Video Games Archive

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Free MotorStorm RC Download For PlayStation Vita

In a surprise twist earlier this week, Sony announced that Evolution Studios’ latest entry in the MotorStorm franchise would be a free download for PlayStation Vita users. Unfortunately, it doesn’t look like the PS3 version will follow suit with the freeness. Either way, you may as well “buy” the free game for your PSN account even if you don’t have a Vita yet as it appears to be a “limited time offer.”

I played through a couple of races and it’s definitely a fun little game to have on the go. It’s essentially a modern version of those single screen old school RC racing games. (Or RC Pro Am if that was your jam. It was definitely mine.) The controls are dead simple (Steer and go) and there’s a ton of events to play through and trophies to earn. Still, I gotta admit to being terrible at this game since I’m so used to behind-the-wheel racing games. Put me in a top-down isometric view and I just crash into walls all the time.

While there’s no multiplayer in the traditional sense, the game still invokes intense competitive instincts through its asynchronous leaderboard competition. Every time you finish a race, you see how you stack among your friends and the game prompts you to . It’s very similar to the Need For Speed Autolog or SSX’s RiderNet. I normally don’t give a crap about leaderboards, but when it’s tastefully shoved in my face after finishing a race, the competitive juices start flowing. There’s also a time trial mode, a freeplay playground mode, and a customizable single race event mode with bots. Basically, there’s enough content here to justify a $9.99  or maybe even a $14.99 price point. Since it’s free (for now), you don’t have to worry about rationalizing your purchase. Go get it, Tiger.

MotorStorm RC features 16 unique tracks spread across four extreme environments, including the dusty desert mesas of Monument Valley, the dangerous jungles of a Pacific Island, the icy tundra at the Arctic Edge, and the apocalyptic ruins of a destroyed urban city. Players can conquer these environments in powerful radio-controlled vehicles, with hundreds of uniquely customized models to collect in 8 distinct categories: Buggies, Superminis, Rally Cars, Muscle Cars, Racing Trucks, Supercars, Big Rigs and Monster Trucks.

MotorStorm RC Driving to PS Vita for FREE, Courtesy of Scion – PlayStation Blog.

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The First Halo 4 Info Dump

Color me unimpressed.

Don’t get me wrong, I still hope 343 Studios comes out with a banging new Halo game, but after the debacle that was Halo: CE Anniversary edition, I’ll need first-hand proof that Halo 4 isn’t a dud before I believe it.

I mean, look at the stuff they highlight in this video (with my commentary in bold):

  • A clever reason why there are red and blue Spartans fighting each other. (Who CARES?! Is an elaborate backstory going to make up for subpar gameplay? Because that’s the first thing I’m going to think of when you draw attention to things like that.)
  • The story being integrated into the multiplayer experience. (Competitive Halo multiplayer has never been about telling a story. If it’s there and doesn’t detract from the gameplay, sure, I’ll take it. But it’s not something anyone has been clamoring for.)
  • The sound effects have been completely redone. (Whoopty ding-dong)
  • Players will be able to customize their loadouts and unlock gameplay changing features ala Call of Duty. (This is the biggest red flag for me. To me, one of the most elegant parts of a Halo deathmatch is that it starts everyone off on equal footing equipment-wise. You start giving players who have spent the time to grind out enough XP to give themselves a discernable starting advantage, you start going down a slippery slope of game balance issues. I’d rather lose matches to people who outmatch me with skill, rather than unlocks. This is an especially big issue for a game like Halo, where people don’t die in one hit like other modern war shooters.)
Now, I know it’s still early in the information dissemination cycle for the game, but the stuff 343 Studios has decided to tout in its first public information release is curious at best. It’s as if they were running out of ideas to improve the franchise as is and are grasping at any sort of “improvement” feature checklist features they can. I just hope my intuition pans out wrong on this one because Halo truly is my favorite big budget gaming franchise.
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The Assassin’s Creed III Announcement Trailer

According to Ubisoft, the trailer was done with the in-game engine. While it’s doubtful actual gameplay will actually look like that, I don’t think I would have cared if it were done in play-doh. I’m just excited for the franchise to be out of Renaissance Italy because three consecutive years of that stuff was really beginning to wear thin.

Assassin’s Creed is a franchise that has managed to exhibit just enough improvement each iteration that I always get sucked into playing each one all the way through despite having low expectations from the game being on a yearly release cycle. This third entry, though, has my antipatory interest sufficiently piqued. Assassinating British Colonials in the forests of New England? Yes, please.

