrenic end to the series, a monument to why we love Halo and what makes Halo what it is. Try it on Legendary by yourself. It’s nigh-impossible!

2. The Silent Cartographer

Halo Missions: The Best of the Best

I love “The Silent Cartographer” not just for its explosive intro scene where you’re dropped off in the middle of a war-zone, before circling the Forerunner island via Warthog, infiltrating a Covenant-claimed station and finding the ring’s map-room. I loved “The Silent Cartographer” for the fact that I could go approach each section at my leisure.

Fancy swimming in the sea? Go ahead, but you’ll die. Why not go the opposite way and muck with the AI-scripting? Finally, try and bounce a Warthog onto the top of the island with grenades. Go on. It’s fun.

1. Halo

Halo Missions: The Best of the Best

It’s fitting that Halo’s best mission is its first foray on a Halo ring. Stranded on alien land, his crew splattered across the verdant countryside, the Chief must rendezvous with UNSC patrols scattered across the terrain, avoiding Covenant forces and discovering just where in the hell he is.

For me, it’s one of my favourite gaming moments, an indelible sight as I emerged, vision swimming, from the crashed drop-ship and  laid eyes on the grassy hills, the beautiful waterfall and, impossibly, the rest of the Halo ring looping over me.

Why not tell us what were your favourite missions in Halo? What levels did we overlook, and why did they deserve to be on the list? Also, fill us in on your worst Halo experiences! The tense crawl through the library, or finishing Halo 2, not as the Master Chief, but as the enemy.

Tue, 31 Aug, 10
Author:
Tom Silkstone

Category:
Gaming articles

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Top 10 Tuesday: Star Wars Games

Top 10 Tuesday: Star Wars Games

With Force Unleashed 2 and more excitingly The Old Republic on the horizon, I couldn’t help but look back at some of the gaming gold that Lucasarts have provided us with over the years. In fact, I can’t remember a time that I didn’t enjoy playing Star Wars games, having been reeled in by Super Star Wars: Return of the Jedi on the SNES and Star Wars: A New Hope on the Game Gear, and it’s hardly surprising considering to date over 100 Star Wars games have been produced. What I’ve compiled here is a list of titles that transport you back to a galaxy far far away in all of its lightsabre wielding glory.

10. Jedi Knight: Dark Forces II

Top 10 Tuesday: Star Wars Games

This was one of the first games that I really wanted but was hampered by my parent’s PC, because it was so awful that it couldn’t run it, which is a theme that’s continued throughout my life in terms of PCs, and I had to resort to going round to my friends’ houses to marvel in the glow of the lightsabre between my character’s hands. That character was Kyle Katarn, who would quickly become integrated into the Expanded Universe’s mythology and would star in a couple of games that are a bit higher up this list. At the time the gameplay was great fun and the live action cutscenes were interesting to say the least, and the standard of acting was so poor that it became amusing, but is it something that’s stood the test of time? I don’t think so.

9. Shadows of the Empire

Top 10 Tuesday: Star Wars Games

Shadows of the Empire attempted to fill the gap between The Empire Strikes Back and Return of The Jedi, and if you get the chance to read the book I strongly advise you to because it’s one of the few Star Wars novels that’s worth picking up. Anyway going back to the game before I get too carried away, you take control of Dash Rendar a loveable rogue who’s helping Luke Skywalker to free Princess Leia from the clutches of the villainous Prince Xizor. I think this was the first time where I felt like I was romping around the universe like Han Solo must have done before he joined forces with The Rebellion, which was a definite bonus and made a nice change to cruising around in a space ship or trying to become a Jedi Knight. The story wasn’t bad either and let you interact with classic characters such as Boba Fett and IG-88. Unfortunately, the game did have a couple of quirks that were pretty hard to overlook and ultimately reduced the enjoyment you got from the experience.

8. X-wing vs TIE Fighter

Top 10 Tuesday: Star Wars Games

Multiplayer games have come a long way since this was released but X-wing vs TIE Fighter was and still is just as addictive as the polished titles that are being churned out today. When I was a kid simulator games were all the rage whether it was jumping into the pilot’s seat of a jet fighter or getting into an attack helicopter, they were the games that you longed to get hold of and if you didn’t have a joystick you’d happily try and steal one away from your friends computer when they weren’t looking so that you could get the full experience. Once you’d finally manage to load up the start screen for the game, you very quickly had to decide whether you were going to fight on behalf of the noble Rebel Alliance or the evil Empire, and I think a large part of the choice came down to which ship you preferred. When you made it into whichever battle you were placed in, you’d immediately begin to track your enemies and gun them down whilst trying to manoeuvre around their incoming fire. I think you can still jump into this today and have a great time playing it and another good thing about the game was that it paved the way for the next title on the list.

