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Showing posts with label Preview. Show all posts
Showing posts with label Preview. Show all posts

Wednesday, November 9, 2011

American McGee's Alice Preview

Electronic Arts (EA) and Spicy Horse have announced that they've signed a publishing deal for an all-new title based on EA’s 2000 classic, American McGee’s Alice. Based on a reinterpretation of Alice's Adventures in Wonderland by Lewis Carroll, the original Alice game (2000) was built on the Quake III Arena engine and was a PC only title (the PS2 version was scrapped).

The new Alice game reunites EA with American McGee, the creative visionary behind the original game. The new title is in development for the PC, PlayStation 3 and Xbox 360. The game is being developed as the next chapter in the tale of Alice.

“This new project is a dream come true for me and the fans who’ve kept the Alice flame alive,” said American McGee, senior creative director at Spicy Horse. “EA gave us creative latitude and support on the original game which resulted in something beautiful and daring. This trip through the looking glass promises to be even more exciting.”

The agreement is indicative of some of the new, creative agreements EA has been engaged in recently.

“EA Partners is thrilled to team up with American McGee and Spicy Horse on the next installment of the Alice franchise,” said David DeMartini, senior vice president and general manager of EA Partners. “American McGee’s interpretation of Alice was an instant classic, and EA Partners is ready to help him bring his innovative vision for the franchise to even darker, more exciting places.”

Perhaps the only thing better than a new Alice would be including a playable version of the original on the disc. Unlikely, but one has to dream.


View the original article here

Sunday, October 9, 2011

PSP: Untold Legends Preview

Sony Online Entertainment Inc. has announced a new launch title for the PSP (PlayStation Portable) handheld. Untold Legends: Brotherhood of the Blade. Developed and published by SOE, Legends: Brotherhood of the Blade will be one of the few original titles developed in North America, and the only multiplayer action role-playing game (RPG) available at the system’s launch.

"We have assembled a top-notch development team that has worked hard to develop a completely original title for the PSP handheld system," said John Smedley, president, Sony Online Entertainment. "The dev team has tailored every feature such as the wireless multiplayer gameplay, stunning 3D graphics, and the entertaining Action RPG gameplay specifically for the PSP handheld system, and the results are absolutely spectacular. We strongly believe that Untold Legends: Brotherhood of the Blade has what it takes to be a huge success on the PSP handheld system."

With fast-paced, hack ‘n slash action, randomly-generated environments, monsters and items, beautiful 3D graphics and wireless cooperative multiplayer gameplay, Untold Legends: Brotherhood of the Blade offers a compelling, on-the-go gameplay experience never before seen on a handheld gaming device. Untold Legends: Brotherhood of the Blade introduces four customizable playable races: an original storyline; cooperative multiplayer gameplay via the PSP handheld system’s WiFi feature; easy simplified controls that offer depth of gameplay without complexity; and beautiful, vibrant environments that take full advantage of the PSP handheld system’s technical capabilities.

About Untold Legends: Brotherhood of the Blade
Journey to a world beyond the realms of imagination and engage in battles to save Aven, a timeless city of safe haven and the last remaining stronghold of Good in a world of Evil. As a dark threat looms and a gathering of unknown forces grows stronger, heroes have been called and the Brotherhood of the Blade has been formed. It is up to you and your chosen brothers to unravel the mysteries of this looming peril. Untold Legends: Brotherhood of the Blade offers on-the-go action-RPG combat, intense multiplayer battles and a completely original adventure for you to uncover. Action RPG: Wield your blade and cast powerful spells in this action-packed, hack ‘n slash RPG exclusively for the PSP handheld system. Epic Adventure: Create a unique hero and set out into the wilds of Unataca to battle powerful creatures, save your city of Aven from imminent extinction and unravel the mysteries of a looming peril. Wireless Multiplayer Gameplay: A wireless multiplayer mode features gameplay through the PSP handheld system’s wireless feature. Connect directly with multiple PSP handheld systems for the ultimate in hack 'n slash action with no wires! Four Playable Character Classes: Select from four unique character classes including an ancient order of valiant Knights, a foundation of brilliant Alchemists, an order of noble Druids, and a race of feral hunters known as the Berserkers. Each character class has unique fighting abilities or magical spells. Beautiful 3D Environments: Battle through more than 100 diverse levels that come alive with brilliant 3D graphics, stunning lighting, dynamic visual effects and highly-detailed player characters and monsters. Organic Game Experience: Play in randomly generated environments and fight against unique monsters for a different experience every time you play. Items and Artifacts: Collect hundreds of items, usable gear and rare magical artifacts to aid in your battles. Character Customization: Modify your hero for a completely customized look and ability set. Hordes of Monsters: Battle over 150 types of monsters with 50 unique models and textures. Challenging Boss Monster Battles: Engage in strategic combat with humongous bosses, each with their own distinctive combat techniques.

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Monday, September 19, 2011

StarCraft 2 Preview

Review Date: Mar 1 2010
Publisher: Blizzard Entertainment
Developer: Blizzard Entertainment
Genre: RTS

A sequel to StarCraft, perhaps the most highly-regarded multiplayer real-time strategy (RTS) game of all time, is no small event. It's hard to understate the impact that StarCraft had on the genre, or the dedication of the incredible cult following that has grown around the game in the decade since its release, especially in Korea. In that country, StarCraft matches can be followed on TV 24/7, and the top players are national heroes. For professional RTS gamers looking to win tournaments, it is the undisputed favorite.

Well, here we are some 12 years after the original game launched, and StarCraft 2 is undergoing multiplayer beta testing. These are my first impressions of Blizzard's latest RTS game.

