Sunday, June 10, 2012

New Games

New Games


E3: ZombieU multiplayer makes you lord of the dead

Posted: 10 Jun 2012 03:00 PM PDT

E3: ZombieU multiplayer makes you lord of the dead screenshot

ZombieU's asymmetrical, competitive multiplayer is a nice little package. It will definitely be a dorm room favorite and a good time at parties. The general premise is that one player (in this case, my homeboy Pungi rocking the Wii U Pro Controller) plays as a human attempting to capture various flags around the map. The other player (me) gets the Wii U GamePad, and is tasked to lay zombies out around the map. Some zombies are aggressive, some are more prone to lurking, and others are only there to capture the flag before the human does. Not sure if it will allow for more than one-on-one competition, though I assume that it will.

It was a solid experience, easy to pick up and play, and definitely packed with potential. My only suggestion is that Ubisoft allow the zombie master to actually play as a zombie or two. After deploying all of their undead troops, there were times when the zombie master had nothing to do but sit back and wait until the other played had cleared some enemies. Only then could the zombie master spawn a few more ghouls. If I had the option to actually play as one of the zombies during that pre-spawning time, there wouldn't ever have to be a break in the action for either player. 

Constructive criticism aside, ZombieU should be fun, but I'm not ready to put in in the same league as Left 4 Dead or Dead Island as of yet. Lets hope the game offers a unique experience that doesn't need to rely on huge amounts of enemies on screen or big budget graphics to be enjoyable, as I highly doubt that either of those features will make their way into the final build of the game.

E3: Game & Wario is neither Game & Watch nor WarioWare

Posted: 10 Jun 2012 02:30 PM PDT

E3: Game & Wario is neither Game & Watch nor WarioWare screenshot

Along with Project P-100, one of the biggest surprises at the Nintendo booth at E3 was Game & Wario. I would have definitely been less disappointed with Nintendo's on-site press conference if they had made some mention of either game. 

That said, Game & Wario was far from a showstopper, and that's coming from a huge fan of the WarioWare series. The games here appear much longer than those found in WarioWare, and they generally lacked the humor and the punch normally associated with the Wario name. The game with the arrows and the stomping was pretty fun, but the others felt rather tame, especially compared with the surprisingly exciting times I had with Nintendo Land

If Game & Wario ends up having 50+ mini-games included, like a traditional WarioWare title or Rhythm Heaven Fever did, then it may end up being a must-have purchase. If it only includes 12 different games like Nintendo Land is planned to, then it may not have what it takes to win your attention.

E3: Put The Moonlighters on your watch list

Posted: 10 Jun 2012 02:00 PM PDT

E3: Put The Moonlighters on your watch list screenshot

After pulling myself away from Johann Sebastian Joust for a few minutes, I got to spend some time playing The Moonlighters at E3's IndieCade. The Moonlighters is being developed by Red Dragon, which currently only consists of two guys: Teddy Diefenbach and Mike Sennott. They're currently searching around for a publisher to bring this game to the masses.

I really hope their search proves fruitful, because what I got to play at E3 was an absolute delight. The Moonlighters is an isometric heist game about a group of actors who used to perform movie heists, but their movies aren't profitable anymore so they decide to perform real heists. If that premise doesn't already get you interested, I'm not sure what will.

When Allistair Pinsof described the game to me, I immediately thought of Monaco. However as soon as I actually saw and played the game, it became clear that the similarities end after "heist game." Despite being a game about stealing, stealth isn't exactly the main mechanic. Things are a bit zanier, and getting spotted isn't the end of the world.

You'll get to choose which character, each with their own abilities, gets to take part of each segment of the heist. It doesn't seem like you could make a wrong decision for each job, but it looked to me that some characters were better fit for specific roles.

You'll only play as one character at a time, but they will all be needed to move forward. For example, after I finished creating a distraction with one member, it switched me over to another member automatically and I could slip by that very same room as the distraction was going on.

The music was perfect for the heist gameplay. It was fast and frantic when things were ramping up, and calm and jazzy when the narrator was speaking. The 1950s aesthetic is something that I don't think I'll ever get tired of. It's one of my favorite eras in history besides the 1920s (both decades are actually pretty similar).

I'm very excited by both the plot setups and environments that the full game will have. I was told that the later levels will be less cliché than a bank heist, and not all of them will go flawlessly by design. The Moonlighters is aiming to be a downloadable console release alongside PC and Mac versions. From my rather brief time with it, I'm pretty keen to follow its development.