Click here to see which titles made the top 7...

Game Buzz 30: The Idiocy Of Liam Fox

Game Buzz 30: The Idiocy Of Liam FoxGame Buzz is a weekly opinion column designed to take an irreverent look at one of the biggest news stories to break in the past week. Every Friday we’ll be bringing you another slice of reaction to topical gaming news, and inviting you to agree, disagree, shout assent, vent rage, scream and complain to you heart’s delight. This week, we look at Liam Fox’s outburst over Medal of Honor and discuss why he is, in fact, the Doctor of Douchebaggery.

Games will turn your children into drug-addled, murderous drones. You’ll learn how to score crack from an ice cream van, pick up a hooker and then brutally execute her. Games encourage interspecies erotica and alien porn. They decrease your penis size and cause you to go blind. Excessive gaming will lead to intense psychological damage and anti-social behaviour and all games developers and publishers are really soul-harvesting reapers hoping to power a gigantic Doom Cannon with the stolen Innocence of generations of otherwise wholesome kids.

Apparently.

The latest scaremongering headline, which Defence Secretary Liam Fox probably thought would be an easy shot to make for maximum reward, is that games are also unpatriotic. Last weekend, Fox spoke out against EA’s upcoming Medal of Honor (you can check out our impressions of the mutiplayer here), apparently upset at the game’s multiplayer mode which, admittedly, allows players to engage in combat on the side of the terrorists.

With much of the publicity surrounding the game focused on the Tier 1 operatives, the gritty sense of realism that EA are hoping to bring to the game, and the harsh reality of the war in Afghanistan, Fox took offence at the possibility of players fighting as the Taliban:

‘It’s shocking that someone would think it acceptable to recreate the acts of the Taliban. At the hands of the Taliban, children have lost fathers and wives have lost husbands. I am disgusted and angry. It’s hard to believe any citizen of our country would wish to buy such a thoroughly un-British game. I would urge retailers to show their support for our armed forces and ban this tasteless product.’

EA’s response, predictably, was unruffled and straight to the point:

‘The format of the new Medal of Honor game merely reflects the fact that every conflict has two sides. We give gamers the opportunity to play both sides. Most of us have been doing this since we were seven: someone plays the cop, someone must be robber. In Medal of Honor multiplayer, someone’s got to be the Taliban. ‘

Game Buzz 30: The Idiocy Of Liam Fox

Is the cheap shot at gaming a thing of the past? Read on to see what Matt reckons...

James Bond: Blood Stone 007 Preview: Developer Demonstration

James Bond: Blood Stone 007 Preview: Developer Demonstration

I managed to get hands on with GoldenEye a few weeks back at the Ninty showcase day in London and wasn’t terribly impressed and, as you may have noticed from his preview, neither was Jon. I’d like to say that it was the Wii holding it back, but frankly I think the idea was kind of doomed from the start. Bond fans shouldn’t fear, though, because Bizarre Creation have teamed up with Eon Productions and Danjaq to try and provide a Bond experience that punches above the middling-to-average quality the series has languished in since Rare’s heyday…

…and it’s looking pretty good.

James Bond: Blood Stone 007 Preview: Developer Demonstration

Echoing Everything Or Nothing, which really didn’t suck all that much, Blood Stone 007 is shaping up to be a pretty varied third person shooter, with a good deal of interesting and promising parts to it. ‘We really wanted to create a cinematic experience. Bond has this incredible history and it meant a lot to us as a British studio…I mean every little boy wants to grow up to be James Bond,’ suggested Bizarre’s Neil Thompson.

That’s all well and good, but words don’t necessarily make a good game. Thankfully, Bizarre have a few things up their sleeve. For starters they’ve turned to acclaimed Bond writer Bruce Feirstein for a script which sees a secret biochemical weapon go walkies along with a missing researcher. Of course Bond is tasked with finding out what the hell is going on and so, teaming up with Joss Stone’s steely socialite Nicole Hunter, and jumping through a bunch of locales from Bangkok to Athens, he proceeds to get on with it, wading through a bunch of terrorists led by a man named Greco to do so.

James Bond: Blood Stone 007 Preview: Developer Demonstration

Bizarre might seem to be an odd fit for Bond. The Liverpool-based studio are, after all, far more renowned for titles such as Geometry Wars, Blur and Project Gotham Racing. The secret to this game, however, lies in 2008’s The Club, but whilst the team working on Blood Stone might be highly similar, the arcade, point-scoring style of the former has been replaced by a ‘much deeper shooting experience’.

Click here to find out how Blood Stone 007's shaping up...

