Tag Archive: hands-on


Carving out a niche

The big project on everyone’s mind during this year’s GDC was, of course, Sony’s Project Morpheus. Because of this, another work-in-progress at the show might have flown under a lot of people’s radar, but I went hands-on with it before the week was through—and it’s finally ready to be revealed.

Project Totem is the latest Microsoft exclusive from developer Press Play, the folks behind Max: The Curse of Brotherhood. It’s a puzzle-platformer that, like many games in the genre, has a simple premise. You play as a pair of blocks that normally would sit in a totem pole. Each block is sent down a path that often has a similar, yet not exactly identical, layout to their counterpart.  Your objective? Get both blocks to the end of the course in order to unlock larger and more intricate carvings for the ultimate totem pole.

Where puzzle-platformers shine isn’t why you’re running these courses, but in how you traverse them. Gameplay is the driving force in this genre, and fortunately, even in the six pre-alpha-build single-player stages I was able to test, there seems to be enough easy-to-learn-yet-difficult-to-master mechanics to give Project Totem the addictiveness to compete against similar games.

The first, most critical element that I needed to learn was that the totem pieces are always linked. When one jumps, so does the other. When the other runs right, so does the other. Run left, and…hopefully you get the picture. The puzzle aspects quickly become evident from this mechanic when the courses stop being as identical as the totem pieces. Some pathways can only open when one of the totems steps on a particular switch. Other pathways can only be walked through by pieces of a certain color. And sometimes the lower totem block will have to serve as a stepping-stone for the upper one to reach the next platform.

As the courses become more intricate, the totem blocks also begin to acquire special powers. The first of these makes it so the two blocks can flip-flop positions at any time, even in mid-air, to move through color-coded barriers. Meanwhile, certain powers allow you to change the gravity of a single piece so one can be walking on the ceiling while another is on the floor.

Just as I began to get comfortable with these abilities, though, I had to start using them in unison. For example, in one instance I had to swap totems while simultaneously having one of them use its gravity powers. As more powers become unlocked, it was easy to imagine how crazy it might be to use three or four powers quickly in succession or different powers for each individual piece.

Besides this single-player mode, there’s also a time-trial mode to see how fast a player can beat each stage. The game also offers local co-op, which has completely different stages from single-player. Also, instead of each player controlling an individual totem (that would probably be a bit too easy), they control two totems for a total of four totems onscreen at once. When obstacles start becoming three and four blocks high, the emphasis on teamwork quickly becomes clear.

Even though Project Totem is still in its pre-alpha phase, Press Play is confident they can have the game available for download on Xbox 360 and Xbox One sometime in Q3 2014. And from what I was able to play of it at GDC, I’m fairly confident they can hit that mark, since the seven total stages each had a layer of polish you don’t normally see from games still labeled as pre-alpha. The controls were tight, the obstacles were creative, and there was a nice feeling of accomplishment every time I overcame a new challenge. If that’s any sign of what’s to come, puzzle-platformer fans should definitely keep an eye out for this one.

Tanks, but no tanks

When I heard that the RPG specialists at Obsidian Entertainment were making another game, I already had images of mana pools and character-progression pages forming in my mind. I couldn’t have been further from the truth, however, as Obsidian wants to show everyone that even a decade-old studio can learn a new trick with Armored Warfare.

I admit that, going into my hands-on session, I didn’t know much about the project, since it had only been announced the day prior. With a name like Armored Warfare, though, I figured I could safely rule out ponies and princesses from the range of possibilities. What I wasn’t expecting, however, was the World of Tanks clone Obsidian had produced. The only discernible difference? Armored Warfare uses modern tanks—instead of those used during the mid-20th century—and a better graphics engine with CryEngine 3.

This isn’t to say Armored Warfare is a bad copy of Wargaming.net’s F2P sensation—but Obsidian scores no points for originality here. Armored Warfare’s PvP modes, multiple tiers of unlockable tanks, customization/upgrade systems, and even their F2P model are already seen in World of Tanks and feature no noticeable distinctions. What’s more, the PvE mode and destructibility in Armored Warfare will be seen in World of Tanks’ upcoming spring update, which will be well before Armored Warfare plans on hitting the market sometime in late 2014.

