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All Zombies Must Die Hands On Preview

We got to play through Doublesix’s latest undead shooter at MCM Expo, and pick the brains of the developer itself.

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The developer of All Zombies Must Die, Doublesix Games, has said its game is perfect for a Wednesday night in–when you invite your friends round and want to have some multiplayer fun. Playing the game at the developer’s MCM Expo stand, it’s clear to see why.

With four-player local multiplayer (there is no online multiplayer), this game is designed to be played locally with friends. Described as the spiritual successor to Burn Zombie Burn, it’s an isometric shooter-RPG that screams nostalgia. Playing as one of the four main characters; Jack, Rachel; Luxo or Brian, you embark on the hub world, completing a variety of different quests.

Each character has their own tale to tell, with Jack, the classic teenage gamer geek, waking up in the zombie apocalypse. Rachel, Jack’s ex-girlfriend, dumps him because of his gaming addiction, but now finds herself needing the benefit of his years of gaming experience to survive the zombie onslaught. Luxo and Brian find themselves intertwined; Brian needing to collect zombie brains for his scientific research, and Luxo the alien required to collect items that will allow him to learn the lingo.

All Zombies Must Die oozes personality, and is filled with references to classic zombie movies and games. The game is littered with environmental elements that have an effect on enemies. Power cables electrically charge zombies, while nuclear pollution turns them into super-zombies if they aren’t killed quickly.

Each gun feels unique, with shotguns blasting enemies to a pulp, while the SMG provides an effective spray of bullets. One thing the developer is quick to emphasise is the deliberate inclusion of friendly fire, meaning you have to be careful with your ammo. If you’re not, Doublesix says filling a teammate with lead initiates a deathmatch between you.

Each character has their own main weapon and power in the game. Jack, the character we got a chance to play as, roams around with a shotgun and unlocks the ability to set zombies on fire. All characters can also equip a secondary weapon, ranging from uzis to katanas. The ability to customise guns to increase the probability of certain weapon effects adds another level to the RPG elements of the game. Being able to increase the likelihood of your bullets giving enemies an electric shock or releasing a shockwave means you’re able to choose how to play. Weapon status effects can be applied to any weapon, meaning you don’t have to become too attached to a particular gun.

The game provides what looks to be a strong narrative throughout the campaign and you’re always fed tasks to complete. By killing zombies and completing these quests, you gain experience to level up your characters, either increasing health; attack; defense or speed, meaning you can effectively build your own character classes. We had a blast playing All Zombies Must Die at MCM Expo, and look forward to its full release on PC, Xbox 360 and PlayStation 3 later this year.

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All Zombies Must Die Hands On Preview ” was posted by Brett Phipps on Sun, 30 Oct 2011 09:02:05 -0700

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Dungeon Defenders First Look Preview – Castle Crashing

We stave off a few waves of kobolds and orcs in this action role-playing/tower defense hybrid.

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Similar in concept to Double Fine’s Trenched or Robot Entertainment’s upcoming Orcs Must Die, Trendy Entertainment’s Dungeon Defenders is a hybrid of the action role-playing and tower defense genres. You play as one of four characters, and your goal is to defend precious crystals against an onslaught of fantasy foes. And while there are a lot more of them than there are of you, fear not: that’s where the tower defense part comes in.

[ Watch Video ]

Maxwell McGee tries not to think too hard about toddlers in taverns in his overview of Dungeon Defenders.

Each character has a special set of towers he or she can build to help repel the enemy waves. However, towers alone won’t win the day. Your characters will have to personally enter the fray and hack and slash their way to victory.

Any high-fantasy buff will already be familiar with the game’s four characters: the apprentice, squire, huntress, and monk. The first two were described as the basic classes, the apprentice being a long-range spellcaster specializing in offensive turrets, such as the magic missile turret, and the squire being a melee specialist who can build defensive structures, such as spike walls.