Bioshock Infinite Preview: The Sky’s The Limit

Bioshock Infinite Preview: The Skys The Limit

Well this one came as a surprise. Sat in a specially-mocked-up fin de siècle lounge surrounded by walls of rich mahogany and ensconced in what might be the most comfortable leather couches in existence, Jon and I prepared to witness a developer demo of Bioshock Infinite a mere eight days after Ken Levine announced its existence. Turn of the century light fittings hung from the ceiling, fake leather-bound books adorned bookcases towards the back and period propaganda posters hung from the walls, the largest of which screamed ‘For God and Country…It Is Our Holy Duty To Fight Against The Foreign Hordes’. Someone had clearly gone to town on this.

Felix’s preview from last week highlighted the plot details revealed by Ken`Levine but here’s a quick recap to follow that trailer.

The setting is Columbia, a floating city meant to have been a beacon to the world showcasing the undeniable power of America’s ideals and ingenuity at the turn of the century. Unfortunately, its vast potential as a weapon (a ‘floating Death Star if you will’ as Lead Artist Shawn Robertson described it) led to massive factional infighting as idealism and altruism turned to oppression and nationalism. But this is not the faded, destroyed beauty of Rapture, oh no. Columbia is still colourful, living, breathing and vibrant, which makes it all the more sinister.

The year is 1912 and you play Booker DeWitt, an ex-Pinkerton Agent living in disgrace. He’s approached by a mysterious man who needs him to track down a woman named Elizabeth for him. She’s currently in prison on Columbia and is incredibly powerful, positioned at the centre of the civil unrest – half the populace want her freed, the other half want the key thrown away.

Bioshock Infinite Preview: The Skys The Limit

Thus Booker finds himself in Columbia, with assistance from the mysterious man, after all Columbia has been lost for years. Our demonstration began about a third of the way through the game: Booker has found Elizabeth but they’ve just become separated again.

Click here to find out what the new demo contained!!

Fri, 20 Aug, 10
Author:
Felix Kemp

Category:
Gaming articles

Tags:
,

Game Buzz 29: Mass Eject

Game Buzz 29: Mass EjectGame Buzz is a weekly opinion column designed to take an irreverent look at one of the biggest news stories to break in the past week. Every Friday we’ll be bringing you another slice of reaction to topical gaming news, and inviting you to agree, disagree, shout assent, vent rage, scream and complain to you heart’s delight. This week, we discuss the news of the Mass Effect franchise jumping ship, and what ramifications it could pose for the Xbox 360’s continued success.

So yet another once-exclusive has slipped into bed with the enemy, except this time, it’s not Microsoft patting the silk sheets seductively; it’s Sony. Yes, Mass Effect 2, my personal favourite 360 game, has been signed by Sony for re-release on the PS3, with so-called “additional content”. It’s the usual PR fanfare, Sony championing the coup, Bioware lavishing praise on themselves, and, with less enthusiasm, Microsoft kindly reminding us the original Mass Effect is still an Xbox exclusive, meaning the definitive Mass Effect experience can only be found on their console.

The reaction to this news was extraordinary. Sony fans rejoiced, pleased to be on the opposite end of IP-stealing for once, whereas Microsoft fans, their feathers suitably ruffled, hatched a variety of retorts and come-backs to hide their embarrassment. It was typical console-war affair, something I observed with quite some amusement. You see, I’m one of those smug PS360 owners. I own both. Finances permitting, I’m not restricted to one console. And I’ve played ME2, sampled its galactic delights. For me, it’s not a big deal.

But it does beg the question; should games like Mass Effect, or Metal Gear Solid and Devil May Cry before it, be contained to one console? Surely it would benefit publishers, their product spanning two markets, not one? Obviously, to attain an exclusive, or steal one, Microsoft and Sony must slide a sizable cheque across a publisher’s desk. But should we, the consumer, be the victim of corporate politics and financial greed?

The Mass Effect

Game Buzz 29: Mass Eject

The actual effect of Mass Effect’s jumping ship remains to be seen. Bioware claim it’ll include “additional content”, although whether that’s the DLC 360 fans have already enjoyed, or brand new content remains to be seen. A so-called “introductory scene” is to be included, to fill Sony fans in on the original Mass Effect, which Microsoft has managed to cling on to. Traditionally, PS3 ports of 360 games fare badly in the visuals department, but Bioware’s experience with Sony’s stubborn console may help them overcome such technical hurdles.

We’ve seen similar events occur, although on the opposite side. Microsoft’s assault on Sony’s exclusives resulted in the likes of Devil May Cry, Tekken and Final Fantasy, not to mention a dozen other games once intended solely for the PS3, to share a release with their green enemy. If anything, we see more third-party exclusives on the 360, like Gears and, before now, Mass Effect, whereas Sony has relied heavily on their talented internal teams to provide enough ammunition to weather the storm.