The PvP side of things includes the options you’d expect from a tank battler like this, highlighted by team deathmatch. There’s also a mode called Territory Wars, which encourages players to join clans. Their performance in battles while representing their respective clan then influences a metagame map as their group tries to conquer entire regions, which ups the stakes of your standard PvP fare in a similar fashion to Call of Duty: Ghosts’ Clan Wars mode.

Some originality does bleed through in PvE, at least, since there’s a loose story based around the idea of players taking on the role of a tank pilot for a massive private military contractor. With new conflicts popping up all over the world, business is good. So good, in fact, that your company has a fleet of war machines always ready for you to ride into battle to help keep your pockets lined with cash. As you earn money, both here and in PvP, you can unlock bigger and better tanks from the fleet and customize them as you see fit. And, although details are currently sparse, you’ll also be able to develop a relationship with your tank crewmembers, giving the tiniest glimpse back to Obsidian’s RPG bread-and-butter.

I tried one of the PvE missions during my hands-on time and confess to being pleasantly surprised by the gameplay. There’s an unexpected amount of balance for a game that hasn’t reached its closed beta yet. The controls felt smooth as I slid from a third-person view to a first-person angle to take careful aim down the sights of my cannon and blow up enemy AI. My tank handled well and felt very responsive as I rolled across various kinds of terrain (as responsive as a lumbering mass of steel and rubber can feel, anyway). The power of CryEngine 3 also really came through: The tiniest details were crystal clear on my PC monitor, and the destructible environments really helped convey the power of my tank as I bulldozed my way through brick buildings in a Western European countryside.

Despite the fact that the demo played really well, though, I don’t know if there’s enough in Armored Warfare, from what I’ve seen so far, to make players jump ship from Wargaming’s offering. If your biggest complaints about World of Tanks is its look and having to use heavy armor from 70 years ago, then Armored Warfare can help with their modern, CryEngine 3–built tanks. Aside from that, I’m at a bit of a loss. No matter what side of the fence you’re on, however, the fact remains that Armored Warfare is going to have a steep hill to climb as Obsidian continues to target a 2014 release for the suddenly crowded action-MMO, tank-battler genre.

Ray needs remake…badly

While it hasn’t had nearly as many remakes as some of its arcade brethren over the years, Gauntlet still holds a special place in many gamers’ hearts. EGM even listed the beloved “needs food…badly” quip as the No. 3 greatest videogame line of all time back in 2002. Now, Warner Bros. has secured the rights from Midway after the latter went bankrupt (and after Midway acquired the rights from Atari in the same manner), and they’ve tapped Swedish developer Arrowhead Game Studios—best known for 2011’s Magicka—to bring the series back for a modern audience.

Obviously, tailoring Gauntlet for younger gamers means some changes. I’m going to brace myself, because this is where the old-school trolls start licking their chops. But there’s actually not that much of a difference here from what arcade junkies know and love. The most immediate change you’ll notice is that you don’t continuously lose health anymore. This forced “time limit” was originally designed as another way to suck down your stack of quarters, and it would probably just piss a lot of people off nowadays. This new Gauntlet isn’t a cakewalk by any means, though. While before you’d pump in more quarters in order to revive yourself, now you need to spend the gold you find in levels.

This works because a lot of modern games have put less of an emphasis on score. It also means this remake has its own skill-based life limit in line with the spirit of the original game. An extra nuance is that when playing cooperatively, all the gold is communal, so if you have a friend who really sucks, all that extra gold you risked your life for may not be there when it’s your turn to finally kick the bucket.

Another interesting thing about gold is that it’s not used to buy weapons like in later Gauntlet ports. Instead, you get new weapons and items by finding “relics” in levels, which then give you special powers like an ice blast or better speed. As you find more and more relics, you need to make some tough choices. You’ll keep them forever, but you can only carry two at a time into a level and can’t spam them because of a recharge meter.

Beyond this, the 4-player hack-n-slash co-op action you know and love still feels a lot like it did back in the day. The four classes—Warrior, Elf, Valkyrie, and Wizard—return, but you can only have one on each team (no clones). You can choose to turn friendly fire on in order to add some extra griefing potential, but because of the communal gold, the game feels less like a competition and more like a true co-op experience, kind of like the Gauntlet Legends spin-off for the N64.