The huntress is another ranged class who, instead of building structures, can deploy traps, with each trap having a limited number of detonations before being exhausted. Finally, the monk just thought he was better than everyone else since he has both ranged and melee attacks. His structures are also a bit more abstract and come in the form of auras that enemies pass through and have bad things happen to them–such as a speed decrease.

Each level in Dungeon Defenders is broken up into two phases: the building phase and the combat phase. The building phase is where you plan out and construct your defenses, while the combat phase is where you get overrun by monsters and lose. OK, maybe you don’t always lose, but you do get overrun pretty frequently.

That’s when you have to start dividing your time between smacking around the latest goblin incursion and repairing, or upgrading, your defenses. That’s right, all the housekeeping you can do in the building phase you can do in the battle phase, though it will take longer, and you can be interrupted if you’re struck by an enemy.

Once you complete a mission you’re transported back to your very own, personalized tavern. This is only a little inappropriate since you’re playing as a group of children, but we’re not complaining. Every player’s tavern is populated with banners and trophies reflecting their achievements in the game. There’s also your own personal item vendor whose stock–which includes weapons, armor, and pets–is randomized after each mission.

Everything in Dungeon Defenders is controlled by mana. It’s the currency for performing special attacks, purchasing or upgrading structures, and buying items. Thankfully, it’s also easy to come by via treasure chests that refill in between each enemy wave.

During our play session we teamed up with an apprentice and played a few rounds as a low-level squire. By fortifying stairways with spike walls and turrets, we were able to hold off the enemy’s advances. All of our construction abilities–buying, selling, upgrading–were handled with a few easy-to-understand radial menus, any of which you can map to the direction pad or keyboard. However, in combat, it was at times difficult to see who was attacking what given the sheer number of enemies and narrow arenas.

In a later level we switched over to a huntress. All characters in Dungeon Defenders are tied to a single profile and share the same items. That means if your squire happens to find a bow for your huntress, all you have to do is stick it in your backpack, and the next time your huntress is in play she can open up her inventory and find the bow waiting inside. You can also switch characters during the building phases in each mission.

However, if you’re planning to switch from a low-level character to a high-level one just to make things easier, know that the game drops loot based on the difficulty of the stage you’re playing, meaning that your high-level character probably won’t have much use for the early-game +2 Boots of Uselessness.

There’s still a lot more to discover in Dungeon Defenders, such as the PVP and item trading, than we can discuss here. And while it may not be available at launch, the team is planning to have cross-platform play between Android, iOS, PC, and PSN–sorry Xbox 360, apparently you’re not a team player. PC players can also look forward to mod tools postlaunch. Speaking of launch, Dungeon Defenders will be released on the PC and XBLA on October 11, with a PSN launch further down the line.

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Dungeon Defenders First Look Preview – Castle Crashing” was posted by Maxwell McGee on Fri, 23 Sep 2011 18:31:08 -0700

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PayDay: The Heist Preview

PayDay: The Heist (PC)
Take the money and run. PayDay: The Heist Preview
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PayDay: The Heist Preview

PayDay: The Heist (PC)
If they hadn’t done what I told ‘em not to do, they’d still be alive. PayDay: The Heist Preview
GameSpy Complete

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FIFA 12 Hands-On Preview: Career Mode and Player Impact

FIFA 12 aims to bring greater depth to its career mode, while improving realism on the pitch with its player impact engine.

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A wise man once said, “with great power there must also come–great responsibility!”. When it comes to the biggest football game in the world, that responsibility is to the 42 million fans who’ve made FIFA a huge success for publisher EA. And so in FIFA 12 a glut of new features have been introduced, many of which originated from–or were spurred on by–feedback from the community. An improved career mode, reworked tactical defending system, and a brand new player impact engine are all about “fulfilling the desires of our fans”–at least according to producer David Rutter. We spoke to the man himself to answer your questions about the game, and get a feel for its new features.

