There is a special gaming event that occurs every year, bringing developers, students, and anyone with ambition together to form teams and compete in video game development. The Global Game Jam sees industry veterans, unknowns and newcomers produce their own videogame, based upon a theme, within a short forty-eight hour period. Continue reading
Ordinarily, when writing an article based upon a nation’s attitude towards a given subject, the author would take advantage of any surveys that have been carried out, or interview an individual from such a nation. Kotaku’s Richard Eisenbeis took a different approach.
Resistance: Burning Skies was a game that caught my interest a fair bit, simply as a result of my own skepticism regarding the success of emulating a first-person shooter on a handheld device. Would Burning Skies be as lacking as expected, or would it be able to take advantage of the PlayStation Vita’s hardware to finally deliver a good first-person shooter experience?
Publisher: Sony Computer Entertainment
Developer: Nihilistic Software
Genre: Action//First-Person Shooter
Platform: PlayStation Vita
Release Date: July 12th, 2012 (JP); March 29th, 2012 (NA); June 1st, 2012 (EU)
Taking place in August, 1951, the east coast of North America is under an alien invasion. Despite the bleak situation, fire fighter Tom Riley stands up in the fight against the Chimera, motivated by his desire to return to his family.
Burning Skies keeps to the same structure as its console brothers as a first-person shooter in which every weapon has their own unique alternative fire. The PlayStation Vita lacks the extra buttons to emulate the experience efficiently. Instead, the title takes advantage of the Vita’s touch screen to enable alternative fire–a method which meets great success. It’s definitely nice to see developers take advantage of the Vita’s “gimmicky” features effectively, rather than using it as an actual gimmick.
Visually, the title also successfully portrays its setting which furthers the player’s immersion. Regrettably, there are some graphical issues and blurred textures leading to a slightly less visually appealing experience. Additional details, such as closing in on the face of an enemy Chimera that Riley has just attempted to melee and not even making some of their complicated faces messy.
Despite Nihilistic’s effort though, the story was somewhat dull. There was a lack of real character development throughout the campaign. Enemy units became repetitive to the point that completing the story got less challenging, rather than more difficult. The title’s approach to upgrading weapons was interesting in concept; however, each weapon upgrade was easy to find and, disappointingly, wasn’t even very useful. The campaign length is short too, spanning roughly eight to nine hours long. This is pretty average for a first-person shooter, but it also loses the potential Burning Skies had to engage the player in such a way that they could be immersed even further into the possible lore. As it stands, the fictional world just wasn’t explored enough.
Multiplayer is composed of the most common three multiplayer modes to launch with a title: Deathmatch, Team Deathmatch and Survival. In Burning Skies, the player can compete in matches across six maps with up to seven other players. For some strange reason, players who have not completed the title’s single player campaign will be kicked off of the multiplayer mode and forced to start the campaign.
Ultimately, Resistance: Burning Skies feels like a relatively average shooter. It doesn’t perform spectacularly, but despite a few minor hiccups (and one bizarre design choice regarding locking the multiplayer) it delivers an adequate experience and nothing more. Fans of the franchise will probably plough through the campaign once and then forget about it.
I’ve been interested in Unit 13 since the day it was announced, and that having a third-person shooter, featuring different team members and abilities, would have been great on the PlayStation Vita–a handheld device. The title was also developer Zipper Interactive’s (the developer of the SOCOM titles, which was often met with mixed reception) last videogame release. Was Unit 13 yet another average release to add to Zipper’s repertoire, or did it finally break the developer’s recent mold?
Publisher: Sony Computer Entertainment
Developer: Zipper Interactive
Genre: Action//Third-Person Shooter
Platform: PlayStation Vita
Release Date: March 6th, 2012 (NA); March 7th, 2012 (EU); March 8th, 2012 (JP)
Rating: 16 (PEGI)
The player takes control of a soldier in the special forces Unit 13. Instead of playing a generic all-round soldier, the title offers the player a choice of playing a select number of classes which can be chosen before each of the thirty-six missions in the standard campaign. Each mission rewards the player with experience, allowing each team member (read: class) level up, obtaining new equipment. The beauty of the game is that each class is entirely what they would be expected to be, and they are clear in what their functions are. Furthermore, each class has their own role in a mission, allowing different approaches to the mission.
