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Our impressions from the E3 build.
Our man in Zurich: If you didn’t already know, money makes the football world go round...
Kinect was an E3 Microsoft highlight for the third year running – this time, thanks to software we might actually care about, including a new title from Lionhead.
Reggie also confirms 1080p HD and "proprietary" new storage media - not Blu-ray.
...and probably other places too. But definitely London.
Becoming a force in the gaming industry seemed to fall on Apple by accident...
REVIEW: What has the creator of The Getaway done so much better this time around?
A textbook example of how to make a puzzler fit the platform.
The Templars have popped up in video games before in the Broken Sword series, and most recently in the Assassin's Creed series as the bad guys. So does The First Templar make good use of these warrior monks?
Splash Damage once again find themselves in familiar territory. Should Brink be priority one on your objective list? Xbox 360 version tested.
The first entry in the DoA series since Itagaki's departure, how does Team Ninja's greatest hits package stack up?
Verdict on the iOS release of 2008's breakthrough indie hit.
Tenacious Terrans vs Professional Protoss.
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After a lengthy stay in the pits, the multi-million selling Need for Speed franchise is once again gunning for a podium spot. But is it a match for the latest models?
Given budgetary woes and climate change angst, Need for Speed: SHIFT is probably the closest I’ll ever get to piloting a real car, and for that the pedestrian world should breathe a heartfelt sigh of relief. If anything, Slightly Mad’s sleek, supple reinvention of the clapped-out franchise has tipped me even further the other way.
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2006 to present. The “real” next-gen arrives, Crysis blows retinas, Bioshock goes deep, Left 4 Dead reinvents the co-op mode and Infinity Ward washes its hands of the 1940s.
The fifth and final part of Kristan’s epic retrospective.
2006 was, to say the least, a strange year for the FPS, with Microsoft’s determination to get the jump on its rivals in the next generation leaving the market in a state of flux. The highly successful release of the Xbox 360 the previous December had brought development of Xbox 1 titles to a grinding halt, with most publishers flocking to the upscaled Promised Land of next generation gaming.
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The Wii FPS landscape is desolate to say the least, but Nintendo has given us three reasons to go exploring.
The history of the Metroid Prime series is well documented. From a shaky start in an unfamiliar genre, Nintendo’s faith in Retro Studios proved to be well founded as the GameCube original went on to be one of the few system-sellers on the troubled format. Gathering together Metroid Prime, Metroid Prime 2: Echoes and Metroid Prime 3: Corruption may seem like a cynical marketing move, but when you multiply the number of folks who missed out the first time around by the huge number of Wii owners in need of substantial gaming experience – well, you can probably guess which way the figures point.
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Out with Martian demons, in with eerie clocktowers.
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Three reasons Uncharted 2′s video creation features are off the charts.
Uncharted 2, Alfred Hitchcock remix.
I’ve tried creating an Uncharted 2 machinima. The results were (to me at least) highly amusing. I’ll try again when they unlock my PSN account. In the meantime, why not run your eyes over the following threesome.
Game director discloses 5-7 hours of linear “secret maps”.
Speaking to VideoGamesDaily at a recent preview event, Assassin’s Creed 2 game director Benoit Lambert has revealed that Ubisoft’s 15th century action-adventure will contain 5-7 hours of “Batman-like” gameplay.
Lambert criticised Rocksteady Studio’s warmly received Batman: Arkham Asylum for want of originality – “it’s a game with mechanics you know about, that you’ve already experienced in other games” – but admitted that there were similarities between the projects.
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Picky treasure hunters refuse to let Naughty Dogs lie.
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EA’s sci-fi horror shooter infests the Wii. Is it worth a return visit to the USG Ishimura?
The over-indulgent verdict on Dead Space: Extraction is that it’s Dead Space with all the crap drained off. Aggravatingly backward fixed inventories are out, as are tiresome modular upgrades systems. You won’t be carting lots of precious semiconductors, depleted weapons and oxygen cylinders between Stores, as there’s no longer an in-game economy, or back-tracking across cavernous starship interiors, as the action’s now on rails, or, indeed, bothering to do anything other than point and shoot.
