Yearly Archives: 2013

Metal Gear Rising: Revengence demo available on Xbox Live & PlayStation Network next month

Posted on January 19, 2013 at 3:53 pm

Platinum Games crack at a title within the Metal Gear universe, Metal Gear Rising: Revengence, hits store shelves in February.

Ahead of the discharge, it has been confirmed that you’ll test a demo of the sport with a purpose to be made available on both Xbox Live and PlayStation Network it slow in January. Previously the demo was only available in Japan or in case you brought Zone of the Enders HD.

Posted in Xbox Games

Anarchy Reigns review

Posted on January 19, 2013 at 3:50 pm

Think back to each multiplayer game you have ever played. Let all those modes and lines wash over your brain as you journey back through your competitive gaming life. Suitably refreshed? Splendid. Right, now cast your mind back to all of the hardcore action games you have ever played. Devil May Cry, Bayonetta, Castlevania… all good. Now comes the hard part – attempt to imagine all of that nonsense happening concurrently. Your brain may begin to hurt at this point. Here is perfectly normal. Assuming you are not dead from Brainmelt, pat yourself at the back. You’ve just successfully imagined Anarchy Reigns. And yes, it’s each bit as stupid, chaotic, flawed and brilliant because it sounds.

Not that we might expect anything less from those clever chaps and chapettes at Platinum, mind. It is a team that revels inside the ridiculous and that either has no concept of normality or goes out of its method to avoid it. Or both. It’s kinda hard to inform. Still, even having experienced witches who turn their hair into giant demon animals to tear people apart and gung-ho powersuited crazies that use cigarettes to foil heat-seeking missiles, nothing – nothing – could prepare us for the silliness that gushes forth when the Anarchy Reigns floodgates swing open. Which, incidentally, only takes a question of seconds once you turn it on.

With the web space dominated by multiplayer shooters, Platinum’s latest wades into the fray and, ignoring all advice on the contrary, brings a twin-bladed chainsaw to a gunfight. It is a multiplayer shooter without (m)any guns, effectively – melee combat is the order of the day here and if you’ve played a Platinum game before, that you need to feel instantly at home with the commands and options. Weak and robust strikes will be mixed up, linked and delayed to supply attack strings of varying usefulness – these vary from character to character, so a spell in Practice mode is a must – while the B button permits you to grab and throw opponents or debris. Larger characters can use this to grapple several enemies quickly, that’s as satisfying because it is helpful in the course of a heated brawl.

Continuing Platinum’s campaign to offer the Left Trigger more love (it is the Fun Button in Revengeance, activating the awesome Blade Mode), here it grants access in your character’s Killer Weapon. Uses are rationed (albeit generously) and you may quickly see why – light versions can generally be chained and worked into combos for warm damage while the heavy ones pop out slow but trigger sensational murderations, perfect for annihilating stunned (or simply rubbish) opponents. Rounding off the offensive arsenal is the Rampage gauge, a rage meter that briefly turns you right into a flurry of fists in a position to pulverising foes in seconds. Clash with another Rampaging hero, though, and it will be the person who can mash hardest that comes out on top as hundreds of fists smash together, Asura’s Wrath style.

Defensive abilities are each piece as crucial, though. Guarding is the best of those, absorbing basic attacks but susceptible to leave you stunned must you attempt to block a Killer Weapon attack (in addition to making you a straightforward target for throw-happy players). The evade is much more useful with decent execution, dodging any forms of attack safely and able to putting in a punishing counterattack. With as much as 15 people attempting to punch you within the face at any given time, the few defensive options on offer are perhaps a very powerful to master.

The move set is classic Platinum, then, but once you’ve 16 players running around a sprawling arena, you will see why the team decided against any type of co-op play in Bayonetta. Locking an opponent right into a decent combo will also be hard enough on the better of times but if the horde smells blood and springs crashing in to attempt and steal your kill, you’d better be sitting on an exquisite damn good contingency plan. Free-for-all matches are an oddity, without delay the only showcase for Anarchy Reigns’ chaotic throwdowns and its most frustrating mode – there’s slightly an excessive amount of within the way of random elements to make it a correct test of skill and while good players will usually be rewarded with an honest finishing position, overall victory often feels left to chance. Or fate, if you’d rather.

This is basically due to crazy events that happen each match, a wealth of possible calamities and hazards released at random into the extent to make every battle unique. One moment you will be warned that Cthulhu is approaching (sadly, it seems to be a tremendous mechanical enemy and never the tentacle-faced Elder God). A higher, one player might be singled out as a fugitive, the complete population of the extent turning on them right away on the lookout for a handy guide a rough buck. Then, the whole map might change, tectonic plates shifting to change the layout entirely and throw everybody out in their usual patterns.