Is Mass Effect 2 a popular enough franchise to help the PS3 hurdle the 360’s slimming lead? I doubt it. For one, ME2 is only a half a game without the original. You’ve no attachment to any of the characters in Mass Effect 2 without your actions in the first. Who did you choose, Ashley or Kaiden? Did you persuade Wrex to surrender, or put a bullet in his crest? Oh, and on the subject of everyone’s favourite Krogan, he’s not in the PS3 version of ME2. 7 Score confirmed.

All For One, One For All!

Game Buzz 29: Mass Eject

A single platform is a wonderful idea, but an impossible one. Can you imagine Sony or Microsoft sharing a bed? Exclusives will always exist, as long as Microsoft, Sony and Nintendo preserve their internal teams. But can you imagine if all third-party games had to, by law, be multiplatform? It would provide a fair service for customers, and force MS and Sony and Nintendo to up their game, with first-party games determining a console’s success.

Again, it’s a great idea, but one fraught with flaws and financial impossibilities. MS and Sony simply won’t allow it. Microsoft, for example, put down 50 million dollars simply to secure exclusive rights for Grand Theft Auto DLC. D L C! It’s not even exclusive anymore. Sony, I’m presuming, parted with quite a sum to persuade Bioware to share the Mass Effect rights, although perhaps their new owners, EA, might possibly be involved.

Oh, EA. The once-maligned publisher is now actually liked, believe it or not. Dead Space, Bulletstorm, even Mass Effect is now an EA franchise. Their ‘EA Partners’ initiative, where EA signs exclusive publishing rights for independent developers, has blossomed, and sees developers escape the iron-hand of actually being owned by EA, but share in all the financial security and resources at their disposal. It can only be good for gamers, and if it’s good for EA, too, then so be it.

Mass Effect isn’t the first franchise to jump ship, and it won’t be the last. We’ll continue to see once exclusive games gracing both consoles. Other than an aesthetic difference, the 360 and PS3 are almost identical. One might be more powerful, one might have marginally better online services, but their goals are the same. A single platform would be ideal, but in the meantime, I’d love to see more games throw off their loyalties and support gamers, not companies!

Halo: Reach – 10 Things We’re Getting Excited About

Halo: Reach   10 Things Were Getting Excited About

Can you believe Halo Reach is a mere month away? As we speak, or, in my case, rattle away on a keyboard, vast piles of gleaming Halo Reach discs are being printed in some Chinese factory, boxed on a conveyor line, soon to be shipped off to your local Game store. In my opinion, it’s the last true Halo game, before we see Microsoft pass the reins that Bungie forged, grudgingly, to upstarts 343 Industries, so Reach should be enjoyed with some fanfare. So in honour of this momentous occasion, we selfless writers at Dealspwn have decided to list the 10 best things to look forward to in Halo Reach. Read on, though beware for minor spoilers!

10. Wildlife!

Halo: Reach   10 Things Were Getting Excited About

When Halo was first unveiled on the Mac, eons ago, it showcases a Halo ring alive with… well, life! Until the story-gurus concocted their galaxy purge, we’d of seen Thorn Beasts and Blind Wolfs roaming the looping alien landscape. Ultimately, we didn’t, settling for far off birds to shoot, but Bungie has since realised this dreadful omission, and filled the planet of Reach with wildlife.

On the harmless side, we have the Ostrich-like Moa, a flock of flightless bird ostensibly bemused by all the plasma bolts of explosions tearing apart their once peaceful home. On the… well, less than harmless side, we have the fifteen-foot tall Gueta, a fearsome predator with arm-length talons and formidable tusks. Perhaps best left alone, then.

9. Spartans. Plural!

Halo: Reach   10 Things Were Getting Excited About

Unlike the Halo trilogy, which only had one lone Spartan to fascinate over, Reach provides an entire squad, Noble Team, and possibly more, to idolize, draw pictures of and write fan-fiction about. Reach is the center of Spartan activity, it’s where they’re trained, but Noble Team are among the best on the ground, and here’s why:

First, we’ve got Kat, the sole female Spartan of Noble, who’s right arm has been replaced by a bionic substitute. Then there’s Jorge, a towering Spartan-2, who carries a machine-gun so big it doubles as vehicle turret. Leading the team is Carter, a strong-willed, resilient soldier sporting fancy wrist-gear. Covering from the hills is Jun, the sniper, with a big facial tattoo and even bigger mouth. Finally, we’ve got Emile, the strong, silent type, visor adorned with a scraped-on skull. Nice.