Much of the emphasis is on FIFA 12′s improved career mode, which promises more depth, particularly for managers. Squads have to be managed more effectively, with players getting upset if they’re not paid enough–a true-to-life feature–causing their morale to dip and performance to worsen. Conversely, AI-controlled managers can come in and make offers for your players, raising their morale, but ultimately costing you more money. Youth scouting has been introduced too, so you can discover young players from around the world and train them up. This ties into an overall set of enhancements to player growth. Younger players develop faster, and carry a higher potential than older players, whose performance worsens as they age.

Transfer deadline day has also been tightened up. More activity takes place during the transfer window, which includes increased media activity in the form of newspaper reports, all designed to increase the amount of feedback you receive on your performance as a manager. All the improvements tie into the new EA Sports Football Club feature, which is an online service that connects players to a single persistent online profile. You pick a side, and matches played online with that side across FIFA games on Facebook, mobile, or console will award you with achievements and a position on a virtual league table.

While the focus is on career mode, additions have also been made to the game on the pitch too, including precision dribbling, tactical defending and a new player impact engine. Improvements to precision dribbling are subtle, but give you greater control, allowing you to shield the ball from the opposition. Less subtle are the tweaks to defending, which take away the “homing missile” effect that players had when going in for tackles, replacing it with more realistic movements such as grabbing shirts as players race by, and coercing them into dangerous positions.

The new player impact engine provides the most change on the pitch. Gone are the days when players would weirdly merge into each other as they fought for the ball, or pass through each other during sprints. A heavy dose of physics means players crash, fall, and trip over each other during a match. It’s impressive to see in it in action, and during our brief hands-on the new animations looked great. Players jumped over downed opposition, while push and pull mechanics saw heavier players given the advantage during challenges.

These improvements are just the tip of the iceberg according to Rutter, and there’s more yet to be revealed. As for the often lamented problems with rage quitting, Rutter promised that more news would be coming soon, along with further details on FIFA’s online modes. We’ll be keeping a close eye on FIFA in the run up to release, so keep reading GameSpot for more on the game soon.

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FIFA 12 Hands-On Preview: Career Mode and Player Impact” was posted by Mark Walton on Mon, 11 Jul 2011 04:07:43 -0700

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E3 2011: The Cursed Crusade First Look Hands-On Preview

We enter the curse in our first hands-on experience with this upcoming action-adventure game set during the late 12th century.

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Developer Kylotonn is mining the holy wars of medieval Europe for their upcoming action-adventure The Cursed Crusade. We stopped by publisher Atlus’ booth at E3 and got our first hands-on experience with it.

What It Looks Like: Most of the time, The Cursed Crusade looks like a violent, bloody third-person action game set in authentic medieval environments. The tone of the visuals is somber, which seemed appropriate for the game’s subject matter.

What You Do: You play as Denz, a cursed Templar, who seeks a way to break the curse. Denz is joined by a partner, the mercenary Esteban, who can either be controlled by AI or by a second player via local or online cooperative play. The curse Denz bears may be a burden on his immortal soul, but it also comes in handy on your adventure. When your curse gauge is full, you can “enter the curse,” This not only makes Denz more powerful for a period of time, but also changes the look of the game. The environment changes into a fiery hellscape, and enemies appear as skeletal demons. It’s a dramatic effect.

How It Plays: The controls immediately felt typical of third-person action games, making the game easy to pick up and play. There were a variety of swords and maces for us to pick up from fallen enemies, and since weapons degraded with use, it was in our best interest to pick up new ones from time to time. (A visual indication of a weapon’s quality made it easy to quickly determine whether that weapon was better than our current one.) You have total freedom to configure the weapons you wield. You can equip yourself with a sword and a shield, a sword and a mace, two maces, or any other combination of weapons you find. Different configurations allow for different attacks. One of our favorite moves had Denz impale a foe on his sword and take advantage of this by whacking the impaled enemy with his mace a few times.

The combat had a satisfying weight to it, and in those situations where we were facing several foes at once, enemies didn’t shy away from attacking us from behind while we were busy fighting someone else. This encouraged us to play defensively and keep an eye on our surroundings. We also equipped a crossbow for some long-range attacks, which switched the camera to an over-the-shoulder view. And we had a few opportunities to use the environment to our advantage. For instance, at one point we grabbed ashes from a flaming brazier and used them to blind an enemy. Elsewhere, we kicked an opponent backwards into a well.