A Bit of Background

There are 3 dramatically different races in StarCraft: Terran, Zerg, and Protoss. The story behind this is set in a distant part of the galaxy hundreds of years in the future, after Earth's government decides to ship thousands of prisoners into space. These exiles end up missing their destination, but they find a planet, rebuild their technology, and call themselves Terrans. The Terrans come to realize that they are not alone; two hostile alien races threaten their new home. The Zerg are an insectoid species that can reproduce very rapidly, and the Protoss are highly-advanced aliens with powerful technology.

The story doesn't play a big role in the multiplayer game, but the 3 races remain intact in StarCraft 2. These races aren't different just in terms of appearance, but also in terms of gameplay; they have completely different units and require different strategies. You will likely find yourself getting attached to one of the races and honing your skills accordingly.

The Competitive Edge

As I implied earlier, there is an intense level of competition surrounding StarCraft and several of Blizzard's other games. StarCraft skills carry over into StarCraft 2 quite well, even though many of the units are different and some of the mechanics have changed. The top players dissect strategies for each side down to the most minute details. They know exactly how many units of a certain type it takes to counter a given number of enemy units of a certain type. They know how long it takes to construct this and research that. They also have all the game's shortcut keys memorized, and they're capable of robotically crunching out hundreds of game actions per minute.

While it has a lot in common with other RTS titles, it can all be pretty daunting for new players, and you'll probably find yourself getting your butt kicked repeatedly at first. If you do manage to crush someone, chances are it's me, because I evidently suck at StarCraft. Of course, this isn't everyone's idea of "fun," but you can take heart in the fact that there is considerable help at hand, including tech trees and tool tips that explain roughly what each unit is capable of. Those who find the leagues too brutal can hook up with their (hopefully less dedicated) friends for an unrated match.

I should also note that, because this is beta and the pool of players is relatively small, the matchmaking system is configured to pair opponents off quickly rather than create the most even match possible. This will be adjusted as the number of players in the beta grows, and should work a lot better by the time the game gets released.

StarCraft in 3D

One of the most striking differences between this game and its predecessor are the graphics. The original goes way back to the 2D era and makes little use of the computer technology available today. StarCraft 2 brings the visuals up to speed with what other RTS games have been offering for some time now. You can enjoy a full compliment of lighting effects and high-resolution textures with a beefy system. Maxed out it's a bit much for my aging graphics card, but it runs very smoothly on medium settings and still looks good. In Blizzard tradition the animation is exceptional, and just watching a building get constructed can be cool (if you have the time).


View the original article here

Friday, July 22, 2011

Preview Arizona’s spring hunting season recommendations at open houses

Preview Arizona’s spring hunting season recommendations at open houses


PHOENIX — The Arizona Game and Fish Department invites the public to get a first look at the proposed 2012 spring hunt recommendations for turkey, javelina, buffalo and bear regulations, as well as the recommendations for 2011-12 waterfowl and snipe regulations, at a series of regional open houses beginning July 22.


“The many wildfires that swept through the state this summer are being considered for the coming spring hunting seasons, particularly for turkey,” said Chief of Game Management, Brian Wakeling. “We will be evaluating conditions right up until the setting of the seasons at the August commission meeting.”


While there is no formal presentation given, a knowledgeable staff person will be available to discuss hunt recommendations and answer questions specific to their region.


All of the six self-paced open houses run from 3-5 p.m. and will be held at the following Game and Fish regional offices:

Mesa – Friday, July 22, at the Region 6 Game and Fish office, 7200 E. University Drive, (480) 981-9400.
Flagstaff – Wednesday, July 27, at the Region 2 Game and Fish office, 3500 S. Lake Mary Road, (928) 774-5045.
Yuma – Wednesday, July 27, at the Region 4 Game and Fish office, 9140 E. 28th St., (928) 342-0091.
Tucson – Wednesday, July 27, at the Region 5 Game and Fish office, 555 N. Greasewood Road, (520) 628-5376.
Kingman – Thursday, July 28, at the Region 3 Game and Fish office, 5325 N. Stockton Hill Road, (928) 692-7700.
Pinetop – Thursday, Aug. 4, at the Region 1 Game and Fish office, 2878 E. White Mountain Blvd., (928) 367-4281.

The proposed recommendation packages are anticipated to be posted Saturday, July 23, at the Game and Fish Department’s website at www.azgfd.gov/huntguidelines. This webpage is also an excellent resource to learn more about the hunt recommendation and hunt guideline processes, including when they happen, and how the public can provide input.


The Arizona Game and Fish Commission will be presented with the recommendations on Saturday, Aug. 6, during its regular meeting in Phoenix at Game and Fish headquarters on 5000 W. Carefree Highway, Phoenix, AZ 85086. For a full agenda, visit www.azgfd.gov/commissionunder “Meeting Agenda.” The meeting can be attended in person, at regional offices or online via webcast.