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E3: Rayman Legends allows for asymmetrical dick moves

Posted: 10 Jun 2012 01:30 PM PDT

E3: Rayman Legends allows for asymmetrical dick moves screenshot

Asymmetrical gameplay is nothing new to Nintendo. Pac-Man Vs. allowed players to experience the series as the bad guy for the first time, while Super Mario Galaxy 1 and 2 gave the second player to assist the "main" player from a distance as an off-screen, intangible, sparkle-shooting deity. Rayman Legends allows for a little bit of both of those concepts. Players utilizing the Wii U GamePad can both assist the main player, or screw with him/her if they're feeling mischievous. 

It's a lot like Boost mode in the upcoming New Super Mario Bros. U, but with more level-specific applications. Where Boost mode allows you to create blocks under-foot or stun enemies for a second, Rayman Legends' asymmetrical gamplay has the "main" player and the assistant working through puzzles and environmental hazards that would be impossible for a single player to tackle alone. That makes for a situation where the player with the Wii U GamePad feels more important than they might in New Super Mario Bros. U, while the "main" player is left feeling slightly more dependent on their off-screen companion. 

Regardless of which does asymmetrical gameplay better, I'm just excited that they both of these games exists. Seeing not one but two traditional, 2D platformers making their debut as flagship exclusives for the Wii U is almost spit-take worthy. There was a time when the genre was all but dead. Having it back in the spotlight is a wonderful thing.

E3: Batman: Arkham City Armored Edition kind of hurts

Posted: 10 Jun 2012 01:00 PM PDT

E3: Batman: Arkham City Armored Edition kind of hurts screenshot

The Wii is just about to wrap up its tenure at Nintendo's flagship home console, and looking back, it's clear to see that third parties often failed to make the most of the system. They regularly used the Wii as an opportunity to crap out less fun games than they would expect to get away with on the PS3/360, hoping that they could replace craftsmanship and creativity with some poorly thought out, tacked on motion controls without penalty. In short, these games were uninspired cash grabs designed to mine the motion control gold rush. I'm worried that Batman: Arkham City Armored Edition is the start of that happening all over again on the Wii U.

Most of the Wii U-specific features I experienced or witnessed with Armored Edition didn't make the game more fun than it is on the PS3/360. Personally, all I was hoping for out of Armored Edition was the ability to play the game on controller screen (so I won't need to monopolize the family TV when replaying it) and maybe a few exclusive missions and the inclusion of a special Nintendo cameo (preferably the ability to play as Captain Falcon). That's not what I got. Instead, we have some new touch screen puzzles and the ability to control bat-arangs with the Wii U Gamepad. That's definitely different, but I'm not sure that different means better in this case.

And is it just me, or are the textures a little uglier here than the were in the game's original release? The last thing the Wii U needs is low-budget ports that make the console appear to be less powerful than it actually is. 

E3: F-U-N spells Scribblenauts Unlimited

Posted: 10 Jun 2012 12:00 PM PDT

E3: F-U-N spells Scribblenauts Unlimited  screenshot

I'm what you call a Scribblenauts fan. I own the original, Super Scribblenauts, and Scribblenauts Remix, the latter of which actually played a major role in my decision to buy the new iPad. I've used Scribblenauts to help teach my niece to read. Sometimes, I just sit in the middle of my bed with my various copies of Scribblenauts and throw them in the air and let them shower over me while giggling like a mad man. (I get bored sometimes.) The point is, I just love it.

A game where you can solve objectives with the power of whatever you can conjure in your mind is just effin' delightful to a nerdy little word lover like me. I spent so many hours testing the game's limits, pitting chupacabras against God and ghosts and dinosaurs time and time again. Could this ever get old? Maybe if 5th Cell wasn't already one step ahead of us with Scribblenauts Unlimited!

Stepping up to the station at Nintendo's booth, I'll admit I didn't expect such an overhaul of changes to the standard Scribblenauts format. I was downright impressed with the new methods of solving puzzles.

Objectives will be delivered differently this time around. The level I played featured ten different characters in need of help through Maxwell's magic notebook, spread out over one background of a large forest area. The goals ranged from helping two children finish a treehouse, to helping a boy scout with his merit badges, to finding a lovely human baby for two wolves to raise.

