New Games |
- E3: Double Fine's The Cave looks utterly delightful
- E3: Storm Legion gives Rift more land, more adventures
- E3: I played Silent Hill: Book of Memories and LIKED it
- E3: Fire Emblem: Awakening confirmed for North America
- E3: New Super Mario Bros. 2 has full co-op support
- E3: Nintendo brags about some impressive 3DS stats
- E3: Persona 4 Arena plays as good as it looks
- E3: Alucard confirmed for Castlevania: Mirror of Fate
- E3: Crysis 3 has guns that shoot 500 rounds a minute
- E3: All I wanna do is Dance Central 3
- E3: Wii Fit U and Holmes' best Lara Croft impression
- E3: No Man's Land pushes PlayStation Home to its limit
- Saturated Dreamers is next for the Immortal Defense team
- Nintendo president Iwata talks minimum price for Wii U
- The Network Roundup: The E3 effect
- E3: Everyone is saying Theatrhythm wrong
| E3: Double Fine's The Cave looks utterly delightful Posted: 06 Jun 2012 03:29 PM PDT The "market" allegedly says that adventure games don't sell anymore, that Ron Gilbert has had his day, and that Double Fine makes games nobody wants. Well, as Tim Schafer continues counting his coppers after raking in a ton of loot on Kickstarter, we have SEGA blessing his studio with the means to create a brand new Gilbert game -- The Cave. It looks like a platformer, but make no mistake -- this is an adventure game, and I do believe it's going to turn a lot of heads when it's finally ready for consumption. The titular cave is more than just a location -- it is a sentient being, the narrative character that guides us on whatever quest we choose to undertake. The Cave to which this game's name refers is a source of great power, an environment filled with trials which, when completed, will grant a successful hero anything he or she desires. So it is that seven potential protagonists intend to journey into the stony depths, each with a prize in mind. The Monk seeks enlightenment, The Hillbilly is simply looking for love, the Scientist wants the answer to a breakthrough, the Time Traveler needs to stop an inevitable catastrophe, the Knight demands a sword with unrivaled power, the Adventurer seeks treasure and the Twins wish only to find their parents. Players can choose up to three characters for the adventure, and will need to switch between them in order to solve a variety of puzzles -- or play cooperatively with others. As well as a personal goal and special quest areas within the cave, each character also has a unique power. In the demo, we got to see the Knight's "Guardian Angel" ability which protects him from harm. This was useful for distracting a dragon in one cavern, allowing another character to sneak behind it and grab a crucial quest item. While there are light platforming sequences, the game's heart is rooted firmly in the desire to provide a traditional adventure experience, with all manner of item and logic puzzles in place to tax the mind. Having to work with three characters in tandem is an important element in solving each task, and it should be interesting to see how different combinations of protagonists can work together. The interface is fairly simple. Characters run, jump, and can pick up a single item at a time as well as manipulate levers and switches. One puzzle involves a monster that blocks the way forward and will chew heroes up as soon as they approach (death is but an inconvenience, as characters will respawn a short way away). In order to cross, the player will need to find a bucket of water to put in a vending machine so that a hotdog can be obtained. The hotdog can then be placed on a spike that the monster will perch on to begin eating. Up above the snacking creature, another character stands near a lever which can be pulled to drop a claw mechanism. The claw grabs the beast and hoists it harmlessly into the air, allowing for safe passage. A fairly simple puzzle, but one that gives an idea of how teamwork plays a vital role. The all-important element of humor seems to be firmly in place, with aforementioned vending machines dispensing giant, monster-baiting hotdogs and dragons running amock to cause hilariously violent chaos. The silly comedy is punctuated with a beautiful art style full of exaggerated features and wild, swinging animation that reminds me of old claymation games such as The Neverhood or Skullmonkeys. While no clay is to be found in this game, the graphics are incredibly reminiscent and tug at one's nostalgic heartstrings. The cartoon designs and vibrant colors, especially on the various beasts inhabiting the cave, are fantastic to behold. Then of course, the namedrops can be easily had. Character choices similar to Maniac Mansion, scrolling item puzzles reminiscent of the Dizzy series, there is a lot of old school love, and plenty of comparisons, to be made. Gamers of the eighties and nineties might just find a crack in their jaded stone hearts when observing this one. The Cave had me smiling all throughout the demo, and I have a feeling that adventure fans are going to be totally won over by the game's welcome nostalgia and charming humor. The market may claim that adventure games are dead, but The Cave looks set to keep it joyfully alive. |