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FPS Gamer gets schizophrenic with Infinity Ward’s epic shooter follow-up. Can you hear duty calling?
Sometimes you just can’t be arsed reading through a “proper” preview. If we’re honest, sometimes we can’t be arsed writing the bloody things. The solution in both cases? Cram any and all distracted notebook scribblings into an easy-to-produce, easy-to-read question-and-answer piece. Allow me to introduce FPS Gamer’s wilfully oddball Quickfire Q&A feature.
First up for the Quickfire treatment is Infinity Ward’s Modern Warfare 2. Not long ago we spent an enjoyable hour with the single and multiplayer modes. Hit the jump for details of scopes, sex aids and Special Ops.
2001-2005. The war between console and PC reaches its height, Valve excels itself, World War 2 becomes the setting of choice and Bungie gives birth to a big, helmeted baby.
The fourth part of Kristan’s epic retrospective.
2001 was a real turning point in the evolution of the FPS, with major developers starting to devote serious attention to consoles for the first time.
While most publishers and developers were content to commission console ports of successful PC titles, others bucked the trend by debuting titles on the new wave of living room hardware. Volition’s Red Faction hit PS2 to sizeable critical and commercial success in May of 2001, fully four months ahead of the PC version – a release pattern PC gamers would have to get used to.
Microsoft went even further than THQ when it bought Bungie Studios and made Halo: Combat Evolved exclusive to Xbox, prompting massive outcry among desktop shooter enthusiasts.
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Cave: Bringing hundreds of thousands of purple bullets to a country near you.
For the past 14 years, tiny Japanese developers Cave have been the biggest thing in 2D shooting games or shmups as they’re know among the syllable-impaired, or simply STGs in Japan. Despite resolutely focusing on one waning genre, Cave have carved a niche for themselves that commands an incredibly hardcore following, and while other developers such as Raizing and Psikyo have succumbed to the difficulties of the modern Japanese games market, Cave are still going strong with at least two arcade releases a year, and more recently, some very healthy Xbox 360 ports.
Having previously licensed only two arcade games for release outside of Japan over ten years ago, western fans could be forgiven for thinking that Cave had no interest in the outside world, though at this year’s Tokyo Game Show, they had a message for potential importers of their forthcoming Xbox 360 title, Mushihimesama Futari (or Insect Princess), that will bring a smile to the faces of bullet hell masochists everywhere. As a trial, Cave are making Futari completely region-free, meaning anybody with the means of importing a copy can play it on their console.
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1998-2000. Epic and Valve hit the scene, online multiplayer explodes and important sub-genres begin to establish themselves.
The third part of Kristan’s epic retrospective.
1998 proved to be a watershed year for the First Person Shooter, with several present-day heavyweights making their hugely impressive debuts and bringing about a genre-wide shift in power.
The release of Epic Games’ long-awaited Unreal on PC in May of that year dovetailed perfectly with the emergence of 3Dfx’s awesome Voodoo 2 3D accelerator. Suddenly PC gamers (with deep pockets) were being treated to the kind of super-smooth, high resolution visuals that rivalled anything the arcade could offer at the time.
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Last year Capcom made beating up your friends cooler than Tyler Durden. Will the upcoming remix woo crowds again?
In the early nineties Capcom made it their business to make endless incremental updates to their flagship Street Fighter franchise. This practice led to the outlawing of “Hyper Super Street Fighter II EX Plus Alpha Turbo Dash Championship Edition Double Upper” jokes in the world of video game journalism. They have since calmed down (or possibly run out of hyperbolic words in the English language), giving the revision of their wildly successful Street Fighter IV come-back title just one very suitable prefix – Super Street Fighter IV.
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Ubisoft’s much-touted Assassin’s Creed was one of this generation’s greatest disappointments. Is the sequel a killer app or a stab in the dark?