Some of the objectives had more than one solution; in one, I had to choose between helping a hippie save a tree, helping a logger cut down the tree to help his family, or finding a way to make them both happy. The solution was very surprising! With the new adjective system, it was actually easy to pull off.

Now I know what you're thinking, "Hey, didn't they already add adjectives to Scribblenauts?" They did, but not like this. Now when a character or object needs help from Maxwell, the player can click on them and draw up the necessary item from their own little menu system. Through this menu, you can also give the object or character an adjective, changing their attribute to fit the needs of the goal. In the example of the hippie and the logger, I changed the hippie's attribute to "persuasive" and he promptly convinced the logger to give up his task, solving both of the objectives at once.

I did find a few limitations of the adjective system. For instance, I couldn't solve a puzzle requiring I put out a fire by changing the object to "fire-proof." I ended up having to give Maxwell a fire extinguisher. I suspect that will change though, given 5th Cell's exhaustive past efforts in cataloging every possible item and adjective combination in the original games.

Also, because once one of the 5th Cell reps found out I'd finished all ten objectives and was from Destructoid, they were eager to track me down and hear all my thoughts on the game; clearly, fan feedback and constructive criticism are always on their mind. Sadly, I didn't get to play as any other character than Maxwell, so I cannot say how his family, particularly sister Lily, come into the gameplay.

And while the Scribblenauts series may not the first thing that comes to mind when I think about games that need to be in HD, I will say it looks very pretty nonetheless. The crisp lines and bright colors are very eye catching and pleasant to look at. Now my only problem (obstruction, hurdle, barrier, conflict) is deciding whether to buy the game on Wii U or 3DS. Note: it's also coming to Windows.

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Tex Murphy Kickstarter reaches its goal

Posted: 10 Jun 2012 11:00 AM PDT

Tex Murphy Kickstarter reaches its goal screenshot

It looks like FMV adventure game stalwart Tex Murphy will ride again; Project Fedora, the Kickstarter campaign started by franchise creators Chris Jones and Aaron Connors, reached its funding target with a week to go until its deadline. Project Fedora has raised just over $505,000 at the time of writing.

Released back in the mid-'90s, the Tex Murphy series starred the fedora-clad, noir-inspired detective as he worked on a series of cases based in San Francisco in the near future. After three titles, the series seemed finished but Chris Jones, who plays the titular star, has managed to rally a strong following to see Project Fedora funded.

I think I'm with former Rock Paper Shotgun scribe Kieron Gillen on the whole Kickstarter craze: it's like getting the old band back together again. Games with passionate followings and developers are putting their money where their mouths are and reviving franchises and genres that most thought were dead. Of course, none of this is a guarantee of a quality game, but it's comforting to know that the people making the game are passionate about the project.

[Thanks, Stevil]

The hottest booth babe of E3 was at the Sony booth

Posted: 10 Jun 2012 10:30 AM PDT

The hottest booth babe of E3 was at the Sony booth screenshot

You know, they keep telling me there's never any eye candy for the straight women and gay men of E3 to ogle, but I'm gonna have to call bullsh*t. Just look at that hunk of meaty man flesh. The way the flashing lights of the Sony booth gleam off his beady, sensual eyes. That kinky zippered crotch. Even the name just oozes sexuality..."Sackboy."

(*low whisper*)...Sack.

I'm yours, Sackboy. Taking me to the nearest convention center bathroom and make a gamer woman out of me.

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Mr. Destructoid has some fun at E3 2012

Posted: 10 Jun 2012 10:00 AM PDT

Mr. Destructoid has some fun at E3 2012 screenshot

The reason Mr. Destructoid exists at all is because of the Electronic Entertainment Expo in the first place, so of course the green robot would be at the show!

The photo gallery below shows Mr. Destructoid spending some quality time at the Sony booth, checking things out at the Microsoft booth, and wrapping up his day over at IndieCade where he played some Johann Sebastian Joust. Expect some video of that soon.

[Thanks to Spencer, Kenny and Carlos for wearing the helmet around the show, and for all the pictures and videos they took too.]

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E3: Joe Danger: The Movie has exhausted my movie puns

Posted: 10 Jun 2012 09:30 AM PDT

E3: Joe Danger: The Movie has exhausted my movie puns screenshot

I've already called it a "Blockbuster hit," and I feel as if every other movie-inspired headline pun has been used by someone, somewhere, so I GIVE UP.

