A new Saints Row 4 trailer released just in time for E3. The President of the United States is stuck in a Zin simulation and it's up to the Saints to get him free, including Pierce, Kinzie, Shaundi, Shaundi from Saints Row 2, newcomer Asha Odekar, the return of Benjamin King from the first Saints Row, and Keith David as himself as the Vice President of the United States. Unlike the Power-induced trailer for Saints Row The Third, this trailer plays accompanied by dramatic music that would fit more appropriately for an Oscar-nominated movie. All of this, of course, while the President of the United States shoots aliens in the streets of the city naked. Saints Row 4 releases on August 20 for the Xbox 360, PlayStation 3, and PC.
Thursday, June 6, 2013
Thursday, May 30, 2013
Lara Croft and the steady hand of death
Tomb Raider is easily my most conflicting game this year so far. Don’t get me wrong, the controls are precise, the transition from the old blocky grid-like movement to modern free form running is great, and the visual fidelity is outstanding, especially with TressFX enabled. But there’s one small section of Tomb Raider I’ve gone back and forth on, changing my mind whether it’s executed poorly, or its subtle nuances make everything fit together.
Tuesday, May 28, 2013
Fast cars and cops are back in Need for Speed: Rivals
EA announced a new Need for Speed game, Rivals, will be coming later this year. Though it's not the first Need for Speed title to use Rivals (that honor goes to the 2005 PSP exclusive Need for Speed: Underground 2: Rivals), it will use the same Frostbite 3 engine appearing in other EA games, including Battlefield 4 and Dragon Age 3: Inquisition. Need for Speed: Rivals aims to combine the open-world of last year's Most Wanted with the exciting police chases of Need for Speed: Hot Pursuit. Surprisingly, Criterion Games, who announced at E3 last year it would oversee all future Need for Speed games, is not developing Need for Speed: Rivals. Instead, a Gothenberg-based studio called Ghost Games will be handling development. However, the creative director of Most Wanted and Hot Pursuit, Craig Sullivan, joined Ghost Games to oversee the project. Along with the return of Autolog, Rivals will include a new feature called AllDrive, allowing players to seamlessly drop in and out of single and multiplayer races. Need for Speed: Rivals arrives for the Xbox 360, PlayStation 3, and PC on November 19, with Xbox One and PlayStation 4 versions coming at a later time.
Call of Duty: Ghosts is real and coming this November
Following the announcement of Call of Duty: Ghosts with a live-action teaser trailer, the first gameplay trailer appeared at last week's Xbox One presentation. Along with the trailer, developer Infinity Ward showed a behind-the-scenes look at the new engine powering Ghosts, comparing soldier and dog textures from Call of Duty: Modern Warfare 3 to Call of Duty: Ghosts. You read that right; Call of Duty: Ghosts will feature a dog as part of your squad that can help sniff out bombs and, presumably, play fetch. While plots details are sparse, Call of Duty: Ghosts is set sometime in the future, 10 years after a global event leaves the United States crippled and no longer one of the world's strongest countries. Call of Duty: Ghosts releases for the Xbox 360, PlayStation 3, Wii U, and PC on November 5, with Xbox One and PlayStation 4 versions following shortly.
Wednesday, May 22, 2013
Set sail with Edward Kenway in Assassin's Creed 4: Black Flag
As previously rumored, the next installment in the Assassin's Creed series is indeed heading to the high seas with Assassin's Creed 4: Black Flag. This time taking a step back in history, rather than moving forward, with Edward Kenway, father of Haythem Kenway and grandfather to Conner from Assassin's Creed 3. Set during the golden age of piracy, Kenway sails through the Caribbean encountering historic pirates such as Blackbeard and Anne Bonny while plundering treasure from the the king he once served, attempting to redeem himself as a 'man of quality' to his family. Black Flag will improve on the sailing and naval combat first seen in Assassin's Creed 3, giving players the option to explore the open sea as well as deserted islands. Assassin's Creed 4: Black Flag is due to release for the Xbox 360, PlayStation 3, Wii U, and PC on October 29, while PlayStation 4 and Xbox One versions will arrive sometime later in the quarter.
Saints Row 4 PAX East Demo
If you weren't able to make it to PAX East in Boston back in March, Volition and their newly-minted publisher Deep Silver recently released a video showing off the gameplay demo they were showing for Saints Row 4. The video highlights some of the crazier parts of Saints Row 4, including a virtual Steelport, the dubstep gun, superpowers, a mech-suit, and aliens. Originally created as the expansion Enter the Domintarix for Saints Row: The Third, whole parts including missions, story, and voice-acting were thrown out in order to not feel like an expansion, instead going for a full-fledged sequel where the player is the President of the United States. As the the video above shows, the more eccentric parts of Enter the Dominatrix remained. Saints Row 4 releases on August 20 for the Xbox 360, PlayStation 3, and PC.