From the press release:

Set against the backdrop of the American Revolution in the late 18th century, Assassin’s Creed III introduces a new hero, Ratohnhaké:ton, of Native American and English heritage. Adopting the name Connor, he becomes the new voice for justice in the ancient war between the Assassins and Templars

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The Far Cry 3 Trailer Has Amazing CGI

The only two things I could think of when watching this trailer were “Holy shit, game CGI graphics have come a long way!” and “Wubwubwubwub yeahhhhh drop that bass.”

(For the record, I enjoyed Far Cry 2. It doesn’t look like this sequel has anything to do with the previous games, though. Then again, you can’t really divine much from this movie trailer, anyway, as there’s no gameplay shown in it.)

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Hardcore Dance Dance Revolution Movie Is Real

Rob Bricken for Topless Robot:

The finest dystopian Dance Dance Revolution-themed gang war movie ever made.

via Topless Robot.

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Gotham City Imposters

Earlier this week, I wrote down some impressions from playing the Gotham City Imposters open beta for ComicsAlliance (read them if you are so inclined). After playing a little bit of the final version, I haven’t changed my opinion much. I’m a little disappointed that there aren’t any other gametypes other than Fumigation, Psych Warfare, and Team Deathmatch. I was hoping for some other really creative gametypes to complement them, but perhaps Monolith decided to just focus on getting the three that they had right. All three are fun and substantial, so at least there aren’t “filler” gametypes that no one will ever play.

There’s a couple of other differences that I noticed right off the bat. The first is the addition of many (I’m talking 100+) microtransaction pieces. They’re all vanity-related and don’t affect gameplay, but there’s a few pieces of flair that are only obtainable via extra purchases. This may or may not annoy you, but I personally don’t mind.

The other big difference is the addition of a single player challenge mode, which tasks players with moving around each of the 5 levels using the glider, grapple, and skates. You can earn up to three different medals on three tiers of challenges which also award you XP. It’s an elegant way of incorporating a “training” mode where players can learn how to maneuver around using the gadgets while also giving an incentive to spend time there rather than learning on the fly. I dig it.

At $15, I still think the game deserves a good, long look if you’re into team-based shooters with oodles of unlockables. It’s almost as robust as the multiplayer components for full retail games, but at a fraction of the cost.

Gotham City Impostors Beta Impressions on ComicsAlliance

Download Gotham City Imposters on Xbox Live (It’s also available on the Playstation Network for PS3 and Steam if you own a PC)

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Double Fine’s Adventure Game Kickstarter

Keeping the scale of the project this small accomplishes two things. First and foremost, Double Fine gets to make the game they want to make, promote it in whatever manner they deem appropriate, and release the finished product on their own terms. Secondly, since they’re only accountable to themselves, there’s an unprecedented opportunity to show the public what game development of this caliber looks like from the inside. Not the sanitized commercials-posing-as-interviews that marketing teams only value for their ability to boost sales, but an honest, in-depth insight into a modern art form that will both entertain and educate gamers and non-gamers alike.

I’m surprised it’s taken this long for a major game developer to crowdsource funding for new projects (niche musicians have used it in years past to fund new albums), but who better to capitalize on both nostalgia and goodwill than Tim Schafer’s Double Fine Productions. The man has made some of the most cherished games of my childhood (Day of the Tentacle, Full Throttle, Grim Fandango) and I’m sure as hell excited to back a project that will attempt to revitalize the dying genre.

In just a few hours after posting the Kickstarter page, Double Fine has already got half of its $400,000 funding goal (the original deadline was over a month!) for a genre that is supposedly incapable of selling in this day and age. Hopefully, this will serve as proof to the industry that games don’t have to head down the same path as Hollywood movies are in milking tired franchises year in and year out.

At this point it’s really only a matter of time before we see a Kickstarter for Psychonauts 2…

(Don’t forget to watch the video on the top of the Kickstarter page. It’s very entertaining.)

Update (2/9):

We did it! 100% funded in just over eight hours. You people are amazing! But it’s not over yet. The number keeps going up and now the question is just how much news do we want to make with this? We’re getting a lot of attention already and it seems like this little project could have an impact beyond itself.

All money raised will go to make the game and documentary better. Additional money means it can appear on more platforms, be translated into more languages, have more music and voice, and an original soundtrack for the documentary, and more!

Your backing and comments have been truly inspiring to me and the team, so on behalf of Double Fine and 2 Player Productions I want to say THANK YOU!!!

Amazing.