Joe Danger was one of those games that completely took over my free time. I played it pretty much constantly until I got 100% completion. Joe Danger: The Movie takes everything that I loved from the first game and makes it even more insane. You can play as a cupcake. A cupcake!

I got to play the game here at E3 and it’s safe to say that the insane and quirky gameplay of the first remains intact. This looks to be a sequel done right; expect more levels, vehicles, modes, and especially more humor.

Joe Danger: The Movie contains over 100 single-player levels, each with their own set of goals. The goals vary from collecting the letters DANGER Tony Hawk style to completing a level without ever breaking your combo. The collection objectives turn the game into more of a platformer than the game may originally let onto and it forces you to play each level with a different mindset.

In fact, there is a lot more depth to Joe Danger’s movie than most people realize. There’s a certain nuance required to navigate the levels and efficiently accomplish your objectives.

I’m not sure that most people caught on to that, considering only 10% of players finished the first game. When you get into your groove, your fingers begin dancing around the controller in such a meticulous way that is simply sublime.

Sean Murray of Hello Games, the development team behind the Joe Danger series, told me that he wants people to, more than anything, “just have fun” while playing the game. It may sound trite, but the game exudes charm, from its wonderful art style to the clever game premise.

For those who don’t know, Joe Danger is a movie stunt man who had to pull a Stella Payne and get his groove back in the first game. It seems as if he’s in full stride now because the movie sets and stunts that he’s pulling are absolutely nuts.

I also got to play the iPhone version of Joe Danger, something I was rather nervous about before going in; like I said before, when you’re playing the console version your fingers are always moving all around the controller. Some of this is solved by always having Joe drive forward. This obviously means that the platforming-based objectives will be absent, but it’s a small price to pay for an iPhone Joe Danger that actually works. Jumping is accomplished by tapping, ducking by holding, and tricks by swiping. When you get a perfect run, it’s almost like playing a rhythm game. That “groove” is definitely still maintained, and it seems like a lot of love has gone into this mobile version to make it more than just a port.

You can expect both of these versions later this year, likely around August or September.

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E3: Exploring the new Tomb Raider

Posted: 10 Jun 2012 09:00 AM PDT

E3: Exploring the new Tomb Raider screenshot

And then I saw her face. Her dirty, determined, take-no-sh*t face. Now I'm a believer.

Tomb Raider is back, though sadly delayed until March 5, 2013. I had a chance to sit down with Square Enix and Crystal Dynamics this E3 to see how far they've come with it since I last checked in with them in 2011, and I'm happy to say I'm still pleased with where this game is going.

Environment and atmosphere are a make-or-break factor in my enjoyment of a game. In that vein, Tomb Raider long ago won me over. The rich, detailed textures are truly gorgeous and I love the setting, which lends itself well to switching between jungle and cave exploration (the latter of which I admittedly got to see more of at E3 last year). If you're apprehensive about the emphasis on the jungle setting in the footage released thus far, take heart; the plot direction leads me to believe there'll likely be more cave exploration than initially meets the eye. 

And while Tomb Raider may rightfully deserve some comparison to Uncharted (such a strange role reversal from the Dude Raider days), I think Tomb Raider feels a bit more gritty and intense, which I like. The tension is crafted effectively with the use of wayward angles and camera jostles to draw you into a sense of disorientation, something that Uncharted seem to reserve for its bigger scenes like the opening of the sequel.

While a steady camera in a third-person view lends itself to an outsider-looking-in perspective, instead we get an impression of the impact on Lara as she struggles with the rugged landscape. The result to me is very humanizing. Her reaction to every trip, stagger, or fall communicates the very real difficulty of the terrain she faces, and in turn, her effort only becomes more impressive.

The trailer released this past week was actually a bit misleading, in my opinion, as it ended with Lara in a position of sexual vulnerability that left a lot of people feeling uncomfortable. Having now seen the entire sequence, I only feel that moment was redemptive and did much to explain how Lara transitioned from a vulnerable girl to a capable, take-charge woman.

That she had that moment as a result of a near sexual assault borders on almost irrelevant given the enormous trauma she goes through (the shipwreck, extreme weather conditions, injury, her sister's kidnapping, etc.) before she gets to that point.

As Lara rose from the ground having conquered her attacker, picking up a gun and setting her cold, determined glare on the camera, there was an audible gasp throughout the room. If looks could kill, E3 would have had a shocking amount of fatalities in the Square Enix booth this year. If you really think this "new" Lara is weak then I daresay you have as big a surprise coming to you as the dude she just kneed in the balls.

