Archive for the ‘Previews’ Category

We clamor and cry how the Wii doesn’t have enough hardcore titles, do we not? Dead Space: Extraction was EA’s answer to this commonly complained of ailment. Serving as a prequel to the truly unique survival horror experience that was Dead Space, Extraction really took the stage with an exciting hardcore experience for the Wii. Now with Dead Space 2 on the horizon, Visceral Games is bringing the prequel for any PS3 gamers who missed out on Extraction by bundling it inside Limited Edition PS3 copies of Dead Space 2. I’ve been curious about if there are any differences, upgrades of how it played in general with the PlayStation Move, especially since I missed out on Extraction on the Wii. This week EA brought it to some New York gamers to get a chance to experience it for ourselves.

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One could say that the Dead Space series is Visceral Games’ flagship. The team put a lot of work into the original title (which is one of my favorite games of all time), and they are showing the same if not a stronger dedication to the sequel Dead Space 2. That being said, there are still a few questions regarding the game’s recently-announced multiplayer mode. Does it still feel like Dead Space? Is it scary? Above all, does it show the same polish players expect from the series, or does it merely feel tacked-on?

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Just this week, Sega came down to my beautiful NYC to show off a few of their upcoming games, some we’ve seen a few times before and some fresh. Among the bunch was Conduit 2, Sonic Colors, Virtua Tennis with the PlayStation Move (and in 3D!), and several others. Luckily for the first time during one of these showcase events I was lucky enough to be able to borrow a Kodak Zi8 video camera to get some footage for you all. Sonic Free Riders was also on display for hands-on (body-on? We’re going to need a new term for this) demo as an upcoming Kinect launch title. The Sonic speed is all there, so I hope you enjoy my first video impressions piece for Spawn Kill! (more…)

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I’m not a hunter. My motto is if you’re going to hunt, you’d best be bringing the entrails home for supper. When I was invited to come down to check out the latest Cabela game, Cabela’s Dangerous Hunts 2011, I was a little wary because I didn’t think I could enjoy it proper. Still, I headed down to this giant tour van painted all up for the game with an unbiased mind. When I hopped in, I was greeted by Eric who was part of the promo team, and as I met his acquaintance I learned he was quite the vegetarian pacifist big (digital) game hunter. Something you don’t see every day…

I soon learned this was more than just some hillbilly ol’ huntin’ game.

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Who would’ve ever thought “cloud” gaming was so close to reality? Yeah, Steam allows us to purchase games on the fly, but imagine something better. Is it too good to be true? It’s hard to say. I never thought I’d see Mass Effect on the iPhone, after all. Since its release, OnLive has gotten a ton of attention—while there has been a group of naysayers clinging to the very idea of Onlive, some people have been very happy with the outcome.

Is it a “game changer,” per se? I must admit, it has the potential to be and this is because CEO Steve Perlman has turned the OnLive client into more than just a way to hand over your money: it’s a very socially interactive platform, with more than enough incentives to quit console gaming all together while still holding tight to your controller. It’s a scary leap riddled with a kink or five, but now that the WiFi beta is set to start in mid-September, I’m wondering just how far OnLive will take us.

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Want to see what the next FIFA will play like, well EA Sports has you covered with this 10 minute gameplay video. Creative Director Gary Paterson played a game of FIFA 11 against Associate Producer Aaron Mchardy to prove once and for all who was the best! The video pits Arsenal against the Spanish powerhouse of Real Madrid. Some things fans might notice is the slight change in the off the ball movement of the player, the improved passing and the small little touches players can make to side step the defender. You might also notice some presentation tweaks and what seems to be a much improved crowd; the commentary could still use some work though. Check out the video for all the action.

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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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