8. Back to Basics

Halo: Reach   10 Things Were Getting Excited About

It’s taken four games, but Bungie seems to have learned its lesson on what to and what not to include in a Halo game. Bye bye dual-wielding, recharging health and bloated weapon arsenal. It’s distilling the Halo formula, finding what’s right and what’s balanced, instead of throwing as many ingredients in the pot and hoping it’ll taste nice.

But I’ll admit, vehicle-jacking will be missed. Timing a perfect jump onto an oncoming Ghost, swing-kicking the driver off, hopping on and blasting him before he can get to his feet, was fun.

Check out the Top 7 after the jump!

Bioshock Infinite Preview: Up, Up And Away?

Bioshock Infinite Preview: Up, Up And Away?

On their website, Irrational Games, developers of the first Bioshock and cult-classics such as System Shock and Tribes, has been teasing fans with drips of information on their new game, known only as ‘Project Icarus’. Speculation was rampant. A new IP? A System Shock remake? A revival of the Left 4 Dead-style title they released snippets of video from? Nope. Not even close. Irrational’s next game is Bioshock Infinite, the third entry in the series, and promises to be like no Bioshock you’ve seen before.

Columbia

Bioshock Infinite Preview: Up, Up And Away?

Whereas Bioshock 1 was based in an underwater dystopia, Infinite ditches the aquatic realm for something new entirely; the sky. Set aboard the floating metropolis of Columbia, Bioshock Infinite is an altogether different visual experience. Colossal chunks of Victorian masonry, adorned with American flags and kept afloat by an undercarriage of hot-air balloons, interlinked by ‘Skylines’, an almost roller coaster-like network of tracks and trams, suspended above clouds and thin air.

The story behind Columbia is relatively thin. It embarked on its sky-bound voyage in the early 20th Century, on a wave of optimism concerning new technologies. It was a roaming World’s Fair, a testament to America’s greatness. Until an international incident resulted in Columbia’s hasty departure, but not before it revealed it was heavily armed and not fond of following orders.

The rest of Columbia’s history is being closely guarded, and rightfully so. Rapture was a wonderful place to explore and discover, and Columbia should be, too. It promises to be an intriguing place, a floating, segmented world of new technology, hidden secrets and, in Bioshock tradition, feuding politics and philosophies. Already we’ve seen thugs dressed like Uncle Sam, enormous statues of maidens hoisting American flags. Not to mention the robots.

Click here to read the rest of Felix's preview....

Game Buzz 28: A Fond Farewell To PC Zone

Game Buzz 28: A Fond Farewell To PC Zone

As British gaming magazine PC Zone closes its doors today for the last time ahead of its final issue next month, guest writer Carl Phillips shares his recollection of the stalwart publication and discusses his thoughts on what brought about its downfall.

Game Buzz 28: A Fond Farewell To PC Zone

A little part of my childhood dies today. PC Zone, the first PC-dedicated gaming magazine in the UK, closes its doors for the final time and with it ends a 17 year old legacy in British video gaming journalism. It was this magazine that introduced me to the Half Life, Deus Ex and Freespace series’. Dealspwn’s own Matt Gardner admitted to me that they were directly responsible for him becoming a slave to Championship Manager and its endless statistics. Even famous internet critic/entertainer Ben ‘Yahtzee’ Croshaw has stated that PC Zone inspired his cutthroat and comical approach to his reviews. Its closure is a sad day, and also a worrying sign of the times for gaming journalism, specifically printed journalism.

In the latter half of the 1990’s my family had finally jumped ship from using an Amiga 1200 to a PC for the main computer of the household and with that came a whole new gaming experience for myself. We were still years away from discovering the wonders of the internet and the instant journalism that came with it, so to find out the best news and have an informed opinion on the current gaming scene I had to delve into magazines. I remember looking up to the top shelf in WH Smiths trying to decide which publication to pester my parents into buying for me and one magazine grabbed my attention so viciously that I instantly grabbed it and ran to my dad like some sort of hyper-kinetic excitement machine. Maybe it was the awesome looking feature on the cover, maybe it was the almost endless amount of demos and shareware programs on the accompanying CD, or maybe it was the block capital letters of the title that put me into some sort of geek-filled entrancement. Either way it was PC Zone that won the battle of my attention and to this day I credit them for the rich gaming experience I have had.