| E3: Storm Legion gives Rift more land, more adventures Posted: 06 Jun 2012 03:25 PM PDT 15 months and nine major patches later, Trion Worlds is looking to expand the real estate of Rift. With the addition of two new continents, Dusken and Brevane, the player space of the popular MMORPG has been tripled. Trion Worlds said this is more of a necessity then a luxury, since it used so much of the game's current land mass in quests attached to recent patches. Storm Legion is going to bring some quests and unique additions of its own, as well, though it may take much longer than 15 months to fill up its enormous islands. The expansion will launch with seven new dungeons, three new raids, a new Chronicle (solo player instance), dimensions, and new enemies spread across the two continents. The demo took place in a new dungeon with an eye-catching Steampunk aesthetic. The walls were lined with cogs and pendulums, surrounded by elegant, detailed texture work. There is a lot of depth in these environments that make the game stand out amongst other games in the genre. This new focus on discovering lost, ancient technology is a nice twist for those who feel a bit tired of Rift's established world. Another impressive addition is a new set of boss encounters with colossuses, which sound exactly like you imagine. In an effort to have more 80+ player raids outdoors, Storm Legion offers a couple instances with these towering juggernauts that are as tall as a 20-story building. These things are absolutely massive. Seeing them approach you, having their foot take up your entire screen is really something I haven't seen in an MMORPG before. The way these battles play out are also unique to the genre. There is a lot of timing-based attacks in these fights. If you time a hit against the colossus correctly, you'll gain speed and damage boosts. As their armor gets destroyed, more boosts fall to the ground that can be picked up for further bonuses. After dealing a couple serious blows to this beast, he takes off and smashes through a wall, unveiling a new area for players in the instance to explore. Storm Legion seems to be doing a lot of unique things not only in the world of Rift but in the larger genre it is a part of. With ten additional levels to gain, new mounts, and a whole lot of interesting, new content, this appears to be the perfect shot in the arm for Rift's player base. Come and get your MMO heroin in Q4 2012 |
| E3: I played Silent Hill: Book of Memories and LIKED it Posted: 06 Jun 2012 03:06 PM PDT Suffice to say, Silent Hill: Book of Memories has been met with a significant measure of cynicism by series fans. Seeing a beloved survival horror franchise become a dungeon-crawling RPG is a shock to the system, but after Destructoid's E3 interview on the game, I personally felt quite confident. Having snuck a go of the game on the E3 showfloor, my confidence has solidified. I sliced nurse demons, picked up gold, solved puzzles, and did several things that run completely contrary to the idea of a Silent Hill game ... and I liked it. One thing to note right off the bat is that this game looks pretty damn gorgeous on the Vita's OLED screen. I really don't think the screenshots we've seen so far does it justice, as it shines when seen in motion. The light of the player's torch is particularly impressive, and the deep reds and rust of the environment really stand out. Those worried after looking at some still images may want to wait and see it moving first. As for the game itself? Well, it is exactly what it is -- a dungeon-crawling RPG set in the twisted universe of Silent Hill. If you can't handle that, it's your loss. I'm not prepared to convince you to like it if you've already decided that its attachment to a name is enough to ruin the experience. Your reasons are arbitrary and not to be reasoned with. The rest of you, read on. Players can create a character using simple tools that don't offer a huge deal of customization, but provide just enough to get a light sense of personal flare. Based upon high school archetypes, players can create bookworms, jocks, goths, and more. Skin tones, hair styles, clothing and various accessories can be altered, so there's enough to get something you like the look of. After the player's character receives a mysterious book (via the creepily amicable postman of Silent Hill: Downpour), he or she starts dreaming of violent otherworlds populated by recognizable enemies from past games. The left and right hands of the protagonist can be equipped with different weapons, activated by two different face buttons, though two-handed armaments are available. Each weapon has a limited lifespan and will become useless if wielded too many times. Fortunately, there is an abundance of offensive tools on hand, not to mention spanners that can be used to repair