Monday, September 6, 2010

Gaming Today

Gaming Today


PAX 2010: Ratchet and Clank 2: All 4 One Gameplay Footage

Posted: 05 Sep 2010 11:09 PM PDT

You might wonder why anyone would ever go to panels at PAX when they have so many awesome unreleased games to play. Well, the answer is this post. Because I went to the Insomniac panel, I got to take a look at gameplay footage from the next Ratchet and Clank.

Before we get to the video, here are a couple notes about the game from the men themselves:

Co-op is drop-in, drop-out. Like, at any point, and it can be local or co-op or a mixture of the two.

Players can revive partners who have been taken down.

Players can throw each other off cliffs, which you will see.

All players are onscreen at once, so no traditional Ratchet and Clank camera this time.

Ratchet, Clank. Qwark and Nefarious have all been marooned on an unknown planet by the Creature Collector, and Nefarious is only working with the other bros in order to survive. They still don’t like him, and he still doesn’t like them.

Aaaaaaaaaaalrighty then. Video:


Ratchet and Clank: All 4 One Gameplay From PAX 2010 – Watch more Game Trailers

Look for this baby in 2011 sometime. I’m sure we’ll talk about it more before it comes out, so yeah. Not sure why I started writing that sentence. PAX can take a heavy toll on the mind.


PAX 2010: Star Wars: The Force Unleashed 2 Hands-On Preview

Posted: 05 Sep 2010 10:35 PM PDT

It was a Star Warzy weekend at PAX. We hit the SW: The Old Republic panel (and we shot a video of the whole thing), we saw an extended live demo of Force Unleashed 2, and then on the final day of PAX we got to play through a Force Unleashed 2 demo on the show floor. If you’re jealous, don’t be. We’re pretty sure the demo we played is the same demo being released to the public sometime before its October 26, 2010 release.

So, here’s the deal. Star Wars: The Force Unleashed 2 features more extreme, intensified action than the original. The Force is practically bursting out of Starkiller this time. An example: in the first game you could use The Force to hurl objects at Tie Fighters. In Force Unleashed 2, you can rip Tie Fighters out of the sky and hurl throw them around like toys.

At the beginning of the demo, Darth Vader is very displeased with clone-Starkiller. See, he retains the memories of the real Starkiller, particularly of his love Juna. Vader considers him damaged good, and when he reveals his intention to kill him, Starkiller bolts and jumps out of the tower.

What happens here is a God of War 3-like action sequence, in which Starkiller falls face first thousands of feet from the tower, and you have to dodge Tie Fights, pillars, etc. until you land.

It seems you caused a ruckus doing all of that. The whole base is on alert now, and you’ll need to fight off Stormtroopers and some entirely new enemies as well (more on those later).

Like we saw in the demo, combat in Force Unleashed is slightly revamped. The core buttons are the same: B = Force Push, Y = Lightning, A = Jump, X = Saber. What’s different is you’ll be dual wielding two lightsabers at once. Sweet. Because of this, the combos feel a little more fluid and acrobatic than the first game. Starkiller is like the Jedi version of a baton twirler. That may sound lame, but trust me it isn’t when the batons are lightsabers.

There’s an entirely new move in Force Unleashed 2, which allows you to confuse enemies with the power of the force. Hold LT, and push Y to trigger this. It will cause troopers to go into a frenzy, run into walls, fire at enemies, jump out of windows and generally self destruct. It’s awesome.

The enemies have gotten tougher in Force Unleashed 2 as well. Riot Troops wield these powerful staffs that can go toe to toe with a lightsaber. You’ll need to catch them off guard with either a force push or some lightning. Additionally, Jump Troops are equipped with jet packs and will attack from above. They can evade many ranged attacks.