Game Buzz 28: A Fond Farewell To PC Zone

Yahtzee Croshaw...descended from the Zone

I began reading it back when Chris Anderson was still editor (before he became too taken in with Everquest to be pulled into the real world) and Charlie Brooker was still an age away from becoming the well-known pundit-of-everything that we know him as today. Along with the reviews, previews and consumer advice you would expect from a magazine of this type, PC Zone included some of the funniest opinion pieces I’ve ever read. They were no-holds-barred with their topics, upsetting the status-quo and enjoying themselves as they did it. This was a publication that was loud, obnoxious but equally truthful towards its readership as well as the industry, and if you could get past the in-jokes and the controversial nature of some of the columns you realised that PC Zone truly was one of the best gaming magazines of its age. It’s the reason developers had a love-hate relationship with the magazine but ultimately respected it, finding a balance between pithy wit and genuine adoration for their field; a fine balance that a lot of gaming websites of today could learn a lesson from. Of course, it hasn’t always been smooth sailing and success for them. More than once has the magazine been threatened with being pulled from the newsstands, including one incident where an X-rated Doom .WAD modification snuck into the cover disc collection for one issue. That’s right, PC Zone was feeling the heat of a Hot Coffee-esque scandal well before Rockstar had begun even dreaming of CJ Johnson.

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Tue, 10 Aug, 10
Author:
Felix Kemp

Category:
Gaming articles

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Inception: The Videogame – Why It Would Blow Our Minds

Inception: The Videogame   Why It Would Blow Our Minds

As it stands, Inception has earned almost 500 million dollars at the box-office, an 87% rating on Rotten Tomatoes, and, although this is conjecture, a few private islands for director Christopher Nolan. I expect soon it’ll become very unpopular to like Inception, so I’ll ride the wave of optimism until it ends. I loved Inception, and as I was watching, struggling to cling on to that narrative thread woven into the fabric of Nolan’s confusing but engrossing dreamscape, I couldn’t help but wonder, what would an Inception videogame be like?

Read on, as I foolishly attempt to translate Nolan’s spellbinding film into a pitch for a videogame. Beware, spoilers ahoy!

Chapter 1: Saito’s Fortress

Inception: The Videogame   Why It Would Blow Our Minds

We’d begin at… the beginning. Cobb’s first (or was it?) attempt at stealing secrets from Saito. In order for this to work in the parameters of a videogame, we’d shuffle things around here, with Cobb actually infiltrating the palatial fortress, ducking in and out of the shadows, dropping guards with a hissing bullet from his silenced pistol. Think Splinter Cell, just with Di Caprio, not Ironside.

You reach the vault, only for the twisted memory of your deceased wife, Mal, to sabotage your plans. Mal, throughout Inception: The Game, would be like the classic Capcom boss who keeps turning up for a fight. You’d win the duel, but Mal then takes the kid from Third Rock From The Sun hostage, and you’re forced into surrendering. Cue the whole ‘dream-world collapsing’ sequence, where you must escape from the crumbling fortress as the sea seemingly claims it as its own.

Chapter 2: The Architect

Inception: The Videogame   Why It Would Blow Our Minds

A change of pace, and protagonist, as we switch perspectives to Juno – I mean Ariadne. With Cobb now as your instructor, you must traverse a constantly shifting landscape of winding Escher-like stairways and an entire city that folds on top of itself. For the purposes of the game, you’d be forced to complete routes before they crumble into mere memories behind you, perhaps as a result of Mal’s shadow drawing ever closer.

This Chapter would be more reminiscent of Prince of Persia, with a dollop of Little Big Planet, for good measure. Racing down stairways that boggle the mind, navigating an upside-down city, all while summoning bits and pieces of architecture to fill gaps and block off Cobb’s subconscious. Saito has since contracted you to perform one last mission, and Ariadne was the last piece of the puzzle.

Chapter 3: Heavy Rain

Inception: The Videogame   Why It Would Blow Our Minds

A cutscene fills us in on the story. We’re to invade the mind of an industrialist’s son, Fischer, in order to implant an “idea”. We’re back in control of Cobb, but with the whole team bundled in the car, it could be a co-op mission, as Cobb and co lean out of the swerving, sweeping vehicle and fire shots at Fischer’s militarized subconscious. Mal makes an appearance, although in the form of a train.

Saito is then shot, and the team must hole up in an abandoned warehouse. The rest of the mission would be a siege-type sequence, as you must stop the waves of armed subconscious from entering and protect Saito from death. This Chapter could be almost Mass Effectian, as you switch from interrogating Fischer to popping off shots at soldiers.

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The Crackdown Complex

The Crackdown Complex

I can sum up the entirety of Crackdown 2’s “missions” in one sentence: standing still. Reactivating the Absorption Units requires your superhuman Agent, who can leap buildings in a single bound, hoist helicopters above his head and drive SUVs like The Stig, to simply stand still and fill up a meter. It’s beyond lazy. To include this as the foundation for the majority of Crackdown 2’s “missions” is almost criminal. Forty pounds spent, ten seconds wasted, over and over again.

And yet, why am I still playing Crackdown 2? Why can’t I put the controller down and admit my defeat in the quest for finding all the Agility Orbs, or catching that one lone Driving Orb on the Los Muertos highway, or simply attaching as many objects as possible to the Agency helicopter and swinging it around like a makeshift wrecking-ball. I can’t stop playing Crackdown 2, and I don’t know why.

