Tuesday, June 7, 2011

New Games

New Games


E3: Hands-on with Final Fantasy XIII-2

Posted: 07 Jun 2011 04:20 PM PDT

E3: Hands-on with Final Fantasy XIII-2 screenshot

Square Enix is taking us back to the world of Final Fantasy XIII. Lightning is back rocking a new outfit and, well, that's all we really know of the story so far. Something bad is happening. Probably.

Story aside, Final Fantasy XIII-2 features a some new heroes and a number of new gameplay features when it comes to the combat mechanic. One of the new features will make you think of Pokemon, in fact.

Final Fantasy XIII-2 (Xbox 360, PlayStation 3 [Previewed])
Developer: Square Enix
Publisher: Square Enix
To be released: 2011

The demo Square Enix set us up on started near the beginning of your adventure in Final Fantasy XIII-2. Lightning from the last game is narrating all cryptic-like and talks about her sister, Serah, who comes hurling out of a teleporter just as Lightning finishes up her speech. Along with Serah is another new comer by the name of Noel and a Moggle nicknamed Mog.

The trio have arrived to Cocoon, an area that was actually referred to XIII. You can expect to explore a number of locations that were referenced or have direct connection to the last game. The trio don't have much time to sight-see though as a giant hand seemingly comes out of nowhere and attacks our heroes.

The hand belongs to a giant monster named Atlas and is the only thing visible as the hand is the only part of Atlas that has made its way through a dimensional portal. There is a body present too, but it is completely transparent at this point in the game.

The combat mechanic of XIII-2 have received a number of changes, the first being the “Cinematic Action Sequences” feature and are basically quick-time events that occur during battles. The QTEs happened based on how far down Atlas's health went with the first QTE being a simple quick flick to the left on the joystick to avoid Atlas's giant fist smashing down into the ground. Some other QTEs I witnessed were the rapid tapping of a button or a quick hit of a button as they appeared on the screen. Nailing the QTE will see you succeed with completing a critical hit. Failing the QTE will simply see you take more damage or your attack not causing as much damage.

Another new change to the combat was the use of elemental effects. I didn't actually do anything that would take advantage of this, but using spells that sync up with what's going on in the environment (such as rain) will increase your attack's strength.

Towards the end of the fight, three air ships came in and provide backup to Noel and Serah and this concluded the first part of the demo. We're then taken a little further into the demo where Noel and Serah have agreed to help an excavation team get rid of Atlas for good. No one knows how or why Atlas has appeared, but he's causing destruction to the Bresha Ruins area and needs to be dealt yet.

The way towards Atlas was a pretty linear path. There were multiple routes at some junctures, but it all funneled you towards your end goal. Enemies become visible once you near them and this time you can gain the upper hand before jumping into the battlefield.

Once the enemy becomes visible, a dial beneath the creature appears called the Mog Clock. Attacking the creature when the Mog Clock is green means you'll inflict a first strike before normal battles start. A yellow dial under the monster means you'll simply enter the fight as normal. Getting a red dial means you'll enter the battle where the monster will have the advantage.

So this is where things start to turn into Pokemon. After defeating a monster, you might get a Monster Crystal item which represents the monster you just defeated and it will join your party. Two slots in your fighting party are reserved for the main characters in XIII-2 and the third is now reserved for a monster you've captured.

Every monster will have a different attack style (melee, magic, defensive, etc) and you can switch between monsters by doing a Paradigm Shift, which also changes up the main character's attack styles. Monster creatures also have a power bar called the “Feral Meter” that allows the monster to unleash a strong special attack filled up by fighting.

Now this may change later in the game, but the Moggle wasn't one of the monsters you can use in battles. Mog is actually around with Noel and Serah as you explore the the world and one thing he can help players with is finding artifacts scattered in the environment. You can spot an artifact by spying a transparent orb that Mog can make visible with his special powers. Once revealed, the Artifacts contain items for the heroes to use. He couldn't do anything else, but I'm sure Mog will have more powers and abilities to make use of later in the game. KOPPA!