Infiltrators are the standard stealth class. Players must sneak around the field, whilst killing as few enemies as possible–killing enemies results in a lower final score. Additionally, infiltrators can destroy cameras, deactivate alarms and can take advantage of smoke grenades. Alternatively, players can assume the role of the unit’s Gunner class to enjoy massacring their foes, allowing the player to storm the field and unleash pure, brutal carnage. In total, there are six available classes: Commando, Technician, Pointman, Gunner, Infiltrator, and Marksman.
Unit 13 isn’t limited to the thirty-six campaign missions either, as players may also participate in the High Value Target missions; each of these missions are ranked out of five stars. These missions are also typically more challenging than the campaign without losing the enjoyment. Unfortunately, players looking for further challenge from either mission sets will be disappointed, as there are no difficulty options available; instead, missions generally just get more challenging as the player progresses and that is that.
As a launch title for the PlayStation Vita, Unit 13 would have been expected to attempt using the various hardware features of the handheld (such as the touch screens and SIXAXIS). Fortunately, the title uses these features sparingly. The player can touch the screen to reload their weapons but may also use one of the Vita’s face buttons if preferred, opting to implement a less intrusive means of adapting the touchscreen. Meanwhile, the motion control and rear touchscreen aren’t even used at all. Unit 13 handles the hardware with class.
Although, as a launch title, it would have been preferable had the title also taken advantage of the Vita’s ability to render high quality graphics, instead looking a little average. It’s also a bit odd watching someone get blown up with absolutely no blood effects. Despite the plain visuals, the soundtrack paints a better picture and often further intensifies the gameplay.
Regrettably, the biggest disappointment in Unit 13 isn’t even a fault in its performance or quality, but rather in its lack of community. Whether this is a result of its popularity or low platform sales, this reviewer found absolutely no one to participate in an online match with. It’s a shame, because it would have been interesting to see how well the title handles its multiplayer cooperation mechanics.
Unit 13 was a pretty good game, for what it’s worth. The soundtrack was good and, even though the multiplayer was non-existant, the gameplay was solid and well refined. Certainly, the PlayStation Vita could do with some more titles like this, and it is a shame that the development studio closed some time after launch.
In this popular era of zombie apocalypse games, we’re playing high-action, fast-paced, blood’n’guts shoot ‘em ups were we want the highest score and to be as competitive as we can. But for the video game The Walking Dead, the developer Telltale Games (which I might add, is very appropriate), have crafted a beautiful, emotional, impacting and rememberable adventure and will go down in history as one of the most genuinely statuesque gaming experiences you may ever play.
Publisher: Telltale Games
Developer: Telltale Games
Genre: Adventure//Point-and-Click, Horror
Platforms: PlayStation 3, Xbox 360, Windows PC (Reviewed), Mac OSX, iOS
Release Date: April 24th, 2012 — November 20th, 2012
Rating: 18 (PEGI)
I’m sure by now everyone has heard about Dark Souls II, and I’m also sure everyone has already done a fair bit of speculating on what the new addition to the Souls series will hold for all of us die-hard fans. I’m here to share my own opinions on what we may be able to look forward to and what we may not be looking forward to. Firstly, I’d like to preface that all of this is just my own speculation and is likely to change as more and more information about the game is released.
Anyway, let’s start with what we already know about Souls games. After making Demon’s Souls, From Software started work on their next instalment and looked to release on more platforms than just the PlayStation 3, but Sony wouldn’t let them make a direct sequel and have it be a multiplatform title. From Software went ahead and made Dark Souls as a “spiritual successor” to Demon’s Souls. Of course there are plenty of similarities between both games: the combat, leveling up and purchasing items with souls, the general layout of game progression with fog gates and boss fights; it’s pretty much just a new story and world. Yet, even there we have some subtle links such as Patches appearing in both games, and the 6th Arch stone in Demon’s Souls linking to the “Land of Giants” which I like to think gave some inspiration to the setting in Dark Souls, but that’s just my own thoughts on the matter. So now let’s move on to where that takes us with Dark Souls II.