What They Say: “Embark on a contentious quest for retribution spanning five chapters and 40 missions that promises to bring fire, death, and destruction to the great cities of medieval Europe. Easy to grasp yet deep in its execution, a weapon-based combat engine features over 90 combos, 130+ weapons, and a timing-based counter system.”

What We Say: The Cursed Crusade has the potential to be a satisfying action-adventure that makes good use of a tumultuous time in history. It’s scheduled for release this fall for PC, PS3 and Xbox 360. We’ll bring you more on the game as its release approaches.

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E3 2011: The Cursed Crusade First Look Hands-On Preview” was posted by Carolyn Petit on Sat, 11 Jun 2011 17:27:00 -0700

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E3 2011: Rock of Ages Hands-On Preview

We find the fun in rolling a boulder at a door in our hands-on with this quirky downloadable title.

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Your goal is simple in Rock of Ages–you have to keep rolling boulders into a large door until it smashes open. It may sound simple, but the complications the game puts in your way make it a fun and unique experience, and we took it for a spin at this year’s E3 in Los Angeles.

The game, which will see you rolling boulders during different periods in history (hence the title Rock of Ages–geddit?), is a fun mix of Marble Madness and tower defense where you have to destroy your opponent’s door before they can smash yours. The early levels we played were set in ancient Greece with Sisyphus, the mythical king who was punished by the gods to constantly roll a boulder up a hill. In Rock of Ages, though, he fights back by rolling boulders of his own.

The first level served as a tutorial, and was set in Hades. For this level, the track from Sisyphus’ door to the gate he had to smash was fairly straight, so it was easy to navigate the rolling boulder using the left stick and pressing A to jump over uneven pieces of terrain. There were also several obstacles in the way, which you could choose to either avoid or roll straight through. Getting hit, however, damaged your boulder, reducing the overall damage it makes on your target door when it finally hits. We had to roll two boulders down to smash the first door, but when it was done, Sisyphus quickly ran through and entered the next level.

This level introduced the tower defense-like elements of Rock of Ages. Sisyphus had an opponent here, the king Agememnon, who was trying to roll his own boulders to smash Sisyphus’ gate. Players will be able to buy defenses to damage or slow down an opponent’s boulders. We had access to wooden towers, catapults, and boulder-seeking cows, who would try to ram incoming rocks and roll them off course. It’s your job, then, to lay down adequate defenses for your door while trying to smash your opponents.

You won’t have much time to lay down defenses, as your opponent will relentlessly roll boulders towards your door without any care about whether you’ve had enough time to consider your options. We rolled our boulder, and in the 20 seconds or so it took to build another one, quickly tried to place some towers and cows to steer any opposing rocks aside. Unfortunately, our opponent Agememnon was too quick, and managed to bust down our gate.

With that, our brief hands-on with Rock of Ages was over, but we must say we’re intrigued about the strategic possibilities the game sets. You’ll also need a bit of skill to navigate a boulder, as the tracks we saw became increasingly convoluted. We’re keen to get more hands on with this title, which is due out on Xbox Live and the PSN in summer this year.

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E3 2011: Rock of Ages Hands-On Preview” was posted by Randolph Ramsay on Thu, 09 Jun 2011 20:05:12 -0700

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E3 2011: The Legend of Zelda: Skyward Sword Preview

Tons of details for Link’s new adventure surface as we spend quality time fighting and flying in Skyward Sword at E3 2011.

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Though Nintendo made much ado about the 25th anniversary of The Legend of Zelda during their E3 2011 press conference, they showed precious little of the next new entry in the venerable franchise: Skyward Sword. Fortunately, things were different inside Nintendo’s booth on the E3 show floor, where three different demos offered three different experiences. The dungeon and boss battle will sound familiar to anyone who has donned the green tunic before, but bird riding? Now that’s a whole different story. We also snagged some new details about Link’s sword abilities from the Nintendo Executive Roundtable, further painting the picture for this attractive new adventure.