The biggest, baddest new enemy we encountered was a large mech-looking thing called a Carbonite War Droid. It shoots carbonite–the stuff that froze Han Solo–out of a gun at you, which can one-hit-kill you if you’re not careful. You can use RT to pull its shield away, and then go in for the kill. Since its a bigger enemy, you can trigger a “finishing move” when it becomes weak, freezing it in carbonite and shattering it.

Perhaps the most significant change to the combat is the Force Fury system. As you land combos and kill enemies, you’ll charge the Force Fury meter. When it fills, click RS and LS simultaneously, and get ready for the craziest Force sh#$ you’ve ever seen. Starkiller turns into a berserk demon of the Force. Every attack you do in this mode is ultra powerful, and insane looking. You’ll throw both lightsabers in circles around you, while lightning engulfs everything around you in a storm. It’s crazy.

Based on what we’ve seen so far, Star Wars: The Force Unleashed 2 is a fun sequel to great solid action game. It retains the core, but adds more exaggerated Force abilities and saber moves.

We won’t have to wait too long for the final game. Force Unleashed 2 is due out October 25, 2010 on practically every platform.


PAX 2010: Kirby’s Epic Yarn Is Very Cute (Hands-On) (VIDEO)

Posted: 05 Sep 2010 09:46 PM PDT

Kirby’s Epic Yarn, announced at E3, is almost inexplicable. It’s a beautiful game. It’s really, really cute. In some ways, it’s a reimagined LittleBigPlanet with Kirby, because the game (and I’m basing this on the three levels I played this weekend) is less about the challenge and more about just enjoying yourself and trying to find treasures.

Of course, aside from the visual style ad the whole loot-hunting thing, the three levels I played weren’t really that much like LBP, because it was almost mindless. The game sort of put me into a trance, in fact, and I went on autopilot until we hit a boss fight.

Oh yeah, “we.” The game is co-op, and much of the joy of the game comes from throwing your partner around the room. I imagine that’ll be even more joyful when I’m drunk.

I’d guess, based on the extremely low difficulty and simpleness of the mechanics, that it’ll end up being considered more of a children’s title than a title for everyone. It’s certainly more like, say, the Peter Pan ride at Disneyland than Space Mountain, to be sure. I did get to chance to watch a couple kids try it out, and they seemed a lot more into it than the older folks who tried it. That’s not to say folks my age (23) and older won’t enjoy it, but I just can’t see your average Nintendo player getting into this the way they would, say, Super Mario Galaxy.

Of course, if the demo levels I played were the first three, then it might be that the difficulty ramps up as it goes along. These are just my initial impressions.

OK, so enough of my thoughts. Here’s a video of some folks playing the same three levels I did. Judge for yourself; that’s why we do these videos.

Download this

This thing comes out October 17 in North America and October 14 in Japan.


PAX 2010: Fluidity is Awesome (VIDEO)

Posted: 05 Sep 2010 09:43 PM PDT

Did you think you’d live to see the day when my favorite game at a major games convention is a Wii titles? No? Well, truth be told, I didn’t think I’d live to see that day either. But here we are. WiiWare title Fluidity, which Nintendo announced at PAX on Friday and had playable at their booth in the exhibition hall, is my favorite game of PAX Prime 2010.

At first glance, the game looks like like a mix of LocoRoco and PixelJunk Shooter. And it kind of is that. See, you play as water, right. And you tilt the controller to turn the world and, thus, move the water. And you shake the controller to make the water jump. And the point of the game is to move the water through a book and find rainbow drops and water rainbow flowers. Very trippy and sublime and generally brilliant. It’s basically the gameplay of LocoRoco mixed with the visuals of PixelJunk Shooter mixed with the story of Flower.

And it can be very challenging. I was enthralled. Now, watch a bro play it:

Download this

I know that may not look spectacular, but it is. It really, really is. No release date yet, but it’ll probably be late late this year or early next.


PAX 2010: Hands-On with LittleBigPlanet 2 (VIDEO)

Posted: 05 Sep 2010 01:22 PM PDT

LittleBigPlanet 2 was probably the game I was most excited about getting to touch at PAX. And I most definitely touched it. And I liked touching it so much that I also spent some time watching other people touch it. And both were wonderful.

