When it comes to movie-based games, the popular opinion can be summed up in one statement – They’re bad. But as games like the one based on Chronicles of Riddick have proved, there are exemptions to this. After watching the latest development diary of Wanter: Weapons of Fate, I’m inclined to think that this game is another one of those outstanding exemptions.
Although I’ve heard some buzz about the games months prior to the writing of this article, this is really the first time I’ve seen the game in action. To be honest it looks pretty impressive. By looks I mean more than just graphically. The gameplay style calls to mind games such as Gears of War because of its emphasis on cover, Mirror’s Edge because of its free-running-like movement system and throw in a little Uncharted there for its over-all feel (at least the feeling it gave me). The fact that the game reminds me of these three games in itself is already giving the game high praises. However, the game does more and adds a new combat system, one very unique to its IP – the curving bullet.
This combat mechanic really is the icing on the cake for this game. It allows the player to “assassinate” enemies while in cover, much like how it was done in the movie (and comic of course). On top of that, it also allows you to kill multiple enemies that are in the path of your bullet, which was also done in the movie. Any game that really incorporates what makes a certain IP fun and enjoyable, which in this case is the crazy bullet physics found in Wanted, is headed in the right direction.
It’s too soon to say whether or not the game will be good. However, from what I’ve seen so far, it certainly deserves much attention. I for one will be keeping my eye on this one.
Link to video: http://www.gametrailers.com/player/44902.html
Some of you may have already played Mirror’s Edge on the PS3, XBOX360 or PC and you marveled at how the environments look so gorgeous. But the first person perspective view may bring dizziness to some players. But did you know that by doing some editing in the configuration file, you can play the game in a third person perspective view. There may be some bugs (as you are really messing up with the configurations) but hey, it’s like playing the game in an all new perspective.
To enable the third person view of the game, follow these simple steps (*note that this only apply to the PC Version of the game)
· Go to “DocumentsEA GamesMirror’s EdgeTdGameConfigConfig”
· Open the file “TDInput” with notepad.
· add this line to the “bindings” list: Bindings=(Name=”F4″,Command=”FreeFlightCamera”,Control=False,Shift=False,Alt=False)
· Save and exit notepad.
· Start the game and while in-game, press F4 a few times. First you get the free cam (noclip) and later the third person cam.
To give you an idea on how the game looks and plays like in third person, check out this video
Alma is back again. And so is the horror she bring as you play F.E.A.R. (First Encounter Assault Recon). The first installment was released about 3 years ago. The game’s story revolves around a supernatural phenomenon where in you, play as a member of the special operative group called F.E.A.R. The horror factor that the first game has done was to combine the Japanese horror formula and adopt it to the American market. Now the game is up to its second installment simply entitled F.E.A.R. 2 Project Origin. Recently, the game has gone gold as of January 27, 2009 and will be released on February 2009. Meanwhile, for those of you who want to try the demo, you are in luck.
The demo is out now on PS3, XBOX360 and PC. You can get the PC demo here
For you gamers out there who happen to be waiting for the next installment of Final Fantasy, you’re in luck. About a few hours ago, Square Enix released a new trailer for their most anticipated game soon to be released on the PS3. Basically, the new trailer consists of new in-game cut scenes and its battle system. You can view the trailer here (you can view it in high-definition) but for those of you who have slow bandwidth connections out there and can’t understand a word they are saying, an English subbed trailer was uploaded on GameTrailers.
Final Fantasy XIII will be released on the Playstation 3 sometime this year in Japan while a 2010 release is expected in North America simultaneously on the Xbox360.
Can I say “Holy crap!” without displaying the obvious fascination on my face? I guess not, so, holy crap! Apparently there is a new course in UC Berkeley, focusing on Starcraft studies.
Okay, this must be the most interesting cross between games and education, but I’m not a professor nor an educator so who am I to question this sort of approach?
Course Description:
UC Berkeley students with an interest in real-time strategy games and the competitive gaming landscape are encouraged to participate in this class.