-30-


source from : azgfd.net

Thursday, July 21, 2011

Rage - Hands On Preview

At E3 earlier this month, we were lucky enough to get our hands on the carefully structured demo of id Software's upcoming apocalyptic shooter, Rage, which featured a number of different gameplay sections cherry-picked from various moments in the game.
The mad setting for this bizarre mash-up of genres is Earth during the 2030s, not long after a catastrophic meteor strike decimates the planet's ecosystem and the life it supports. Remaining survivors have huddled together to form societies bound by racing buggies across the sandy wastes. Other groups have become bandits or crooks, and there are also an unknown amount of people that have become somehow mutated and aggressive.
Rage's core mechanics are a cocktail of shooting and racing, with a splash of RPG for good measure. This free-roaming title is framed from the first-person perspective, apart from whenever the player chooses to enter a vehicle (the only sensible means of transportation across the fairly vast maps). The inspiration from the likes of Fallout, Borderlands and even Mad Max or Waterworld are omnipresent, and the increasingly crowded apocalyptic space is becoming ever more refined as each IP attempts to carve its own niche within the genre. Rage has gone for a somewhat light-hearted angle, with whacky characters and a colourful American feel to its dustbowl aesthetic, in a stark contrast to the more sombre Fallout 3.
Races constitute a large portion of the game, and a section we were able to play was called the Dusty 8 Rocket Race; three quick laps around a dusty canyon against other buggy drivers. The cars were modified to include rocket launchers to blast the car in front, and featured a basic homing device to make sure the explosions connect. There was also a recharging boost bar, and the track offered multiple routes of navigation through the canyons. Race modes have echoes of Motorstorm, and not only does the game resemble Sony's racer in visuals, but also the light, floaty handling is possibly a nod to that title as well. These driving distractions were certainly competent enough and exhibited a manic kind of fun, yet unfortunately it is clear from the lack of polish and sophistication that id's attention and expertise is in the FPS genre, and not the racing one.
Luckily then, there is a significant amount of the game dedicated to doing what id does best: shooting things in the face. In one such scenario in the E3 demo, we were presented with an opportunity to talk to JK Styles, owner of the extreme media network Mutant Bash TV. With an offer that fulfilled certain objectives we'd already been tasked with, Styles' challenge was to make it through his horrifying death-trap of a reality TV show alive - a bit more challenging than eating bugs in the rainforest, then.
Armed with an arsenal of a pistol that could be adapted into a scoped weapon, a rifle that fired hardened steel bullets, a shotgun and some good old fashioned fisticuffs, we found ourselves in a small, symmetrical arena full of lethal hazards. Swarms of mutants soon attacked and panic set in as more and more of the creatures charged towards us. If anything, a few shotgun blows to the face actually improved their appearance, and it was on to the next room for some even more frenzied shenanigans.
Here, another stronger type of enemy attacked, and the floor was laden with even more perilous obstacles, including piercing spikes that sprang up from the ground beneath us. This unrelenting procession of nasties ramped up in complexity with each room, and climaxed with a tough battle against a massive mutant intent on caving in our skull in the final stage. The garish insanity and weird jolly colours of the setting juxtaposed nicely with the monstrosities of the action unfolding, and it was nice to see a good deal of effort had been taken into dressing up what could have been a boring series of challenge rooms.
Rage's gunplay certainly felt powerful, and the enemies attacked with violent intent. Qualities handed down from the likes of Quake and Doom were keenly felt, and there was a definite scary aspect to the shooting. The manic behaviours of the enemies, as well as the carefully placed spawn points and triggers meant that we were always on edge when exploring new areas. Controls have been evolved from the systems employed in other id series such as Wolfenstein, and a wide degree of movement is granted to the player. Strafing feels unusually liberating, giving the player a decent toolset to dodge and avoid confrontation, a mechanic that was at one stage essential in order to defeat a huge mutant in the demo.
The endless bits of loot and junk from Rage's forebears are also scattered about the place for the player to salvage, steal and modify. Item trading between quests and the upgrading opportunities presented by the world's many merchants suggest that Rage will very likely have its own economy, and that such dealings will become a major focus in the game.
While the main free-roaming landscape does suffer from fairly poor signposting, it's important to remember that this game is still some way from the complete product. Rage shows a great deal of ambition, and draws upon successful and interesting sources to craft a world-story of its own. id's accomplished FPS skills add weight to the gameplay, and further distractions such as trade and racing flesh out the experience. RPG elements remain at large from what we saw but should also add weight to the quality of the gameplay, and if id can pull off what they're attempting to do here, then we'd put money on Rage being one of the hits of the year.
~ Quoting ~

Tomb Raider - E3 Preview

In an increasingly common move by publishers, Tomb Raider has undergone the reboot process, losing the subtitles and returning to nothing but the original game's moniker. In another similar move to its contemporaries, Lara is grittier than ever before, displaying wounds and accumulating mud at a rate not seen since Arnold Schwarzenegger in Predator.
Nolan Hughes, the game's Creative Director, was on hand at this year's E3 to talk us through the new features in Tomb Raider. It begins at a very early stage in Lara's life, and at the tender age of 21 she finds herself shipwrecked in a storm on her way to Japan. Waking up in a desperate situation, it's not long before Lara wrangles her way free and attempts to get herself out of the dangerous cave she has become trapped in. Nolan is proud to sing the praises of the new fire mechanic, which is used to light objects and solve puzzles in the dark and dingy caverns of the island. We were also told to expect other elemental puzzle ingredients later in the game, such as wind, water and friction. For players that are struggling to work out exactly how to progress past the trickier rooms, Lara has access to a 'survival instinct' mode, as long as she stands still, which shows hints of what to do next by illuminating the nearby usable items and ledges.
It's all very much classic Tomb Raiding fare, with a room-by-room progression through both enclosed and exterior locations, beset by a series of puzzles, platforming and combat scenarios. Gunplay allows complete free aim for the first time in a Tomb Raider game, no longer using the lock-on system from previous titles. The shooting is quite violent too, and developer Crystal Dynamics' quest to portray a journey of brutal desperation is clear to see, as Lara wrestles with Wolves and fires at gun-toting militia on a rain-ravaged, desolate island.
This uncompromising display of Lara's exertion is almost made comical however, as her never-ending chorus of sexualised grunts and moans soon becomes rather grating, somewhat breaking the immersion that the game otherwise affords. The action really is relentless, which although exhilarating, is also slightly disappointing when the player inputs are distilled into the Marmite-like gaming trope of the QTE, simplifying the stunts into single button presses.
Elsewhere, the outlook is more positive. Great care and dedication has been taken into making Lara more human than ever before. This is apparent in the hugely detailed character animation, best shown off as Lara stumbles around the environment after receiving a nasty injury. So too is it noticeable in Lara's dialogue, which not only features believable, competent scriptwork, but also utilises a high standard of voice acting. Crystal Dynamics has used full motion capturing to record its actors' performances, so that all body movements, facial expressions and audio are captured at once, producing a more natural, believable set of human avatars. Roth, the only other non-aggressive character we had a chance to see, is a wounded friend of Lara's, and is entirely convincing in his lumbering movements and authentic Yorkshire accent.
Although the core of the gameplay is not dissimilar from other entries from the Tomb Raider franchise, there are some new tools available to Croft. There are plans to include a gear crafting and salvaging system, allowing players to create equipment and weapons as well as improve existing ones. Also upgradable are Lara's 'survival skills', a set of individual abilities that grant her specific attributes, so that each player can develop Lara's skillset as they see fit. This includes the possible implementation of fast-travel, implying that players may be required to retrace their steps throughout the game.
Tomb Raider is a bold new step into a territory that is darker than we've ever seen Lara enter before, with an unprecedented focus upon an emotionally distressing and very human experience. The gameplay mechanics, while still similar to what made Lara famous in the first place, are now adjusted to match this direction, as are the story and character performances. So despite some grumbles about over-exertion and reliance on QTEs, this harrowing take on the classic recipe is perhaps just what this old girl needs.
~ Quoting ~