The game also features some classic dungeon designs. I played a level with an Egyptian-tomb motif that was filled with hundreds of undead mummies, and at the end, I faced off against a boss that looked a lot like Death. The classic top-down view is still present, and everything just looks like it’s received a modern coat of paint. I can’t deny that it was tons of fun to swing my Warrior’s axe while surrounded by dozens of foes.

My only real disappointment is the fact that this is currently a PC/Steam exclusive. I miss games where you could sit around a couch and play with a bunch of friends—and I don’t think of that when I hear “PC.” This feels like it’d be perfect for the Xbox One and PS4 with four controllers, but we’ll have to wait and see if Warner Bros. reconsiders after seeing how well Gauntlet does when it hits this summer.

Rivalry renewed

While at New York Comic Con 2013, I had a chance to go hands-on with both the PC and PS4 version of Need for Speed: Rivals. Before getting into the details of what I actually played, I do want to say how gorgeous the PS4 version looked. I don’t have specs for the PC the game was running on in order to make a true comparison, but the PS4 version looked just as good, if not better. No matter what opinions you may have going into the next generation, we should all be able to agree on how pretty it’s going to be.

OK, so now that that’s out of the way, this demo focused on a couple of thingsone of them being what it means to be the law in Need for Speed. After going through the basic tutorial for both racers and police, I got thrown behind the wheel of a patrolman’s car and sent after illegal street racers, trying to ram them into submission. Much like the racers, though, there were speed points that tested our average speed and set records that, in the final version of the game, would be uploaded to Autolog.

The demo was fun, but the small slice of gameplay felt more like a demolition derby than something you’d normally expect from Need for Speed. The cars handled well and looked great, but I’d be lying if I didn’t have some concern over the variety of gameplay—or lack thereof—you might see as a police officer. All I did was race and knock other cars off the road. This could also change depending on the class type you choose when you play as the 5-0. Of course, it’s not easy to show off how a game will truly feel and play over the 20 minutes of hands-on time I got, either, so I’ll just say that I’m reserving judgment at this point.

The other major feature of the demo showcased the interplay between Rivals and Need for Speed Network. Using an iPad, I watched a map overview of several developers and testers who were part of the Network profile’s friend list. From there, I could choose to either help them through a few taps on the iPadgranting them nitrous boosts or other buffsor grief them by adding helicopters to their respective chases that would make it harder from them to lose the police on their tail.

Network also keeps track of your game progress and how well you do compared to your friends in certain areas—not to mention the head-to-head numbers, adding another nuance to why this game’s called Rivals. There’s nothing like seeing concrete numbers displaying who’s better than who to stir up a little friendly trash-talking among friends.

The NYCC demo may not have given me as fleshed out a view as I’d have liked, but at the very least, I can say that my curiosity is piqued. Technically, Rivals seems to be as tight as you’d expect from a game labeled Need for Speed. Now, it’s just a matter of seeing whether new developer Ghost Games can deliver enough quality content to live up to the brand.

More Than Meets the Eye

Some franchises are what Comic-Con was made for. That perfect pop culture blending of action figures, video games, comic books, cartoons, and movies ensuring that they resonate with fans of all kinds on at least some, if not all, of those mediums. Transformers is one of those franchises and they kicked off SDCC 2012 with a bang.

On the heels of their major announcement that they’re actually moving Transformers: Fall of Cybertron’s release date up a week to August 21st, High Moon Studios and Activision invited us for a chance to go hands-on with not only some of the single player campaign, but dive into their revamped multiplayer modes and new Transformer customization feature for the first time. And this new time with the game only makes me wish they moved it up even further because Transformers: Fall of Cybertron looks to hit every major note with fan boys and hardcore gamers everywhere.

I started my evening by jumping into the single player campaign and trying my hand at some missions midway through the game. My first mission threw meright into the pilot’s seat as I went flying for the first time with Combaticon Vortex through Cybertron and mowed down Autobot grunts with machine guns or dropped some devastating bombs on them that wiped out chunks of the battlefield. What was amazing about this mission though was how critical Vortex’s vehicle mode was as the battle took place across platforms of varying altitudes. As I transformed and let out a circuit shattering shockwave, I immediately had to leap and seamlessly transform back to vehicle mode and start climbing to take down grunts with rocket launchers before switching back to robot mode and moving further into the base. It was crisp, clean, and felt damn good.