This course will go in-depth in the theory of how war is conducted within the confines of the game Starcraft. There will be lecture on various aspects of the game, from the viewpoint of pure theory to the more computational aspects of how exactly battles are conducted. Calculus and Differential Equations are highly recommended for full understanding of the course. Furthermore, the class will take the theoretical into the practical world by analyzing games and replays to reinforce decision-making skills and advanced Starcraft theory.
Class will start with lecture and usually include a special discussion topic having to do with the day’s lecture to inspire new and original thought. At the end of lecture, there may be time to analyze student-submitted replays to illustrate a point or to improve analysis. Homework will be assigned at the end of each class and is due at the beginning of each lecture.
Course Learning Objectives and Goals:
What may look like complex topics are just ways we want you to think more deeply about the game to derive a greater satisfaction from playing. Furthermore, this understanding should have applications in real life, to further synthesize new information from limited inferences. The primary goal is for students to learn, enjoy the art of competitive StarCraft, and have fun. Overall, students will be applying critical thinking, quick decision-making, and game theory skills throughout the sessions. Students will also learn what to look for in a replay or game to learn most effectively.
Prerequisites:
Students should be familiar with all units and some basic StarCraft strategy. All students should of course enter the class with an open and analytic mind.
Starcraft: Brood War
You can read more about this course at their official site. It comes complete with the course’s syllabus containing the course description, course outline, and the grading breakdown.
When did parkour last get some respect from mainstream? I didn’t know that term even existed before I played Mirror’s Edge for the PS3. In a jiffy, it’s a first person platformer/quasi-shooter wherein you play the role of Faith Connors (Terminator!?!) as a Free Runner who’s always given errands by a client, if I recall the story correctly, and the task that’s in the game is sort of related to her sister, Kate. Plot thickens after that but I won’t bother spoiling details.
Speaking of the story, it was average at best. Not really compelled with it and I never did bother listening to the dialogues and it’s definitely one that you forget after you’ve played through it. Cutscenes were nice though. Kinda breaks the monotony of the 3D world that you’ve been seeing in-game. It’s all in stylized vector similar to the ones found in Heavenly Sword’s prologue; which brings us next to the graphics.
Jaggies everywhere! I’ve played the PS3 port and jaggies were everywhere. Hopefully, the PC version fixes this as the drawing distance of this game is far and anti-aliasing really is a must for far draw distances. They should’ve put more effort in optimizing the graphics pipeline. Art direction in modeling is superb. The buildings were all like they’ve really hired architects to model those skyscrapers. Textures were rich and high resolution. Shadows were great. Art direction in lighting though, sucks. It’s like everything is made of plastic. The style didn’t really suit my taste as everything seems like they were radioactive. I had to tone down brightness but dark areas made a toll to the visibility. They should’ve fixed these lighting issues early on.
Gameplay, in two words, is very promising. It’s like future Quakes or Unreal can make use of the parkour moves faith has been doing. Gameplay really stands out yet they’ve managed to keep it simple though they somewhat overdid the simplification. I’m guessing they’ll add more features in part 2. They have this unique thingy which keeps you on track called the runner vision. The runner vision points you to where the right direction is by making the target object in crimson red somewhat works but it could be a little more subtler like a little brighter in its natural color instead of turning red all over. Kinda makes the game less challenging. Enemy AI is pretty much simple. Enemies are just there waiting for you to kick their asses. Level design is nice. Makes everything look like it’s non linear but it’s otherwise in reality.
The control scheme is quite unique. You’d have to deviate from what most console FPS controls are like x and [] for jump and crouch. Instead they used the two shoulder buttons L1 and L2 as jump and crouch respectively. The sixaxis mumbo jumbo was completely useless or it’s really not just executed properly once again. The controls were fluid enough and are perfect for the game.
The great techno inspired sounds that are subtle really pumps you up. Not your typical RPG theme song where it etches deep in your mind but it kinda works. I personally like the carrier theme song of the game. Its “Still Alive” by Lissa Miskovsky. Melody is soothing but the lyrics were kinda off; it was written with an ex boyfriend/girlfriend in mind.
Overall, I’d recommend you get this game. I think it’s cheaper nowadays and I got it in a really bang for the buck price as I got a free EA classic game with it. It’s indeed promising and you’ll really be immersed and feel like a parkouree(?). Sorry I don’t know what to call people who do parkour.