The level I played wasn’t too different from the kind of thing you’d see in the first game, design-wise, but it had a twist: as we went through, we’d find and free some red-eyed Zonies (or what looked like Zonies), and they’d follow use through the level. The problem, they can die just like the sackboys can, and once they’re gone, they’re gone.  But having this large group of these things trotting after us was just bout the cutest, most awesomest thing ever. It was overwhelming.

The level got pretty complex as we explored a bunch of tubes, and we lost all but one of our Zonies. Very sad day for them.

Note: I discovered here that the death of a sackboy does not reduce the number of times players can respawn from a particular portal. Like the PSP version, dying takes away points.

Now, the level I wish I’d played was the one I watched some other folks play. This one was all in very low gravity, and near the end the sackboys find vehicles that allow them to hug the walls or the ceiling or whatever surface they want to hug. It was quite enthralling, even to just watch, so I know this will be the PAX 2010 gameplay video you all enjoy the most out of all of them.


PAX 2010: Star Wars: The Old Republic Video Preview

Posted: 05 Sep 2010 01:08 PM PDT

At PAX yesterday, Dallas Dickinson (right), Director of Production for BioWare in Austin, Texas and Blaine Christine (left), Senior Producer for BioWare unloaded a metric ton of information on Star Wars: The Old Republic. If you’re looking to get a handle on the game’s features, story, classes, etc., you’ve come to the right place.

We captured the entire fifty-three minute presentation on video (embedded below). We’ve also provided descriptions of each of the segments in the video, along with time stamps in case you want to jump around this massive beast. The video includes 2 live gameplay demos, several segments highlighting all 8 playable classes, followed by a final Q&A session with lead writer Dan Erickson. Phew! It was an information-packed hour, to be sure.

Background

For a little background, Dickinson described SW: The Old Republic thusly:

A story-driven, massively multiplayer role-playing game, set several thousand years before the movies, and several hundred years after the original Knights of the Old Republic.

Republic Class Info (Advanced Classes We Saw)

  • Trooper Class: Advanced class. He’s the Commando/tank version of that class.
  • Smuggler: Gunslinger Advanced Class, dualwielding blasters.
  • Jedi Knight: DPS build, dualwielding light sabers. Takes out secondary enemies, cleans up the trash.
  • Jedi Consular: Wizard Advanced Class. Focuses on healing.

Other Stuff We Noticed:

  • First fully voiced MMO. Every NPC and character has full voice acting.
  • Action-packed combat. They want you to feel heroic. Lightsabers actually clash, etc.
  • The Smuggler class will have a unique “cover” system for combat.
  • Party Decisions: During quests, you will have to collectively decide on a course of action with your party. You will essentially “vote” on party decisions, using the Mass Effect-style dialog trees. If your party decides on a “dark side” path, but you’re a light side character, you still get your light side points.
  • There is a difference between “Factions,” and “Morality.” If you want to play a light side Sith, go ahead. It’ll be tough, but you can do it. If you want to be a totally evil Jedi Knight, feel free

Video Segments:

Segment 1 (2:25).
First gameplay demo. Four Advanced Classes (Jedi Knight, Smuggler, Troopher and Jedi Consular fight some Republic forces on a ship).

Segment 2 (12:50)
Jedi Knight, Jedi Consular – start out ancient homeworld of Typhon where the Jedi Order is building a new temple. They are confronted by enemies.

Segment 3 (15:17).
Jedi sent into the heart of Typhon to forge a new lightsaber.

Segment 4 (16:40).
Meanwhile on the outer rim, the Trooper and Smuggler classes are fighting off the republic.

Segment 5 (18:08).
All 4 classes end up on the republic capital planet of Coruscant. The republic is recovering the beating it took during the war, when the Jedi temple was destroyed by Sith Lord Darth Malgus. You set out to stop the production of “slave collars” by the republic.

