Archive for September 8th, 2010
‘Braid’ Creator’s Follow-Up ‘The Witness’ Appears At PAX

"Braid" creator Jonathan Blow conducted a low-profile series of play-tests at PAX for his upcoming title "The Witness," and though his display was easy to overlook, a few details and some early gameplay footage taken by Kotaku have emerged. The "Myst"-like 3-D world of puzzles that he shared with lucky, attentive con-goers served as a experiment for him, in addition to providing a few gamers with a show-floor Easter egg.
"For all three days of PAX 2010, 'The Witness' was publicly playable by anyone who came by the booth," Blow wrote on his blog at The-Witness.net. "However, it was unmarked and unattended, so it was easy to miss...."
He didn't announce his presence prior to the show and sneaked onto a table as a phantom parter with "SpyParty" developer Chris Hecker and "Monaco" developer Andy Schatz. That was all a calculated way to attract a specific kind of audience, according to Blow's notes.
"At a show full of companies trying to capture your attention and sell you things, I wanted to do something that is subtle, and a surprise — if you notice it, and decide to investigate, you find something unexpected," he explained. "Also, I wanted people to be able to play the game for as long as they want, not feeling pressured to stop playing because of a huge line of antsy people waiting behind them."
If you appreciated the level of thought and effort that went into "Braid," you won't be able to help trying to piece together what this game is going to be about. If the game turns out to be like its predecessor, innovative gameplay will take the foreground in front of an emotional story. But who knows which emotional heartstrings he'll want to tug on this time.
Were you able to get any time with "The Witness" at PAX? How excited are you to check it out when Blow and his team are finished? Share your responses in the comment section below.
Sony Takes Aim At PlayStation Move Questions About Lag And Use

The PlayStation Move's September 19 release date is right around the corner, and Sony knows that there are PlayStation 3 owners still on the fence about whether or not to pick up their new device at launch. Thusly, they've published a gargantuan list of questions and answers about the motion controller, and their answers contain tips and prescriptions for optimizing its performance, including which TVs will encounter lag-oriented issues.
"The PlayStation Move has similar sensing latency as the DualShock 3 controller — for many PlayStation Move games, this is about 22ms, though it can vary somewhat between games," Sony's team explained in the Q&A posted to the official PlayStation blog. "Modern HDTVs unfortunately have much more latency, usually on the order of 60-160ms. If your TV has 'game mode,' make sure to enable it."
If you've been following the flow of Move info since it was first announced, you probably already knew most of these details, but it's so comprehensive, it couldn't hurt to take a look before you pick up one of the little glowing orb-wands for yourself.
As for your living room setup, Sony has some distance recommendations for you look over as well, and it turns out they want you in about the same place as you would be standing to use Kinect if you'd like to see the best results.
"Players should calibrate in the location and position where they intend to play," Sony wrote. "The working range is 2 to 10 feet away from the camera, but the *ideal* range is 5 to 9 feet away from the camera, depending on the game."
Did any of Sony's answers suprise you? What are your feelings about Move ahead of launch week? Share your opinions in the comment section below.
‘NHL 11′ Review — We Are The Champions, Again

