Archive for April, 2009

Konami retreats from Six Days in Fallujah – Report

Japan's Asahi Shimbun claims the Metal Gear Solid publisher has decided to distribute Atomic Games' ultra-realistic Iraq war shooter. Though it has ...

 

Japan’s Asahi Shimbun claims the Metal Gear Solid publisher has decided to distribute Atomic Games’ ultra-realistic Iraq war shooter.

Though it has no problem with the ultraviolent combat in Metal Gear Solid 4, Konami apparently no longer has the stomach for Six Days in Fallujah’s purportedly “ultrarealistic” recreation of the Iraq War. According to the Japanese daily Asahi Shimbun, the Tokyo-based company has decided not to publish the Atomic Games-developed war-action title, which it touted at a gamers’ day event just last month.

“After seeing the reaction to the video game in the United States and hearing opinions sent through phone calls and e-mail, we decided several days ago not to sell it,” a Konami rep told the Asahi Shimbun. When asked for comment by GameSpot, Konami of America said the rep handling the game was out of the office. Inquiries sent to Atomic Games had not been returned as of press time.

Though no opinion-givers were mentioned by name by the Asahi Shimbun, the game had been vociferously criticized by several families who had lost members in the Iraq war as well as the British anti-war group Stop the War Coalition.
Konami and Atomic’s defense was that Six Days in Fallujah would be a “survival horror” game which would show the ugly face of the Iraq War, now in its seventh year.

“We had intended to convey the reality of the battles to players so that they could feel what it was like to be there,” the Konami rep told the Asahi Shimbun. Those comments were echoed in a GameSpot video interview (below) with several veterans of the actual Second Battle of Fallujah, Operation Phantom Fury, who were acting as technical advisors for the game.

Flash Player 9 is required to watch this video.

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Konami retreats from Six Days in Fallujah – Report” was posted by Tor Thorsen on Mon, 27 Apr 2009 12:29:01 -0700

Singularity Environments : Manufacturing

 

Singularity Environments: Manufacturing video… check out one of the awesome areas you are a part of in Singularity!

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Singularity Environments : Manufacturing” was posted by DanM on Mon, 27 Apr 2009 11:20:23 -0700

Singularity Environments: Rail Trench

 

Singularity Environments: Rail Trench video… check out one of the awesome areas you are a part of in Singularity!

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Singularity Environments: Rail Trench” was posted by DanM on Mon, 27 Apr 2009 11:18:25 -0700

Under Siege Screens

 

5 new shots posted.

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Under Siege Screens” was posted on Mon, 27 Apr 2009 11:12:01 -0700

Uncharted 2 multiplayer, beta confirmed

 

Naughty Dog’s story-driven action adventure picks up co-op, competitive modes for fall launch on PS3; beta key packed in with inFamous purchase.

Today, Sony Computer Entertainment pulled the trigger on its teased announcement pertaining to Naughty Dog’s Uncharted 2: Among Thieves, announcing the story-heavy action adventure will indeed feature a competitive and cooperative multiplayer component. And, as rumored last week, PlayStation 3 gamers can enter the beta-testing phase for Uncharted 2’s online modes by picking up Sucker Punch’s inFamous on May 26.

Uncharted 2’s co-op element allows up to three players to run through a number of levels from the game’s single-player game together. Not all story mode levels will be available for co-op, with Naughty Dog telling GameSpot in a brand-new preview that the single-player stages on offer have been specifically chosen and slightly tweaked to accommodate multiple players as well as capitalize on both cover-based combat and platforming elements.

Thus far, Sony and Naughty Dog have offered looks at two competitive multiplayer mode varieties: deathmatch and Plunder. The first stays true to the traditional kill-or-be-killed variant, while the latter plays out in a fashion similar to capture the flag. As with co-op, competitive multiplayer will feature levels from the single-player game that have been altered and rebalanced.

As for the multiplayer beta program, gamers who purchase “one of the first copies” of inFamous when it launches for the PS3 on May 26 will receive an access key for the advanced look at Uncharted 2. The beta will begin on June 3 and run through June 28.

Uncharted 2: Among Thieves is expected to arrive for the PS3 this fall. For more information, check out GameSpot’s previous coverage of Uncharted 2.

Flash Player 9 is required to watch this video.

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Uncharted 2 multiplayer, beta confirmed” was posted by Tom Magrino on Mon, 27 Apr 2009 10:51:32 -0700

EA Spring Showcase 09 Need for Speed Interview with Jesse Abney

 

Check out this interview with Black Box Studio’s Jesse Abney about Need for Speed: Shift

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EA Spring Showcase 09 Need for Speed Interview with Jesse Abney” was posted by franka on Mon, 27 Apr 2009 10:36:16 -0700

Fight Night Round 4: More Boxers Revealed

 

I had a chance to play EA Sports' upcoming Fight Night Round 4 at last week's press event in New York City and the game continues to impress. Stay tuned for more on the game in the coming weeks but right now, it's time for another batch of Fight Night Round 4 boxer screens of fighters recently announced on the roster:

Name: Manny Pacquiao
Born: December 17, 1978
Record (W-L-D-NC): 48-3-2-0 (36 KOs)

Name: Emanuel Augustus
Born: January 2, 1975
Record (W-L-D-NC): 38-30-6-0 (20 KOs)

Name: Nate Campbell
Born: March 7, 1972
Record (W-L-D-NC): 33-5-1-0 (25 KOs)

Name: Kermit Cintron
Born: October 22, 1979
Record (W-L-D-NC): 30-2-1-0 (27 KOs)

Name: Miguel Cotto
Born: October 29, 1980
Record (W-L-D-NC): 33-1-0-0 (27 KOs)

Name: Vivian Harris
Born: June 17, 1978
Record (W-L-D-NC): 25-3-1-0 (17 KOs)

Name: Cory Spinks
Born: December 20, 1978
Record (W-L-D-NC): 42-5-2-0 (11 KOs)

Name: Ronald “Winky” Wright
Born: November 26, 1971
Record (W-L-D-NC): 51-5-1-0 (25 KOs)


Name: Ricky Hatton
Born: October 6, 1978
Record (W-L-D-NC): 45-1-0-0 (32 KOs)

Be sure and check out our other Fight Night 4 roster reveals. Who do you look forward to playing in the game?