In fact some of the negative reaction to the E3 trailer showed me how much they've already managed to humanize her character. A lot of people seemed to care about her well being; they didn't like to see her in a position of weakness or victimization.

If Lara was truly the figure she's been made out to be, I think a lot of people would have enjoyed seeing her in such a vulnerable position. Their repulsion tells me something very positive. That some of the complaints were from long-time fans who cared about Lara long before the opening sequence of this reboot also helped in part to change my perspective on her.

To me, Lara is no longer a sex symbol in a videogame, but rather, a capable fictional character who just happens to be attractive. I like this new perspective. And while some of the cinematic shots did just seem like an excuse to stare at her breasts (which many would translate as an insincerity in the new angle they're pursuing), in the scope of the entire game, I feel I can forgive it. In fact, when I pointed it out to their creative director, he actually sounded open to working on it.

One thing I think they could do better is facial expressions, as Lara's face barely moves even when she's crying. I would also like the name of the black eyeliner that she and her sister seem to be using, because if it can truly last through all that jungle heat and moisture, then I should have picked up some before my trip to E3. Jokes aside, both observations seem like nitpicking.

I'm also curious to see how the combat and exploration aspects are balanced, as it doesn't feel like I've gotten an accurate picture between the two demo sessions I've seen thus far. It feels a bit condensed. I'm hoping it relies slightly less on firepower and a little more on alternative weapons like that sweet bow we saw in the trailer. Nonetheless, I can't wait for this March.

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E3: Gorgeous free-to-play shooting all over your Warface

Posted: 10 Jun 2012 08:30 AM PDT

E3: Gorgeous free-to-play shooting all over your Warface screenshot

To say that a lot of free-to-play games were at the show this year would be an understatement. Though they weren't all of the same genre, I saw a holy God crap-ton of F2P titles everywhere.

This model is spreading like a wildfire, and seems to be the payment plan of choice when it comes to online multiplayer PC titles. The appeal of micro-transactions to games that feature a continuous supply of content is irrefutable, and it's safe to assume that fun is indeed becoming free, in this industry that has, more or less, made fun its sole source of appeal.

And now, after seeing the beautiful Warface, it's safe to say that "quality" is no longer a large concern for the free-to-play market. This game is not only the best-looking F2P game thus far, but it was also one of the most visually appealing titles at the show.

A blatant reason why Warface is so great looking exists: It's being developed with CryEngine 3. It's arguably the most technically advanced engine to date, so that says something for a game that will actually cost you nothing to experience. A lot of the CryEngine 3's trickery can be seen in the game: HDR lighting, real-time weapon customization, displacement mapping, etc.

You may be wondering why this even matters. Well, plenty of people still exist who seem to have a bias against anything free to play; they instantly associate games under this model as cheap or low quality. Also, plenty of gamers still judge the quality of a game (at least at first) by its visuals, alone. With that said, if you're one of those people, and need better graphics than Warface to be convinced that F2P games can be worth your time, then I'm sorry to say that you're screwed. This is about as good as they can look right now, and anything better can just be considered the natural graphical progression of the medium. Sorry, bub.

Some gamers don't always judge games based on their looks, though, but rather the quality of the experience they provide. (We tend to also call these gamers "humans.") Still, a general stigma remains around F2P games as having poor production values and low development times. Well, I hate to ruin their preconceptions as well, but even Warface busts that theory. The game is just as strong of a shooter as those you find in retail stores, and even does some great things with the genre that got me smiling and saying, "That's pretty cool."

The shooting is quick, tight and precise; I just want to get that out of the way right now. Players can pull off some decent moves, such as long slides behind objects -- or towards others to rack up a nice melee kill -- as well as boosting and pulling teammates up to high ground. For a game that's based solely on multiplayer, I had to conjure up all my past MP experiences to critique it and, quite honestly, it held up very nicely.

What made it even better was that, instead of it merely being MP in the player-versus-player sense, the game will also feature daily alternated co-op missions for teams to complete for in-game currency. Essentially, four others and I faced off against the game's AI to reach specific checkpoints.

It wasn't until later in the game that we realized how much smarter it would have been for one of us to have played at a medic, however. Thankfully, Warface lets players purchase "coins" to resurrect themselves and get back into the action. These are available in co-op only, though -- wouldn't want to make things too unfair against others. I loved this PVE mode, as it sets this game apart from the others who only provide a PVP experience.