Once I was near Atlas, a “Live Trigger” event is, uh, triggered which revealed an item somewhere else on the map that can help you in the boss fight. This trigger gave me the choice to continue straight to Atlas (and get my ass handed to me) or go after this revealed item which will actually give me an advantage against the full form of Atlas. Before making my choice, I was given several responses to the situation where I could either consult Mog and Serah or just kick reason to the curb and attack Atlas head on. Characters will respond accordingly to your response and may give you hints or clues depending on what you choose.

For the most part, it seems that the “Live Trigger” events are about giving you an advantage against a boss fight more than anything else. You could easily bypass what gets revealed to you but it just means the fight will take longer, if not outright kill you like what I witnessed before my hands-on. Plus there's more dialogue and cinematics to see if you enjoy that sort of thing.

I decided to go for the special item and once I neared it, I was transported to a “Time Labyrinth” where I had to solve a series of puzzles to reach my objective. In this particular set of puzzles, I had to collect a number of orbs on a tile pathway that disappeared as soon as I stepped off them. Once solved, I was transported back to the room and triggered the “killing Atlas easier thing” device as I liked to call it. Which I then did. I killed him. It was really easy.

I'm sure you've got questions. Like, can you level up the monsters, what's going on with the overall story and what's up with Lightning's new snazzy outfit? Believe me, I asked but Square Enix wasn't ready to chat about exact specifics just yet. I'm just as curious as you to see what they're doing to fix a lot of the problems and complaints people had with Final Fantasy XIII on top of the newly revealed features.

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E3: First look at Gears of War 3's new Horde 2.0

Posted: 07 Jun 2011 04:10 PM PDT

E3: First look at Gears of War 3's new Horde 2.0 screenshot

Epic Games' promised revision for its popular Horde Mode as part of Gears of War 3 was revealed at an event this evening at E3. An event where Ice-T's Body Count will be performing. An event that I left almost immediately after I played about a dozen waves of the new mode, called Horde 2.0, so I could get back to a computer and tell you all about it.

Don't say I've never done anything for ya', considering I've had Body Count's song "Evil Dick" stuck in my head since 1991.

The simple-but-brilliant concept of a "Horde" mode has been basically ripped off wholesale (by both third- and first-person shooters) since Epic introduced it in Gears 2 back in back in 2009. With Horde 2.0, Epic isn't entirely reinventing the game, but it's adding a few novel concepts that -- once you try them out -- you won't want to live without.

Horde 2.0 introduces the idea of fortifications and command posts. The concept was born out of the fact that in Gears 2's Horde mode, most players would steal Boom Shields from Boomers and set up defenses. With 2.0, they're simply building that concept right into the game in a deeper way.

To start, players choose one area on a map they want to hold as a fortification. What you choose will depend on how you want to play, or what you think is going to work best for your team. In my hands-on with a map called "Hotel," we set up a command post right outside the streets adjacent to what appeared to be a larger courtyard. As you progress, it's possible to expand your "area of influence" by purchasing new (and expensive!) command posts, although we never got that far in my demo. 

When the match begins, you'll start with a handful of cash to spend on building up defenses, including barriers, turrets, decoys, and more. Epic predetermines ahead of time what's placed where, marked by green outlines of the objects scattered about the map. As waves progress, additional cash is earned by way of kills and helping your teammates. Between each wave, you'll have a small window of opportunity to upgrade or repair damaged objects before the next begins.



These objects are also upgradable, so spending cash wisely and strategically planning your fortifications is key to success. One example of an upgrade I saw was the barrier -- the first level was a short strip of caltrops, while the second was a taller barbed wire fence. Further upgrades, I'm told, will even include laser barriers that can act as offense as well as defense.

Even though tight cooperation was key in Gears 2's Horde mode, Epic has pushed it even further with Horde 2.0. You can now swap weapons and ammo, for instance. You can even combine cash to build up your fortifications faster.

