Gaming Today |
- True Crime: Hong Kong – E3 2010 Impressions
- GoldenEye 007 Wii E3 2010 Impressions
- Queen Guitarist Says Something about Queen and Guitar Hero
- Good Ole Davey Jaffe, Talkin’ S**t Like He Don’t Care
- As of Today, You Only Need One Game on Mac
- DC Hits the PSP
- Rock Band 3 E3 2010 Impressions
- FileFront Affiliate FTP Account Updates!
- Epic Controllers for Epic Mickey
- Hands On with the Madden 11 E3 2010 Demo
- Microsoft Finally Adds Multiple Live Account Price Break
| True Crime: Hong Kong – E3 2010 Impressions Posted: 23 Jun 2010 11:10 PM PDT
True Crime: Hong Kong developer United Front Games (the guys who made ModNation Racers, oddly) are setting out to accomplish three things with the upcoming cop movie-inspired sandbox title:
At E3 last week, United Front’s Jeff O’Connell gave us a tour of how their vision of Hong Kong is shaping up so far. Impressions and details after the jump. O’Connell was very upfront about True Crime: Hong Kong’s Hollywood influences. It’s shooting for a mixture of stuff like Point Break, Reservoir Dogs and The Departed. Basically an action thriller about an undercover cop who’s torn by his obligations to his duty, and the compromises he has to make to get the job done. In True Crime: Hong Kong, this man is Wei Shen, an undercover cop attempting to infiltrate Hong Kong’s Triad syndicate. In the first mission we saw in the demo, Wei must find a dirty merchant in the market named Ming, and collect a debt. As Wei slowly walked through an alleyway marketplace area, we got a taste for how the world will behave. The market was bustling with activity, people dancing around a jukebox, merchants hawking, tons of people milling around, etc. Surprise, Ming didn’t want to go willingly. A foot-chase ensued. Here we got to see how the free-flow chase mechanics would work. During foot chases, you’ll run into obstacles: fences, trash, people, stuff like that. With a single, well-timed button press, Wei can gracefully dodge/jump over the obstacle and keep going. Mess up, and you’ll be slowed down for your clumsiness. When flawlessly executed (like it appeared to be during our demo) this looked pretty cool, and like a good cop movie chase. Finally Wei caught up with Ming and his thug pals, and we got to see some fighting. Wei has a bobbing boxer’s style, and can do standard punch and kick combos, with a few twists. We saw some brutal bone-break finishes, where the camera would zoom in and the action would slow down for second. In one of these Wei kicked a dude’s leg right at the joint, snapping it. You can also interact with the environment in cool ways. Wei threw one guy off of a roof, smashed another guy’s head into a TV, and one very unlucky guy’s face into a vent fan (which was bloody and awesome). It reminded me a little of Splinter Cell: Conviction’s “interrogation moves,” but fully integrated into third-person beat-’em-up combat. We skipped ahead to a new mission, one about halfway through the game according to O’Connell. In this mission, Wei had to return a motorcycle to someone on the dock for some cash. And that guy was…Ming! That crazy guy. So, before the mission, we got a good look at a cutscene, which looked pretty damn good actually. Wei sped off on the motorcycle, heading to the objective. The driving looked nice and tight, except for one noticeable oddity. Wei crashed into the back of a red sports car, and actually lifted it off the ground with his head. Then he drove off like everything was cool. Anyway, the highlight of this section came when Wei got to the dock. Stuff with Ming went poorly (he knows Wei is a cop!), and a firefight broke out. Wei drove the motorcycle straight at a garage, ditched it, and when the motorcycle crashed into the garage there was a beautiful explosion. It was kind of Bond-esque and looked fun. Hopefully you’ll be able to do that kind of thing a lot in the game. Wei got out a machine gun and went to work on Ming (and his endless thug pals). Shooting looked pretty standard. There’s a circular reticle used for aiming, and it looked like it was auto-locking onto nearby enemies. Once the dock was cleared out, Wei stuff Ming into the trunk of his car and drove off. Lastly, we were shown a flythrough of Hong Kong in its entirely while O’Connell gave us some details about the game. It looked pretty huge! It’ll also sport a full 24-hour weather time cycle, with ambiance dynamically based on the location and time of day. Other goodies: in addition to the core story missions, you can do favors, mini games like karaoke and cards, hack computers, pick locks, engage in car races, bike races and boat races, and unlock Achievements. Also, you can customize your character’s outfits, and load up on lots of different weapons. Unfortunately, we couldn’t actually try the game out for ourselves in this eyes-only demo. But True Crime: Hong Kong definitely looks like an ambitious sandbox crime thriller in a rich setting. We’ll keep you up to date on True Crime: Hong Kong as it nears its September 21 release date. Share and Enjoy: ![]() |
| GoldenEye 007 Wii E3 2010 Impressions Posted: 23 Jun 2010 04:40 PM PDT