15th century Venice’s rooftops were considerably more populous than those of 12th century Jerusalem, by Ubisoft Montreal’s estimate at least. The bowmen pacing from one cornice to another are old news, perhaps, but there are now gaggles of lowlifes squatting round sodden camp-fires in among the turrets. I interrupt my progress along the skyline to give one particular trio a closer inspection. A mugshot pops up in bottom-left as I near, and a tap of start button opens the relevant entry in Assassin’s Creed 2‘s comprehensive database, adrift on a sea of silvery digital pretence.
The lowlifes are thieves – agile, discreet and very receptive to the jingle of ready cash in reasonable quantities. I decide to give this band some work. A tap of Y transfers a handful of coins instantaneously to their pockets (beats internet banking, doesn’t it?), and the three men fall in dutifully behind.
Zipper Interactive play the numbers game. You and 255 of your friends are invited.
The PlayStation is one of the most recognisable brands in video game history and the FPS is arguably the most popular genre of modern gaming. How can it be then, that fifteen years of PlayStation hardware hasn’t produced an exclusive system-selling FPS title? Sure, we’ve had the likes of SOCOM, Killzone and Resistance but where is Sony’s Goldeneye, Half-life, Halo or Gears of War? Zipper Interactive are hoping to answer just that question.
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The boot’s on the other foot.
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Wall-run, combo strike, ninpo, accessorise.
Rachel borrows some threads from the Dynasty Warriors crew.
Ninja Gaiden 2 was a real ball-breaker. Ninja Gaiden Sigma 2 is slightly less of a ball-breaker, mainly because the camera system has been slipped a few espressos, but still ridiculously tricky. And that, my friends, is what makes it Ninja Gaiden.
Passing on gameplay tips would be a crime against our medium’s increasingly scant reservoirs of trouser-soiling difficulty. If you’re after an easy life, go tuck into Mini Ninjas. Here are a few pointers on the subject of character unlockables instead.
1996-1997. The 3D acceleration era gets underway, online gaming is born, the mod scene grows and console shooting hits gold.
The second part of Kristan’s epic retrospective.
By the middle of the 1990s, the first person shooter genre had given rise to a full-scale gaming revolution. With fluid 3D engines inspiring developers to stunning feats of innovation, the genre helped spark off a software and hardware race that continues to this day.
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Manny dips into the cream of Halo 3′s user creations.
Whilst it hasn’t generated the buzz of LittleBigPlanet, or the barrage of impressive statistics that filled the Spore universe, Halo 3 can still hold its own as a champion of user-generated multiplayer content. As we’ve seen with other titles, however, the more popular and accessible your creative toolset, the less easy it is to filter out the dross. Bungie’s community files section, though a fantastic tool in the past, is struggling under the weight.
So that’s where the following list comes in. This is by no means an exhaustive guide to the very best that Forge has to offer, but we’ve compiled from long experience, cherry-picking the maps and game variants that have earned a permanent spot in the FPSG multiplayer hopper. It’s a connoisseur’s selection of carnage. And so, without further ado…
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Master Chief has some big shoes to fill. That’s why it takes a whole team of grizzly, tobacco-chewing, alien-ass kicking, quick-shooting tough guys to do the job. And you, obviously.
When Bungie invited us to “finish the fight” back in the winter of 2007, only a madman would have believed that we had seen the last of the Covenant. You simply don’t take the biggest triple A single-format series of the decade outback and shoot the cash-cow in the head. Tasking itself with creating a follow-up to “the biggest entertainment launch of all time” Bungie have sidestepped a full-blown sequel along with the weighty expectations and budgetary requirements that come with it, instead focusing on a leaner, more focused view of Halo’s grand narrative.
As the title implies, this is an expansion of Halo 3, and as such the focus will be on the new. There can be very few Xbox 360 owners who aren’t intimately familiar with Master Chief’s antics, but the titular ODSTs (Orbital Drop Shock Troopers or Helljumpers to give them their punchier nick-name) have been given little screen time in the Halo series so far. What do they bring to the table?