Once thing I quickly noticed as I progressed through the waves is that Horde 2.0 features a more diverse line up of enemies than its predecessors. Epic says the mode will feature five different sets of creatures of the Locust and Lambent variety. Every ten waves (there are 50 total) you can expect to face a "boss" battle, so you'll want to pace yourself for battles against the likes of the enormous Brumak and more.



To keep things even more fresh for players, Epic is throwing in both Bonus Objectives and "mutators" into the mix. I only saw the bonus waves in action; one tasked us with getting a certain number of headshots in a limited amount of time. Successful completion of the task would reward us with additional funds, as well as bonus loot. As for the mutators, you'll be able to use them to change up the game in private matches. Some of the mutators sound kind of ridiculous, but in the best ways possible -- Big Head Locust mode, and even a sitcom-style laugh track.

Epic's Horde mode was fun on its own, which is why other developers couldn't seem to help themselves from yanking the concept for their own titles. Horde 2.0 is upping the ante with new features, multiple maps, and a theme song about the mode written and performed by Ice-T and Body Count. Seriously.

I don't see where this can possibly go wrong.

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E3: Ridge Racer Vita was teased in a cool way

Posted: 07 Jun 2011 04:01 PM PDT

E3: Ridge Racer Vita was teased in a cool way screenshot

Namco Bandai wanted us to know that a new Ridge Racer game was coming for the PlayStation Vita, but they didn't have any gameplay ready. Instead, they brought something really cool. I'd call it an interactive tease, if anything. 

This 'tease' was running on the Vita. It was like one of Ridge Racer's fancy introduction movies, complete with cool music and sexy car shots. I was watching this video with headphones on when I noticed a finger come in front of my face and onto the Vita's screen. It turns out this finger was the index finger of the right hand of the Ridge Racer audio man himself, Hiroshi Okubo.

The guy famous for all the great Ridge Racer music came from Japan to show off his work in this fancy intro. The music and graphics became interactive with all of the Vita's new control types. Touching and sliding on the front screen slowed down the music and the visuals like a DJ's record stop. Tapping on the back screen created a musical delay and a change in the graphics. All the buttons had changed the audio and visuals in some fashion.

I was told that this was just a taste of what the game will sound and look like. The visuals had a cool style, with whisps of color streaming past shiny cars, and objects switching to wireframes in slow motion. There were no available details on the actual game other than Namco Bandai is working on one, and that we could expect more drifting and some new gameplay features. Look for more closer to system launch.

E3: Skullgirls footage and screens for you to appreciate

Posted: 07 Jun 2011 03:55 PM PDT

E3: Skullgirls footage and screens for you to appreciate screenshot


Skullgirls has been one of those little games to keep an eye on for a while. That is, if you like 2D fighters with handdrawn art from Alex Ahad (who worked on Lava Punch, UDON's Tribute books, and Scott Pilgrim), mixed with game design from fighting tournament champion Mike "Mike Z" Zaimont.

The game's engine somehow manages to combine the 2D art with real-time lighting, which is pretty cool. Eight characters make up the roster, and players will be able to share their victories by uploading replays and highlights of matches directly to YouTube and Facebook.

Sounds like a promising new entry for the competitive fighting scene, and another game Jesse Cortez can thrash me in.

Skullgirls is scheduled for a 2011 release on "high-definition home consoles," which probably means XBLA and PSN.

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E3: Rhythm Heaven trailer further proves baboons rule

Posted: 07 Jun 2011 03:50 PM PDT

E3: Rhythm Heaven trailer further proves baboons rule screenshot

Those of you who have been keeping up with the new Rhythm Heaven for Wii will recognize much of this E3 trailer. The footage shown isn't new, except for the final segment.

Considering how the single new sequence has one seriously awesome baboon in it, all is forgiven. Look at him, and his equally incredible little buddy! That's enough to leave me satiated for a while to come.

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E3: Silent Hill: Downpour is exactly what I wanted

Posted: 07 Jun 2011 03:44 PM PDT

E3: Silent Hill: Downpour is exactly what I wanted screenshot

I'm coming fresh from just having spent some time with Silent Hill: Downpour. I wanted to hurry and write this up while it was still fresh on my mind. I wanted to tell fellow Silent Hill franchise fans that I'm feeling really good about how Downpour is looking right now. Really good.