One of my favorite features that Warface offered was its clever way it implemented RPG elements. Like most other shooters these days, the game provides several weapons and gear to unlock via stacking kills and leveling up. The difference here is that Warface not only requires that you choose one of three categories per match to level up (weapons, armor, equipment), but the items you unlock on those categories are randomly selected.

Why is that cool? Because now you're almost guaranteed to not have to grind your way to the max level in order to get that one gun you've been looking forward to. Remember your favorite weapon being attained at level 15 in one CoD, yet attained at level 60 in the sequel? Yeah, no more of that crap.

To sum things up, Warface looks like a solid -- and pretty! -- shooter that not only provides some decent alternatives to gameplay, but it also costs you nothing to try. Many are saying that this E3 was the "year of the bow," but I say free shit was more prevalent ... and I'm not talking about all the T-shirts. This is one of the best times to be a gamer, because, when you really look at it, we have more opportunities to play on a budget than ever.

Prepare to download your copy of Warface on PCs later this year.

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E3: Fable: The Journey is not on-rails, kind of

Posted: 10 Jun 2012 08:00 AM PDT

E3: Fable: The Journey is not on-rails, kind of screenshot

Lionhead Studios is no stranger to making spin-offs for Fable. The first was an Xbox Live Arcade tie-in with Fable II called Pub Games, which was a collection of mini-games that appeared in the game and would allow you to carry over the gold to your character that you had won in Pub Games. Next up was last month's Fable Heroes: a family-friendly entry into the series that didn't exactly impress us.

With Fable: The Journey, Lionhead is crafting their most ambitious Fable yet. Now running on the Unreal Engine, it also happens to be the most beautiful Fable. When Peter Molyneux talked up Fable: The Journey last year, he claimed it was not on-rails. On the contrary, it was quite clear that wasn't exactly the case after what we saw from.

After my hands-on with The Journey this week, it's clear that the game is not on-rails. Well, sort of.

I'm dropped into a later point in the game, five years after Fable III. The Corruption that had plagued Albion before is back, and it has taken up shop in The Spire. Taking the role of Gabriel (an "accidental hero"), I find myself in his horse carriage, escaping from an unknown entity. I set off by reaching my arms out and snapping the reins on my two horses. As we travel, every once in a while we are faced with a choice to either go left or right. Obstacles get in the way, and the only way to avoid them is by directing the horses left by pulling in my left arm and stretching out my right, and vice versa for turning right.

After traveling alongside a few different wooded areas and around a huge mountain bend (which you can fall off and die), I pick up quite a few experience orbs and sprint-extending objects. Eventually, Gabriel comes to a stop after he spots something in the woods and out comes a defenseless, frightened Theresa. This is something we've never seen from her character before and it's something we'll be seeing quite a bit in the end product.

Theresa gets in the carriage and we head off in a hurry as the Corruption comes out of nowhere, surrounding us in no time at all. I whip my horse into motion and we're well on our way to get the hell out of there. The Corruption attempts to swallow us and block our path, but it's nothing I can't handle after mastering the reins from earlier. After a mix of strategically snapping the reins like crazy and grabbing a plethora of sprint extenders, we escape the Corruption at the end of the first part of the demo.

Like Fable II and III, Lionhead wants the player to create an emotional bond with an animal companion in the game. Before, it was with the dogs. Now, you have two horses. To help create this bond, Lionhead made it so that if you're too harsh on your horses and force them to sprint too hard and fast, you will eventually see scars appear on them. I remember how I managed to escape the Corruption earlier and, while it was essential for survival, a sense of regret overcomes me.

Our carriage rolls up in front of a giant ancient door that has two orange and blue orbs each. Gabriel gets out and stands in front of the door. This is where we learn to use our two spells. In the left hand, a blue spell will appear once raised (or right, if you're right-handed). I clear the two blue orbs by pushing my hand forward at the door. Well, after I miss by a mile a few times and embarrass myself, of course. After a few shots, I've got the hang of things, though.

Now for those orange orbs. I have to first pull out the blue spell and turn it into a fire spell. There's two ways this can be done: first, you can wave your hand from right to left quickly or you can utilize the voice capabilities of the Kinect. Yelling "Fire!", "Fire spell!", "Flame on!" or any variant of a fire-related term you can think of will turn it into that orange glowing ball of flame. I make quick work of the last orbs and Theresa lets me know she'll wait outside, leaving me to brave the unexplored cave.