There aren’t that many unique special events but it is not loads the person gimmicks that make this brilliant – it is the insane combinations that arise. Tracked at the right hand side of the screen, sets of active effects build random deathmatch poker hand after random deathmatch poker hand – some you win and a few you lose. One match, a satellite laser strike might force everyone underground when you have a whole Rampage meter to show right into a full house of kills. However the next, you are forced to flee from the loads out for the bounty for your head while the stage is wracked by powerful mutants and debilitating viruses. It isn’t fair. But life’s not fair. Cope with it and, more importanly, enjoy it.

In solo modes, these dynamic modifiers can change everything. But in team-based modes, they’re way more balanced – allies can have your back should the bounty hunters come a-callin’, while entire enemy teams may be ended in polluted areas to be weakened by the sector before you slay the lot of them. While the anticipated array of Team Deathmatch and Capture The Flag variants are great fun, Team Battle is the clear highlight. After a brief spell of standard battle, players are promoted in response to their performance – top players on all sides are promoted to team leaders (with enhanced abilities, on the expense of being the assassination target for the alternative team), while runners-up become the leader’s powerful bodyguards. The weakest player on each team, meanwhile, takes at the medic role, a very important one but not one so reliant on obscenely quick reflexes. With roles changing every jiffy, poor leaders and overachieving medics soon be replaced and the team dynamic here’s awesome, especially, when the area starts changing the guidelines and battlegrounds at the fly.

Even modes that are supposed to by rights be gimmicky rubbish work surprisingly well here. Death Ball is de facto handball with a twist (the twist is death, in the event you hadn’t figured it out) but on a fine team, you can find yourselves slotting into familiar sporting roles, be it blocking the opposing team as they converge at the ball carrier or creating a run into space to choose up a sweet pass and stick one home. And the only-on-one duels, which will sometimes happen amid the bigger battles (for some unfathomable reason) are amazingly nearly traditional fighting games – feel any other player out with jabs and safe attacks while in quest of that crazy combo or fall back in your hard-hitting special moves and pay the value if and when they’re blocked or avoided.

Then there’s the small matter of selecting a personality. Several are pulled straight out of underrated monochrome Wii brawler MadWorld, though the varied cast offers all kinds of typical fighting game archetypes to select from. Will you plump for a heavy-hitting tank like Big Bull, an all-rounder like Jack or a nimble striker like Sasha? Outside of basic size and weight and the odd move set change, they do not really play all that differently and that is perfect – you’re able to pick a personality to fill a spot in a team and do it comfortable within the knowledge that no matter if you do not have every body in their combos memorised, you’ll still be capable to use all of them to no less than an inexpensive degree.

The multiplayer focus of the sport is obvious from as regards to everything it does, though solo players aren’t left wanting. Bot matches could be played on any mode and map, while a respectable-sized (if incredibly basic) single-player campaign offers how to unlock characters and extras without just ranking up online. For Platinum fans, this story-of-sorts mode is peppered with references and shout-outs to the studio’s other games – it’s as close as we’re prone to see to a suitable port of MadWorld, sadly, and actually, the awesome Greg Proops commentary from the Wii game can be a really perfect fit for this type of game, certainly more so than the unusual soundtrack Platinum has elected to run with. Challenges, meanwhile, will keep leaderboard glory-seekers happy but even at this budget price point, solo silliness can only really be seen as an appetiser for the foremost course – online play.

A multiplayer-focused brawler shouldn’t work, but it surely does. And given the inexpensive-as-chips RRP, you’ll likely have the capacity to pick up Anarchy Reigns for the cost of an XBLA game before too long. On that basis alone, anyone searching for something just a little different from a competitive online experience would do well to offer this a go – you’ll never play the rest prefer it, that’s needless to say.

Score: 8/10

Posted in Xbox Games

DmC Devil May Cry review

Posted on January 17, 2013 at 3:50 pm

Come on… why are you so angry? Just relax, have a pleasant little lie-down at the entirely fictional X360 therapy sofa as we, your wildly underqualified and completely inexperienced shrinks, try to unravel what has made you so angry. Angry enough to disown a complete franchise in line with one [insert misspelled expletive here] spin-off. Angry enough to blister the web with pockets of bile, poor grammar and peculiar entitlement. Angry enough even to bombard the poor development team with hate mail and oddly creative death threats. So take a breath, clear your mind and we’ll ask an extra time – why are you so angry?