Segment 6 (22:05)
Imperial characters classes are introduced. Home planet of Dromund Kaas. They’re about to raid the complex of renegade Sith Lord Grathum. Different style of negotiation.

Segment 7 (25:25)
Highlighting the imperial planet of Nar Shaddaa, a central hub of underworld activities. Empire forces are trying to secure an alliance with the huts. There’s also mention of a complex created for a “Darth Rivan,” which should ring a bell from the original Knights of the Old Republic.

Segment 8 (28:08)
Return to Alderaan, where the Republic and the Empire are backing opposing sides of a bloody civil war. Republic and Imperial heroes will square off against each other in this PvP quest.

Segment 9 (31:34)
Second gameplay demonstration, this time with people pulled up from the audience!

Segment 10 (38:00)
A cinematic featuring Darth Rivan’s final fate…and the appearance by HK 47!

Segment 11 (39:00)
Fan Q&A with lead writer Dan Erickson. There’s some good ones in there.


PAX 2010: Hands-On with inFamous 2 (VIDEO)

Posted: 05 Sep 2010 12:42 PM PDT

You didn’t think that panel footage was all the inFamous 2 gameplay footage you’d get, right? Nope, Sucker Punch also had a playable demo of the game on the PAX show floor, and I played the hell out of it. Here’s a quick rundown on what we’ve got here before I post the video:

It’s in Fake New Orleans in what looks like the French Quarter.

There’s a lot of cinematic slowmo and zooms and stuff. The presentation this time around looks pretty killer.

Cole fights some mooooooooonsters which an electrified crowbar. The guys at Sucker Punch said at the panel Friday that they wanted to have more melee this time, and the demo puts a focus on that.

Cole chases down a limo so he can yell at some old dude, and then what the old dude says makes him so angry that he starts taking out everything nearby with some extremely badass vortexes.

And here’s the vid of the entire demo. It’s sooooo cool, I swear, and that’s coming from a bro who was pretty lukewarm on the first game.


PAX 2010: inFamous 2 Gameplay Footage

Posted: 05 Sep 2010 12:12 PM PDT

The highlight of PAX so far, to me, was the inFamous panel. I liked it mostly for some stuff I’ll bring you later this week, but but I also liked it for what I’m about to show you: one of the Insomniac bros playing inFamous 2 on a giant projector screen. Because it looks totally great and about a million times more awesome than inFamous. Also, it takes place in and around Fake New Orleans, which is way cool.

So I could continue to talk and blah blah blah all over the place, but instead I’ll just let you watch this thing. Note that they had some issues with the projector at first, but they fix it. Watch it, please.

Download this


PAX 2010: Hands-On with Brink

Posted: 05 Sep 2010 11:59 AM PDT

In case you don’t know, Brink is, basically, a narrative multiplayer title. Sessions are long — my one session lasted about 25 minutes — and the maps are big. It’s also class-based; the classes affect secondary abilities, like how the engineer can build turrets and buff his teammates’ weapons, or how medics can heal downed folks, or how Operatives can interrogate downed enemies for map intel. The type of weapons you can carry depend on how you create the character himself rather than class.

I played as an engineer, and our objective, at least early on, was simple: start up a treaded robot and escort it across the map. We played as “Security,” and the “Resistance” was trying to stop us. There’s a timer counting down, and the time limit is extended as you progress through the mission.

I, being a dumb, mindless gamer, just ran out and started shooting folks as if I were playing deathmatch. And I was surprisingly effective (My kill/death ration ended up being about 4 to 1, far better than anyone else in the game). Thankfully, Splash Damage creative director Richard “Rahdo” Ham was on had to remind us that we had objectives to complete, and so we got started after a couple minutes of just blasting fools.