I then skipped ahead a little further and if Vortex felt good, playing as Megatron felt down right badass. With his massive tank cannon I turned countless Autobots to slag as their puny pistols bounced off my frame. And then with his new hover mode’s stomp ability, I was able to literally crush them beneath my heel as I continued on my path to counteract the Autobots master plan.

After getting only a taste of the campaign, I hurried off to Team Deathmatch. But before I even had a chance to explore one of the ten maps the game is shipping with, I played around with the Transformers customization mode where I mixed and matched different body parts on one of the four returning classes to make a Transformer truly unique to my style. And announced at SDCC was the Insecticon and Dinobot customization DLC pack that would add features to this mode. While it may sound like a costume pack, which I admit isn’t something I typically get excited for, to make my own personal multiplayer avatar look like one of these iconic Transformers definitely piqued my interest.

So, once I made a red and blue Autobot Infiltrator with a Short Fuse EMP Grenade and some massive shoulders, I rolled into combat and wreaked havoc (I was match MVP with 15 kills to 7 deaths with 6 assists, but my team lost 33 kills to 30 before time ran out) in what is still a tremendously tight mode.

Admittedly angry over my team’s loss, despite my personal domination, I tried out the Conquest mode next. Set up as your standard Capture the Point match, we were required to capture three possible stations and scored points every few seconds for each of the three we had. First to 400 points was declared the victor. Again, a very tight take on a classic versus multiplayer mode, but this time my team was victorious although my K/D was a lot worse. I shared the MVP award this time with EGM News Editor, Eric L. Patterson as I captured the most points, but he dominated on the K/D front.

Finally, we moved over to the revamped Co-op mode, Escalation. Although featured in War for Cybertron, this Transformers take on Horde mode has a new twist in that each player is required to fill one of four positions. Only one person can be a healer, one can be a gunner, one can be a shield, and one can deploy ammo. This forces a lot more teamwork and communication than in the previous version of the mode and deters anyone from being a lone wolf. Eric and I found this out the hard way as we couldn’t even get past 10 waves before succumbing to the Decepticon onslaught. Traps of all kinds littered the battlefield that we could activate for a price, and each unit had a special power to help turn the tide of battle, but even on Easy Mode, if you don’t work as a team, you’re just booking yourself one way tickets to the scrap heap.

When all was said and done, I don’t think I could have been more impressed with Transformers: Fall of Cybertron as a whole. I can’t wait to see the full campaign and how everything ties together and I really can’t wait to spend a night just making a dozen different personal Transformers for multiplayer. I think that any and all Transformers fans out there, no matter what medium may have drew them into the franchise, will find something to love about this game and am really looking forward to getting my hands on the full thing next month.

Lollipop Lollipop

The twisted mind of Suda51 is prepping to strike again and shortly after last night’s official announcement of Lollipop Chainsaw’s release of June 12th here in North America, several of us in the gaming community were allowed to go hands on with the most involved demo yet of this highly anticipated tongue-in-cheek zombie slasher. And if I was excited before, my anticipation has easily hit a new peak after playing through what is expected to be the fourth level of the game.

Still in pursuit of her kidnapped sister, Juliet follows the trail to the local arcade, a massive structure built to resemble an old-school arcade cabinet. The Fulgi Fun Center though holds more than a bunch of Atari classics as a bevy of new horrors for Juliet to face, including dorky zombies who are happy to waste their undead eternity at the arcade’s cabinets when not feeding on human flesh, await her inside. With the help of her newly introduced father, a tough, but loving individual whose motorcycle helps Juliet get around the town, Juliet must storm the arcade and save her sister from the zombie horde.

The first thing you take note of is the fact that this demo took place completely outside of the high school we’ve seen up to this point, and we also caught a glimpse of a game map highlighting six areas so far: the Fulgi Fun Center, Parking Lot, Cathedral, High School, O’Bannon Farm, and Stadium. This means that Juliet will have a lot of ground to cover and is not confined to the school grounds as some might have thought from the limited game play we had seen up to now.