Gabriel starts into the cave and almost immediately he's attacked by Hollow Men. They're a bit too close for comfort, so I raise my right hand to bring up the push spell and give myself a bit of breathing room. I can also use the right-handed spell like a whip to latch onto the Hollow Men and rip apart their limbs piece by piece. Or one can just shoot repeatedly at the enemies, as you do.

After a couple waves of Hollow Men, Gabriel makes his way up a short flight of stairs and reaches his hands into an altar that contains a shallow pool of water. This is how the player will receive new spells throughout the game. The spell I'm given is activated by reaching behind my head, as if I'm holding a javelin. This makes a spear appear. Yeah, I'm ready to rid this cave of Hollow Men.

While spearing a wave of Hollow Men on a cliff above me, my terrible aim gets on my nerves. I found out that you can apply an "after touch" to your spell that you cast. If timed correctly, this can turn your horrible aiming into stylish kills.

I finally make my way to the end of the cave, where a giant rock troll is residing. He sends handfuls of hollow men and throws rocks at me, which I can either block, push back, or dodge by leaning left or right to find cover. I eventually spot a giant sword conveniently placed above the troll's head. One spear was all it took to make the sword stab the troll like a hot knife cutting into an ice cream cake. To put him out of his misery, I latched onto the sword with my right-handed spell and pulled it further into his back and watched the life fade from his neon-blue eyes.

Being a Fable game, The Journey involves exploring. Even though you cannot explicitly pick every step you take, you can pick paths, slow down, speed up, figure out new ways to handle each combat encounter, and explore the many ways to interact with your own spells. Even though the game is only 10-15 hours long, Lionhead is creating the biggest Fable they've ever made. The Kinect controls were hard to get used to at first, but once I was comfortable with them I felt overtly powerful I could handle anything with the palette I was given.

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E3: Watch me embarrass myself at Tony Hawk HD

Posted: 10 Jun 2012 07:45 AM PDT

E3: Watch me embarrass myself at Tony Hawk HD screenshot

You want to see something really depressing and sad? Here's a video we shot on the E3 show floor where I played Tony Hawk HD at the Summer of Arcade portion of Microsoft's booth. Okay, that word, "played," is beyond generous. I haphazardly fumbled at it, at best.

There are a lot of factors which contribute to a demonstration this awful. Of course, there's the noise of the show floor, the flashing lights and other distractions. Trying to talk coherently while you're playing a game also is not as easy as it may seem and, frankly, I stopped playing Tony Hawk games at T.H.U.G. because the series seemed to be moving away from my interests with technical moves and open-world design.

But even that doesn't excuse this. What the hell happened to me? I used to be so competent. Trust me when I tell you that you will probably do a much better job of this than I did when the game comes out later in the month.

E3: Sitting down with 007 Legends

Posted: 10 Jun 2012 07:30 AM PDT

E3: Sitting down with 007 Legends screenshot

It's been awhile since I played a Bond game. I like to pretend I bought Goldeneye 007 Wii because I missed playing the original with my sisters, but really, I just wanted the gold Classic Controller Pro.

Catching up with the direction of the series was one of the pleasant surprises of my E3 experience, and made me definitely consider giving the series my first non-Nintendo spin.

While the Bond games are largely shooters, undoubtedly secret agents rely on more than just guns and karate chops to the neck to pull off their missions. I like that this is reflected in 007 Legends.

The game will stir shake things up a bit by adding some stealth-based options to the traditional firepower-centric gameplay. You'll be aided by items like tranquilizer darts and a radar watch, and gadgetry will play a larger role as well. The weapon selection will be wide and include laser-based items and melee weapons, some of which can be taken from the environment. A full XP system will also allow for upgrades for weapons and Bond abilities to enhance your preferred playing style. Four-player split screen will of course be available, in addition to an unspecified M-16 Ops Mode. 

The developers promised lots of cameos from the Bond universe spanning all of the movies, with each mission modeled after one of six films, tied together in an overarching story.

Only five will be available at launch; the first, as previously reported, will be Moonraker with the sixth, Skyfall, a free post-launch DLC to coincide with the film's release. 007 Legends itself comes out this October on PC, Xbox 360, and PlayStation 3.

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