Far Cry 3 - E3 Preview

Way back in 2008, at the Tokyo Game Show, this previewer named Far Cry 2 among the top five games of the event. Whatever anticipation gamers had for that title, almost everyone ultimately came away disappointed with the final release, due to niggling issues in what was otherwise a beautifully crafted first-person shooter.
So when admiring the environments in the lush setting of Far Cry 3, it's important to retain some healthy scepticism with how the finished game may turn out. Regardless, by using the CryEngine 3, Ubisoft has once again produced an incredibly pretty setting for its mysterious return to jungle flora, as central character Jason Brody finds himself alone on a lawless island full of nutcases, and his girlfriend and pals have been kidnapped or disappeared. One of the craziest of all the island's inhabitants is antagonist Vass, whose Mohican haircut and deranged mannerisms are just hints at the insanity within his head. A penchant for plunging people into pools with a cinderblock attached soon becomes focused upon Jason himself, as his situation becomes ever more desperate.
Exactly where this island is remains mysterious within not only the canon but also in the media, with various industry sources placing the island in either the Pacific, South America or even Antartica. Dan Hay, a producer for the game at Ubisoft, told TVG that it's somewhere in South East Asia, perhaps the Indian Ocean. Whatever the real location is, one thing is clear: no-one seems to know!
It's not long before - in true videogame fashion - Jason manages to wrangle himself free and embark upon an appropriately vengeful attack upon one of the island's military bases. Once again, the player is afforded a wide range of approaches with which to take out the establishment. Having witnessed multiple playthroughs of the E3 demo, it's refreshing to see that players can either stealthily sneak around barricades and fortifications, using knives to silently and stylishly kill the soldiers one by one, or go all guns blazing into the centre of the base equipped with automatic rifles and explosives. The dynamic behaviour of the AI is impressive, as is the chain-killing opportunities of that classic gaming trope: the explosive barrel. There were also subtle signs that some kind of XP system will be included, with small yellow numbers appearing on screen after key events, such as multi-kills. Unfortunately, Ubisoft afforded no further details on this ambiguous matter.
They were, however, keen to stress that very little outside of the main story is linearly scripted, and players can take a variety of different methods in order to complete the same goals. The game also looks beautiful, with CryEngine's famous environmental crafting abilities once again put to effective use, though the art direction has made slight strides away from the gritty, dry realism of Africa and into the somewhat more stylised, colourful palette of almost cartoon-like tropics. This theme of style over realism is quite visible throughout the demo, particularly when Jason launches himself through the air, knife in hand, to land on the unsuspecting enemy with the blade expertly pierced into his skull.
Exactly how the mission structures and free-roaming nature of Far Cry 3 will play out once the details of the world are fleshed out is as-yet unknown, though if Ubisoft can take on board the criticisms levelled at the second game and continue to create the world-class settings they are so well known for, then 2012 could very well deliver that rare excellence that Far Cry 2 attempted to, but never quite achieved.
~ Quoting ~

Brothers In Arms Furious 4 - E3 Preview

Before Randy Pitchford presented the latest title in the Brothers in Arms series, the spokesman began to explain what approach Gearbox had taken, first describing the prestige of the franchise and then insisting that this title would be less about classic 'man in the trenches' style WWII gaming, and more about the comradeship between the soldier and his fellow combatants. It was to be a brave and entirely new take on the Second World War. Many were led into believing this may have been a bold new step into the emotional impact of war, or perhaps even the controversial notion that the player would be in control of axis powers, for the first time humanising the enemy in a video game.
Alas, this could not have been further from the truth. Furious 4 unashamedly borrows from Tarantino's Inglourious Basterds, and follows the exploits of four wildly hyperbolic Americans as they travel across Europe to kill Hitler. To even suggest this is based on the horrors of the real 1940s conflict is an insult to history, though the game acknowledges this and takes a great deal of artistic licence as it shows the Nazi war machine in action.
The colourful world in which Furious 4 is set is both vibrant and comical, with the Team Fortress-like visuals depicting dramatic swastika-adorned blimps, castles and taverns. The action is similarly styled, with a characterised environmental HUD and slow-motion breaks in the otherwise frantic fire-fights, as the team smash their way through pub doors to lay waste to the bewildered Germans within.
There are special weapons for each character, for example the bear traps available to Montana, a hefty lump that hauls around a mini-gun with him as he ploughs through each level. These abilities are also customisable, meaning Montana can add a grenade to his bear trap in order to make the device even more deadly than before.
Furious 4 embraces its over-the-top stylings, and gore is cranked up to the max, taking it from ghastly realism to comedic hyper-violence. Chainsaws tear through dim-witted SS officials, flinging limbs and heads about with bloody abandon. Make no mistake, this is an arcade game. Akin to war FPS games of a bygone era, super soldiers with stupidly huge health bars await at the end of each level and bosses can be found in the form of vehicles such as helicopters.
The central dynamic to Furious 4 is the four-way co-op play made popular by games like Left 4 Dead. Even when playing alone, the player is joined by three AI-controlled companions, though the game is ideally designed to play with others online. Gearbox have also told us that the final version will include split-screen play, though whether four-way split-screen or online split-screen modes will be available in the final release is still yet to be determined.
So in a new twist for the formerly serious Brothers in Arms series, Furious 4 sets out on a journey through Europe untrodden by any other game before it. Expect an Inglourious Basterds-inspired silly story, hyper-violence and other exaggerated nonsense in this four -way co-operative romp through a unique mix between Left 4 Dead and Wolfenstein.