Tuesday, April 16, 2013
The shortcomings of Makeb
I’m not sure what I was expecting. Initially concepted as a content patch when Star Wars: The Old Republic was still using the subscription model, Rise of the Hutt Cartel released on April 14 and I’m already finished. I’m not level 55 though; I’m only about half way through level 52, but I’m done with Makeb. What seemed like a full, fleshed-out planet turned out to not even last 10% of length of the base game. Instead of something like Tatooine or Corellia, I got Quesh.
Wednesday, April 3, 2013
LucasArts closing its doors
Disney announced today the closing of recently acquired LucasArts, publisher of games such as the Monkey Island series, Grim Fandango, and all Star Wars video games.
In a statement to Game Informer, Disney said, “After evaluating our position in the games market, we've decided to shift LucasArts from an internal development to a licensing model, minimizing the company's risk while achieving a broader portfolio of quality Star Wars games. As a result of this change, we've had layoffs across the organization. We are incredibly appreciative and proud of the talented teams who have been developing our new titles.”
The shift from internal development to licensing means more studios will have opportunities to work on previously LucasArts owned titles, most notably Star Wars games. The most recent LucasArts-developed game was Star Wars: The Force Unleashed in 2008, and the last published game was last year’s Kinect Star Wars, developed by Terminal Reality.
Star Wars 1313, unveiled at E3 2012, along with the recently uncovered downloadable shooter, Star Wars: First Assault, are still up in the air whether they will see release. A Disney representative did note, “There's always a possibility that it [Star Wars 1313] can still come out via licensing,” but with the recent cancelling of The Clone Wars TV series, it seems Disney and Lucasfilm are focusing all their efforts on post-Return of the Jedi content.
When Disney acquired LucasArts back in October as part of the $4.05 billion deal for Lucasfilm, Disney CEO Bob Iger noted, “We're likely to focus more on social and mobile than we are on console. We'll look opportunistically at console, most likely in licensing rather than publishing, but we think that given the nature of these characters and how well known they are, and the storytelling, that they lend themselves quite nicely, as they've already demonstrated on other platforms.”
Tuesday, April 2, 2013
The first Thief reboot trailer
Square Enix unveiled the first trailer for the recently re-announced Thief game. Previously slated as Thief 4 back when it was first announced back in 2009, it's now positioned as a reboot, taking Garret back into the industrial metropolis known simply as the City to take anything and everything. For those unaware of the lineage of the Thief series, there are sure to be comparison to last year’s Dishonored, which the trailer doesn’t try to sidestep. Thief is due to hit PC, PlayStation 4, and other next generation platforms sometime in 2014.
Monday, April 1, 2013
Defining atmosphere through BioShock
Games tell stories through dialogue, narration, and cutscenes, but it’s environmental storytelling, often referred to as atmosphere, that usually tells the most about a character or setting. One of the first things they teach in film study classes is the phrase, Mise en scène, translated from French meaning placing on stage. It means nothing in a scene is there by accident, everything is meticulously placed and serves a purpose.
Most games set up their environments effectively, but BioShock is one of the few games in recent years to do it eloquently, making the underwater city of Rapture feel not only natural, but real. From its art direction, taking on a retro 50s era aesthetic, to its inclusion of timely music from that era, BioShock created a unique place that, despite its dead and abandoned nature, felt alive and left its mark on players.
What makes up the atmosphere is a combination of art direction, sound design, and environmental details. The clip above encapsulates all these with the corpse of a Big Daddy sitting in the middle of the room, the wooden beam breaking from his dead weight, and the blood stains against the far wall, probably from the struggle between the Big Daddy and its attacker. But it’s the sound design that relies most heavily in this moment.
If you listen to the clip above and with your eyes closed, it’s amazing what you can interpret through just the audio. The voice of Dr. Tenenbaum realizing where her hatred is rooted from, the flooded area sways with the sound of water, the creaking of walls as water pressure pushes against them, the moan of the Big Daddy draws dread with each clamoring footstep, the mutterings of a splicer just outside the room looking for you. All of that is illustrated just with sound.
No matter how fantastic or unrealistic a premise might be, small details like stumbling uponwhat looks like a lived-in bedroom, rather than just a sterile room, helps create the sense of place. It’s one thing to find a crate lying around lifelessly that has no connection or context to it, it’s another to come across a half-played game of pool with bags of potato chips and bottles of liquor strewed about unfinished. It conjures narrative questions like, who was here, and what happened to them?