Developer Vatra tells me that the game is still in alpha, but I spent a good amount of time with it, and it feels and looks great already. I think series fans are tired of Silent Hill franchise games trying to be Silent Hill 2, but I don't think any of us mind if developers look toward it as inspiration. That is what has happened here. The atmosphere, pacing and exploration in Downpour feel good, in the way that Silent Hill 2 felt good.

The best thing I can say about Downpour so far is that it is not afraid to take its time to set the stage and pull you into a good story. It seems to invite exploration, and it's not going to beat you over the head with instant action. 

I think you're really going to like this one. Even if you didn't like Homecoming or Shattered Memories, I'm pretty sure you're going to like this one.

 

I had a chance to try out Downpour in 3D. Vatra warned that they still have a bit to go with optimizing frame rates and textures, but I felt like the game was already in a good place, even in the alpha stage of development. Some of the depth effects down corridors toward the end of the demo were quite good. When I was running for my life near the end, the 3D really heightened the tension. 

The demo took me through the edge area of Toluca Lake as Murphy Pendleton, a guy that was luckily sprung during a transport accident while being transfered to a maximum security penitentiary. The journey takes him into the outskirts of Silent Hill as a convict. 

My first goal was to find my way into the city. I came across the now classic broken road, which sent me to an abandoned gas station. I had to find something to use to break a lock on a gate so that I could proceed. A crowbar from a toolbox did the trick, but I was told that rocks and other things from the environment would have also worked. All of this was controlled with pretty standard third-person control -- none of that silly backwards movement from the early Silent Hill games.

Later in the demo I worked my way into a building to proceed. Things caught fire with a gas pipe accident after a bit. I pulled the fire alarm to start the sprinklers and that's when things got funky. Stuff started floating, walls started warping, and the world became dark. Water flowed, electrical hazards popped up, and soon I was running for my life. Just when I thought i was safe, some unseen, warped darkness began following me. I had to run down corridors with doors shutting in my face. The tension was really high in this sequence where I knew I was prey. It reminded me of some classic moments from one of my many playthroughs of Silent Hill 2

Silent Hill: Downpour is technically a survival horror game, but it felt a lot more open to exploration, and definitely more focused on slowly scaring the sh*t out of you later. The tension in the game seemed to rise naturally and gradually, but I was running for my life before I knew it. It looked great, sounded great, felt great, and had some pretty immersive 3D to boot. And again, this is in the alpha stage of development. Things are looking really good for Silent Hill: Downpour already. It's safe to get excited about this one.

 

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E3: Blades of Time will have more of X-Blades' Ayumi

Posted: 07 Jun 2011 03:19 PM PDT

E3: Blades of Time will have more of X-Blades' Ayumi screenshot


Here's some great news for all you X-Blades fans out there. Gaijin Entertainment (not to be confused with Gaijin Games who make the Bit.Trip games) are following up X-Blades with Blades of Time.

Ayumi will make her return on an adventure set on a mysterious island (ohhh!) where she has to hack & slash her way to a big bad boss. The game will feature 40+ sets of skills including melee, tactics, combos, as well as Order and Chaos magic. Ayumi will also be wielding gunswords and what looks like plain old guns.

She'll also be able to turn back time and leave a copy of herself in place for combat and puzzle mechanics, and she will have a new dash ability to "close the distance between herself and her enemy prey almost instantly." Or as we like to call it: to dash.

Surprisingly, the game will also have a co-op campaign and PvP multiplayer action. Blades of Time is scheduled to his Xbox 360 and PS3 in early 2012.

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E3: Pikmin 3 is officially coming to Wii U

Posted: 07 Jun 2011 03:06 PM PDT

E3: Pikmin 3 is officially coming to Wii U screenshot

There's been so much not-talk out of Nintendo regarding Pikmin 3 over the last few years, it's maddening. After hearing nothing at Nintendo's E3 2011 press conference today, I had all but given up hope.