~ Quoting ~

FIFA 12 - Career Mode Preview

It's fair to say that we were a little underwhelmed by the Career mode in FIFA 11. EA's new feature combined the previously separate Manager and Be-A-Pro modes from FIFA 10, but effectively lost a lot of the details and nuances of each mode in the translation. In-depth stats from the Manager mode fell by the wayside, as did international call-ups from the Be-A-Pro mode; Backroom Staff were ripped out, as was the Player Form feature that debuted in FIFA 10. FIFA 11's career mode appeared to make two modes half as good, and then combine them together into a single offering. Not only did you feel like there was less content on offer, but that content felt shallower and less football-savvy too (who actually starts their career as an inexperienced, 18 year-old player manager of Man Utd anyway?).

At the very least though, EA Canada won't simply be re-boxing the same Career mode from FIFA 11 with all the relevant updates this year. There's clearly been a concerted effort to turn the mode into something resembling a more cohesive managerial experience this time around. "With the second year of Career mode, what we really wanted to get to was a more authentic way of being a manager in particular," FIFA's Producer, David Rutter told us. "It's been really focused on the manager experience this year, to try and experience some of the things that happen to real managers in the real-world based around real-world situations."

After a short stint of hands-on time with the mode, there's certainly some substance behind these claims. One significant addition comes in the form of Youth Scouts, which first have to be hired from a pool of hopefuls and can then be set to the task of recruiting decent young players for your side. "Send a scout away and they'll come back with some recommendations but they're vague," explains Rutter. "Send them again and they'll come back with a greater sense of accuracy but, the more times you do that, the more chance there is of another club stepping in and taking them."

Player Interactions are another step forward this year, where members of your team will express their disappointment at not getting enough games, a lack of achievement at the club, or a wage dispute. This all forms part of a new Player Morale system, although you'll receive similar interactions from players who've received injuries as well. During our play-through, a slightly dismayed Raul Meireles informed us that he'd received a knock during a previous game but hoped to be fit for the next match. It was little more than a text box that popped-up in the menu screen, but it's a neat little addition nonetheless so long as it doesn't get arduously repetitive.

Another area that's been highlighted for improvement is the transfer system. In addition to a new transfer deadline day that offers multiple advances in one day (allowing multiple rounds of negotiations to take place) rather than the previous system that treated deadline day like any other, EA has also promised a more believable system for transfer/contract negotiations with other players/clubs. "They're sometimes high-balling, sometimes low-balling. Sometimes they'll high-ball then low-ball; sometimes they'll low-ball then high-ball to try and interact with you in a slightly unpredictable but realistic way," said Rutter.

Our experience with this side of the mode was limited once again, but even the examples it did throw up were a little dubious. Teams such as Inter Milan, Chelsea, and Olympic Marseille all offered bids for Jamie Carragher, two of which showed examples of low-balling with Chelsea offering £3.5 million and Inter Milan offering £5.5 million against a £6.5 million valuation for the player. The new system does appear to throw up more realistic negotiations then, but the question you've really got to ask yourself is why two of Europe's biggest sides would be interested in spending big money on a 33 year-old central defender whose best years are long behind him.

The caveat at this point, of course, is that the build demoed to us by EA was a work in progress and not representative of the final game - many improvements are left to be made. But it's worth remembering that these kinds of shortcomings frequently sold FIFA 11's Career mode short and broke any sense of suspended disbelief that the game successfully built up elsewhere. One of our gripes with FIFA 11's mode was how CPU teams tended to loan out their experienced first-team regulars, and these sorts of shortcomings were still painfully apparent during our hands-on. When we booted up a game as a player manager in the FIFA 12 build, our board of directors suggested that we loan out a young hopeful for more match experience when that young hopeful just happened to be our Virtual Pro. Unfortunately there was no option to respond to their suggestion with the remark, 'Are you drunk or stupid?'.

Regardless of all of these additions for FIFA 12 though, perhaps our main concern is that so much of what made the previous Manager and Be-A-Pro modes so good still won't be coming to the Career mode in FIFA 12. "I know that international management in particular is one of the biggest questions that we get asked - it's not in this year," Rutter confirmed. "Ultimately it boils down to simple prioritisation issues - bang for buck, what do we think matters most? Sometimes we put things in that benefit the game in a way that isn't immediately obvious to people; they might not see what the cool stuff was."

"Last year it was the underlying competition engine. Most people don't care about that kind of stuff but for us it was a really big accomplishment and we didn't make a big song and dance about it because we knew nobody would be interested in the technology that we're using to pump the tournaments round..." Rutter said.

"...In the meantime people are saying, 'Where is this? Where is that? I wanted my this, I wanted my that,' and everyone has every right to want exactly what they want, it's just sometimes we can't do it and we can't do it because it's not quite at the top of the priority list, or it's just that the amount of time and effort that would go into doing it would take away something far more important. Some people missed some things, some people loved over stuff. Ultimately we're trying to just make the best game we can."

We have no doubt that EA Canada is making the best game it can, or that this year's Career mode will be better than last year's. For us, it's looking like it still won't offer the depth that the previous Be-A-Pro and Manager modes had separately in FIFA 10, but at the very least it's building towards a more immersive managerial experience. The folks at Sports Interactive don't have anything to worry about quite yet though.