We also got a look at the upgrade system. As Juliet kills zombies, she collects coins, similar to Travis Touchdown from No More Heroes. She then can use the coins to purchase dumbbells to increase her attacking power, new sneakers for increasing her speed, and various health and combo upgrades as well. And speaking of the combos, I was impressed that after investing only a few hundred coins, I was able to enhance Juliet’s repertoire significantly.

Whereas many games like this would see players easily fall into the pattern of mashing the same attack button over and over again, the combos here actually have a much bigger payoff and encourages you to try to link your moves together. Often, you won’t only get a spectacular light show for a successful combo, but you’ll also dispatch even the toughest of zombies much, much more quickly and this was very satisfying.

But onto the level itself. After disposing of a horde of Molotov cocktail chucking zombies, Juliet is compelled by a mysterious voice to play a game. She is instantly digitized and transformed into a pink avatar of herself. Here, she must work her way through a bevy of spoofed arcade classics including Pac-Man and Pong levels in order to advance through the arcade. Moving back and forth through her world and the digital one, Juliet must work her way towards the mysterious voice that she knows is the one currently holding her sister.

And keeping with the late 70s theme of many of the games inside the game that you must conquer, after working your way to the roof of the Fulgi Fun Center, you soon come upon the nefarious Josey, a disco zombie who reminds you way too much of Baron Samedi from the James Bond movie Live and Let Die. Josey and his disco loving UFO with undead babes draped on it is your classic two form battle where you must first dismount Josey from his smaller UFO before he abducts himself onto a much larger and much more dangerous UFO where a countdown clock starts, forcing you to race against time to power down Josey’s disco derby of destruction or Juliet will lose her sister forever!

Very much keeping in with the themes of the music based undead we saw in our PAX Prime demo last year where we took on the metalhead Zed, combined with some hysterical one-liners we saw both in cut scenes and during game play, and some surprisingly tight controls has me thinking that Lollipop Chainsaw looks like a game that could easily break the chains of its B-Movie premise and make a killing in the mainstream.

And if you’d like to hear a bit more about the game from the man himself, check out Eric L. Patterson’s brief interview with Suda51 by clicking here!

Oh, it’ll be a hot one in the ol’ town tonight!

Riddle me this. How do you top one of the most critically acclaimed games of all time while appeasing one of the more rabid comic fan bases to have ever existed. Answer: Batman: Arkham City. At least that’s what the folks at Rocksteady are hoping, but from what I’ve seen in some hands-on demos, I don’t think they have much to worry about now that we’re less than a month away from launch.

So what exactly have they done to make this game so much better than Arkham Asylum? Well, how about more villains, more heroes, a larger open-world, more gadgets, and the return of Kevin Conroy as Batman, Mark Hamill as the Joker, and Paul Dini as the script writer? And that’s just scratching the surface.

What I first noticed with my hands-on demo though was that I surprisingly started playing as Catwoman. Many people feared this addition when the announcement was made that you would play as her, but after clearing a room full of thugs with her before cracking a safe, rest assured fellow Bat-fans that it feels good. She has a faster and lighter feel compared to how Batman moves while also falling into the same control scheme of mixing attacks with well-timed counters. It also fits in with the early plot of the game as the cat looks to help the bat in his war on Arkham City’s inmates before she is captured by Two-Face.

Once I donned the cape and cowl though, the whole game literally changed in terms of perspective and feel as I was moved to a Gotham rooftop and although some of the guys from Rocksteady were encouraging me to go do mission objectives, I had a spectacular time just gliding from rooftop to rooftop and using my bat-line to pull me up when I miscalculated the length of a gap. When they say this world is five times larger than the last, they meant it as Gotham felt almost intimidating in its size and scale. It was this fear of being consumed by the nooks and crannies of this massive digital megalopolis that I concurred with the prodding of our PR handlers and headed into a building.

It was here that much of the last game began to flood back to me as I perched high above a room filled with Two-Face thugs. As I listened to Big Bad Harv rant and rave, I began planning how I would take down the room full of foes. Once Two-Face had moved on, it was time to make my move and as I leapt from the perch and onto my first victim, I found that a couple of key additions had been added to the combat.

