Archive for the ‘Previews’ Category

I’ve been a DDR player for around 8 or 9 years now. I’m not one of those professional plays-on-two-arcade-machines-at-once kind of gals, but I’m certainly decent. If you’ve read my E3 hands-and-feet-on preview of the Wii version of the upcoming DDR game – you know my dilemma with how the series has changed over time. It’s gone from a tracklist of Eurobeat, hardcore, and Japanese-inspired songs to Britney Spears and Sean Paul songs slowly but surely. That’s when I left the scene… And waited ever so patiently for a return of the music that devoted DanceDanceRevolution players have been waiting for on current-gen consoles and arcades. We’re tired of tap dancing around on the PS2 if we want good music! Luckily I had a chance to try out the upcoming PS3 version of DDR at a Konami preview event in NYC this week which also utilizes the PlayStation Move hardware.

Sneak Preview: The music is back!

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Dead Space 2 Hands-On Preview

Posted by Jason "IcyStorm" Joo on August 17th, 2010

Dead Space 2 - San Diego Comic-Con Hands-On Preview - 01

Across the street from the San Diego Comic-Con, a cute girl motioned to me, told me to check out EA’s setup behind her. Curious, I followed her instructions and went up the steps behind her to be greeted by a giant dragon statue for Dragon Age 2. Immediately I become all giddy, realizing Dragon Age 2 was actually playable here, but my excitement disappeared upon seeing the long line into the building. I was not about to wait more than forty-five minutes to play this. Another girl working noticed my disappointment and noted that the Dead Space 2 line was completely empty.

So no, this hands-on preview is about Dead Space 2, not BioWare’s next installment of Dragon Age (didn’t you read the post title?). The first Dead Space was one of the better titles of 2008 that unfortunately did not sell as well as it should have. At the time of Comic-Con, Dead Space sat unfinished on my hard drive, but I figured I could take Dead Space 2 for a spin since I was nearly complete with the first. The lack of a line definitely pulled me into the Dead Space 2 room (which was considerably larger than the Dragon Age 2 play area). Shoving the inflatable Dead Space 2 plasma cutter given to me by an EA representative into my pocket, I stationed myself at an open station and started up the demo.

For those familiar with the original Dead Space, the sequel should feel no different. The controls feel a little tighter, the game seems to run smoother, and the visuals are fairly pretty. The HUD remains neatly packed away on Issac’s back. The stores at which you buy, sell, and upgrade have returned, and the monsters are still disgustingly ugly and horrifying. So what is new and different with Dead Space 2?

The zero-gravity controls are now awesome. In the original Dead Space, Issac was able to launch himself from the ground to the wall or the ceiling, from point to point. Unfortunately, this was the extent of his ability to make use of the zero-gravity. He could not float around, making his way to wherever he wanted in the room, like one should be able to where there is no gravity. For me, this made these sequences become annoying ordeals that sometimes proved confusing when the orientation of a room wasn’t clear. I guess Visceral felt this way too, because now Issac can do exactly what he could not do in the original. Although Issac is rather slow in his zero-gravity movement, there is a lot of potential with this. The demo only contained some trivial use of the new controls, with the main purpose being to pass through some fans after using Stasis to stop them.

Different is Issac: he speaks! This may be an issue to some, but I didn’t mind the change in his character. The acting and voice (from what I’ve heard) wasn’t bad, so unless you really care deeply for silent protagonists like Gordon Freeman, this won’t hurt the experience for you.

Dead Space 2 - San Diego Comic-Con Hands-On Preview - 02

Issac gains some new weaponry for his arsenal. Most notable from the demo is the oh-so satisfying Javelin gun. Sure you can use your trusty Plasma Cutter or any of the other returning weapons from Dead Space, but don’t you want to pin enemies to walls? Also in Dead Space 2 is greater use of limbs to damage and kill enemies. With Issac’s Stasis ability, you can fire detached limbs at enemies, some more effective than others. It’s a nice, little addition that may prove to be handy if it fits into your play style.