favorite items. For the most part, the game controls very well. Face buttons are used for attacks and interactions, the L button targets enemies, and there are various touch controls to keep things interesting. It pleases me to say that most of the touch icons are sensibly placed at the side of the screen, making them easily accessible and simply extending the layout of the buttons. That said, looting items involves touching the center of the screen, which I never find convenient in a game that utilizes a mostly traditional interface. Still, these touch intrusions aren't too bothersome, and most of them are nicely situated with player comfort in mind. Enemies can drop "Memories" which act as the game's currency -- essentially gold with a fancy name. Shops operated by the Postman can be found, allowing Memories to be exchanged for new weapons and relics -- equipped items that enhance certain stats. There are also "Forsaken Rooms" with solo-oriented puzzles and multiple outcomes, while my favorite Silent Hill creature, Valtiel, offers quests that can bestow new rewards upon their successful completion. As an RPG, this is a solid game. The combat is pure and satisfying hack n' slash, the drive to explore and find gear is just as compelling as in any genre peer, and the added influence of Silent Hill makes for some entertaining fan service that, if not taken too seriously, should amuse long-time fans. Maybe not the fanatical purists, but the fans who just enjoy Silent Hill as a series and don't mind seeing a fun little spin-off. Like I said, I will not attempt to convince you to give Book of Memories a chance if you have already planned to hate it. What's the damn point? All I can say is, as a fan of dungeon crawlers and as a fan of Silent Hill, I really am starting to appreciate this fresh spin for what it is, and I very much enjoyed what I played. The games I already love are still there, so why are we pissed? A good game is a good game, and Book of Memories is shaping up to be just that. In fact, I am just going to say that this is now my most anticipated portable title of the year. So there. |
| E3: Fire Emblem: Awakening confirmed for North America Posted: 06 Jun 2012 02:27 PM PDT You know how you've been waiting to hear an update on whether or not Fire Emblem: Awakening will come to North America? Well, it is, but Nintendo decided that waiting until right now to say anything about the matter was the way to go. Oh, you guys. As confirmed by Nintendo of America president Reggie Fils-Aime himself, North American gamers will indeed be able to join European and Japanese players for this 3DS installment of Fire Emblem. No solid date quite yet, but we can all relax now. |
| E3: New Super Mario Bros. 2 has full co-op support Posted: 06 Jun 2012 02:07 PM PDT During Nintendo's ridiculous 3DS Software Showcase, New Super Mario Bros. 2 was demonstrated live. Hardly news, but there was a fun little announcement included: the 3DS game has full, two-person cooperative play, as shown in the screen cap above. Additionally, it was revealed that NSMB2 will be playable tomorrow on the E3 show floor. We'll get someone to head down and bring you hands-on coverage. You hear that, Holmes? More Nintendo games to cover. If you missed out on the event, know that this stuff was one of the absolute highlights. Seriously. |
| E3: Nintendo brags about some impressive 3DS stats Posted: 06 Jun 2012 02:00 PM PDT Nintendo used the back end of tonight's rather uneventful (and super cheesy) 3DS Software Showcase event to show off some interesting statistics regarding their latest portable's digital ecosystem. Not only is it the one-year anniversary of the eShop, but Nintendo has announced that five games/apps have racked up one million downloads, and the average user purchases 4.7 games per unit. I can relate to the eShop's success, as I've bought around fifteen games for the service (not including the free Ambassador games). In any case, it's nice to see Nintendo actually releasing some figures, even if it's in a controlled environment. |
| E3: Persona 4 Arena plays as good as it looks Posted: 06 Jun 2012 01:45 PM PDT The Persona series is often regarded as containing some of the best games that the RPG genre has to offer. Now, though it may not be the most obvious direction, the characters from Persona 4 and even Persona 3 are about to throw down the gauntlet in a fighting game. Persona 4 Arena is being developed by Arc System Works, the same team behind the BlazBlue series. As soon as that information was announced, I knew this was going to be a fighting game worth playing. I finally got to get some hands on time with the game and I had an absolute blast. First things first: this game looks PHENOMENAL. Just like BlazBlue, Persona 4 Arena features some of the best hand-drawn art out there. While the screenshots already look gorgeous, once you see the game in motion your jaw will drop. The music from the Persona series is also back in full force with some beautifully composed