Is it the way of the sport? That seems essentially the most likely thing, especially provided that the unique reveal of the redesigned Dante – a tender, dark-haired punk in unfamiliar threads – was a transparent high point at the Backlash Bar Chart. Which totally does exist. We all know because we drew it ourselves. Ninja Theory wasn’t expecting a simple ride when it reinvented the gaming icon, but they do not even make hatches secure enough to be battered down and weather the type of shitstorm that followed. Within the context of a whole experience, though, we will be able to safely say that Dante’s new look works. It does. This can be a solid origin story that begins with Dante a tender man enjoying life – a bit an excessive amount of on occasion, apparently – thanks to being inexplicably brilliant at everything. His spiky demeanour is smoothed slightly over the process the sport as he learns his heritage, his loyalties and his true purpose so in case you were worried about playing a complete game as a snotty little punk, do not be. Granted, he’s still coarse and edgy right up until the instant the credits begin to roll, but at the very least by the top he’s a rebel with a cause.

And at the least, Dante’s makeover is as a minimum consistent with Ninja Theory’s interpretation of his world. The $64000 world is depicted as all washed out and gray – to the purpose of creating Birmingham look positively colourful – and on this humdrum landscape, Dante stands out as different, as unique. But as walls crumple, floors collapse and environments dissolve into Limbo (a plane of existence between the human and demon worlds), he feels right at home. The area of Limbo is an impossible clash of 2 extremes, just as Dante’s unique angel/demon parentage makes him a superb exception – a two-legged anomaly that walks between two worlds without fitting comfortably into either. After allowing Ninja Theory to give an explanation for itself in videogame form, we certainly don’t see any reason to get angry in line with the plush and fantastically realised visual style on display here.

Is it the combat, then? Many gave the impression to be concerned that Ninja Theory would drop the ball on this most vital of areas for the franchise. And in accordance with the studio’s prior form, this was for your time a legitimate concern. PS3 exclusive Heavenly Sword, the team’s fair first attempt at a genre Capcom had long since mastered, simply lacked the grace and bombast of Dante’s adventures (DMC2 notwithstanding) while Enslaved shifted focus faraway from melee combat, meaning that aspect of the sport felt somewhat underdeveloped and lacking extensive.

But first hands-on sessions were months ago and for some reason, many still refused to believe the words of these who had stepped into Dante’s new size-9s (“HEZ MENT 2 B SIZE 10 U DIX”) and located them incredibly comfortable. Despite a demo on the market, some blinkers remain on – it’s no DMC3 relating to precision or depth, sure, but that’s no grounds on which to trash a whole game. By that logic, 99.9 per cent of games are terrible, Assassin’s Creed is the world’s finest cut-scene and Halo 4 is irrelevant because Doom still exists. It’s just daft.

And after all, Capcom was keen to hammer home the truth that it’s been heavily excited about DmC’s combat and only the foremost stubborn of nay-sayers could claim that its expertise doesn’t shine through. There is a weight to the swordplay that makes it feel largely unlike anything Dante has done before but together, the notice to detail – to specific timings, to border data, to combo potential – proudly carries the Capcom watermark. It is a slightly more cinematic experience here, as evidenced by the frequent camera zooms, micro-cut-scenes and awesome slow-motion slaughters – visual shrieks of pleasure and satisfaction as action scenes climax. But none of those intrude at the moment-on-moment gameplay, making combat almost nearly as good because it has ever been. It might be courting the wrath of the fan base to assert that only DMC3 does it better but having aced all four previous games, we’d struggle to listen to it said that this wasn’t the case.

So is it maybe the weapons? No, cannot be – who could hate weapons? Well, except pacifists. In spite of everything, DMC has always had ridiculous weapons. a collection of ornate elemental blades fashioned from the bodies of dual demons, an electrical guitar that spits out bats, a suitcase containing literally every gun ever… nothing in Ninja Theory’s game even comes on the brink of the silliness seen in Dante’s previous loadouts. If truth be told, the gathering of demonic and angelic tools at your disposal makes for among the tightest arsenals seen in an action game. With every weapon available on the touch of a button and every serving another purpose, there’s as much depth as you might want to combat. Beginners can mash Y a group and stay with Rebellion attacks (a minimum of until enemies dictate the usage of other weapon types) to spam their way throughout the easier difficulties, while experts can piece together intricate combos that use all eight weapons in a single YouTube-friendly SSS extravaganza.