September is here again and you know what that means, right? Hockey fans get their yearly video gaming fix from Electronic Arts with the latest installment in the venerable series, "NHL '11." With each new entry that comes out, the question inevitably gets asked: is this just a roster update or did EA somehow figure out a way to put more meat on these already hefty bones? It's easy to answer this year: without question, more meat. Read on for the breakdown.
The Basics
There's not much to say here, really. EA's "NHL" series has long been and continues to be the premiere hockey simulation on the video game market. All of your favorite modes are back, including the RPG-like Be A Pro and last year's similar, front office-focused newcomer Be A GM modes. You basic "sit down and play" and franchise options are back as well, naturally. In addition to a handful of new, relatively minor features, there's one serious all-star taking the ice this season that amps what you get on the disc up to "Orange Box" levels of content: the insanely addictive playing card-based Ultimate Hockey League.
The Highs
UHL FTW
Ultimate Hockey League is a concept carried over from "Madden" and "FIFA" before it. Basically, you build a team by assembling a collection of trading cards. All players get a starter pack, with additional packs available through the game's story which you can purchase using either cold, hard cash or "Pucks" earned through UHL play. The experience is definitely weighted in such a way that starter players can skip a lot of early grinding by straight-out purchasing a top-level pack or two. The team, which can be further tricked out with head coach cards, training cards and contract extension cards, grows by participating in online and offline games and tournaments. Once "NHL '11" is properly released, EA will be overseeing month-long seasons with players divided by their skill levels. It's impossible at this point to judge how that will work, but even in its offline iteration, the process of playing your team and tricking them out with earned cards is insanely addictive.
Physics-Based Play
On-ice animations are no longer stock. Instead, play is governed by a proper physics system (and it's about time). This results in on-ice happenings that you could conceivably never see again. It's a little wonky at times, if only because the action happens from far enough away that it's not always easy to tell how or where you're handling the puck. Overall however, it is a refreshing new addition to the series.
Everything Else, Including The Kitchen Sink
There are a handful of other minor new features -- broken sticks, revamped faceoffs, tweaked passing controls -- but really, the strength of the series has long been and continues to be the wealth of options available. UHL is just another addition to an already robust offering that can please any hockey fan, from the casual party gamer to the hardcore statisticians.
The Lows
Stupid Is As Stupid Does
While the AI is generally competent, there are a noticeable number of downright questionable moments. Opposing teams have an annoying habit of dumping the puck against the back boards, even when there are clearly open teammates. More than once as I played, the puck would land behind the goalie and just sit there; the goaltender wouldn't react, the players would skate around aimlessly and only after a few precious seconds had burned off the clock would the play be called. The fact that the AI is mostly competent only makes these off moments stand out even more.
Bill Clement And Gary Thorne
Nothing against these guys personally, but someone REALLY needs to write a bigger script for their on-ice commentating. It becomes especially apparent during UHL games when there are no (or few) "star" NHL players for them to pull out anecdotes about. But the commentating frequently doesn't fit what's happening on the ice, seemingly moreso than it has even in past years. It's a minor thing all told, but perhaps "NHL '12" should give the commentator system a much-needed overhaul.
EA Trax
EA: If you're going to give your game a soundtrack, please include more music than could fit on a single CD. While players can use their own music, the pre-loaded soundtrack for "NHL '11" becomes repetitive very quickly.
The Verdict
Any complaints are ultimately minor. This is the premiere NHL video game experience. EA did it again. It doesn't hurt that they have no real Xbox 360/PlayStation 3 competition this year, but even if they did, "NHL '11" likely would have blown it out of the water. With EAUHL joining an already robust offering of modes, even nitpickers like myself will find very little to complain about.
‘Dungeon Hunter’ Getting PSN Treatment From Gameloft

Gameloft's heavily "Diablo"-inspired iPhone title "Dungeon Hunter" will be making a transition onto the PlayStation Network, getting a visual tune-up and extra features suitable for the PlayStation 3. The HD port will stretch out its screen and bypass a more predictable PlayStation Portable release to test the console market's waters, and they've even prepared some screenshots.
A cooperative four-player multiplayer mode that works online and offline, as well as 30 levels of dungeons and over-worlds will accompany the title to PS3's, according to a report on GamerBytes.
A successful launch could mean big things for the brand if console users are receptive. Right now, "Dungeon Hunter" has a substantial reputation among iPhone gamers, but if Gameloft can expand its audience into other markets to compete with some established fantasy/action RPG franchises, it's entirely possible we could see ports of the game appear elsewhere.
If the price point doesn't turn out to be too scary, plenty of iPhone and iPod touch owners should be open to trying this out. Nailing the gameplay and controls will be key as well, of course, but as of yet there's no trailer to show off such things.
Assuming the graphics and look have been re-tooled as much as this report makes it sound, I'm keen on seeing such a trailer. Tackling existing console and PC genres to the iPhone's control system isn't always the easiest thing in the world for developers, but "Dungeon Hunter" set the bar for its category when it originally hit. We'll see if its makers at Gameloft are up to accomplishing such a feat one more time.
Are you interested in seeing "Dungeon Hunter" come to consoles? Do you think the PSN will be a good home for it? Share your responses in the comment section below.
‘Halo: Reach’ Legendary Edition Includes Campaign Commentary

Bungie's very real "Halo: Reach" Legendary Edition materialized in retailer listings for $149.99 with a special case, collectibles and an assortment of in-game armor, as well as a "Legendary Noble 6" sculpture. Bungie waited until nearly the eleventh hour, however, to go into detail about their "two full hours of exclusive, behind-the-scenes campaign commentary covering unrevealed aspects of 'Halo: Reach''s production" that are now officially part of the package.
Creative director Marcus Lehto, audio director and composer Marty O’Donnell, cinematics and story lead Lee Wilson and effects lead Steve Scott will all contribute to the extra content, according to a post on Bungie.net. Their reflections will cover "a full campaign play-through, from start to finish." It will be "judiciously edited to excise the downtime and deliver only the most impactful moments," however, so it sounds like they'll try to keep it lively. Don't watch the commentary before playing "Reach" yourself, though, because they also say it will be laced with spoilers.
Remember that this will be the last time you can expect to hear the franchise's original developers contributing to such a commentary track, since they're departing Halo and their relationship with Microsoft Game Studios to focus on their mystery Activision game once "Reach" ships. That's next week, by the way, on September 14, so the time to choose your level of "Reach" investment is nigh.
Are you sold on the "Halo: Reach" Legendary Edition? Is there anything else you wish Bungie would have included? Share your perspectives in the comment section below.
‘Top Spin 4′ Announced, Andre Agassi Has Hair Again