So we got our bot moving. This consisted of turning it on, because the bot moves itself, and players must defend it from enemy fire. When it takes enough damage, it stops, and they we have to repair it. Simple. We finally reach a point, when there is only two or so minutes left in the game, where our time limit is extended. We trudge on, slowly making progress.

Now I start to notice that members of the other team aren’t just coming at us from in front. We seemingly had passed one of their spawn points, and so now folks were coming at us from all directions. We died, and the bot came to a stop.

Now, the game doesn’t always spawn you near the action after you die, and this is where exploration happens. An important aspect of the controls is the free-running mechanics, which will feel familiar to folks who played Mirror’s Edge. You can hold down LB on the 360 controller to run, but it’ll also let you climb up on things and leap over large gaps, and when you do this, you’ll occasionally find yourself perched up high over the battlefield, ready to rain down death on the unsuspecting pottymouthed online gamers below.

So we got back to our bot, and I fixed it up real nice-like, and we grinded on. We encountered a brief roadblack in the form of a thing that was blocking our road, but a quick jaunt up to a crane moved it, and we moved on. Eventually we arrived at our objective: a vial of antidote for something. One of my bros grabbed, and we had to quickly get to da choppah before the bad guys good take him down. He sprinted and I provided cover, and I bravely gave my life so that the mission could succeed.

Then the leaderboard popped up. I had 41 kills and 12 deaths, which as I said was the best on the game. And yet, by score, I was right in the middle of the pack. Why? Because, Rahdo Ham told me, leaderboard score is determined by a variety of factors, including team support. As an engineer, I could buff my teammates weapons, but I didn’t do it enough as I should have. Ham pointed out how a medic was above me on the board because he basically spent the entire game running around healing folks who had been taken down.

And that’s Brink. There’s a lot of game here, and considering that I was able to come out of the session with the most kills means it’s pretty accessible, although in this example nobody had any experience with the map. Still, I’m not very good at online shooters, and I was good at this one. That’s what I’m saying.

I liked this game.


PAX 2010: The Force Unleashed 2 Gameplay Video

Posted: 05 Sep 2010 10:47 AM PDT

At yesterday’s Star Wars: The Old Republic panel, we got a little surprise in the form of a live gameplay demo for Star Wars: The Force Unleashed 2. So, we have a surprise for you fine readers in return: we shot the whole thing on video, embedded below.

The never-before-seen demo takes place on the planet of Kato Neimoidia, which was briefly revealed in Episode 3. Here’s a few new gameplay tidbits we noticed in the video:

  • Dual-saber combat, more acrobatic moveset.
  • Enemy: “Riot Troops.” Have powerful staffs that can deflect light sabers
  • Force throw + lighting shock move.
  • “Disarm” moves. Can steal Riot Troops’ staffs, and smack them with it.
  • “Grapple” moves. Extended melee takedown animations.
  • Enemy: “Jump Troopers,” have jetpacks.
  • Enemy: Carbonite War Droid. Can freeze you into carbonite if you’re careful.
  • Improved targeting system (thank god!) Can apparently rip tie fighters right out of the sky with ease.
  • Enemy: Gorog. Yup. You get to fight a Gorog in the a giant arena.
  • Enjoy the video!


PAX 2010: LEGO Universe Video Interview

Posted: 05 Sep 2010 10:46 AM PDT

When the first LEGO Universe trailer came out at CES this year, you may have been slightly misled about the game’s direction. The trailer looked dark, action-packed, adult, but in the world of LEGOs. Personally, I was picturing the LEGOs answer to Age of Conan, or something.

After seeing a demonstration of LEGO Universe at PAX today, and shooting a video interview with producer Brian Johnson, I can tell you the game is most definitely not “dark” at all. LEGO Universe is a light MMO for people of all ages, in which you create your own LEGO structures, share them with friends, go on quests, gather new equipment, and generally enjoy using your imagination and building stuff brick-by-brick.