Ever since DMC3, switching weapons at the fly have been a staple portion of any self-respecting action game and DmC’s system refines the idea beautifully. The concept that isn’t exactly easy to soak up and likelihood is, you are going to be a great way through your first play before you actually unlock its full potential. At its most elementary, devil weapons are slower but more damaging while angel weapons function quicker, broader tools with which to work your orb-gathering magic. However extends far deeper as you upgrade your kit – individual moves with certain weapons fit perfectly into combos as comfortably as neighbouring puzzle pieces and before long, you should have a move for each situation and a combo ready for any opening you be able to carve. And with the addition of a duo of whip moves to either pull yourself towards enemies or drag them to you, decent players will come to be informed that combos don’t end until they are saying so.

Hold up – could or not it’s that the anger has something to do with the game’s difficulty? DMC has a history of being punishingly tough and while this certainly isn’t a simple task, the truth that we were in a position to tame Dante Must Die difficulty with far less stress than the older games’ equivalents presented (which was A HELL OF MUCH, as we recall) means that the sport is maybe easier than its predecessors. As does the more generous grading system, although DmC’s willingness to throw around high grades and slightly undeserved alphabetic appraisals is offset by the more fleshed-out scoring system, where clean runs, tight combos and a refusal to depend upon support items result in better overall numerical totals as you battle for control of leaderboards. It’s different, sure, but it’s on no account bad.

Well maybe it is the incontrovertible fact that Ninja Theory as a developer seems to champion storytelling over all else? Again, that’s a worry we will be able to entirely understand, having been troubled by the exact same thing at the game’s announcement. But while the sport does take pleasure within the indisputable fact that it gets to define Dante’s origins, it seldom places greater importance on narrative or performance than combat – we dusted DmC for Andy Serkis’s prints and it came up clean. Anyway, what’s there’s a simple, solid and usually well-told story that does not deviate too faraway from what we already know of the son of Sparda – Ninja Theory’s writers (with the aid of Alex Garland) don’t elect to say Dante was raised by pigeons, not do they decide that his demonic powers came from eating an out-of-date Twix, so that’s something.

No, wherever these still unresolved anger issues come from, Dante’s family issues are far easier to spot and understand. Mummy was an angel, daddy was a devil and that they begat him, The article That are meant to Not Be, besides a brother in Vergil, The article That still Shouldn’t be For The exact same Reasons Because the Other One. Mundus had mum killed and pa eternally imprisoned for daring to provide Nephilim offspring – conveniently, the sole people/things/peoplethings able to slaying him – and understandably, our young hero ain’t too happy about this turn of events. So partly seeking to find revenge and partly searching for Boy Scout badges, both induce to topple the demon lord from his throne atop the human race. Narrative is just not and hasn’t ever been a necessary component to the Devil May Cry experience and while Ninja Theory sets out (and manages) to weave a narrative around the entire awesome things which are happening, it’s generally well-written and well-delivered enough to make up for the action downtime.

Right, well could or not it’s the music then? That may be fair enough, in the end. DMC has long been drenched in shouty nonsense metal but this day trip, that’s joined by slightly of the old wub-wub to create what critics are calling ‘something quite noisy’. Just like the game’s artistic direction, though, it almost works in context – coarse loudness complements the action sequences really quite well (hence why it has become a specific thing) while the epic boss battles don’t taste any worse for the wealthy Dubstep Sauce where they’ve clearly been marinated. There’s the odd moment where comes dangerously just about tumbling off the bandwagon but generally speaking, Combichrist and Noisia fill their roles at the least adequately in providing a (moderately) musical backdrop for the high-intensity combo showcase.

It’s the hair, isn’t it? It should be. Some are still hung up at the new barnet, the flowing white locks of gaming’s #1 action hero cause for the shedding of tears. But again, it really is not a deal-breaker. From the streaks of white evident in Dante’s hair during certain cut-scenes to the shocking peroxide treatment it gets when Devil Trigger is activated, the seeds of that famous white wig are planted during this fledgling icon and people bleached moments even serve to provide a reasonably exciting sniff of what awaits Dante in later life.

Well… what if it’s… no, we’re out of ideas. Seems we’re terrible at this therapy lark, more often than not because we’ve done all of the talking and haven’t listened to a word you’ve said. But it surely is not just our therapeutic ineptitude that has caused utter failure in unearthing a single decent the reason for this is that DmC could or should incite and enrage – it’s just that those reasons don’t actually exist. While not cast from the precise mold Capcom uses in making Devil May Cry games, Ninja Theory’s freehand attempt at a reboot is phenomenal in its own right. Hell, if it didn’t carry the name, we’re sure DMC fans would lap this up as a more-than-competent alternative.