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Fight Night Round 4: More Boxers Revealed” was posted by BrianEk on Mon, 27 Apr 2009 10:35:49 -0700

Fight Night Round 4 Screens

 

20 new shots posted.

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Fight Night Round 4 Screens” was posted on Mon, 27 Apr 2009 09:42:01 -0700

Need for Speed: Shift Screens

 

5 new shots posted.

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Need for Speed: Shift Screens” was posted on Mon, 27 Apr 2009 09:30:01 -0700

Need for Speed: Shift Hands-On

 

We check out the two extremes of EA’s upcoming change in direction for the Need for Speed series.

At EA’s recent spring press event in San Francisco, the company had two stations running builds of its upcoming Need for Speed: Shift, the latest in the long-running racing series. Depending on which version you sat down to play, you got a very different picture of what the upcoming game is all about. The developers at Slightly Mad Studios are focused on making this perhaps the most realistic and true-to-life driving experience ever seen in a Need for Speed game, while still maintaining the approachable learning curve that has always been a part of the series. Both aspects of this intriguing racing game were on display at the press event and, in certain ways, the differences between the two couldn’t have been starker.

First, the similarities. Although both stations on hand featured different cars and different tracks to drive on, the focus on enhancing the driver experience was in full effect in both. The game was running at a mostly rock-solid 30 frames per second, but the pace of the cars on display didn’t feel sluggish in the least. This is partially due to the steady frame rate but also due to some clever visual tricks–most noticeable in the cockpit view–that really help you sink in behind the virtual wheel. First there are the small camera movements when you brake or accelerate–subtle shifts to emulate your head being jerked back and forth. This hyperactive camera also spells out the bumps and hills of the various tracks, as well as any damage you take when running into other cars (or stationary objects).

Though that dynamic cockpit camera isn’t exactly new for racing games, the game also makes use of some blurring effects in ways that we haven’t seen before in the genre. When you’re driving at high speeds while in cockpit view, your view will automatically begin to blur out the interior of the car, while the road and your competitors ahead of you will stay in focus. The effect looks to emulate the focus of real drivers as they concentrate on the road ahead of them, blocking out the rest of their peripheral vision. It’s a novel visual technique, though we found it a bit unnecessary. After all, when playing a racing game, your eyes will naturally focus on the things that matters on the track, blocking out the things on which you don’t really need to concentrate. In addition, given that the rear-view mirror is blurred too, cars behind you are blurry and unfocused, which we found extremely annoying, especially in tight races. Here’s hoping that the developers include the option to toggle this blurring effect on or off, depending on individual player preference.

So, though slick graphics were on display in both version of Need for Speed: Shift, the contrast between the two games was felt in the cars and on the road. One version of the game featured a three-lap race at Willow Springs raceway in the central California desert. Unlike such tracks as Laguna Seca and Road America, Willow Springs is a lesser-known American racing gem full of twisting turns, some high-speed corners, and fun elevation changes. The car on-hand was a race-trim McLaren F1, one of the more powerful cars in Shift, with a beastly amount of power and tight, responsive steering. Despite its power, the car wasn’t a complete nightmare to handle thanks to a ton of driving assists toggled on to help contain the mighty McLaren. Traction control, braking assist, and the now-standard color-coded dynamic driving line made completing the three-lap race fairly easy, and some low-end AI racers were of very little challenge.

Compare that to the other station running the game, which featured a race full of 1970s-model Nissan Skylines running a street race in Tokyo. In contrast to the McLaren race at Willow Springs, nearly every assist seemed to be toggled off in this version of the game, resulting in a Need for Speed game that felt completely unlike any other, save maybe for the classic Porsche Unleashed. Here was a car that was slow off the line, loose in the corners, prone to drift at the drop of a hat, and completely uninterested in making up for your driving mistakes should you lose momentum through a turn. Here, too, were unforgiving and demanding race opponents, not at all afraid of bullying you in corners or ashamed of leaving you in the dust if you couldn’t keep up. This was about as far from traditional rubber-band Need for Speed-style racing as can be imagined, and it felt very good, even if we did get our proverbial butts handed to us.

It’s between these two extremes that Need for Speed: Shift finds itself: a console racing sim looking to go after the Forza and Gran Turismo fan base, and a Need for Speed game that needs to be friendly enough to more-casual racing fans to keep the dollars rolling in. It’s a somewhat risky gamble, it seems, considering that there’s a portion of the NFS crowd that will surely expect yet another series of uninspiring races cast between cheesy cutscenes. Nevertheless, if Shift opens up to a new crowd and (vocal) fan base by establishing itself as a credible racing sim, it just might be a gamble worth taking. Look for more on the game in the months leading up to its fall 2009 release.

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Need for Speed: Shift Hands-On” was posted by Brian Ekberg on Mon, 27 Apr 2009 09:19:50 -0700