All of the demos took place on an small island chain floating above the clouds. The settlements on top of these land masses had a small-town look reminiscent of other Legend of Zelda starting areas, and the craggy undersides made them seem as if they had sprung from the ground below. In the first demo we played, three great birds streaked across the sky, leaving contrails of red, blue and green. As they came together in formation, they evoked the three Golden Goddesses (Din, Farore, and Nayru) featured in other Legend of Zelda games, who created the Triforce and the land of Hyrule. These deities have previously bestowed magical power on Link, so perhaps these birds augur the appearance of similar abilities in Skyward Sword.

The trio sped over a lighthouse, and the camera panned down to show Link standing in a line alongside three other townsfolk. Apparently not yet summoned to protect the land of Hyrule and take up the Hylian shield, Link wore a casual outfit with dark green pants, an embroidered brown vest, and a cream-colored long-sleeved shirt. Three town elders stood before him, announcing the start of the birdrider’s ceremony. The first competitor to catch up with the golden bird and snatch the statue from its talons would be crowned that year’s champion. When the chase began, we were prompted to dash towards the ledge, leap off into oblivion, and press down on the D-pad to summon our bird. The reckless leap into a freefall turned out to be a lot of fun, so we stayed in the plunge a little longer than our competitors, reveling in the sensation. Not wanting to linger too long, we whistled and were immediately swept away by our winged mount.

The bird was quite sizable, comfortably transporting Link on his back with only a neck harness keeping our hero on. Bright red plumage adorned its head, back, and wings, while white feathers covered its neck, belly, and wingtips. Its neck was curved to look like a pelican, though the large beak was more duck-like, with a sharp tip on the end, kind of like an egg tooth. The field of pursuit was mostly wide open, though a few boulders floated here and there, and our opponents flew off ahead while we figured out the controls. The bird flies in the direction you point the Wii remote, and shaking the remote causes it to flap and gain both speed and altitude. A tap of the A button was good for a quick speed burst, and pulling the B button slowed the bird down to allow for tighter turning.

At first, it was a bit disorienting and we had some trouble getting in the race. Flying a bird in Skyward Sword is one of those Wii experiences that improves the more you get into it. It was tough to steer confidently with simple wrist articulations, but when we held our arm out in front of us and began exaggerating our motions, our results improved drastically. We saw the golden bird making a broad left turn, and set ourselves on an intercept course. We found that by flying high and then diving down towards the bird, we were able to close the gap quickly (and the bird tucking its wings in for the dive was an invigorating visual touch). Even once we had the hang of things, the pursuit wasn’t easy, and some meddling from our competitors made the challenge a bit tougher. In the end, however, Link prevailed, and on his way back to the ceremony he got a drop in visit from Zelda (who he had to catch after she too leapt off the cliff). The two shared a nice moment and Zelda looked at Link in an affectionate way before the two headed back to town. Her blond hair and braids looked familiar, but her straight bangs created a distinct look for the new game.

The dungeon demo took place inside the Sky Temple. Link was dressed in full combat regalia (green garb, sword, Hylian shield) and entered a large domed enclosure. Paths circled around a central chamber and were populated by bats and goblins that we easily dispatched. The large spiders hanging from the ceiling were a different story. In one approach, we just ran up and took a whack at them. This sent them spinning off only to swing back towards us, nasty legs and all. We glimpsed a purple weak spot on the belly area, but weren’t able to time our sword attacks correctly with the spider’s wild multidirectional swinging. Delving into our back of gadgets, we whipped out the flying beetle we first used in our E3 2010 preview. We launched it from our wrist, then steered it towards the line holding the spider aloft. On the way, we clipped a few boxes free from the ceiling, scattering their contents on the ground before finally snipping that spider’s support. Still a formidable foe on the ground, the spider blocked most direct attacks, and managed to both wrap us up in webbing and leap up on us with its chitinous arms as we fought to subdue it. The character model added to the creep factor, with beady eyeballs, bristling leg hairs, and a skull-like pattern on its abdomen.