With no indication when Sega might return to "Virtua Tennis," the "Top Spin" series is really the only tennis game in town. 2K just announced that the fourth iteration, the aptly-named "Top Spin 4" is being developed for release in 2011 for 360, PS3 and Wii. The game will feature vintage Andre Agassi (seen above) as a playable character, but only for those who pre-order at GameStop in the US. I guess Sweden already scooped up Björn Borg.
2K Czech will be handling the development of "Top Spin 4," fresh off the release of "Mafia 2." Somehow I doubt "Top Spin" will see similar, half-decade-long development times. And there probably won't be quite so much driving.
In the game's announcement, 2K noted that "Top Spin 4" will feature "all-new innovative controls to dominate the competition." Looking at the list of supported platforms, it seems likely that Kinect and Move will each be getting a nod in some way or another. It'll be interesting to see how much work 2K Czech puts into the game to support these new modes of control. Kinect would be especially tricky, given that there'd be no way to move your character around or to select a certain type of shot. The game may have to be simplified, ala Tennis in "Wii Sports," where much of the controls are handled by the game's AI. That's if Kinect is supported at all, which hasn't been confirmed yet.
Whatever the case, looks like tennis fans have a new title to watch out for in 2011. Oh, and an old, Andre Agassi to stare at.
‘BioShock 2: Minerva’s Den’ DLC Review – Not To Be Missed

The original "BioShock" never managed any noteworthy downloadable content. A few trials here, a new plasmid there, but nothing to write how about. "BioShock 2" always promised more on the DLC, but the first couple packs didn't really set themselves apart, either. It seems that all of the previous "BioShock" downloadable content managed to forget that people love the franchise not only for the gameplay but also for its ability to tell a good story. And finally we have DLC that provides both in spades. "Minerva's Den" is a fantastic addition to "BioShock 2" that is a must-play for anyone that enjoyed the full game.
The Basics
"Minerva's Den" is a strictly single-player piece of content. Set in 1968, the game has you playing another primitive big daddy, known as Sigma. Unlike Delta, Sigma isn't out to reconnect with a lost little sister. No, his quest involves capturing valuable data stored in the heart of Rapture's computer mainframe. Unfortunately he's got competition in the form of one of the computer's designers, an insane programmer named Wahl.
The Highs
A High-Quality Rapture Tale
Oftentimes when playing through downloadable content, it's blatantly obvious that the DLC isn't up to the same standard as the full game. That couldn't be further from the truth with "Minerva's Den." For this DLC episode, the developers kept the experience equal with anything offered on disc, and that includes recording new voice actors, offering up new weapons and having new foes to fight.
A Complete Experience
"Minerva's Den" lasts about 3 to 4 hours long, and in that time the game manages to tell one of the most compelling stories "BioShock" fans have ever seen. Clear character development, unexpected twists and constantly unique environments managed to breathe new life into Rapture. And considering this is likely the final piece of "BioShock 2" DLC, it'll be the last new bit of Rapture we might ever see, as "BioShock Infinite" will take place before the underwater city was ever built.
The Lows
Familiar Ground
This is not a huge complaint, especially if you enjoyed "BioShock 2," but if you're looking strictly at the gameplay in "Minvera's Den," it's not dramatically different from anything you saw in the full game. A few upgrades here and there, but you're going to be on familiar ground, saving little sisters, fighting off big daddies, so on and so forth. For me this wasn't a big issue, as it's been months since I played "BioShock 2" and didn't mind returning to these tropes, but if you're fresh off beating the game, it might feel like a retread.
The Verdict
"Minvera's Den" is unquestionably one of the best pieces of downloadable content I've ever played. It seems like no expense was spared to make this a top-notch experience for fans of the series. If you enjoyed "BioShock 2," "Minvera's Den" is a must-play and well worth your ten bucks.
‘Batman: The Brave And The Bold The Videogame’ Review: The Hammers Of Justice Land On The Wii