~ Quoting ~

F1 2011 - Hands On Preview

This year's Formula 1 season has been a paradox so far; it's been as unpredictable as it's been predictable. On the one hand there have been more overtaking manoeuvres in the sport than we've seen for decades, a comeback from last place to first in 30 laps (Jenson Button in Canada), and tyres that perish more quickly than fairy dust in a vat of sulphuric acid. On the other hand, one driver has won six of the first nine races and pretty much secured the Driver's Championship already, barring a monumental reversal of fortunes. That driver's name is Sebastian Vettel.
Exhibiting the same kind of skill for 'race management' that his countryman, Michael Schumacher mastered during his heyday, Vettel has effectively made the lead for races uncharacteristically dull given all the madness going on behind him. And it's the FIA's implementation of new regulations such as the Drag Reduction System (DRS), re-introduction of the Kinectic Energy Recovery System (KERS), and Pirelli's infamously precarious tyre compounds that have created this madness, long may it continue. Given the impressive attention to detail in Codemasters Birmingham's attempt at the sport last year, it'll come as no big surprise to hear that DRS, KERS, and the Pirelli tyres have all been lovingly recreated in F1 2011. Readers who paid attention at E3 this year will probably know this already, and are also probably aware of the other headlining new features on Codemasters' crib-sheet:
A new Co-op Championship mode.Split-screen multiplayer.16 player online multiplayer and full 24-car grids with AI drivers making up the difference.

The marketing focus is clearly on multiplayer this year. It's all part of the 'Go Compete' tagline that Codies has added to last year's 'Be The Driver, Live The Life' mantra. But this is all just swanky new bodywork really - the kind of stuff that you can put on the back of a game's box to sell it but will not necessarily result in core gameplay improvements from one year to the next. For that you've got to get a good look at what's going on under the hood - has the handling improved? What's the driver AI like now? Have they been significantly reworked from last year and, more importantly, does this result in sizeable improvements to the experience?
These questions were foremost in our mind as we sat down to an extensive hands-on session just prior to last weekend's British Grand Prix. Rigs with full steering wheel and peddle arrays glazed the demo hall, as did one of Team Lotus' F1 cars from last year - Lewis Hamilton's brother, Nicolas (an accomplished racing gamer himself and competitor in this year's Renault Clio Cup, which supports the British Touring Car Championship) was also present at the event. We went toe-to-toe with LAN multiplayer, split-screen, and single-player experiences and can say whole-heartedly that F1 2011 is exhibiting the kind of steps forward over a one-year dev cycle that you'd expect from EA's gigantic FIFA team.
Driver AI is the first thing that struck us. It's noticeably quicker through corners, more aggressive with overtaking opportunities, and more likely to take a defensive driving line into corners when you're right on its tail. The AI was already impressive last year but, as we outlined in our review, it still suffered from some age-old racing game shortcomings (particularly the problem of getting bogged down in single-file through slow hairpins, allowing you to leapfrog multiple positions). These problems have now been consistently ironed out and effectively relegated to the sidelines. It's abundantly clear that Codies Birmingham has been working particularly hard on the AI's corner quickness, and this is the real difference maker.
It'll add so much to the career mode that the dev team introduced last year, where the goal in your first season was merely to finish in the points rather than win races. Now, with a recognisable concertina effect between you and your opponents as you enter and exit corners, the game has really nailed the sensation of painstakingly chasing down the car in front of you. It's this kind of thing that makes a fight for 10th place in a slower car just as exciting as going for the win in a McLaren, so it looks very much like the core improvements to AI will have a recognisable trickle-down effect through the modes this year.
Handling has also had a lot of attention lavished on it. Despite some gamers' detractions from last year's handling system, in our opinion it was still a solid representation of the sport. In F1 2011, it's once again a system that subscribes to the Codemasters code of being as widely playable as it is realistic, but there's also a more natural feel to it this year. Senior Producer, Paul Jeal has been quick to point out how there's more tangible understeer and oversteer this year and we're inclined to agree. The balance of the car through corners is more noticeable so the rear-end won't violently snap away from you with minimal warning quite so much. We also noticed a lot more understeer into corners, particularly in low-speed turns with an adverse camber where the car is likely to lose a lot of its front-end downforce. Hopefully Codemasters can now take advantage of this in the mechanics of car setups so that there's more inclination to fiddle around in the garage this year.
But the improvements don't end here. Producers, Paul Jeal and Stephen Hood showed some comparative trackside shots of F1 2010 and 2011 at the press event, and there were significant differences. Looking down on Spa Francorchamps' Eau Rouge corner from the top of the hill, screenshots of F1 2010 showed a relatively bare hillside with a uniform grass texture. In F1 2011, on the other hand, the same shot revealed all kinds of flora. If we knew anything about botany then we'd be reporting back to you with tales of azaleas and hyacinths - as it is, we're just going to say there were lots of pretty flowers and shrubs. And the split-screen multiplayer that we mentioned earlier was silky smooth in our play-test, while also managing to retain an impressive amount of graphical detail from a full-screen, single-player view.