Throughout most of the demo, enemies kept coming, and I kept shooting. Dead Space 2 successfully brought back the intensity and worry I felt in the first Dead Space as I constantly moved about, trying my damnedest to avoid the Necromorphs from chomping my limbs, puking on my face, or killing me in some other bizarre way. The first stretch of the demo brings back the familiar, slightly cramped and claustrophobic, hallways with metal pipes and large, frozen tubes. With the familiar Plasma Cutter in hand, I treaded carefully, only to be met by the typical Necromorph resistance (although Pukers, which… puke on you, are new). When fighting them, it’s the same old routine: shoot their limbs as quickly as possible. Unfortunately, even for a demo, the game seemed a bit tough. They burst out of the tubes, emerged from the ceiling, and reanimated when thought to be mere corpses, and I’m trying to shoot them but I miss and pew pew pew but oh crap suddenly one attacks me from behind and tries to eat on my neck and I run away to pew pew some more but omg now there’s two more and- perhaps it is a bit exaggerated, but it can certainly feel that hectic, especially if you are adjusting yourself to the controls.

The trek through the laboratory ends with a puzzle involving a revolving contraption that implements gravity in the room. Using your Stasis and Kinesis powers, you solve the puzzle and disable the gravity which then leads to the zero-gravity state (which, if you didn’t read above, is awesome). Once the zero-gravity is in place, every object not attached to the wall or floor begins to float, and Issac himself must now proceed upwards. A huge revolving fan must be paused with stasis, and Issac can then move to the top of the room (an otherwise unreachable area) and re-enable the gravity to go forward.

Awaiting Issac is a large cathedral-like room belonging to the Church of Unitology, complete with candles and stained glass windows. When one thinks Dead Space, the thought is usually of dark space stations and abandoned laboratories, not ominous locations out of Resident Evil 4 or Devil May Cry. However, there’s little time to admire the architecture and design as immediately after walking toward the center, a “Tripod” boss Necromorph descended and pinned me down. I was forced to shoot a yellow, glowing area of the boss a few times to escape. As the creature retreated, many more small Necromorphs appeared and attempted to swarm me. These little guys (or kids?) are called “Packs,” because they basically attack in large numbers. These new Necromorphs are rather easy to kill when fought individually, but the sheer number of them can prove to be overwhelming. They’re also super creepy. They look like bald children.

Eventually, I reached another elevator which led me to the second of the quick-time event sequences, the first being the fight with the tripod earlier. I entered a room, very much like what someone’s living room might look like in the future. On the other side of the large glass windows was a space station (apparently on one of Saturn’s moons). Moving to the other room, I saw another large windowed room. Emerging from below the window was a gunship that didn’t hesitate in firing at me. Being in space and all, the shattered windows caused the vacuum of space begin sucking out everything inside the room. Quick-time event! Mashing some buttons that appear on-screen allowed Issac to hold on and escape through an escape hatch on the ground.

Dead Space 2 - San Diego Comic-Con Hands-On Preview - 03

It was not much of an escape, as Issac landed on some blood stains on the ground and was greeted by a large, charred Necromorph that attempted to kill him. This is similar to the tripod fight, in that the monster holds you in a certain position and you must shoot the pulsing, yellow limb. A few shots caused the beast to squirm and reposition itself, making me to shoot another part of its body. A couple of more rounds of this forced it to launch Issac across the room. From here, I began a mad dash before the monster reached me. Although I was able to make it to the end of this sequence without interacting with it, you can optionally use stasis to slow it down or you can shoot it (although I don’t think the latter does much in this situation).