Over the last few years WayForward Technologies have established themselves as the go-to developer for developing licensed games if you want the end product to actually be enjoyable, especially if it's on one of Nintendo's platforms. While most licensed titles generally fall into the category of shovelware, WayForward has done an impressive job crafting games that are enjoyable across the board, whether you're a fan of the source material or not. Their streak has continued with their latest release, "Batman: The Brave and the Bold The Videogame," a classically influenced, 2D sidescroller based on the Cartoon Network show of the same name.
The Basics
"Batman: The Brave and the Bold The Videogame" follows the Caped Crusader as he teams up with other superheroes to stop crime. The game is a classic 2D sidescrolling beat 'em for up to three players. The main gameplay features the Dark Knight as a playable character in each of the game's four "episodes" alongside another hero from the show's diverse roster.
The Highs
It's Just Like The Show
"Batman: The Brave and the Bold" may be a relatively new entry into the Batman Universe (it's only in its third season), but it definitely feels like it stands out on its own. Instead of the usual dark portrayal of Gotham's most tormented billionaire, "The Brave and the Bold" takes a slightly more humorous look at Batman as he teams up with other familiar faces from DC, and the game feels like a true extension of the show. Instead of tweaking characters or dialog, WayForward kept everything essentially the same, creating an interactive experience that feels like it could be part of the cartoon, instead of a re-envisioned version of it. The game even goes so far as to start each episode with its own boss fight, much like the show does before the opening rolls (which also happens in the game at the beginning of each episode).
Classic Gameplay
Being an animated show, "The Brave and the Bold" really feels like it exists in a 2D world, and the game recreates that feeling perfectly by being a simple sidescroller. While some might think it to be an outdated genre, it’s a perfect fit for this title, creating a game that doesn't feel forced in anyway, whereas jumping to 3D might have thrown off some fans of the series.
DS Connectivity
Like one of the many gadgets that Batman packs in his utility belt, players that have "The Brave and the Bold" for the DS have a trick up their sleeve that the villains in the game might not see coming. This is one of the very few Wii titles to take advantage of the DS connectivity functionality offered by the system, allowing players to sync their two devices together to unlock a third playable character, Bat Mite, at any point in the gameplay. While Bat Mite might not be able to directly attack enemies he can provide power ups for the two heroes that are battling, as well as drop a destructive anvil or bomb on their foes.
The Lows
Punch, Punch, Punch
It's a flaw of the genre, but through the ages beat 'em ups tend to be really repetitive, so much so that they encroach on boring. "The Brave and the Bold" doesn't do too much in the way of working the genre out of that rut, but it does offer a few options to break up the gameplay a little bit. However, looking for hidden items and playing as different characters (with the same basic move set as Batman) doesn't go too far to hide the fact that this is another brawler in the most traditional sense.
Only One Character Per Level
"The Brave and the Bold" is designed to be a two-player, co-op title. However, in a single-player game, it seems like one function that is missing is the ability to readily switch between the two on-screen characters (something that's possible in the DS version). Each character has unique abilities, weapons and attacks that would be fun to have full access to, but once you make your character selection at the beginning of the level, you are stuck with them through until the end.
Motion Controls
The motion controls in this title seem a bit out of place for the play style. The game isn't saturated with them, placing most of the controls on the face buttons, but there are some attacks that require a swing of the Wii Remote. While you can play through just about the entire game without using these controls, it seems like everything that's accomplished with the motion controls could have been mapped to buttons on the Classic Controller, and it would have only enhanced the experience. At the very least, offering the Classic Controller as an option would have been a welcome addition to the title.
The Verdict
While there are a few things worth complaining about in "Batman The Brave and the Bold The Videogame," for the most part, the good far outshine the bad. The game is a tight, fun experience that holds very true to the source material. Even thought the gameplay is a bit repetitive, both fans of the show (young and old), and fans of Batman in general should enjoy all of the game's episodes, as long as they aren't expecting it to be "Arkham Asylum 1.5."
‘Call of Duty: Black Ops’ Voices To Come From Gary Oldman And Ed Harris

"Call of Duty: Black Ops" will have at least two names in common with "Batman: The Dark Knight" when it slips into stores on November 9. Actor Gary Oldman,who will come back to the CoD franchise to voice-act as Viktor Reznov, and writer David Goyer have signed on to provide their services for the game, as has actor Ed Harris. Oldman will reprise his role from "CoD: World at War," while Harris will introduce his character, CIA operative Jason Hudson, and Goyer will provide script and plot consultation for Treyarch.
"Oldman, Harris and Goyer are considered some of Hollywood's finest talents and they perfectly complement 'Call of Duty: Black Ops'' ambitious and immersive single player experience," Treyarch studio head Mark Lamia said in a press release. "Their contributions have helped us to push the boundaries of our story telling and character development far beyond anything we have ever attempted before in the franchise."
Just in case you didn't catch the hints Treyarch has been trying to throw your way, "Black Ops" is probably going to go to some dark places. Just short of calling in Christopher Nolan to direct an intro and casting Christian Bale in the lead role, they've inched about as close to "The Dark Knight" as they can get.
Harris' portfolio of video game work isn't nearly as deep as Oldman's, but he's played a wide range of malevolent and everyman type characters in his movie work. It's not totally clear if his part will fall into one of those categories this time around, but we'll known by November.
What do you think of the casting choices in "Black Ops"? Are you glad to see Oldman returning? Share your perspectives in the comment section below.