The lack of substantial information has caused many of us to believe the third installment would skip a Wii release and jump to Nintendo's new console -- what we now know as Wii U. As confirmed tonight during the company's roundtable session, this will indeed be happening.

Pikmin 3 was in development for Wii, but the high-definition graphics and new controller of the Wii U made it the better choice. Progress was far enough along that Shigeru Miyamoto says there shouldn't be too long of a wait for the game. Thank eff for that! Looks like I'll have to buy a Wii U now.

Miyamoto: Pikmin in the works for Wii U [Joystiq]

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E3: Double Fine's Once Upon a Monster is my happy song

Posted: 07 Jun 2011 02:27 PM PDT

E3: Double Fine's Once Upon a Monster is my happy song screenshot

Double Fine founder Tim Schafer sees quite a few similarities between Children's Television Workshop, the folks responsible for Sesame Street, and his own studio.

At Double Fine, says Schafer, the goal is always to try something new, to reach a new audience, and to push the boundaries of the medium of games. Forty years ago, CTW did the same thing when it launched Sesame Street, changing the landscape of children's television and education for ever. That's why the upcoming Sesame Street: Once Upon a Monster makes more sense than you might think for a studio whose last retail title was Brütal Legend, a mature title influenced by the world of heavy metal.

I had a chance to see a new chapter of the game's living story book, "The Garden of Weedin'," recently. As a parent of a toddler who's been watching Sesame Street religiously as of late, I'm more excited for this colorful Kinect-exclusive than a grown man has any right to be.

We've previewed Sesame Street: Once Upon a Monster before, so I'll just give you the high-level overview of what it's all about. It's a story book brought to life, where two players enter a magical world of good-natured monsters, each of which is struck with a little problem. Using Kinect, players engage in a series of what are essentially mini-games as they assist the friendly creatures with their plight.

In "Garden of Weedin," we meet a brand new monster named Shelby. The normally cheerful Shelby loves gardening, growing, and all things nature, but now she's sad: her garden is ruined. It's being overrun by weeds, and her beautiful, once colorful garden is now trashed. Wait, did someone say "trash"? Enter Sesame Street's own connoisseur of junk Oscar the Grouch.

"What a beautiful disaster," says Oscar, "yucky muddy mud everywhere! And look at all that trash. This is the worst garden I've ever seen… I love it!"

Cookie Monster and Elmo, who the players will be playing as, have an idea: help clean the garden, and let Oscar keep all the trash. "It win-win situation," growls Cookie Monster, as Shelby claps cheerfully.



The story was broken up into a few mini-games, the first of which involved tossing pieces of trash into cans. It starts off relatively easy, easing players into the basics of the movements. Later, the trash becomes color coded, and you'll have to match the garbage balls with the like-colored receptacle. Later in the chapter, players flapped their arms to make Cookie Monster and Elmo (who were wearing bee suits, of course) fly up the tallest plan in the garden. The final section involved "tuning" flowers to sing along with "Twinkle, Twinkle Little Start" by standing up or squatting down to move the pitch higher or lower.

In all cases, the games were simple and fun on a basic level, which is exactly what you'd expect from a game designed for parents to play with kids between the ages of four- and six-years old. To keep things interesting for players of all ages, Double Fine has implemented an adaptive difficult system into the title. If the game notes you're doing particularly well, it might make the games for that player more challenging. The Kinect sensor is even being used to determine approximate age based on height, modifying gameplay behind-the-scenes to match.



But while I was never challenged or particularly blown away by the in-game activities, Once Upon a Monster truly makes up for it in all of the other ways that count. It's adorable beyond words, with such colorful designs, amusing monster dialogue, and activities that I couldn't help but smile while playing. As it turns out, that feeling of elation was key in the game's development.

"The original codename for Once Upon a Monster was 'Happy Song'," explained project lead Nathan Marz. "This is a game that I just wanted when you looked at it and play it it, I wanted you to feel as happy as when you hear your favorite song on the radio.

"This is about an intentionally uplifting and positive experience for families, not another game about guys who say 'Delta!' and shoot people in the face," he says.