Having finally vanquished the foe, the rest of the dungeon exploring held few surprises. More creative beetle use let us collect key gems, and a battle against a big skeleton forced us to use the deliberate sword tactics we picked up during last year’s demo. The Wii MotionPlus corresponds directly to your sword’s movements, and enemies are designed to make simple slashing fairly ineffective. While the dungeon structure seemed familiar, the art design gave them a unique and vibrant feel. Glowing mushrooms and frilly foliage grew through cracks in the ground, and toppled pillars gave the impression of a temple long abandoned. Sunlight streamed in from above, illuminating floating dust motes that gave the atmosphere a nice sense of stillness that befits an ancient place. The saturated colors and painterly vibe combined with thoughtful environmental touches to create a very appealing visual palette.

The final demo pitted Link against a nimble boss named Ghirahim. He was a slender, pale-skinned fellow clad in white, diamond-patterned spandex. He stood cockily with a smirk on his face and a sword in his hand, repelling many of our straightforward attacks with ease and sometimes going so far as to grab our sword in his bare hand. Throwing stars, rushing lunges, and the ability to disappear in a flurry of diamonds made him a formidable opponent, and we had to employ assiduous blocking and dodging tactics to avoid death. If this is one of the main villains in Skyward Sword, Link has his work cut out for him.

As if three distinct demos on the show floor wasn’t enough, later on that day, Nintendo revealed even more details about Link’s new adventure. Series producer Eiji Aonuma, at the Nintendo Executive Roundtable held on the eve of day one of E3, said that beating up on bad guys wouldn’t be the only thing Link would be able to do with a sword.

During the roundtable, Aonuma demoed sections of Skyward Sword from a Japanese version of the game. In the first demo, Link came across two mole-like humanoid creatures (tentatively called Mogmas) talking about how they had broken up the key to a massive door in the level and buried its five pieces in different locations. After dispatching the two Mogmas, Link entered dousing mode. This switched the screen perspective to a first-person view, with Link’s sword jutting out the middle. Moving the Wii remote back and forth made Link move the sword — the closer he came to the location of a buried key piece, the more insistent the beeping, and the larger the glow emanating from the certain of the screen. Once found, Link switched out of dousing mode and started digging (using special gloves that you’ll need to find within the game, Aonuma said), finding the first piece of the key. While the first piece of the key was easy to find, the next few proved more challenging, and required some clever lateral thinking (and use of conveniently-placed bomb flowers).

Aonuma’s second demo showed how environment — and how well the player knows it–will be a key component of Skyward Sword. This demo began in the forest area featured in last year’s E3 demo. Link plunged his sword into the ground, a move that transformed the familiar surrounds into a strange, muted version of themselves. While it was basically the same layout, the environment’s coloring and inhabitants had changed–policing this area were a group of large statues called guardians. As Link’s sword was still hilt-deep in dirt, he was unarmed in this section, meaning his only option was to flee from the guardians. Link’s job while in this mirror world is to collect a number of green orbs, and while he’s weapon-less, he’s not completely helpless. Scattered throughout the environment are tear-shaped objects which, when collected, freezes all guardians in place for a short amount of time. Aonuma says this type of game play will occur regularly in Skyward Sword, meaning players will need to become familiar with the title’s environments in order to better cope with their limited abilities in this mirror world.

And so, though you might not have guessed it from Nintendo’s Tuesday morning press conference, The Legend of Zelda: Skyward Sword had a big showing at E3 2011. From flying on a majestic new creature to manipulating your environment with the power of your sword, there’s plenty of new stuff in store for aspiring adventurers. Skyward Sword is scheduled for release in the holiday season, towards the end of 2011.

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E3 2011: The Legend of Zelda: Skyward Sword Preview” was posted by Chris Watters on Tue, 07 Jun 2011 23:39:42 -0700

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Tales of Xillia preview

We take a look at what Namco Bandai revealed about the latest Tales of RPG, straight out of last week’s Tales of Festival event.