The Crack in Crackdown

The Crackdown Complex

The obvious answer is Agility Orbs. Yes, those pulsing green spheres of wonder, scattered across Pacific City in a devilishly complex breadcrumb-like fashion, sprinkled on rooftops, perched on monuments, or simply sat atop the crest of a hillside. It’s such a simple pleasure, and yet so addicting. Literally. I can play Crackdown and its sequel simply to find Agility Orbs. I’m on 499 in the original, 492 in the sequel. It’s maddening.

But why do I, and so many others, love finding Agility Orbs? I suppose, unlike most other games with collectible trinkets, Agility Orbs actually serve a purpose. Gather enough to fill up your meter, and soon you’ll be jumping higher and higher. It’s a two-way relationship, as in order to reach the loftiest Orbs, you’ll need to have gathered their lower-down brethren first, in order to ascend the heights. That pulsing sound, letting you know you’re getting closer, followed by the sprinkling soundbite of a dozen Agility points being absorbed into your cybernetic body, is one of this generation’s finest moments.

What’s also obvious is that gamers are collectorholics. We love, nay, need to collect things. The audio-logs in Bioshock, the pigeons in GTA, the terminals in Halo 3, and, yes, the Agility Orbs in Crackdown. 500 to collect, along with 300 Hidden Orbs, nestled in Pacific City’s nooks and crannies, their ranks bolstered by the inclusion of Renegade Orbs, Agility variants that skim across rooftops or Driving ones which zoom across the roads and back-alleys. Along with the audio-logs, 75 I believe, that’s almost 1000 collectibles in Crackdown 2’s toy-box. And the key to its appeal, no less.

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Game Buzz 27: ‘Lose The Chick’ – Do Games Need More Diversity?

Game Buzz 27: Lose The Chick   Do Games Need More Diversity?

Lots of rumours flying around this week pointing to Activision ordering development companies to change the gender of their protagonists because of skewed focus group data. The words ‘can’ and ‘worms’ spring to mind. As part of an in-depth look into the situation, Gamasutra’s Leigh Alexander reported that a 2007 Treyarch title entitled Black Lotus, with a central character largely based on Lucy Liu, was systematically scuppered from within because execs had a problem with the central character being a woman.

Black Lotus was a great project internally,” says one of the unnamed sources who supplied this information. “We were all very proud of what we were trying to make and the team was excited. We made great progress. [...]We were all on board, and then Activision killed it, said they don’t do female characters because they don’t sell.”

Remember 2007? The year that Halo 3 and Assassin’s Creed and Modern Warfare stormed the charts. A year when it seemed that male power fantasies where at an all time high and testosterone-fuelled gaming was the order of the day.

Another of the sources put it much more succinctly: “Activision gave us specific direction to lose the chick.”

Game Buzz 27: Lose The Chick   Do Games Need More Diversity?

Considering his recent sexual harassment case this might not be first time Kotick's told someone to 'lose the chick'.

Ouch.

The report goes on to suggest that, although most games publishers utilise market research and focus testing to uncover trends, Activision pushes this to the extreme “making the pioneering of new ideas difficult — and, some believe, at the expense of not only innovation, but overall quality, as developers get instructions to re-work projects mid-stream to keep pace with checklists of gameplay trends, even against the better judgment of the design teams”, as Alexander, paraphrasing her sources, puts it.

“Activision has no room for ‘we are making an open-world game with a Hong Kong action movie feel with a female lead,’ because that game doesn’t exist right now,” says one source. “What they do have room for is, ‘we are making an open-world game with a gangster main character who can steal cars and shoot people, but it will be in Hong Kong instead of Liberty City.’ And then they go, ‘Hey, GTA IV sold 10 million copies, so that’s what we expect from you.””

And so, it would seem, Black Lotus became True Crime: Hong Kong, a move Alexander reports was ‘pushed’ onto the team for trending reasons much like the protagonist of True Crime: NY allegedly suddenly turned African-American halfway through development after GTA: San Andreas covered itself in glory.

Game Buzz 27: Lose The Chick   Do Games Need More Diversity?

The woes for the big publisher continue to suggest that the focus data such decisions rest on are warped in the first place, spun for the execs and fat cats at the top to promote female leads in a negative light even if, as the sources suggest, they tested positively.

“If someone from publishing has a point to prove or can’t get an idea in the game, the focus test questions are skewed, and the Activision feedback is skewed in their favour,” the sources continue. “I have sat in a focus test that in the team’s opinion went exceptionally well, but the feedback sent to the higher-ups from someone on the publishing side were skewed to be the exact opposite. [...] If Activision does not see a female lead in the top five games that year, they will not have a female lead [...]And the people that don’t want a female lead will look at games like Wet and Bayonetta and use them as ’statistics’ to ‘prove’ that female leads don’t move mass units.”