Most of us were expecting the next game to also have a new name like the change from Demon’s to Dark, but given the fact that had From Software not released Dark Souls as a multiplatform title, chances are it would’ve been titled Demon’s Souls II and we’d now be looking at a Demons Souls III. They had done this in the past with the King’s Field games and Armored Core as well. So the fact that the new sequel is titled Dark Souls II even though it may not closely follow the story in Dark Souls (or be related at all) isn’t that crazy. On the other hand, this may be attributed to the current game industry’s fear of releasing new IPs under new titles. It’s never helpful to a game studio to release a new game and then have no one buy it due to unfamiliarity or not even knowing what it is. It’s just generally safer to make sequels to existing game series even if they take a noticeably different route with them. I’d like to hope that isn’t the case with Dark Souls II, but from what we’ve heard from the new Director–and the fact that there is a new Director–we’ll have to keep that fact in mind; for now, we won’t be able to really tell about that. With that out of the way, let’s move on to what we can hope to see in the new title gameplay/story wise.
Recently an interview was released with one of the new Directors, Tomohiro Shibuya (Yui Tanimura being the second new Director), and we got our first taste of where Dark Souls II will be taking us. The Director made some frightening claims such as making the game more “accessible”, having the story be more straightforward and direct, and making the title more action packed. From the get-go those sorts of things sound like a very big danger for the Souls series, but not all of it has to be bad. Demon’s and Dark Souls alike are both known for their incredible difficulty and that’s typically one of the reasons why people find the games to be so great and entertaining, but they also happen to have some downfalls that work to drive away new players. Things like the Poise system, or how important blocking is, and what to look for in new equipment, or how Sorcery and Miracles work. The games don’t do that good of a job of explaining these to players, and while it is pretty easy to just mess around in the game testing different things out, reading stat descriptions, or even just looking up a detailed explanation on the internet, a lot of people will just dismiss it as poor game design and get frustrated. The addition of a more detailed tutorial may be a bonus to the new game as long as it isn’t weighed down with scripted scenarios keeping veteran players down, of course there was mention of keeping the player’s options limited at the start of the game which is something to look out for.
Making the story more straightforward is a little harder to look on the bright side of. Discovering things like Petrus’ betrayal, the Darkwraith covenant, Ash Lake, or just having to speculate as you piece different item descriptions with item placements together to try and uncover parts of the story are some of the most enjoyable experiences when you’ve already beaten the game. Players can play multiple times and still notice new plot details. Having details like those openly presented to you on your first play through really cheapens the experience and doesn’t help to encourage exploration or discussion within the community. As for the new action, I’m just hoping they’ll keep it tasteful to the Souls series.
I’d like to try and not draw too much speculation from the trailer that was released. It was entirely pre-rendered, with no game play featured and was potentially just done to generate hype for the announcement. Whether or not anything we saw in it will feature in the actual game is still up for grabs. So any claims about how we’ll be locked into playing a single character or how we’ll have a love interest isn’t for sure. I’d like to believe that From Software takes note of how grand of a formula they’ve made for making role-playing games and will stick to it. Something like the “morality system” that was mentioned could just as well be similar to the World Tendency system from Demon’s Souls as that was vaguely linked to how you interacted with non-player characters. As long as they leave us with the ability to create our own character and going around killing any NPCs we like, I know I’ll be pleased.
All in all, at the current time there isn’t much we can really tell about what Dark Souls II has in store for us. Plenty of iffy points were brought up, but until a more detailed trailer or more information is released from From Software there’s no reason to get incredibly worried. I for one will be keeping my hopes up that they still manage to make an exciting game at least on par with the previous titles.
I’ll make this short and sweet. I’m currently having difficulty keeping a solid connection thanks to a combination of both of my internet provider’s awful customer support and awful hardware. Hopefully this will be resolved soon.
Edit: I accidentally “broke” the site last night. It has now almost entirely been fixed, but the slider will need sorted as well. This will be rectified soon.