The first is the ability to use items and gadgets without breaking your combat flow at all. Throwing batarangs and detonating small packets of explosive gel to help dictate where I wanted my foes to go so I could get the largest combo possible all while countering, kicking, and punching others in my nearby vicinity made it look like Batman was moving almost like water through the group as every movement made perfect sense and optimized my combat experience like nothing I had ever seen.

The next addition to combat actually came on the side of the low-rank villains I was facing as their A.I. has improved greatly from the last game as they picked up pipes and chairs for weapons and trash can lids or broken car doors for shields. Enemies also would occasionally throw these weapons at you and now Batman could catch them in mid-air and use the item’s momentum to hurl it back to its original chucker or into the face of a different enemy in Batman’s vicinity. All in all, what was already probably the best action/adventure combat system in gaming looks like it took the next step forward and kicked it up a notch.

But I was far from finished as a sniper shot pierced a window and we got to play with Detective Mode once again as Batman begin tracing the trajectory and calculating just who could have fired the shot. We soon tracked down the location and was met by an unexpected fan-favorite, Harley Quinn. She warned Batman to stay out of the Joker’s way as he had big plans for Arkham City.

I was paying more attention to how Harley said things than what she said though. For those who are unaware, this is a rare time where Harley Quinn is being voiced by someone other than Arleen Sorkin. Luckily it is voice over veteran Tara Strong who Batman fans may know better as Barbara Gordon/Batgirl from Batman: The Animated Series or even maybe as Raven from Cartoon Network’s Teen Titans. It was definitely different though as Sorkin’s ditzy but dangerous was replaced by a slightly more serious and seductive tone by Strong. This could work as supposedly with the Joker nearly incapacitated from his high exposure to the Titan formula in the first game, Quinn has had to step up her game for the sake of her ailing puddin’, but hardcore fans might be taken aback at first. Still though, she is in the hands of the man who created her in Paul Dini so I have faith that the character will rise above it all in the end.

Speaking of the voice cast though, a superior job was done by all involved so far from what I heard in terms of many of the villains and heroes. Of course, Kevin Conroy, also of B:TAS fame returns to play the Dark Knight and Mark Hamill, in what he has stated as being his last time doing it, returns to play the Joker. On top of this, the hardest working man in video game voiceovers, Nolan North, shocked me when I found out he was playing the Penguin of all characters, but he did an alright job with it. Doing a bit of a cockney accent definitely helped as I don’t think his Nathan Drake voice would have worked here. The Penguin’s dark and twisted design this time around is also something that needs to be seen on a screen to be believed as his classic monocle has been replaced by a beer bottle that was jammed into his face and smoking cigars and cigarettes all those years has left him with an advanced voice box. Beautifully twisted and dark indeed.

I’ve also been really impressed with Maurice LaMarche as Mr. Freeze, best known as The Brain from Pinky and the Brain, Egon in The Real Ghostbusters, and, well, he’s basically had one role or another in every major cartoon of the past thirty years. Although only seeing him in trailers, I wanted to mention what an awesome touch I think Maurice is bringing to the character in the few lines I’ve heard and I thought it was a stroke of genius by the sound guys to make him sound so normal when he has his helmet open, and so mechanical when he closes it up.

With our demo all but done, so many questions were answered, but even more were popping into my head. How deep does the conspiracy go? What does Batman do to disprove to Hugo Strange that he and Bruce Wayne are one and the same? What unannounced villains will rear their head? How will the fights against the likes of Mr. Freeze and the Riddler go down? How will displaced villains like the Penguin from the Iceberg Lounge and Black Mask from Sionis Industries affect the landscape? Will we get to drive the Batmobile?! What will happen to the Joker in the long term?! I’m getting amped up just thinking about it! All I know for sure is that we here at EGM are going to be covering this game like a Kevlar glove with triangular fins so you had better stay tuned to our coverage here for more on this Game of the Year contender. Same Bat-EGMNow.com time, same Bat-EGMNow.com channel!

What are you all looking most forward to about Batman Arkham City? What other questions do you still have about the game? What has you most excited about the game’s release? What unannounced surprises do you think they have in store for us? Let us know with comments below!