rearrangements. Persona 4 Arena uses a four-button loadout, something that isn’t too common in one-on-one fighters. Two buttons act as your character’s attack moves, while the other two utilize your Persona. Special moves use the traditional motions that we’ve been accustomed to, but the fact that you have both a character and a Persona makes each move list rather deep. It also helps to make each of the thirteen characters feel diverse and unique, something that BlazBlue was known for. Some great fighting game mechanics have been included in Persona 4 Arena, such as the Persona Break. If your Persona takes too much damage while it’s out, a Persona Break will occur and disable your Persona for a brief period of time. My favorite mechanic, although it isn’t new to fighting games, is the defensive Burst mechanic that allows you to burst away your opponent mid-combo. There’s always so much strategy and depth to using this mechanic at the right time whenever it is included in a game, like the recent Mortal Kombat 9. Your SP bar will determine when you can use things like Supers or your Burst. The one thing that I wasn’t into was the use of double motions for the Supers. This can often be difficult to pull off, especially for people who aren’t into fighting games. The four-button control layout makes it way more accessible to newer players, but double motions for Supers is sure to frustrate its fair share of players. |
| E3: Alucard confirmed for Castlevania: Mirror of Fate Posted: 06 Jun 2012 01:23 PM PDT During Nintendo's 3DS Software Showcase event, Konami has revealed that Alucard will indeed play a role in the upcoming Castlevania: Lords of Shadow - Mirror of Fate for the Nintendo 3DS. As a reminder, there will be four playable characters in the 2.5D game, and Alucard is now one of them -- Castlevania fanboys, rejoice. Of course, this all but confirms Alucard as the mysterious figure at the end of the Lords of Shadow 2 trailer. |
| E3: Crysis 3 has guns that shoot 500 rounds a minute Posted: 06 Jun 2012 01:20 PM PDT Again, that’s 500 rounds a goddamned minute. Surprisingly enough, hands-off demos behind closed doors are typically boring, with a static crowd sitting around, watching in a cold, sound-proof room. Very rarely does that same audience have any sort of outward reaction from the game they’re witnessing. At least that’s what I’ve experienced, personally. Behind-closed-doors experiences have always felt a bit odd to me. So it’s safe to assume that when said robotic audience noticeably expresses their intrigue, the game being shown can be given a few kudos. Crysis 3 was freakin’ sweet. Not only that, but it’s also an absolute trip to see being played in real time, on top-end hardware. But you already knew that, of course, because this is Crysis: arguably the most technically gorgeous series around right now. First, I have to talk about how insanely beautiful this game looks. I know you’ve seen the vids, and I know you’ve played Crysis 2, but you haven’t experienced either on a 72-inch screen, at high resolution, with the variety of color that Crysis 3’s level design offers. It’s easy to assume that jaw-dropping leaps in graphics are a thing of the past, considering how great games look these days. But all of this game’s DirectX 11 features are leaps beyond most, if not every other game out right now. About the level design: Everything in the city of New York has been overrun by the flora and fauna. How plants have managed to so quickly suffocate modern civilization is beyond be, but it’s everywhere and looks pretty, nonetheless. The contrast of NY’s achromatic grays, browns, and blacks against the greens, blues, and reds of the natural surroundings provide a visual dynamic that few shooters bother to provide, let alone games built on such technically advanced engines. My biggest issue with advanced engines today is that they don’t flex their chromatic muscle enough. While the U3 engine had the privilege of being commercially successful, therefore being utilized differently by others, most developers misunderstand the use of color by mudding the look of their games for the sake of “grit.” Crysis 3 is not unlike most other shooters, but at least understands the aesthetic power of emphasizing colors. I cannot stress this enough, for more reasons than just technicality: This. Game. Is. Gorgeous. As previously stated, though, this is a shooter, and it has a lot in common with others of the genre -- minus the badass suit. And if you’ve played Crysis 2, then very little about this third installment will be foreign to you. You retain a lot of the same equipment, abilities, and weapons, with the exception of a bow that makes what John Rambo's weapon look like something recreational archers use. As expected, what makes the bow a valuable tool is the different ammo types it uses. Some arrows have explosive tips to them that act as a sort of timed grenade. Another type will electrocute enemies, but also fry several, if a crowd of baddies happens to