Even though it wasn’t quite what I was expecting, it looks like a blast. Especially “brick mode,” which will let you build structures granularly, with any real-life LEGO piece, from the ground up. Anything you can imagine with LEGOs, you can build in LEGO Universe.

Check out our interview below, in which Johnson walks through a whole bunch of features in the game.


PAX 2010: Mortal Kombat Hands-On Impressions

Posted: 05 Sep 2010 10:06 AM PDT

NetherRealm Studios is making a big effort to take Mortal Kombat back to the good old days of fatalities, lots of blood and fast 2D fighting. “Old skool,” with a “k” we assume, is how MK producer Hector Sanchez described it to us today at PAX.

Phil Owen and I interviewed Sanchez, and then got a chance for a little hands-on time. I was Scorpion, and Phil was Sub Zero.

MK is unapologetically 2D, and beautiful. The character models are the most detailed, sophisticated models ever in an MK game. The characters will accrue “damage detail” over the course of the match, which gets more severe as you take a beating. The blood ages in MK. And even if you’re winning, you will get bloody, since your opponent’s blood will splash on you.

Speaking of blood: Because of the lack of blood in MK vs. DC, Sanchez told us that NetherRealm is going extra bloody for the new Mortal Kombat. They’re going to overcompensate to make 100% sure there’s enough. I was pleased to hear this.

I was also pleased to hear that fatalities are coming back in a big way. There will be no “friendship” fatalities here. Every character will have “at least” two fatalities, with more on the way in future DLC packs.

Super Meter – X Ray Moves

As old skool as the new MK is, there are some new features. Each character has a “Super Meter” at the bottom of their screen. The Super Meter has 3 tiers, which fill up as you fight. Tier 1 enables you to unleashed a super-powered version of one your regular moves. In regular mode, Johnny Cage’s Green Bolt move is…regular. If you have tier 1 of the super meter filled, hold block while doing the button combination, and Cage’s Green Bolt will be super-powered, firing off three bolts in unison that pack a mean punch.

The second tier of the Super Meter triggers a “Breaker” move, which is like a reversal that breaks your opponent’s momentum.

The third and final tier of the Super Meter enables the “X Ray Move.” To trigger this, push RB + RT (when you’re in range), and you’ll unleashed an extended, brutal combo animation with an x ray view–so you can see exactly what bones you’re breaking of your opponent’s. Each character has their own individual X Ray Move.

Tag Team Mode

When you’re playing in tag team mode, you can swap in your secondary player at any time. When you swap in your homie, you can have them do an Offensive or Assist move. An Offensive tag-in move is what you would think–a flying kick, punch, etc. An Assist move is designed to assist you in a further attack. For instance, Nightwolf’s Assist Move is a pop-up, which will allow you to continue the move and juggle your opponent.

Final Word

Mortal Kombat is smooth, fast, bloody and familiar. You should be able to pop right in, pick your favorite old skool character and start fighting. Things should be mostly as you remember them. Back + Back + X triggers Scorpion’s spear move, and Down + Back + A triggers his teleportation move, for instance. The new Tag Team and Super Meter systems add a new layer of strategy to the fighting, combining for a nice mix of the old and new.

There’s still a lot we don’t know about Mortal Kombat (how it plays online, how all the different characters play and balance, etc.), but on the surface it looks like it’s definitely on the right track.


PAX 2010: Dead Space 2 Hands-On Impressions

Posted: 05 Sep 2010 09:13 AM PDT

2008′s Dead Space is possibly the scariest survival-horror/action games ever made. It was packed with big, legitimate scares, and the setting was just terrifying. It was also a very, very good game. The combat system invited you to systematically dismember enemies to make them weaker, which is big points right away. On top of that, Dead Space had an almost RPG-like equipment upgrade system, which added unexpected depth to it.