So there’s the issue. It is the name. The sport itself is categorically excellent or even if it is not quite what you could expect from something labeled Devil May Cry, this can be a robust, deep and brilliantly executed action game, let alone a sterling effort at reinventing something that was – if DMC4 was anything to move by – starting to grow stale. So it’s just the name that is the issue, then? Heh. Maybe we are not such shitty shrinks in spite of everything.

Score: 9/10

Posted in Xbox Games

2012 – The Year that 7/10 beat 9/10

Posted on January 15, 2013 at 4:10 pm

2012 was a funny year for videogames. Despite the critical and commercial success of Mass Effect 3, Halo 4, Borderlands 2 and Dishonoured et al, this is a year it is being retrospectively viewed with a bit a ‘meh’ by nearly all of the gaming community. Blame it at the looming next-gen consoles or maybe current-gen fatigue, but for one reason or another, 2012 has did not ignite within the way that the previous couple of years have.

Still, while 2012 has lacked that something special, in retrospect, it has still proved a captivating year for the industry with some genuinely intriguing trends in both development and distribution. Some would argue that it is the year that download only titles have come to the fore and that the liberty that includes cheaper development has really shone through, but honestly, while a number of the XBLA, PSN and heck, even a number of iOS games have really delivered the products, 2012 still has to move down as a year within which the foremost blockbusters largely didn’t live as much as the hype.

Don’t get me wrong, a few of the megastar games were very solid (Halo 4 especially was fantastic), but excluding Dishonoured, the vast majority of the large name releases were sequels and, more importantly, only a few did anything particularly new or exciting…..which is where the indie/download scene came in.

While the indie/download scene was doing well for many years now, 2012 felt just like the year wherein the chances for experimentation and freer-thinking that include smaller development costs really began to shine. From the fantastically old skool design of Spelunky and the bright simplicity of Super Hexagon to the artistic nature of Sony’s, Journey and Telltale’s much celebrated Walking Dead series, 2012 has undoubtedly been an awesome year for non-retail releases.

Still, while most of the people will argue between the relative merits or smaller budgets and huge, blockbuster releases, I’ve actually found that it is the games that lie in-between which have brought me essentially the most joy this year. They are saying that the mid-budget game is dead, that Japanese game development is becoming less and no more relevant, yet, despite these somewhat damning claims, a lot of my favourite games of 2012 happen to be both mid-budget and Japanese…..go figure.

Now, i am not claiming these because the best games of the year; in truth, I reviewed a lot of these games and most people fall into the 7-8 category, but despite their individual faults, it’s these, greater than any that i glance back on with the foremost fondness and affection from the past year. Dragon’s Dogma, Asura’s Wrath, Lollipop Chainsawm, Binary Domain; these aren’t games I expect to look on too may ‘game of the year’ lists, but are games that undoubtedly overcame their individual flaws and, from a private perspective, managed to deliver something relatively unique while still having that enormous game mentality which I still crave.

Be it that uniquely Japanese visual style and sense of playfulness that I still think is lacking from many major western releases or the straightforward proven fact that few games can help you fight a chairman bigger than a planet; these are the games that stick in my mind most clearly. None of those games are perfect, heck, few are even great, but all of them have something unique about them that cause them to greater than the sum in their individual parts. Be it Dragon Dogma’s fantastic sense of place, Binary Domain’s brilliant art design, Lollipop Chainsaw’s irreverent and sometimes outrageous sense of humour or Asura’s Wrath sheer audacity, these releases all job my memory in a single way or another why i like videogames, why i believe Japan remains to be relevant and why their still an area for the 7/10 game.

Oh, and in case you’re interested or didn’t catch it at the latest episode of Brashcast – my game of the year (favourite, not necessarily best) is Dragon’s Dogma. In case you haven’t played it, it’s really worth giving a go…..and much more fun than Skyrim.

Yeah, I said it.

Posted in Xbox Games

Assassin’s Creed 3 is Ubisoft’s fastest selling game ever

Posted on January 15, 2013 at 3:53 pm

Any fears Ubisoft could have had that folks were growing bored with their Assassin’s Creed franchise was well and actually dispelled by some whopping figures for the most recent game.

Assassin’s Creed 3 has already shifted over 7 million copies (3.5 million of which came in its first week), with players racking up greater than 3 billion assassinations and over 82 centuries of game time within the title’s single player portion alone.

  1. Assassin’s Creed 3 coming to PC in November
  2. PS3 version of Assassin’s Creed 3 can have exclusive content
  3. Assassin’s Creed 3 will feature new co-op mode called Wolf Pack
  4. Assassin’s Creed movie may very well become a reality

Posted in Xbox Games

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