Sunday 19 June 2011

E3

Some of this years E3 videos:

MW3 gameplay:
http://www.youtube.com/watch?v=pLiKogTHo_Q&feature=player_detailpage#t=19s

Assassin's creed Revelations trailer :
http://www.youtube.com/watch?v=bavMvN_1WOg&feature=player_detailpage#t=12s

Gears of war 3 gameplay:
http://www.youtube.com/watch?v=kFmYbaAjrfo&feature=player_detailpage#t=4s

Fifa 12 Trailer/gameplay:
http://www.youtube.com/watch?feature=player_detailpage&v=Gk9vqlcrvQk#t=6s

Battlefeild 3 gameplay trailer:
http://www.youtube.com/watch?v=9UwOrl036_A&feature=player_detailpage#t=12s

Dead island trailer:
http://www.youtube.com/watch?v=0p8kGRM0Nis&feature=player_detailpage#t=14s

Halo 4 trailer:
http://www.youtube.com/watch?v=TC2yMKMENdg&feature=player_detailpage#t=19s

Kinect Star Wars trailer:
http://www.youtube.com/watch?v=2DWqhdKxdJk&feature=player_detailpage#t=25s

10/10 - Perfect

Fifa 12 releases september 30th

It's no surprise that with a new FIFA game arriving each year, there's going to be an element of 'feature creep'. With such a short development cycle, there's only so much that can be binned and rewritten from scratch. Not to mention the fact that with so many people umbilically attached to FIFA's take on the sport, tearing out huge chunks of the game is a risky business. In light of that, there aren't going to be many people prepared for just how profoundly FIFA 12 will change the simulation of Blighty's most beloved sport.

Key to that change is what the dev is calling the FIFA Impact Engine. The result of two years of head scratching, pencil sucking and equation scribbling, this is a physics engine that dramatically increases the realism of player interaction.

Instead of the instant transitions between canned animations when players stumble and collide, you'll now get momentum, balance and weight-based clashes that take into account a frightening number of variables. The result is physical play that looks astonishingly authentic: if you come flying in for a tackle and clatter into the dribbling player's shins, they're going to go flying.

But it's not just the kamikaze stuff that benefits; the Impact Engine allows stronger players to demonstrate greater resilience on the ball, depending on their pace, centre of balance and where they're hit. If a player's balance is shifted towards his forward leg and his trailing one gets clipped, he's likely to be able to power through the contact. Catch the forward pin, though, and he'll end up arse over elbow. In addition, Impact mops up peripheral problems such as players clipping through each other during jostling play - every player now looks, feels and plays like a solid human being.

That would be impressive enough on its own, but EA Canada has tied all those sophisticated calculations into the injury system. The strength of the impact on limbs affects the likelihood of them being injured, and there's even maths in place to work out the amount of torque applied to joints. For instance, if a player falls awkwardly and wrenches his knee the wrong way, he's far more likely to be leaving the pitch on a stretcher.

There's even the potential for self injury. If you're working a player hard, steaming him up and down the pitch, and he stretches for a ball, he can end up with a strain that will put him on the bench for the rest of the match. Sprint button abusers beware.
Clearly these situations can rear their ugly heads in exhibition matches, but they'll have a far more profound effect on Career mode, where if you play a recently injured player too soon and he takes a hit to his gammy limb, you could be waiting another six months before you can play him again. There are even specific animations to account for reinjuries, with players throwing miniature hissy fits because they've been sent out without adequate recovery time.

As if reworking the entire physics engine wasn't enough, there have been dramatic changes elsewhere in the game as well. While it may not be as glamorous as scoring 30-yard screamers, the defensive side of football, which in an even match-up should be around half your time spent, has been completely reworked.

In previous FIFA games the Press button was so effective that it was very easy to let your eyes glaze over as soon as you lost the ball. You could just rely on the 'heat seeking missiles' to chase the player in possession and put in a standing tackle when they got close enough to you.

For FIFA 12, Press has been replaced with Contain. Now the player will keep at a distance, tweaked using the left analogue stick, and track the dribbling player waiting for the right opportunity to strike. The tackle itself is then a question of timing - the idea being that it'll be far more satisfying when you dispossess a player.

EA's hoping that by making defensive play more strategic, even nil-nil draws will be gripping and more players will actively select defensive positions in Online Team Play rather than all descending vulture-like onto the strikers and central midfielders.

Completing what EA has rather dramatically dubbed 'the trinity of gameplay innovations' is Precision Dribbling. While 360 dribbling had a profound effect on player control, in FIFA 11 they still had a turning circle like a canal boat. Real players can take multiple touches and barely move, but try that in last year's offering and you'll be snaking all over the pitch. To remedy that, the developer has added a third pace to accompany Sprint and Jog.

Precision Dribbling allows you to slow the game down, offering finer control and allowing you to dribble while shielding the ball from a pursuing player. Whereas before it was impossible to loiter at the top of the box, where teams like Barcelona regularly operate with deadly effectiveness, that portion of the pitch is now viable for probing the area.

Being able to hold up play until your team-mates provide options makes holding onto the ball a much more viable tactic, further reducing ping-pong passing without resorting to hobbling the player's skills. Strategy is now far more important than simply getting rid of the ball before you're closed down.

All this makes the latest in the endless line of FIFA games feel shiny and new. Whether or not you understand or care just how profound the under-the-hood fiddling has been, the end result is a game that looks and plays far more like a real game of football. There's going to be plenty to relearn this year.

9/10 - looks fantastic

Wednesday 1 June 2011

The Darkness II releases October 7th

The Darkness II takes players down a brutal and personal path as Jackie Estacado, wielder of The Darkness an ancient and ruthless force of chaos and destruction. Based on the supernatural horror comic book series created by Top Cow Productions, Inc., The Darkness II breaks out of the sea of conventional first-person shooters with its fervid Quad-Wielding gameplay, which will allow players to slash, grab, and throw objects and enemies with their Demon Arms while simultaneously firing two weapons. The game is layered with the use of dark versus light, steeped in deep and twisted storytelling, and engulfed in stylistic violence that is visualized through a hand-painted graphic noir technique that stays true to its comic book origins.

It’s been two years since Jackie Estacado, now the Don of the Franchetti crime family, used The Darkness to kill the men responsible for his girlfriend’s murder. He’s been unable to shake the memory of Jenny’s death since bottling up his supernatural power, and now The Darkness wants out. A sudden, unprovoked attack on Jackie’s life heralds the start of a full-scale mob war, which has clearly been orchestrated by some outside force. The botched attempt opens the door for The Darkness to reemerge, and sets Jackie on a journey to hell and worse, as he unravels the mystery behind the attack and the motivations of The Darkness itself.

7/10 - Looks good