It's all representative of a game that really is coming along in leaps and bounds over 12 months of development time. Codemasters' budget can hardly be comparable to the sort of money EA spends on improving FIFA year-over-year, but the kind of leaps forward in design and content are comparable between each series. If you loved last year's F1 game, this will be one to buy again this year. If you didn't play F1 2010, then you're in for a sumptuous treat when F1 2011 releases this September 23rd.
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GoldenEye 007: Reloaded Preview

Eurocom's Goldeneye 007 really stood out (for a Wii shooter). It had a solid single-player campaign (for a Wii shooter), compelling multiplayer action (for a Wii shooter), and top-drawer graphics (for a Wii shooter). Crucially, there was a sense that Eurocom had genuine respect for the N64 classic: they understood the importance of stealth in the single player level design, and knew that four-player split-screen was a multiplayer must-have. Naturally, it was never going to eclipse the lustre of its Rareware forbear, but (for a Wii Shooter) it was very good indeed.
It even fared far better (critically at least), than Activision's other high profile Bond game, Blood Stone. In fact, the failure of Blood Stone, and relative success of Goldeneye 007, proved if nothing else that releasing a Bond game without a strong license tie-in is a risky proposition, particularly if the gameplay isn't exceptionally solid.
And so we come to Goldeneye 007: Reloaded, a PS360 remake of Eurocom's 'Wii-imagining' of the N64 classic, remastered in 60fps HD. But can a game that was 'good for a Wii shooter' possibly hope to survive in the brutally competitive HD FPS market? And with Blood Stone apparently crashing the Bond market last year, does anyone even really want to play as 007 anymore, anyway?
Eurocom's entire single-player campaign has survived the port intact and without alteration - to the extent that, despite assurances from the team that all assets have been rebuilt for the HD remake ("from the ground up"), it's hard to initially discern much disparity with the Wii version. This is likely more a testament to the confident cinematic direction of the Wii original than an indication of any critical deficiency in the new HD textures and geometry, however. Camera sweeps and level layouts have been faithfully preserved, and the port seems to capture the essence of Eurocom's work - this is, after all, a remake rather than another 're-imagining'. A cursory play-through of the snowy Severnaya level reveals that the visceral melee take-downs of the Wii original are still intact, with the choice of carnage or subtle stealth largely left to player preference (on lower difficulty levels at least).
Nods to the N64 original abound; the camera still pans round into Bond's head at the start of each level, the sniper rifle is still in that first tower of the Dam section, and 007 even rolls off a few asides which reference dialogue from the original game and movie.
"Just like old times," he whispers to 006 as the pair silently subdue a pair of guards at the start of the Dam map (a line originally from the end of Facility in the N64 original - but we won't nitpick when a developer is tapping on the fourth wall).
It's not just like old times, of course. Pierce Brosnan is replaced by Daniel Craig, and Eurocom's Goldeneye has entirely new, Wii-made levels - with Bond writer Bruce Feirstein updating the story to focus on the banking crisis rather than Cold War fallout. Feirstein wasn't the only Bond talent to be drawn to the game; 007 composer Dave Arnold and Craig stunt double Ben Cooke were drafted in to supply music and motion-capture footage as well (for Goldeneye: Reloaded, Eurocom has apparently summoned Cooke back to their on-site motion-capture facility to record additional animations specifically for the port). Naturally Eurocom's gameplay reflects the advances in FPS mechanics that have occurred over the last decade, with grenade indicators, instant-kill melee attacks, regenerating health, and even the ability to aim and move concurrently all making it through to the port.
New to Goldeneye 007: Reloaded are a set of single-player challenges based on reworked sections of the campaign and multiplayer maps (with a few entirely new ones thrown in too). There are ten challenges in total, ranging from Assault and Elimination missions to more exotic Stealth and Wave Defense maps (which charge you with sneaking undetected through a level, or defending an array of computer terminals from waves of AI opponents). An editor is also planned to facilitate custom mission creation, with players selecting from a range of maps, victory conditions and A.I. to set their own challenges. Activision claims that these modes will add an additional 10 hours of play to the single-player experience.
But single-player action is only one half of any successful Goldeneye game. The port team are completely rebuilding the multiplayer portion of Reloaded to accommodate 16-player online matches (up from the Wii version's 8), with re-jigged maps, additional characters and a brand new selection of 'spy-based modes'.
"We just wanted to do some things that are not straight up deathmatch or team deathmatch," Activision Producer, James Steer, told us.
"We're using the fact that we are a 007 game to try and do some things that are maybe slightly different to what you might expect of a first-person shooter." Exactly what those things are is currently a mystery, but the prospect of spy-based multiplayer Bondage is an intriguing one. 4-player offline split-screen has been confirmed, and survives the transition to the HD consoles.
With only a few months until Reloaded's autumn release window, it's clear that substantial polishing remains to be done. Load times, draw-in and the occasional incongruous animation still need addressing, and the stick response on the Xbox 360 build we played felt curiously sluggish. However, such anomalies aren't unusual for pre-Alpha code, and the team are confident that all issues will be resolved in time for launch. No word yet on whether Reloaded will support motion controls ("stay tuned", hinted Steer), but given that the Wii version was built around the option it's not entirely inconceivable.
With upscaled visuals, revamped multiplayer, and improved online support, Goldeneye 007: Reloaded could prove to be the definitive version of Eurocom's likeable Bond FPS. The game will be up against stiff competition in the latter half of the year, and it remains to be seen whether the promised 'spy-based' multiplayer modes and new single-player challenges will prove to be substantive additions to the core offering. Nevertheless, if Activision invest enough in the remake, it might just turn out to be the second best Bond game of all time - not bad for a Wii shooter.
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Battlefield 3 - E3 Multiplayer Preview

The PR machine is in full swing as EA goes head-to-head with Activision over this holiday season's battle to become the number one near-future shooter, with even the main entrance to LA's Convention Centre adorned with the Battlefield 3 banner during this year's E3. Both a first-ever demonstration of the game's tank gameplay and the October 25th release date (giving it a three week head start over Modern Warfare 3) were revealed during EA's press conference, but it was on the showfloor itself that we got our hands on with the game. Battlefield has always been about the multiplayer, and of course this is what EA was so keen to show off at its booth.

EA DICE's veteran Creative Director, Lars Gustavsson, was on-hand to demonstrate all of the new features that Battlefield 3 will include. We'll see a return to the series' excellent vehicle combat, with the fondly remembered fighter jets making a comeback, as well as an all-new tank capable of carrying you and five of your squad-mates around at a time. This could surely be a perfect opportunity to set up some sweet mine multi-kills, or conversely to launch a concentrated attack upon one of the game's multiplayer objectives.