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Game Director Benoit Lambert on Batman comparisons, Ubisoft recruitment drives and the Ponte di Rialto.
Assassin’s Creed was a frustrating beast, equal parts brilliance and tedium. It loaded our tables with steeples and pennants, astonishingly lifelike NPC throngs and infinitely exploitable parkour playgrounds – but that love of the bigger picture was also its worst enemy, leaving Ubisoft Montreal precious little time and resources to blow on crucial questions of mission structure and variety. The game needed, demanded a sequel, a chance to capitalise on its own ambition. Fortunately, it shifted more than enough copies to warrant one.
Benoit Lambert is Game Director on Assassin’s Creed 2, which transits the action from the Crusades era to Renaissance Italy. He was unlucky enough to bump into us at a hotel bar recently. Insolent questions and heated answers after the cut.
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Go on, mate. Say “shit-eater” for us.
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The creators of Hitman try their hands at pint-sized Oriental cuddliness. VGD tosses a shuriken at the Xbox 360 version.
In some ways Mini Ninjas is a step back for IO Interactive. That’s likely to be your first impression, at least, if you’re fond of the uneven but intricate machinations of the Hitman series, or even the wannabe badassedness of Kane and Lynch. Peel away the smooth, vivid flourishes of the artwork and the Danish developer’s latest seems irredeemably old hat: placid running and jumping married to cute melee mash-fests, half a dozen playable characters (ranged, heavy, quick, etc), a dab of stealth, health potions, magic and QTE-laden boss fights.
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Getting the juice out of Bungie’s not-really-an-expansion-pack.
Halo-jumping: officially the campest thing you can do while holding a gun.
Oh Don’t Stop Trying? Owl Dysentry Stifles Trust? Old Dogs Shoot True? Who knows (Wikipedia, that’s who), but here are some Achievements to divert you while you scratch your head.
All Ears (30) Find 15 Audio Logs, alone or with another ODST.
Audiophile (75) Find all Audio Logs, alone or with another ODST.
Be Like Marty (10) In Firefight, finish a full round without killing a single enemy.
Boom, Headshot (5) Get 10 automag headshot kills in any level.
Both Tubes (5) Get 10 Rocket kills on Kizingo Boulevard.
Campaign Complete: Heroic (100) Complete the Campaign on Heroic difficulty.
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The origins of the genre. Maze War, Castle Wolfenstein and (of course) Doom.
Kristan’s epic retrospective leaves the starting blocks.
Casting back to the origins of the First Person Shooter, it’d be easy to recount id Software’s seminal achievements in the early 1990s, shout about Wolfenstein 3D and Doom, and completely disregard all the effort and experimentation that preceded them.
For the very first examples of first-person shooting, you have to go right back to 1974 – an era when most people were only just getting their first taste of videogaming via Spacewar and Pong, and the idea of owning your own computer or gaming console was a distant dream.
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Nearly eight whole minutes of melodrama and damage points.
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New PSP trailer heavy on style and technical brawn, light on making sense.
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OMG, basically.
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Going in hot. We can see your house from here – and we’re packing SPARTAN lasers…
Halo 3: ODST‘s out, and the consensus so far is that the pudding’s chock-full of proof. And space marines. Space marines in hideously awesome single-seater orbital insertion pods, raining down all over the Covenant-riddled burg of New Mombasa like droplets from God’s Almighty wang.
The “crash-landing into a fight” sequence is pretty well-worn rope. ODST‘s appearance is a good excuse to revisit some timeless examples. Videos after the cut.
Pathological attention seeker gets videogame outing.
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Has Evolution Studios edged out the competition?
There’s some Planet of the Apes-level irony behind the bumper-to-bumper release of Motorstorm: Arctic Edge and the long-awaited PSP version of Gran Turismo. It’s like Kanye West sharing a microphone with Susan Boyle: on the one hand, the elderly epitome of automotive realism, swaddled in manufacturer logos; on the other, a racer whose idea of subtlety is seeing the paint flake when your skidding back-end haymakers some poor sap into a gorge.