I don’t have to tell you that GoldenEye 007 for the N64 was one of the most influential shooters of all time, blah blah. You know this, man. You played GoldenEye with your pals and it’s a good memory for you. And sort of like NBA Jam, GoldenEye has been begging for an official modern remake for some time now. Finally, it’s getting one. At E3 last week, developer Eurocom walked us through the new GoldenEye on the Wii, showing us both the single-player and multiplayer portions. How’s the new/old Bond looking? Hit the jump for details. Aside from production talent, there are obviously gameplay differences as well. Pass loaded up the very first level in GoldenEye, which looked exactly like the original. But here, Bond (Craig) is assisted by agent 006. The two had a more stealthy vibe than the original, as they crept around the compound. Here, we were introduced to a new gameplay mechanic, referred to as “Subdue” attacks. If you sneak up behind an unsuspecting enemy, you’ll get a button prompt to press “A.” Doing so will execute a silent takedown. The one we saw had Bond grab the baddie from behind, pull him over a barricade, and then punch him in the face repeatedly. That sounds more like Craig’s Bond, right? But Pass explained that you can play the game however you want. If you want to channel Snake and go all stealth, go for it. If you want to run-and-gun, you can play that way too. Pass started shooting up the place, and this showed off another new mechanic: destructible environments. Bond can’t just camp out behind barricades forever. As cover objects take damage, they start to chip away and fail, applying a bit of pressure to kick ass and do it quickly. The demo moved into that big tunnel in the first level, and Bond got into a truck with 006, which started a cutscene. Developing the game for the Wii means that the game will seamlessly transition into these scenes right away, which was a nice touch. When Pass got into the actual compound, we were introduced to the “multiple objectives” mechanic. You’ll obviously have main story objectives. In addition to these, you’ll have optional side-objectives. Completing side-objectives will contribute to your end-level point tally. You’ll use points to unlock goodies for multiplayer like character skins, cool crap like that. Enemies are smarter in the new GoldenEye. They’ve been Metal Gear-ified. Pass described the AI has having “multiple states of awareness.” If you clumsily stomp around a guarded compound, you’ll set off alarms and draw the fury of multiple guards who want you dead. Now, it wouldn’t be a Bond game without what Pass described as “authentic Bond moments,” and Eurocom have built these into the game. You’ll be able to do things like trigger large explosions and take out multiple enemies simultaneously. In the example we saw, Bond made his way out onto a dock, and blew up an entire ship, which looked very satisfying. Multiplayer: At the end of each match you’ll be awarded different “Accolades” that applied to your performance. A few we saw were (not all are positive): A View to Kill, Expendable, Sharp Shooter, Crater Maker and Shrapnel. This is pretty simple, but I kind of loved it. It’s bound to add fuel to those shit-talking fires that we remember from the good ol’ days! We saw a 4 player split-screen round of deathmatch. It looked: fast, violent (a lot of deaths), and like a lot of fun. Each player has two grenades, which have a really dangerous blast radius, and blow up nicely. In terms of control, you can use the Wii Classic Controller, or the Wii Mote/Nunchuk combo, or even the Wii Gamecube Controller. My overall impression: ok, I haven’t talked about graphics until the very end, and that’s because this is the one very big negative. I actually thought they were kind of horrible. This is a shooter that personally I would prefer remade with exquisite, crisp graphics, and Wii just does not deliver that. Not even close. So just know that. You can look for yourself and watch the trailer. But does it still look like a lot of fun? Hell ya it does. Share and Enjoy: ![]() |
| Queen Guitarist Says Something about Queen and Guitar Hero Posted: 23 Jun 2010 03:14 PM PDT
But Google tells me he says a Guitar Hero game that includes Queen will be out next year and describes some totally unquantifiable thing about fans and concerts and stuff. Or as Kotaku puts it, the game “will let players really experience a Queen concert.” Whatever that means. Anyway, I’d get this. Queen is the best band ever, and as much of a good time as Beatles Rock Band was, this would kill that. This is assuming, of course, that the game is a dedicated Queen game, which May did not say. Queen! Share and Enjoy: ![]() |
| Good Ole Davey Jaffe, Talkin’ S**t Like He Don’t Care Posted: 23 Jun 2010 02:34 PM PDT
I like the horrible abuse of smileys. Also, you’re Davide f**king Jaffe; smileys don’t really match your demeanor. Anywho, people responded poorly to that, understandably, and that irritated him. And so he tweeted this explanation of “artsy fartsy”: “ARTY-FARTY= pretentious, dull, surface bullshit without really understanding the craft of game design or emotion/storytelling.” Ah, so he’s talking about Final Fantasy XIII. Anyway, Dave (Can I call you Dave?), I’m gonna explain where the confusion started. Here’s the deal: People who think Grown Ups looks funny would say that The White Ribbon is “artsy fartsy,” whereas someone who knows something about art would not watch Starting Out in the Evening and call it “artsy fartsy” even though that film pretty much fits your definition of the term. Let’s go to Urban Dictionary for a sec: “artsy fartsy is generally bad artwork that is made so weird and hard to understand that people just assume it’s genius.” This was undoubtedly written by someone who’s really pumped to see Grown Ups. Now try this definition: “An extremely stupid and dorky way to say that someone is artistic.” See what I’m getting at here? When a person who considers him or herself a layered consumer of games hears you complain about “artsy fartsy” games, they think of your comment in the context of that second definition. And so when the guy behind Twisted Metal and God of War, which are like the video game versions of Michael Bay movies (not at all an insult), says he’s sick of artsy fartsy games, well, you come off like an anti-intellectual who already has tickets for a midnight show of Grown Ups. As a humble wordsmith, I’m just suggesting you not ever use that term again. Please. Look, man, I’m not hatin’ here. Us Alabama people gotta be cool out here in the big and scary world. I’m just tryin’ to help here. Just tryin’ to help. Thanks for the heads up, CVG:) Share and Enjoy: ![]() |