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After much waiting, Namco Bandai not only revealed the release date of their latest RPG in the Tales series–Tales of Xillia–at a recent Tales of Festival event that was held in Yokohama, Japan last Saturday and Sunday, but also showed off new in-game and combat footage.

The game’s story is set in a world called Liese Maxia where humans and spirits co-exist with one another. Unlike past games, there will be two main protagonists sharing the spotlight: Jude Mathis and Milla Maxwell. The former is a 15-year old medical school student who fights enemies with his fists, while the latter is a female spellcaster who can summon elemental spirits and defends herself with a sword. Story-wise, Jude ends up crossing paths with Milla when he was looking into a spirit artes (the Tales of term for magic) failure at a military laboratory in the middle of the night. They both uncover an army conspiracy which eventually leads to them becoming fugitives.

Milla’s elemental powers mysteriously vanish within that period, which makes the trek to clear their names a little harder. It also turns out that Milla is a fish out of water since she originates from ToX’s spirit world. As a result, she comes off as airheaded and tactless when dealing with human affairs. The Tales of series had always handled outcast protagonists with some dose of believability with Luke von Fabre (Tales of the Abyss) and Yuri (Tales of Vesperia), so it would be interesting to see how the chemistry between Milla’s brashness and Jude’s earnest behavior work out as the story progresses.

Joining the duo are Alvin, Leia Rolando, Elise Lutus, Tipo, and Rowen J. Ilbert. Alvin is a wandering mercenary who Jude and Milla come across while on the run from the military, while Leia is a childhood buddy of Jude who works as an apprentice nurse and a showgirl in an inn. Elise is a shy spirit summoner who constantly has her floating stuffed doll Tipo to do all the talking, while Rowan fills in the party slot for being the oldest and most experienced member of the group.

Conflict in-game let players make full use of the Double Raid Linear Motion battle system and the Link Mode system. Like Tales of Vesperia, players control their selected character together with an AI-driven party of four in wide-open combat spaces and attack enemies in real time. Players will have access to skill and spirit artes (special attacks and spells, respectively) for fighting while also dodging and blocking counterattacks from foes. The newest addition is that combat will focus on co-operation.

The battle system allows two characters to tag-team with each other to take on targets. Based on the Tales of Festival video we’ve seen so far, Jude and Milla will be able to flank an enemy and blindside it into a juggle state. Players can even unleash team-up special artes attack while in a midst of a combo. Jude and Milla can perform a team-up move called Scarlet Fang which launches an enemy in the air, followed up by blazing air slashes from the two. Alvin and Milla can perform an attack together where they summon an ice dragon to launch an opponent and then slam it down with a combined downward strike that emits a white beam from the ground.

When linking characters, the main person you control is called the “master” character while the character who you wish to have close to you is called the “partner”. In battle, a thin blue line helps to highlight which characters are paired up. When the situation calls for it, a partner can use specific partner-only moves at any time during combat. For instance, when Jude pairs up with Milla, Jude can use his Restore spirit artes on Mira is she’s set as the ‘master’ character. If Jude is in the driver’s seat, Mira can support him with the Bind spirit artes which paralyzes an enemy he’s confronting for a short time.

Alvin can help his partner out by using the Breaker combat artes which breaks an enemy’s guard if they are persistent with blocking. The move has a great chance of paralyzing the target. Leia can steal items from enemies knocked down by a master character’s skill artes, while Rowen can cast a magic guard if the master character gets pelted by spirit artes. Elise’s partner assist enables her doll Tipo to tag an airborne enemy and steal its health and technical points (the game’s equivalent of mana points) for the master character.