I look forward to singing this happy song with my little daughter this fall, when Sesame Street: Once Upon a Monster hits shelves.

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Daily Community Hotness: E3 2011

Posted: 07 Jun 2011 02:00 PM PDT

Daily Community Hotness: E3 2011 screenshot

Yes, that is Mr. Caffeine. And yes, this has been the first full day of E3.

This morning, Nintendo held their conference and finally unveiled the Wii U. With its 6.2 inch touch screen, there has been a lot of praise and disappointment coming from the community. Not only did we bring you news from Nintendo, but all day, the Destructoid team has been blogging non-stop with previews and videos of the show.

The Destructoid community has also been on fire today and we have compiled a list of what you have shared on the c-blogs and discussing on the forums below.

Cblogs:

:: Completing the Big 3: The Last E3 Communicast! by DtoidCommunicast
:: So, my thoughts on the WiiU: by realyst
:: Wii U Tablet Controller - Why it may be the best controller around (Shortblog) by pedrovay2003
:: E3: Nintendo's Conference and the Wii U - The console for you? by Noir
:: Hey Nintendo... by MathewRD
:: E3: WHO WON? WHO LOST? by TheJesusNinja26
:: Tarviews: Wii U, Our Bodies were ready... by Tarvu
:: E3: Play Desktop Dungeons E3 Demo FREE at home for next 3 days only by princevaliant
:: WEEOOOOOOOOO by FuriousGeorge
:: E3. Yeah. by Xzianna
:: When The Wii Got It Wight by Manfrum Enternet
:: Impressions: Nintendo 3DS eShop by GoodlyMike
:: E3 Approaches: Why I'm Still Playing My N64 by MacManus
:: E3 from a person at keeping up at home. by Jako21530
:: E3 Day 2 Impressions by KingSigy
:: The Piracy Misconception of Multiplayer by WarFace
:: Fire & Ice: E3 First Day Impressions by ManWithNoName
:: Bulltoid 33 - E3 Day 1!!!! by bulltoid
:: Gearbox Software is going to do what it wants, get over it by baauld
:: Sony is pushing forward its features like it's nobody's business by Cowboy
:: C blogs of 6-06-11 and Qalamarisms by CblogRecaps
:: MW3? zzz... by the2ndtolastspartan
:: Wait, Sony Also Had a Conference? Quick! Make Another Podcast! by DtoidCommunicast
:: $250!!!!!! PS VITA WINS!!!! by Crunshii
:: 06/03/2011 and putting the 'mor' in Beyamorisms by CblogRecaps
:: Sony is owning Microsoft - and why that's bad by The Sama

Forums:

:: E3 2011: Nintendo Press Conference
:: E3 2011: Dale North Interview
:: E3 2011: Reactions Thread


E3: The Rolling Western is Nintendo's token WTF game

Posted: 07 Jun 2011 01:58 PM PDT

E3: The Rolling Western is Nintendo's token WTF game screenshot

Have you seen this curious game? It appears to be a throwback to the many forgotten, ill-fated platformer mascots of the '90s, which I'm not opposed to.

If having an armadillo as a leading man in 2011 seems odd, you aren't alone in thinking so. The Rolling Western is skipping retail, instead opting for a much more fitting eShop release. Very little to go on at this point, but I must say, that music is happening.

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Oblivion 5th Anniversary Edition prepares you for Skyrim

Posted: 07 Jun 2011 01:57 PM PDT

Oblivion 5th Anniversary Edition prepares you for Skyrim screenshot

If you've never played Oblivion and still want to, but never really got around to picking it up with all the DLC, then here is your chance. The Elder Scrolls IV: Oblivion 5th Anniversary Edition is coming to PC, Xbox 360 and PS3 in North America on July 12th, 2011.

The collection includes the Knights of the Nine and Shivering Isles DLC, a Collector's Steelbook littered with Daedric symbols, a "Making of Oblivion" documentary, a full color map of Cyrodiil and the Shivering Isles, and a $10 mail-in rebate offer for The Elder Scrolls V: Skyrim and a strategy guide for Skyrim.