| As of Today, You Only Need One Game on Mac Posted: 23 Jun 2010 12:47 PM PDT
And one last thing: It’s on sale for $6.80 (!), but only for today and tomorrow. And I gotta say, if you’re a PC gamer and you don’t own CSS already, you’re kind of a f**k if you won’t pay $6.80 for it. Really. So go buy it. Share and Enjoy: ![]() |
| Posted: 23 Jun 2010 12:22 PM PDT
For the full list of the initial offerings you can head over to http://us.playstationcomics.com Share and Enjoy: ![]() |
| Rock Band 3 E3 2010 Impressions Posted: 23 Jun 2010 11:29 AM PDT Yeah, I know. There are a ton of music games out there now. I’ve been heard to say before that I’m done with purchasing band games. So, while I was interested to get a look at Rock Band 3, I wasn’t going in as someone who was expecting to make it a purchase. The demo took place in Harmonix’s E3 booth, which was constructed to look like a small theater. After a short video showing off some PR from previous Rock Band titles, the curtains opened to reveal seven Harmonix employees playing “Power of Love” by Huey Lewis. The first obvious change from previous Rock Band titles is that there were seven players. The addition of 2 extra vocal tracks in harmony (first introduced in Beatles: Rock Band), as well as the oft-discussed keyboard bring the total up to seven. But new instruments and more vocals aren’t the only changes you can expect. While the core gameplay remains essentially the same, there are a lot of changes and additions to the tried and true formula. First off, you can expect drop-in, drop-out gameplay from anywhere in the game. This means that you won’t have to back out to the band selection menu to have a player leave in the midst of your world tour. Harmonix stated they they fully expect to have over 2,000 songs available through game track lists and DLC by the time Rock Band 3 goes live. In an effort to make this massive list manageable for players, they’ve built in a brand new song filtering system. You’ll be able to filter songs by difficulty, included instruments, source, song length, and more. There are two more major additions to song management. First, you can now rate songs from 1 to 5 lighters. Songs that have lower ratings will show up less often in random set lists, and higher rated songs will show up more. Secondly, you’ll be able to create and save your own set lists. For example, if your Friday night Rock Band group loves playing all the metal tracks, just make a new Metal set list and save it. You can then select it and start it whenever you want to play that list of songs. Now, about that keyboard… The 26-key MIDI keyboard will allow players to play in a traditional 5-note runway, or in the new Pro mode. Pro mode has you basically mirroring the notes you would play on an actual keyboard to play the song, including all the black keys as well. You’ll also be required to shift up and down the keyboard as instructed by arrows on the runway. Guitar also gets a Pro mode, and it looks to be the biggest challenge I’ve ever seen in a music game. You’ll need one of the two new guitars to try it out, and you’ll find yourself playing chords, notes and solos just like you would on a real guitar. Part of this is because one of the new controllers IS a real guitar, a fact Harmonix was showing off in their demo. A Harmonix employee was playing Expert Pro Guitar, and at the same time playing through an amp to show how the game mirrors the guitar’s action. If you’re a drummer, don’t worry. There’s a new Pro mode for you too. Three cymbals are being added to the drum kit, and they’ll allow you to play almost as you would on a real kit, with cymbals having new symbols on the runway. They won’t just double as drumpads anymore. While only 22 songs have been revealed thus far, I’ve already seen enough to make me change my tune. Rock Band 3 has now gone from a game I really wasn’t interested in to near the top of my most anticipated games for the rest of this year. There’s plenty of additional info on the game here on Gaming Today. Check out these articles for all the info you need: Share and Enjoy: ![]() |
| FileFront Affiliate FTP Account Updates! Posted: 23 Jun 2010 10:31 AM PDT
FileFront is going through some exciting changes this summer. We’re redesigning the site, and also moving over to a new, more secure infrastructure. Because of these changes, we need your help updating your FileFront FTP affiliate accounts. Please follow these simple instructions to ensure we keep your FTP account active through this transition. If you don’t follow the below instructions, your account will become temporarily inactive. We value your contributions to the site, and want to keep your accounts alive with zero downtime!