be standing in water. My favorite, though, would have to be one kind of arrow that explodes above an area, reigning death down on enemies in a cloud of gray smoke. Think of Prophet as Hawkeye, but with a suit worth millions of tax payers’ dollars. But, BUT, this arrow shit pales in comparison to the gun that fires 500 rounds a mother-humping second. It’s big, it’s bulky, it sounds like a combination of bees and tearing cloth, and the end result is a cluster fuck of bullets that produces more sparks than I imaging the average processor can handle. If videogame particle effects had parents, this gun (known as the Typhoon) would the violent, alcoholic father. Say hello to the BFG of Crysis. I figure that anyone who has a beastly rig already plans on getting this game. It’s the perfect title to flex your system’s hardware. If you plan on upgrading, though, then Crysis 3 is definitely a game you want to keep on your radar. Be prepared to paint New York in alien blood this February, 2013. |
| E3: All I wanna do is Dance Central 3 Posted: 06 Jun 2012 01:10 PM PDT This year's E3 has been home to a number of exciting announcements but none more exciting for me personally than Dance Central 3. I had my doubts they'd make a third, as I wondered where the series could truly "go" after the near-perfect Dance Central 2. In a sea of yearly dance game releases, how will yet another stack up? Through some E3 magic (read: my hounding of Hamza and Steven to give me the assignment instead) I got my chance to check it out. One thing I appreciate about the continued improvements to this series is that Harmonix seems focused on creating a game that isn't limited to just mimicking the moves on the screen; they actively encourage you to take initiative and dance outside the box. It's equally a game for those who dance already, and those who just dance when nobody's watching. In that department, this threequel does not disappoint. The new modes very specifically place emphasis on edging the game and its players even closer to "real" dancing. In order to expand the DC universe beyond a virtual miming experience, Harmonix is bringing a story mode into the mix. Yes, a story mode. The new dance routines and moves reflect a range of tunes from the '70s to '00s, and a time-traveling machine will be key to transitioning between these different eras in music. They're also bringing another series first in the form of a mini-game, called Keep the Beat, where players go head to head making up their own moves to the rhythm of the music. Make Your Own Move works exactly how it sounds: you create your own move and, when performed in time to the beat, a flashcard and move name will be created and stored. In Crew Throwdown, you'll get a chance to combine many of these aspects, as your take on a rival duo with dance battles, Keep the Beat, and Make Your Own Move for a final top score. Each battle begins with a healthy high five, P-body and Atlus style. Up to four crews of two can go head to head. There's not a lot of word yet on which crews will be returning, though I did see the High Def crew, and the new DCI crew. Riptide Crew, Lu$H Crew, and Taye from Flash Forward Crew will also be there. Personally, I think this new DCI crew is just the Ninja Crew unmasked, but for now Harmonix is remaining shushed on more details regarding this dancing duo. Earlier we reported that Usher worked closely with Harmonix to bring choreography from his videos and performances to Dance Central 3, and upon playing "OMG ft. Will.i.am," I can confidentially say it has upped the ante. Seasoned players like myself will find there's still a challenge, even for Hard songs played on Easy mode. And speaking of modes, another has been added to the difficulty settings: Very Easy. I wasn't able to play it, but given how simple the Easy songs are on Easy, I can only imagine it consists of shuffling from side to side. It will be interesting to see how these new features develop and how they affect the bottom line. With Dance Central 2, Harmonix had a lot of room to evolve, given the simplicity of the original. Dance Central 3 brings on a lot of features that, while not demanded by the DC community, could positively affect its replay value. At the same time, I've yet to see a feature that would strongly compel me to recommend it over Dance Central 2. As they remain mum on some other changes to come, I would keep an eye on this one; they may come up with another hook just yet. |
| E3: Wii Fit U and Holmes' best Lara Croft impression Posted: 06 Jun 2012 01:00 PM PDT Rest assured, dear reader, that Lara Croft isn't the only one grunting and moaning at E3 this year. Jonathan Holmes got his hands (bum?) on Wii Fit U at the Nintendo booth and made a variety of interesting sounds as he worked his core with the publisher's upcoming high-definition fitness title. As if spending long days hiking around the Los Angeles Convention Center weren't torturous enough, Nintendo put Holmes' body to the test with a luge mini-game that resembles a prolonged sit-up. The expression on the plucky Destructoid editor's face certainly screamed something, but it sure didn't look like it was fun. |