The franchise's famous Rush and Conquest modes are still present, and a supposedly highly sought-after Team Deathmatch mode also rears its ugly head for the first time in a Battlefield game. It's hard to see this as anything other than a pandering to the masses in order to more effectively compete with Infinity Ward's impending behemoth, as all veteran Battlefield players know very well that DICE's games have never been about racking up kills. Whether this focus upon kill counts will hamper the quality of the teamwork and objective-based play of the classic modes remains to be seen, but there is a large and vocal fan-base of the series that is fiercely proud of Battlefield's co-operative distinction from its contemporaries.

Other concessions to the competition are a bombastic, globe-trotting, Neo-Conservative nonsense storyline and customisable dog-tags, to be collected upon knife kills. These playercards, sorry, dog-tags, can show a range of different player information, from clan insignias to air kills to number of stabs, which dynamically update as the player progresses.

In Battlefield 3, players will have the opportunity to gain points without actually killing the enemy, or directly completing objectives. One of the new ways they can do this is by laying down suppressing fire, covering the advance of their team-mates and scoring points for doing so. Also included is a personal torch for each soldier, so that the darker tunnels and caves can be navigated with greater illumination, though this certainly leaves room for tactical stealth play when they're turned off. For the first time in an FPS, we're told, players can now mount their LMG weapons onto pretty much any surface, granting them greater accuracy and stability, at a cost to mobility. Even players who use guns other than LMGs will finally be able to go prone, as the game now lets you shimmy down onto your stomach in the same way Call of Duty has allowed for years.

When actually in control, it feels much more agile than ever before. Strafing and leaping around flows smoothly, and navigating round and over obstacles is both easy and stylish. The city of Paris and its underlying network of subways were the setting for the map we played; Frostbite 2's awesome engine rendered the environments in stunning detail and furthermore, let you tear it apart. Blowing huge holes in buildings and shattering enemy cover is par for the course here, and it's amazing to see the environments crumble as the matches progress.

In a closely-fought victory against other E3 attendees, TVG came out on top, commanding an elite squad of four journalists through each wave of explosive objectives in Rush mode. Countless hours of Bad Company surely contributed to our success, and it's quite indicative of how similar this game plays to DICE's most recent Battlefield release. However, that was always to be expected, and Battlefield 3 looks set to be the biggest and best Battlefield title yet, with minor but carefully placed improvements in every area. As it heads into the last few months of development it will be interesting to see what elements they can conjure up to differentiate it from Modern Warfare 3, which at the moment looks to be almost indistinguishably good.


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F1 2011 - Preview

F1 2010 was one of our favourite driving games of last year and, without doubt, the best F1 game in almost a decade, so we just had to check out this year's instalment at Codemasters' E3 stand earlier this month. True to form, the publisher's Birmingham studio is staying bang-on-target with a fast changing sport while adding key features to the series at the same time...
The 2011 F1 season so far has been as thrilling as it has been confusing. With a whole host of new rules for fans to get their heads around, this high-octane sport has never been so exciting in recent history. The Codemasters team are all big followers of the world's premier motor sport, including the Senior Producer, Paul Jeal and the Chief Game Designer, Stephen Hood, who were both on-hand at this year's E3 to talk us through our play session with the game.
Codemasters' Formula One release last year was an unexpected success, ultimately becoming the fastest selling F1 game in history. This welcome surprise meant that the pressure is now on for the team to deliver another high quality, fun racing game that still manages to retain the simulation of the real thing. All the new updates to the real life sport have been implemented into the game, resulting in some new gameplay dynamics. The Pirelli tyres have complicated pit stop strategies, and the KERS system has granted drivers the ability to boost past their competitors a limited number of times whenever they feel it will be most beneficial for them. F1's interesting new Drag Reduction Systems, or DRS, also allows drivers to receive a speed boost during long straights, though its use is restricted to when the car is one second behind an opponent, thus strongly encouraging overtaking manoeuvres.
The core gameplay of last year's effort remains the same, albeit with these new changes afforded by the evolution of the source material. Many of the changes are regarding elements off the track. The visuals have drastically improved, especially noticeable when Jeal shows us side-by-side screenshots of various track environments. The fidelity of the flora is particularly pretty, and all of the real-life track improvements (such as the refurbishment of Silverstone) have been reflected in-game. Cinematics have not only been visually touched up, but they now feature a more diverse range of topics, including the coverage of podium wins and an increased variety of context-sensitive events, such as the celebration of the team mechanics should your team over-perform.
F1 2011's career mode has been improved too, now featuring a more advanced and tangible press feedback system than last year. The new track at New Delhi is present, and players may now encounter engine troubles and other damage failures if they drive recklessly, some of which will be slow-burning issues as the race progresses. Tyre wear is also an important element factor to try and keep on top of, as the gradual and dynamic deterioration of Pirelli's highly fallible rubber will occur alongside other car wear and tear.
Brilliantly, the career mode can now be played with 2 players via split-screen. Taking the role of driver one and two at a team of their choice, they must work together (or sometimes against each other) to improve the successes of their employers. Although the career mode cannot be played online, there is a more expansive online mode available. Up to 16 players can go head-to-head in a classic Formula One race, with 8 AIs making up the other cars on the grid, across a variety of differing game modes and race lengths.
Spanning the release over three platforms (360, PC, PS3), with handheld versions for the Vita and 3DS to follow, Codemasters is broadening its approach to simulation of the famous motor sport. Thrashing a ridiculously fast car around the world's most prestigious tracks feels better than ever before, and an intelligent feedback system forces players into learning the proper way to drive in a meaningful and realistic manner. Enhanced visuals, online play, relevant rule updates and a co-operative career mode all help to steer this already-excellent racing game in the right direction.
Update: Thanks to an anonymous post on the comment boards, we've now updated the article with a couple of corrections. Thanks for the heads-up.
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