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The Fab Four’s secrets revealed.
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Achievement Points are why God invented the Pagani Zonda.
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We have seen the future, and it contains b008i3s.
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The knight is darkest just before the dawn.
They don’t get any truer to subject matter than this. In its technical prowess, trim structure, fierce but fiercely contained bursts of freeform violence and continual teetering on the edge of psychological horror, Rocksteady Studios’ spectacular second project is a mirror for the Dark Knight himself – lean, unhurried, purposeful, potent and just the slightest bit chaotic. Quite how the minds behind the savagely passable Urban Chaos: Riot Response managed to produce an action-adventure as expertly judged, as substantial as Arkham Asylum defeats me, but DC Comics enthusiasts finally have the videogame Batman they’ve been waiting for.
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Manny Brown confesses his fondness for shiny sphincters.
It’s 6am, and tempers are fraying. We’ve had a long night, but the eighth (and perhaps finest) level of the Halo 3 co-op campaign – The Covenant – has our four-man party clamouring to recall stories of Silent Cartographer, the crowning glory of Halo: CE.
It’s a sharp reminder of a long-forgotten gameplay rush, a level beloved for green rolling hills and the most prominent of free-form AI hooks on which Bungie hangs its celebrated set pieces. This was the simultaneously nostalgic and progressive experience we were all seeking. This, we declared to one another, was what console shooters were all about.
Polyphony Digital’s long-awaited purist roadster leaves the garage, but can Gran Turismo keep pace with modern motors?
Like collecting cars? You’ll like Gran Turismo. Really like collecting cars? You’ll like Gran Turismo. Like driving ‘em too? You’ll like Gran Turismo. Like luxuriously upholstered backdrops, a sense of kinetic feedback, canny competitors and an online community? You’ll like… Oh.
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Splash Damage coughs up pics of barbed wire, robots, tattoos.
How about a screenshot fusillade? Brink, you may recall, was one of the more intriguing new shooters at this year’s E3. It’s quick on its feet like Mirrors Edge, but handy with a gun like Quake. Enemy Territory developers Splash Damage are doing the honours.
There’s a teaser trailer over at the official site, and its contents are thus: big tower called “The Ark”, old chap with blood running down his face. We know what to do with big towers: get to the top of them, fight something, blow everything up.
Men with really small heads after the jump.
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Features some punk who’s apparently a bit daft.
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Come and have a go if you think you’re ‘ard enough.
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“I can taste colours!”
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Witness the awesomeness.
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World War II resumes as Raven Software drags the mighty Wolfenstein franchise from its crypt. We go for the headshot.
You couldn’t ask for a more appropriate candidate than Wolfenstein for first videogamesdaily review ever (cue flying champagne cork). The Wolfenstein series was to the emergence of our favourite genre what certain apples are to the Book of Genesis, for starters, and this iteration comes care of Raven Software, the venerable gun-cradlers behind such classic shooters as HeXen, Soldier of Fortune and Jedi Knight II.
Most importantly of all, though, returning frontman ‘B.J.’ Blazkowicz has to be one of the butt-ugliest bundles of polygons ever rendered. What better way to reinforce your love for the first person viewpoint than lacing yourself into the boots of Daniel Baldwin’s reptilian half-brother? If this were a third-person game, I’d have phoned an exorcist halfway through the tutorial mission.
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Because SCEE couldn’t be arsed to write it themselves.
Say hello to my little friends. All 256 of 'em.
SCEE just paradropped a new MAG trailer into our mailboxes. Besides some tremendous splosions and stirring montages of people glaring down gunsights at one another, the trailer is notable for being scripted (though not voiced) by readers of the PlayStation Blog.
Presumably scriptwriters were the first to go when the corporation started cutting jobs last Christmas. More plus video after the jump.
Kicks eight shades of armor-plating out of Halo, or so it probably wishes.
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