| E3: No Man's Land pushes PlayStation Home to its limit Posted: 06 Jun 2012 12:45 PM PDT At E3 this week, Sony showed off their latest free-to-play release for PlayStation Home called -- w-w-wait, come back! Okay, I know PlayStation Home isn't the first place you go when you're looking for a new cover-based multiplayer shooter, but things change. Or, at least, Sony and developer VEEMEE are hoping to find a new audience with their post-apocalyptic, competitive shooter No Man's Land. NML is an ambitious stab at a Gears of War-style shooter. In fact, it's the largest team that has ever worked on a Home game. While the framework of NML is familiar, it does some key things very differently. For one thing, you don't freely move throughout the environment. As in 5th Cell's Hybrid, you give navigation commands to your avatar. It's a really awkward way to play a shooter. It feels like it's different just for the sake of being different, but maybe it grows on you over time. There are a couple other interesting things, like guns that jam on you and the ability to buy new loadouts, but nothing about NML really sells me on loading up Home (something I've never done before). But if you are already invested in Home, maybe No Man's Land is the dreary, cover-based shooter you've been looking for. |
| Saturated Dreamers is next for the Immortal Defense team Posted: 06 Jun 2012 12:30 PM PDT As remarkable as Immortal Defense is, I suspect most of you are not familiar with the game. Just know that it's truly great, and to this day remains one of my personal favorite tower defense titles due to its interesting story and engaging mechanics. The reason I bring up Immortal Defense is that the next project from developer Radical Poesis Games & Creations, Saturated Dreamers, looks similarly unusual. To the point where I don't entirely know what is happening. At all. But I do know to keep an eye on this "open-world, story-based, action-adventure, exploratory game." RPGCreations is promising 1,000 hand-made areas, 60 types of creatures, and a non-linear story (with multiple endings) that will have you playing somewhere around 20 to 40 hours. Yep, they've got my attention. The team is targeting a release later this year for PC via digital distribution. |
| Nintendo president Iwata talks minimum price for Wii U Posted: 06 Jun 2012 12:15 PM PDT [Update: Like Kotaku, we failed to notice that Bloomberg's report was from last year. As such, Iwata's quote about the potential price of the Wii U may not necessarily be accurate today. Nothing to see here!] If your jaw dropped a bit when Nintendo wrapped up its E3 press conference this year without so much as a mention of a firm price or release date for the Wii U, you were far from alone. The move, or lack thereof, left more than a few people scratching their heads as they took in the deafening silence, wondering when exactly would have been a better time to announce something so significant. Well, it seems as though the Nintendo president Satoru Iwata has decided to break the ice on the subject, at least somewhat, stating the obvious in telling Bloomberg that the Wii U will "likely be priced at more than 20,000 yen." For reference, that number translates roughly to $200, so of course it's going to cost more than that. Though unsurprising, this number might give some credence to rumors that the console costs $180 to manufacture, making a $200 price point just barely profitable for the platform holder. Nintendo Falls Amid Questions Whether New Console Can Repeat Wii's Success [Bloomberg via Kotaku] |
| The Network Roundup: The E3 effect Posted: 06 Jun 2012 12:00 PM PDT I know some of you haven't been too impressed with E3's offerings this year, but all the gaming activity and interest gets me really excited. Sometimes when we only see a glimpse of possibilities, and not the full picture, my imagination starts to run a bit wild about where gaming could be, and where I want it to be. What's impressed you so far, and has any of the technology given you ideas abut the future? The Destructoid crew has been running amok across Los Angeles, giving us some really exciting news from the show. Japanator has been poking around the show, too, making sure you get your otaku E3 fill. Even Flixist got into the action with a bunch of super-heroic announcements. And did you think there wouldn't be awesome toys at E3? Tomopop has all the amazing goods covered. Japanator
Flixist
Tomopop
[Image via Torwars] |
| E3: Everyone is saying Theatrhythm wrong Posted: 06 Jun 2012 11:45 AM PDT And I mean literally everyone. We had the chance to speak with Theatrhythm producer Ichiro Hazama here at E3, and after our chat about the game (more on that later), I asked if we could all come together to decide how they game's name should be pronounced. |
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