The full collection will be $29.99 and does not contain horse armor. A missed opportunity.

E3: Wii U third-party games were actually PS3/360 footage

Posted: 07 Jun 2011 01:42 PM PDT

E3: Wii U third-party games were actually PS3/360 footage screenshot

Nintendo announced its next console, the Wii U, earlier today at its E3 press conference. During the show, the company aired a three-minute montage of upcoming third-party PS3/360/PC titles -- core games/franchises such as Darksiders II, Ninja Gaiden 3, and DiRT -- in a move that was clearly meant to prove that it's serious about third-party support for the Wii U (which was sorely lacking from the Wii).

But the video probably should've included a prominent asterisk somewhere, with a major caveat: the footage being shown wasn't actually taken from Wii U games. Instead, as Nintendo of America president Reggie Fils-Aime later confirmed in a post-conference interview (the relevant clip begins at 4:33) with Spike's Geoff Keighley, the video featured gameplay from the PS3/360/PC versions of the games in question, because we're "a year away from when the console will launch."

The Wii U won't be out until sometime between April and December 2012 -- it's pretty far off. And accordingly, none of the Wii U software that Nintendo is showing at E3 is intended to be taken as indicative of retail Wii U games; they're mostly tech demos and proof-of-concept software at this point. So it's not surprising that third-party developers haven't had enough time with the Wii U to actually have games that are in a demo-able state.

Even so, Nintendo's failure to clearly mark PS3/360/PC gameplay as such has the connotation of an attempt at a nefarious bait-and-switch that Keighley forced Fils-Aime to own up to, especially since showing the footage implies that that's the level of visuals that the console will produce. The Wii U is capable of 1080p output, so presumably, developers won't even have a tough time matching the PS3/360/PC footage that Nintendo showed. But at least admit that they're not there yet, and don't try to pass off other consoles' gameplay as your own system's video.

E3 2011: Reggie Interview, Part I [GameTrailers via This is my next]

E3: Zombie Apocalypse 2 headed to PSN and XBLA this fall

Posted: 07 Jun 2011 01:32 PM PDT

E3: Zombie Apocalypse 2 headed to PSN and XBLA this fall screenshot

Backbone Entertainment is releasing a sequel to Nihilistic Software's twin-stick shooter Zombie Apocalypse this fall on Xbox Live Arcade and PlayStation Network.

Once again you'll be controlling one of four heroes, who runs around with one stick while shooting zombies with the other stick. A new squad mechanic has been added that gives you full control of each team member, whether you are playing solo or cooperatively. You'll also be able to swap team members' weapons and powers as part of the "innovative class-based action."

I never played the previous game, but apparently it was "just ok." Let's hope the sequel is a bit more than that, although so far I've yet to see anything that really sets it apart.

E3: Here are your special E3 2011 Pokedex 3D AR cards

Posted: 07 Jun 2011 01:30 PM PDT

E3: Here are your special E3 2011 Pokedex 3D AR cards screenshot

Crap! The media room at E3 is about to close! We've got crap loads of work to do, but before I'm totally buried, I wanted to give you these E3 exclusive Pokedex 3D AR cards. Download your free Pokedex 3D app from the 3DS store, touch the gear, select AR Viewer, then watch them Poke-mans pop out of your computer screen.

I love it!

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E3: Raptr has evolved from stats tracker to social news

Posted: 07 Jun 2011 01:21 PM PDT

E3: Raptr has evolved from stats tracker to social news screenshot

To a games marketer, Raptr is priceless.  Through their stats-tracking app they know what nearly 9 million gamers are playing and the kind of stuff they're doing in their games.  Thus, they and have a pretty good idea which group of people are most likely buy that brand new super-derivative game your company's been working on.  

After years of perfecting their data they've not released something pretty unexpected: they've turned their web site into a consumer news portal that's personalized to the player's tastes.  You an also submit your favorite stories (from Destructoid!) and vote them up and down. Yes, it's basically Reddit Gaming with personzalization. But there's so much more to it -- the profile pages are actually pretty deep.  The site is still in beta and they're hungry for feedback.  What do you want from your social gaming site?  