We felt that the tag-team system adds a lot of interesting possibilities and eliminates the need of pausing combat halfway and enabling commands for the AI-controlled party members. The inclusion of a party-swapping option with the d-pad (and a time-slowing option to do this via pressing R3) was also welcome, since now players do not need to constantly escape from combat just to switch up their party. As a result, the flow of combat was smooth though the chaotic nature of the game’s battle system will take some time to getting used to. Keep in mind that you can choose not to link up characters; keeping characters apart can be useful whenever there are battles that require players to divide and bait the opposition.

Additionally, each character will have their own personal combat ability. Jude has a special evade where he backsteps away from an enemy attack and then instantly appears behind it. Milla has a skill called Magi that changes the properties of a spirit artes on the fly, while Alvin can pull off a charged-up finishing strike after performing a skill artes.

The game’s aesthetics are combining the best of both worlds; specifically the anime stylings of Tales of Vesperia and the watercolor tones of Tales of Graces. As a result, ToX’s visuals were vibrant and lush as any game set on a fantasy backdrop should be. The battles themselves are a colorful mix of firepower, aura, and sword slash trails. However, the game seemed to retain that problem where every character announces their attack every single time it’s used. While hearing it the first time wasn’t too bad, we predict that players will reach out for the mute button after the next few hours of experiencing combat.

In any case, the game is shaping up to be a worthy successor to the series thanks to the developer’s method of retaining its fast-paced real-time combat while also adding in a few new tricks to pique the interest of the jaded RPG player in us. Tales of Xillia will be out in Japan this September 9 for the PS3. An English version of the game has yet to be announced. A limited edition bundle of the game that comes with a custom-colored PS3 is also up for purchasing for 37,980 yen.

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Tales of Xillia preview” was posted by Jonathan Leo Toyad on Tue, 31 May 2011 18:17:52 -0700

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Warlords Hands-On Preview

We sample Warlords, the chaotic, downloadable remake of the 1980 Pong-meets-Breakout Atari arcade classic.

The 1980 Atari arcade classic Warlords lives once more in this Xbox Live Arcade and PlayStation Network title, due summer 2011. For those unfamiliar with the original, Warlords resembles Breakout crossed with Pong, flavoured with fantasy fiction. Two to four players slide a shield along the wall of their forts to deflect fireballs, which bounce away and towards the enemy in the manner of a Pong ball. If they fail to deflect a fireball, it damages their fort, a la Breakout. A player wins by defending their fort and demolishing those of their enemies.

The players’ forts are arranged around the edge of a walled courtyard, with the action best viewed from above (there’s also a less useful view that places the camera inside the fort, peering out over the top of your walls). Fireballs bounce around inside the courtyard, spat there by a passing dragon, and a steady stream of little armoured minions (’snoots’) issues from each fort. With your left analog stick you control your sliding shield, and with the right analog stick you move your rally snoot, a flag-bearing snoot towards which all your other armoured grunts make their way.

The multi-purpose snoots are used to seize control points, which confer various power-ups, to repair your walls, and to damage those of your opponents. And while they are milling around in the courtyard, more and more ricocheting fireballs will collect in the same space–they will stick around for as long as they are bounced by shields. It makes for a chaotic battlefield, and demands both sharp reflexes and strategic thinking, while you deflect fireballs with one stick and position your troops with the other.

Matters are further complicated by an aggressive black knight character, who occasionally appears on the field with troops of his own. He can be attacked with a fireball power shot, obtained by catching and holding a fireball with your shield, charging and repositioning it, then firing it back out. The black knight’s attacks on your fort walls will come in addition, of course, to the charged fireball shots from your enemies (either computer-controlled or human-controlled, via local or online multiplayer).

The game is styled in a lightly comic fantasy fashion, and looks good, though it doesn’t quite dazzle; the snoots are puny, top-heavy creatures with skull helmets, and the player is squeakily guided through the tutorial by one of their number. Up close, their animations lack some polish, but you’ll mostly see them from afar and above. The multiplayer variants will include free-for-all and two-versus-two, and should make for some hectic competitive and co-operative action when it becomes available for download this summer.

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Warlords Hands-On Preview” was posted by Jane Douglas on Sat, 28 May 2011 08:50:38 -0700

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