At the end waited another large window, at which the gunship reappeared and resumed shooting at me. Again, the vacuum attempted to suck me out, and this time it was successful in pulling both the monster and Issac out into space. The volume immediately decreased as Issac was wildly propelled from the station. Issac managed to hold onto a floating container of sorts, to which the Necromorph also went. Despite being in space with no oxygen, the Necromorph still tried to kill me, but some suspicious looking barrels floated behind it. Logically, when you see a barrel in a video game, you shoot it. Doing that caused an explosion and… that was the end of the demo.

Overall, the demonstration was a very exciting ride that left me wanting more and more. The game was fast-paced and most importantly, fun. Dead Space 2 seems to fix any issues that the original had and proves that EA’s studios still have life in them. January 2011 can’t come any slower.

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Every year EA Sports releases the Madden NFL “sizzle trailers” that give you a sneak peak at each team in the league and how they look in the new Madden. Well we here at Spawnkill know how lazy gamers can be and how excited they can get for the next Madden, so we created a one-stop shop for all the videos and screen shots you could ever want. We combined all the previews into two AFC and NFC videos. We also included some great Developer Interviews where they discuss Online Team Play, the new Gameplay mechanics and what they needed to improve on from last year’s title. We also have 193 gameplay screen shots that include every single team in the league. We hope you enjoy our Madden NFL 11 launch center!

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When I first saw NBA Jam on the Wii back in March I was immediately blown away by how the team at EA Vancouver was able to capture the old school gameplay and still make it feel new. At this year’s E3 I got a chance to play an updated version of the game, and although there didn’t seem to be a huge difference between this build and the build I played earlier in the year, I did notice the motion controls are more accurate. Plus, they introduced a few legendary players into the mix. After playing the updated build I can say for sure that NBA Jam is going to be a big hit with fans of the franchise and newcomers as well.

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In the world of ATV/Motocross racers there are very few titles that have been successful. It’s a genre that is very hit and miss. It’s either too realistic, not realistic enough, centered too much on tricks, or simply not fun. Titles like Pure, Motorstorm and the ATV franchise have successfully created great ATV racing experiences in large part due to the developers concentrating on a particular aspect of ATV racing. With Deep Silver’s upcoming racing title Nail’d, they look to do the same by focusing on the speed and exhilaration of ATV and Motocross racing. Nail’d is definitely an arcade racing title and from the demo I played at this year’s E3 there is a lot to like about this upcoming racer.

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It’s too few and far between these days that we get to experience solid console co-op games. The last enjoyable one off the top of my head that I played extensively was Resident Evil 5, and that was already well over a year ago. Oh, and Borderlands, which is certainly fun, but moreso in the way that you and some friends can “hang out” and do a ton of mindless (the story is as generic as generic gets and you know it!) but really fun missions. That’s why when Bethesda announced they were publishing inXile Entertainment’s upcoming co-op title Hunted: The Demon’s Forge, I’ve kept my eyes peeled ever since. Luckily, at E3 I had the chance to play an extremely polished demo of Hunted and walked away with feelings of probably the game I would have been hands-down most excited to take home with me from E3.

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Sega had a massive presence this year at E3, with a lofty sum of the Seganian Army dedicated to five upcoming Sonic releases that have been, should be, and will be receiving some props and attention for putting Sonic back on the fast track that he had strayed ever so far from in the past few years. The Sonic games present at Sega’s E3 booth this year were Sonic Colors – one for the Wii and one for the DS, Sonic the Hedgehog 4: Episode 1, the Kinect title Sonic Free Riders, and also a port of the Dreamcast favorite Sonic Adventure for XBLA and PSN. I was able to get some hands-on time with Sonic Colors for the Wii and Sonic the Hedgehog 4: Episode 1.

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For the first time in its history, the Medal of Honor franchise is bringing gamers to the modern war setting. With plenty of other modern war video games out there, EA is hoping to bring a sense of realism that other titles have not been able to accomplish. With the help of Tier-1 operatives, MOH’s campaign looks show gamers what it’s like to fight in modern day Afghanistan. EA’s realistic mentality doesn’t change when it comes to the multiplayer portion of the game. At this year’s E3 I was able to play a few rounds and I instantly found it to be very familiar.