So, how do you improve on something that already works really well? After going hands-on with Dead Space 2 today, it seems that Visceral Games’ answer is by making very careful, subtle changes here and there, while keeping the core game intact. Dead Space 2 producer Guillaume Voghel described the new approach to us like this:

It’s a little bit more action-oriented, a little bit faster. There is more ammo in the game as well. We wanted to to give it a faster pace, while also respecting the original.

In other words, Dead Space 2 is faster, bloodier and more challenging than the original.

The PS3 demo we played looked very similar to the Dead Space 2 E3 trailer. In this part of the game Isaac is in “The Sprawl,” a large space city, and is infiltrating the Church of Unitology. The first environment, called “The Freezer,” was an icy, industrial-looking area that was basically a system of halls. Right away, it still feels just like Dead Space–but the gore factor has been ramped up several orders of magnitude.

New Melee Grapple Animations

In the original Dead Space, when an enemy grabbed Isaac, you could push a series of buttons and kind of shrug them off. In Dead Space 2, Isaac is a much meaner motherf@#$er than that. A necromorph threw itself on me in the halls, and after some fast “X” mashing, Issac won the upper hand, pistol whipped the necromorph with his Plasma Cutter a few times, and them decapitated it in a gush of blood and guts. Wonderful.

Javelin Gun

This is a new weapon in Dead Space 2, and it’s a real treat. It fires harpoon-shaped rounds, in a straight beam shot. You’ll need to aim precisely to land a hit, but if you do the necromorph on the business end will be hurled back, impaled and pinned on the nearest wall. The punishment can continue, if you wish. Hold RT for the gun’s alt firing mode, which electrifies the javelin, causing further damage to the enemy until it eventually explodes.

Tricky Puzzles

After we made our way through The Freezer area, we ended up in a room with an active, spinning gravitational device in its center. The device was essentially a series of large rings, which needed to be aligned in order to deactivate the device and enable zero-gravity (more on that later).

The first step is you need to hack the panel, by first activating it, and then using the L stick to cause the panel to turn blue, and finally pushing X at the right moment to hack it. It’s sort of like using the Cryptographic Sequencer in Batman: Arkham Asylum.

After that’s accomplished, you’ll need need to use Kinesis to pull down a bunch of metal slabs surrounding the device. And you have to do it fast. You may need to use Stasis to slow the device down, to make it more manageable. This was definitely a notch tougher than the common puzzle in Dead Space 1.

Zero Gravity

When zero gravity kicks in, push in the L stick, and you’ll go into “free” zero gravity mode. Unlike Dead Space 1, you have full 360 control of Isaac in zero gravity mode. You no longer have to jump straight from wall to wall. Rotate, float up, down, any which way and touch down anywhere. It’s pretty liberating.

“The Pack”

Oh boy…The Pack. When you float passed the zero gravity area, you’ll move into a much more “churchy” looking part of the Church of Unitology. I moved into a large room that looked like a cathedral, which I remembered from the E3 demo. Things are nice and serene, and then The Tripod–a giant, ugly boss–drops into the room to play. This encounter is basically a quick-time event, where you need to need to shoot The Tripod’s bulbous yellow sack until he skulks away.

When you’re done, The Pack flood in and attack. They are short, golem-like little demon bastards that move in…packs. Your weapon choice here is key. You want something that can canvas a fairly large area, otherwise you’ll get overrun very quickly. The Plasma Rifle worked really well, or give the Line Cutter a shot. Anything but the one-shot-one-kill Javelin.

Final Word

Dead Space 2 isn’t quite as jarring or different as I expected, based on the demo we saw of it at E3 earlier this year (which won it our “Best of E3” award). Perhaps this is for the better, though. The formula was a winning one to begin with. Now it’s been given a shot of adrenaline, with a speedier pace, more blood and more challenge.

We’ll find out how the whole package fits together when Dead Space 2 hits January 25, 2011 for Xbox 360, PS3 and PC. Until then, enjoy this video we captured of the gameplay – be warned, it’s just over eighteen minutes long.


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