E3: Hitman Absolution first look

Posted: 07 Jun 2011 01:17 PM PDT

E3: Hitman Absolution first look screenshot

The Hitman series is finally back. Agent 47 is ready to kill again for the right price and he has some new abilities to aid him in his murderous ways in Hitman Absolution. As IO Interactive showed us in the world premier of the game though, Agent 47 is having a bit of trouble with the law.

The hands-off presentation saw the anti-hero in an abandoned library somewhere in Chicago. The place was crawling with cops as there's a statewide manhunt FOR Agent 47 and the best of all, you start off with no weapons or tools to aid you.

Hitman Absolution (Xbox 360, PlayStation 3 [Previewed]
Developer: IO Interactive
Publisher: Square Enix
To be released: 2012

Cops are patrolling the abandoned building, but as this is a library there are plenty of shelves and objects for Agent 47 to hide behind while he makes his way through the place. The first few minutes saw the player silently creeping around as the cops where calling to each other or making small talk with one another. IO stated that the AI is a lot more complex and intelligent this time as well as featuring a lot more human emotions.

While 47 has no weapons, he does have the new ability called “Instinct.” Activating “Instinct” gives you an X-ray view of the entire place that highlights all the cops as they patrol the area. “Instinct” can also show you the path a particular person is taking (represented by a walkway made of fire). The ability goes as far as letting you even hear the thoughts of people that are paying particular attention to 47. The new ability reminded me a lot of Batman: Arkham Asylum's “Detective Mode.”

After a few more minutes of the Metal Gear Solid-like creeping, 47 started to silently take cops out one-by-one. At first with his bare hands and slowly building up from there with wire and a police baton that he used to snap necks. My favorite of the takedowns was when 47 grabbed a statue of a head, smashed it into a cops face and the force of the impact pushed the cop through a hole in the floor to a level below.

Eventually 47 can't make his way out without being seen so he grabs a gun from the corpse of a cop and uses an officer as a human shield. 47 is slowly backing out of the place as several other cops have guns pointed at the player. Once far enough, 47 snapped the hostage's neck and made his way upstairs to make his escape, but not before shooting a chandelier from its chain to slow down the perusing cops below.

Once on the roof, the player is greeted by a police helicopter which follows 47 as he went into the closest building for cover. The chopper shortly opens up fire and 47 is rolling and jumping from cover-to-cover to get out of the room safely. This room is home to dozens of caged pigeons so lots of feathers are flying all over the place.

Towards the end of the room the chopper stops firing and instructs a nearby officer that 47 is in the building. The cop investigates only to be taken from behind and 47 uses the chance to put on the cop's uniform and calmly walks outside to another building as the helicopter simply watches on none the wiser.

Once inside the new building you see that you're in a pot den where a few pot heads are freaking out that the police have found their place of “business.” One of the guys freaks out so much that he tries to cram a potted Weed plant down the toilet to get rid of the evidence.

As 47 makes his way through the room, a guy tripped out on weed offers 47 a hit from his bong before a couple of cops come in and question who 47 is. 47 answers by grabbing the bong and smashing it into the cop's face and taking down the other in quick succession. Okay, I lied. THIS was my favorite takedown.

47 then makes his way towards the buildings elevator as cops are knocking on every door trying to find you. You're still in the police outfit so no one pays much attention to you except for one guy just before leaving the building. The cop believes you're an old retried cop to which 47 replies by saying “I never left.” 47 then makes his way outside and disappears amongst the crowd of people.

Even in the pre-alpha state, Hitman Absolution was looking simply gorgeous. There was a lot of attention to detail and I really liked the lighting effects. Since there was no hands-on I can't comment on the controls or much else, but I at least can tell you it was looking really good.

IO Interactive did promise a lot though and stated at the beginning of their presentation that there will be a lot more freedom of choice that will be “very key” to the experience. Disguises and impersonations have been “taken to a new level” and will also be a key feature.

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