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Last week, the demo for Crackdown 2 landed on the Xbox Live Marketplace, and not having had a chance to jump into the game at E3, I cheerfully downloaded it.  I had recently picked up the original Crackdown for a mere twelve dollars, but had yet to play it, making this demo a fresh experience.  I played through it, then immediately put the original game in my Xbox and played through the entire thing that very weekend.  I guess you could say the Crackdown 2 demo makes a good impression.

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I’ve been a LONG-time fan of the DDR franchise. For years and years my friend’s and I would practice and train rigorously for hours at home so we could play at the arcade every weekend. Good times were had with all the vibrant classic DDR beats from DJ Naoki, RevenG and dj TAKA, but the franchise took a huge wrong left turn and changed to reel in a new audience who weren’t as familiar or ecstatic about the Eurobeat flavor it was offering. Towards the latter end of the PS2 DDR cycle the games started having much less of the music that the hardcore fans were crazy about and instead were given a helping of Britney Spears and Sean Paul. I finally got a chance to give the newest Wii version a shot at E3 (titled merely: Dance Dance Revolution currently, as skeptical as I was about playing with arm movements, but came out impressed when I realized how fun it actually could be.

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Ivy the Kiwi? was created by Yuji Naka former head of the Sonic Team for the original Sonic the Hedgehog game, now head of Prope. With such a massive notch like creating Sonic under his belt, he’s now gone on to create his first fully original game of his own. Ivy the Kiwi? creates a slight edge of its own genre by what feels like a platforming puzzle game where the main character, Ivy, is a flightless bird who is born into the world without her mother in sight. That’s where the question mark in the title comes in — IS Ivy a kiwi? Poor Ivy doesn’t know and is saddened to be without a mother so she goes on to find her.

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I didn’t get a chance to play every PlayStation Move game at E3 but the few that I did gave me a good idea of what I could expect from the Move. For those who don’t know what the PS Move is, its Sony’s new motion control peripheral. Working in conjunction with the PlayStation Eye (camera), the Move controller with the ball at the end of it can sense almost every movement the player makes. I was able to test out the Move playing Time Crisis: Razing Storm, Resident Evil 5 and Tiger Woods PGA Tour 11. Each of these games shows off a different way to use the PS Move and, more importantly, are geared towards the more “hardcore” audience.

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Where EA has taken the darker path for the young wizard, WB sees Harry Potter and his friends returning to a simpler time when all they had to worry about was giant basilisks and shape-changing rats.  Lego Harry Potter: Years 1-4 returns players to the first four books of the series, before Voldemort was terrorizing the English countryside and J.K. Rowling was still considered a children’s author.  Oh, and they’re now made of Legos.  I got to play a portion of Lego Harry Potter: Years 1-4 at last week’s E3, and I couldn’t stop smiling the entire time.

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The booth for TERA Online felt a little lonely, small and innocuous and off to the side of Harmonix’s giant hall. It was a simple four-walled structure with five computers all closely packed and a reception desk. One wall featured the trailer seen below, which caught the eye of more than a few passersby. The game is pretty, the trailer shows this and my own time with the game certainly didn’t refute the fact.  The real question is: Is there room for a self-proclaimed action-MMORPG in today’s saturated and dominated market?  En Masse Entertainment hopes there is, and I can certainly say after my own demo that it plays differently than any MMO I’ve had experience with.

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Yes, I am an unabashed Harry Potter fan.  I love the series, but have yet to play any of the games for whatever reason.  I think the stigma of movie-game tie-ins is too hard to overcome.  With EA promising to make the newest in the Harry Potter games darker and more in-line with a third-person shooter, I decided to at the very least give the game a shot.  So it was that I found myself inside EA’s pavilion at E3 with a PS3 controller in my hand and a virtual wand in Harry’s.

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