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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.

960633 214511 E3 2011: The Legend of Zelda: Skyward Sword Preview 

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.

616012 191600 Tales of Xillia preview 

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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DiRT 3 Video Preview

Dirt 3 takes all the best parts of the previous games while going back to the original rally racing roots of the series.

604156 176572 DiRT 3 Video Preview 

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DiRT 3 Video Preview” was posted by Tyler on Mon, 09 May 2011 17:52:34 -0700

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