There are a whole bunch of things to pick apart from this: Is focus testing actually useful? How can we expect to grow culturally if stifled by men in suits whose primary consideration is cash? But I want to look primarily at the nature of diversity in terms of gaming protagonists. Do we need more women in gaming? If Activision’s practices are true, are they necessarily wrong, seeking after all, to hit the target demographic and boost sales? Is it an issue or is it just an example of the gaming industry working in trying times to do the best it can in a free market economy.

Find out what Matt thinks after the jump.

Thu, 5 Aug, 10
Author:
Felix Kemp

Category:
Gaming articles

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Top 10 Films That Should Be Games!

We’ve previously covered the Top 10 Games That Should Be Films, but here at Dealspwn, we like to spin things around, chairs, tables, Inception-style spinning-tops, and, yes, articles. Lazy? No. Merely efficient. Know thy enemy. We’re so intent on seeing a game transcend its medium and grace the silver-screen, we’ve forgotten to consider the opposite; what film would make a good game? A few rules to consider, one being that a candidate can not already have a significant crossover or tie-in videogame, and two being a complete absence of Tom Cruise films. Except maybe Minority Report. But only if it includes a mini-game where we, personally, detach his eyes. Read on…

10. Serenity

Top 10 Films That Should Be Games!

The Firefly universe is ripe for a videogame adaptation. It’s a sprawling realm of frontier-esque planets, horse-riders attempting to outrun spaceships, totalitarian military forces battling bloodthirsty cannibals, and, of course, Nathan Fillion. Serenity, the follow-up to the series, is a less character-focused, but more action-packed affair. Imagine controlling River, Ninja Gaiden-style, as she dispatches an army of goons, or hefting Vera in Jayne’s steady grip in an on-the-rails turret sections. Then, the climactic duel between Mal and The Operative. I’m already writing the pitch!

9. War of the Worlds

Top 10 Films That Should Be Games!

Either the classic 53′ version or Spielberg’s reboot, both contain pure videogame material. Giant alien mechs? Check. Global warfare? Check. Mobilised military? Check. Tom Cruise? Ah… I could see a videogame version of WotW going in two directions, either a straight-up shooter in the vein of Earth Defence Force, or a classic monster smash-up like the Godzilla games, where you control a death-dealing tripod. Just… no Tom Cruise. Please.

8. City of God

Top 10 Films That Should Be Games!

An odd choice, maybe, but a sprawling open-world version of City of God, where you must survive in the harsh favelas, eking out a living while pursuing your dream of becoming a drug-lord/photographer. Imagine, beginning as a child in a shanty town, doing odd jobs for the older kids, before a botched job means you and your closest friend must escape to the city, where it all begins again. Brazil is a setting we’ve barely covered in our medium, other than in FIFA. Want to find out what made the top of Felix's list? Jump the break for the rest!

Devil’s Third Preview

Devils Third Preview

Devil’s Third is the first game to emerge from Valhalla Studios, spearheaded by the perpetually leather-bound and bespectacled Tomonobu Itagaki, famed developer of the likes of Dead or Alive, Ninja Gaiden and… ahem, Dead or Alive: Extreme Beach Volleyball. Since vacating Tecmo a year ago, in the wake of legal controversy and corporate upheaval, Itagaki’s departure prompted a mass exodus from his former stable, Team Ninja, who now comprise the majority of Valhalla Studios. Devil’s Third, for fans of Ninja Gaiden or Itagaki’s bloated ego, is a game to keep your eye on, lest it be sliced in half.

The Kessler Syndrome

Devils Third Preview

Set in the near future, Devil’s Third’s plot is loosely based on the Kessler Syndrome, which theorises orbital debris, like decommissioned satellites and space wreckage, might collide and result in space-travel being far too dangerous to execute. If you’re shuffling in your seat, expecting a tense, narrative-driven experience where orbital drones carve the debris with fine lasers, fret not. Devil’s Third is an action game, and recently released concept art suggests a global catastrophe, either of man-made or natural origins, reducing American, Asian and European empires to smoldering rubble.

It’s here where we lose the plot. Literally. Little else is known about Devil’s Third’s story, and Valhalla and publishing partner THQ seem intent on shrouding the title in mystery until the time is right. What we can expect, I imagine, is Itagaki’s trademark blend of silent, steely-eyed protagonists aided by well-endowed female companions dressed in not entirely functional attire, with plenty of swords, guns and severed arms spewing blood for good measure.

Read the rest of Felix's preview here...