Double Fine Adventure by Double Fine and 2 Player Productions — Kickstarter.

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Your Can’t Transfer Your Old PSP Game Discs To Your New PlayStation Vita

Jason Schreier:

Sony has told Kotaku that there will not be a North American version of the UMD Passport program, which would allow PlayStation Vita users to transfer their PSP discs to the upcoming handheld.

Disappointing, but predictable. I imagine the infrastructure it would take to implement this sort of program is just not worth the niche, one-time market that it would serve.

Frankly, you’re better off just playing the games on your old PSPs. I mean, would you really want to pay an additional $6-$15 per title to transfer games you already own to a new system?

via Kotaku.

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The Syndicate Demo

Tycho, for Penny Arcade:

Syndicate doesn’t tell you something very important:  it may walk like a shooter, and talk like one, but the ebb and flow has more in common with MMO endgame Raiding than some latter-day inheritor of the action mantle.  I had to fight the “final boss” at least twelve times before defeating him, with three different “pub” groups, and when it finally happened it was because we ported over broadly defined RPG roles like grabbing adds, tanking, and main heals.

Playing the Syndicate demo was a bit like being thrown to the wolves in the future. You’re matched up with four random people and have to fumble your way through the cyberpunk-infused environment. There’s no tutorial or explanation on how to play the game or what makes it different from other shooters. It looks great because it uses the same Frostbite 2 engine that Battlefield 3 does, but also has a pretty low framerate which feels like it’s in the low to mid 20’s. Be prepared to squint, too, as the font sizes for everything are about 6 point. Woe betide you if you don’t have an HD TV at this point. Fortunately, the game does let you fumble your way through if you’ve played other shooters before, as many of the basic maneuverability controls are the same. Beyond shooting bad guys, I basically followed the waypoint markers on screen and hit the context sensitive buttons when prompted.

That being said, I ended up with the same conclusions that Tycho did after making it through. There’s a lot of parallels with MMO Raiding, as the enemies aren’t your run of the mill fodder waiting to be killed. They’re essentially military squads in a sort of bizarro version of Rainbow Six Vegas. There’s often “boss” enemies that have an insane amount of health and it’s up to one guy on your team to grab his attention while staying alive. “Adds” will spawn and teammates will have to heal and revive each other. Playing the game like a typical shooter won’t get you really far unless you’re pretty damn good at them and even then, I too had to deal with several “pub” groups before I took down the final boss of the demo. (and that was a miraculous win too, after being revived in the middle of combat several times)

I’m a little unsure as to how I feel about the game. On the one hand, the coop mechanics are really deep and interesting. If you’ve ever raided in an MMO before, you know how positively gratifying downing a boss is. Unfortunately, you need to know and trust the people you’re playing with first. I imagine that trying to pub your way through Syndicate may lead to your fair share of quitters and “bad players,” leading to a frustrating time. However, if you’ve got a good group of four to play shooters with, this could end up being one of the sleeper gaming experiences of the year.

via Penny Arcade – The Creative Spark.

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Ghost Trick Now Available on iOS

The only thing keeping Nintendo and Sony handheld systems relevant in the age of iOS/Android gaming is the fact that they offer high quality game experiences that can’t be replicated elsewhere. Of course, there are certain console titles that play just as well, if not better, on touch screen only devices, Scribblenauts Remix being one of them and Ghost Trick: Phantom Detective being another.

Capcom’s finally released Ghost Trick on iPhone/iPad as a universal app (with iCloud saved games enabled!) today. I haven’t actually played through the original version on Nintendo DS yet, but hear it’s a pretty good game. It’s a detective adventure game where you try to solve your own mysterious deaths as a ghost. There’s a bunch of parallels with the Phoenix Wright series, if you’ve ever played those.

You get the first two chapters of the game as a free download, and can purchase the rest in app for $9.99. It’s a pretty good steal, given the fact that Ghost Trick just came out barely a year ago as a $29.99 retail Nintendo DS title. Plus, you’re arguably getting a better gameplay experience as you don’t need to use a silly stylus or carry around a Nintendo DS with you.

I’m midway through the first chapter now and will most certainly be buying the rest.

Updated Protip (2/3): The iCloud interface is really ambiguous and scarily written. (“There is a chance that you might lose your progress” on both options?? Come on Capcom!) I’ve tested it, though and you want to hit “Sync iCloud backup data” to upload your current save to the cloud. Tapping “Sync this device” brings the save from the cloud down to whichever device you are using now.

Download on iTunes