Thank you! Email jeff@filefront.com with any questions. Share and Enjoy: ![]() |
| Epic Controllers for Epic Mickey Posted: 23 Jun 2010 09:54 AM PDT
Sure, it’s a play on words because of the upcoming Epic Mickey game for the Wii but if nothing else the Epic Mickey paintbrush nun-chuck controller has one same here. Also inbound is a Wii-remote holder shaped like an evil ink stain fighting Mickey himself.. Products way easier to display than some corded neon gamestickpadthingy. Looking over the site, Performance Designed Products also has some other attractive offerings. Share and Enjoy: ![]() |
| Hands On with the Madden 11 E3 2010 Demo Posted: 23 Jun 2010 08:27 AM PDT One of my personal passions is NFL football. I spend far too much time playing fantasy football and watching games Sunday every fall. As such, Madden is a franchise that I follow rather closely. So it should be no surprise that I was excited to get my hands on Madden 11, the latest iteration of EA Sports’ NFL franchise, at E3 last week. At first glance, Madden 11 has been improved graphically. Player animations look smoother than last year’s version, and the stadiums and environments mirror reality almost exactly. While that’s a nice addition, this year’s Madden isn’t really about new graphics. The focus of the E3 demo this year was the new Gameflow system. In the past, you could spend more time in your playbook searching for the perfect play than you did actually playing the game. Gameflow is EA Sports’ attempt to change that dynamic. So, how does it handle? Picking up the controller, I immediately liked the feel of Gameflow. If you’re using Gameflow, playbook screens are a thing of the past. Instead, the game picks plays for you, choosing plays that your NFL team would use in the situation you’re in. Instead of the playbook, you see the paths and art for the play that’s been chosen on the screen. You’ll also hear the voice of your coach giving you tips on the chosen play. The D-pad is now the strategy pad, giving you the ability to tweak your play, much like the Playmaker options in past Madden games. Calling audibles and sending players in motion also feels much simpler than before. The first thought I had when Gameflow was described to me was that it would take too much control away from the players, or that it might be OK for novice players, but not for experienced Madden junkies. However, now that I’ve gotten my hands on it, I’m not sure this is the case. After all, the system is tailored to call plays that the coach of your chosen team would call in similar situations. Gameflow is an option, so if you’re more into calling your own plays, you can simply turn the playbook option on and you’ll be right back into classic Madden play calling. I’ll add this as an incentive to give a try: Gameflow cuts the time spent playing a game just about in half. Gameflow isn’t the only new feature. As you’ve no doubt heard prior to this, EA has brought in Gus Johnson as the new voice of the series. If you’re not familiar with Gus Johnson, come out from under your rock and go check out the YouTube clip of him saying that Chris Johnson has “getting away from the cops speed.” All in all, I was impressed with Madden 11. The graphical upgrade is nice, but the Gameflow system feels very smooth, and is well implemented. I’m looking forward to spending a lot more time with Madden 11 once it hits stores August 10. Share and Enjoy: ![]() |
| Microsoft Finally Adds Multiple Live Account Price Break Posted: 23 Jun 2010 05:29 AM PDT
Beginning this fall (and in no way to support requirements in upcoming Kinect games I’m sure) Microsoft is offering a “Live family pack“. The new pricing includes 4 Xbox live! gold accounts for the price of 2 – roughly $100. Linked accounts also share a billfold and allow gifting of MS points for purchases along with parental control features. This means only the primary account can make purchases without help BTW. Not a bad idea, just about four years too late for a service that should arguably be free to begin with. Share and Enjoy: ![]() |
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Yeah, the man bringing you the new Twisted Metal has been getting into the shiz, as it were, on Twitter in the past two days after
I’m talkin’ ’bout Counter-Strike: Source, of course. That’s right, Mac users can, as of today, celebrate or bemoan or ignore (just to account for everyone) the US victory this morning and advancement in the World Cup by bingeing on some CSS. But that’s not all. Remember those 
I really dig that you can buy and read comics on the PSP. It may not be the ideal way to read them, but the AutoFlow works well, and issues usually cost less than they do in print. And now the selection has gotten a little better, with DC joining the fold and bringing with it game-based books like Mirror’s Edge and Resistance. There’s a pile of new stuff in there, and a handful of free ones. Free issues include the two I mentioned, Fringe and Superman #700, which is totally nice.




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