Archive - 2012

Resonance Review (PC/GOG.COM)

I recently reviewed Tiny And Big: Grandpa’s Leftovers which was a great game with a polished and modern stylized look.  Resonance on the other hand I appreciate for its rough, old school look that warms my gamer’s heart.  It reminds me of the days of Leisure Suit Larry, Space Quest and Alone In The Dark, back when Sierra was creating its point and click legacies.  Well I am obviously not the only one who remembers it because xii games and Wadjet Eye Games teamed up to bring this game for gamers by gamers to life in all its old school glory with a new school twist.

Storyline:

The game starts off letting you know that bad things have happened around the world, some great attack that is being covered by the world’s news feeds.  You can’t tell quite what and right before you get a chance to even guess the game takes you back in time where you get to choose from four clocks on the screen, each one representing a moment in the four main characters’ lives.  With this you begin to piece together and influence the events leading up to the disaster and cause all the characters who were otherwise strangers to cross paths over a research project called Resonance.

Graphics And Sound:

These are all designed to give you the feeling of playing the game back in the old days and the game never breaks the illusion of being a two decade old point and click game.  It doesn’t fill a wide screen, the graphics can only look so clean and the audio is far from state of the art.  All this comes together to create nostalgia for those who gamed in those days and a sense of discovering the old days for those experiencing it for the first time.  Heck this seems to be reason enough to pick up the game, then when you add a complex timeline and engaging story this is a definite pick.

Gameplay:

This retro feel continues heavily into the gameplay which, for the most part, is a standard old school point and click where you move your arrow around the screen until you find something you can click on and you do and see what happens.  You do the same thing with your inventory items, sometimes separating an item, some times dragging them together.  Anyone who has played a point and click adventure will find this all the same as it was two decades ago.  The twist in the game is the use of long term and short term memory.  During conversation or examining things subjects will automatically pop into long term memory to the character you are playing.  This can be dragged down to the conversation bar or interact with the short term memory items which consists of items in you inventory you think might be important and you drag into the short term memory.

So maybe you pick up a coin next to another character.  That character sees it and it triggers a long term memory.  You can drag that down to the conversation bar and discuss it or you can drag it to short term memory and see if it helps triggering more long term memories.  It sounds complicated but really is based pretty much on the same principle of items in your inventory interacting or being dragged down to interact with your environment.  The items just have more locations to interact with and you have two more “inventories.”  It is obvious though they wanted us to remember the old days they also wanted to improve on a system that hasn’t changed much over the years.  It would not surprise me if this wound up becoming the new standard for these type of games if enough people take notice of it, the curse and blessing of an indie game is how easy it is for the mainstream to overlook it.

Last Call:

It is hard to talk about the game much without giving away plot.  It mostly plays and looks like an old school game with the exception of new innovations in the “inventories” and the fact that you can create your own timeline to a certain degree.  If you like the old school point and click play or you are curious about the new additions to it this game is an absolute steal at $8.99.

[stream provider=youtube flv=http%3A//www.youtube.com/watch%3Fv%3DFM0NbDq10GA%26feature%3Dplayer_embedded img=x:/img.youtube.com/vi/FM0NbDq10GA/0.jpg embed=false share=false width=640 height=360 dock=true controlbar=over bandwidth=high autostart=false /]

Happy 4th of July!

Just wanted to wish everyone in the United States a Happy 4th of July and best wishes for your holiday plans and fireworks watching!

Higgs Boson Discovery

Geneva, 4 July 2012. At a seminar held at CERN1 today as a curtain raiser to the year’s major particle physics conference, ICHEP2012 in Melbourne, the ATLAS and CMS experiments presented their latest preliminary results in the search for the long sought Higgs particle. Both experiments observe a new particle in the mass region around 125-126 GeV.

“We observe in our data clear signs of a new particle, at the level of 5 sigma, in the mass region around 126 GeV. The outstanding performance of the LHC and ATLAS and the huge efforts of many people have brought us to this exciting stage,” said ATLAS experiment spokesperson Fabiola Gianotti, “but a little more time is needed to prepare these results for publication.”

“The results are preliminary but the 5 sigma signal at around 125 GeV we’re seeing is dramatic. This is indeed a new particle. We know it must be a boson and it’s the heaviest boson ever found,” said CMS experiment spokesperson Joe Incandela. “The implications are very significant and it is precisely for this reason that we must be extremely diligent in all of our studies and cross-checks.”

“It’s hard not to get excited by these results,” said CERN Research Director Sergio Bertolucci. ” We stated last year that in 2012 we would either find a new Higgs-like particle or exclude the existence of the Standard Model Higgs. With all the necessary caution, it looks to me that we are at a branching point: the observation of this new particle indicates the path for the future towards a more detailed understanding of what we’re seeing in the data.”

The results presented today are labelled preliminary. They are based on data collected in 2011 and 2012, with the 2012 data still under analysis. Publication of the analyses shown today is expected around the end of July. A more complete picture of today’s observations will emerge later this year after the LHC provides the experiments with more data.

The next step will be to determine the precise nature of the particle and its significance for our understanding of the universe. Are its properties as expected for the long-sought Higgs boson, the final missing ingredient in the Standard Model of particle physics? Or is it something more exotic? The Standard Model describes the fundamental particles from which we, and every visible thing in the universe, are made, and the forces acting between them. All the matter that we can see, however, appears to be no more than about 4% of the total. A more exotic version of the Higgs particle could be a bridge to understanding the 96% of the universe that remains obscure.

“We have reached a milestone in our understanding of nature,” said CERN Director General Rolf Heuer. “The discovery of a particle consistent with the Higgs boson opens the way to more detailed studies, requiring larger statistics, which will pin down the new particle’s properties, and is likely to shed light on other mysteries of our universe.”

Positive identification of the new particle’s characteristics will take considerable time and data. But whatever form the Higgs particle takes, our knowledge of the fundamental structure of matter is about to take a major step forward.

SEGA Announces Total War: Rome II

SAN FRANCISCO & LONDON – July 2, 2012 – SEGA® of America, Inc. and SEGA® Europe, Ltd. today announced that The Creative Assembly, creator of the multi award-winning Total War™ series of PC strategy games, is currently developing Total War: Rome II™ for PC.

Encompassing one of the best-known periods in world history, Total War: Rome II will combine the most expansive turn-based campaign and the largest, most cinematic real-time battles yet seen in any game.

Total War: Rome II will sink players into the dangerous political machinations of Rome’s senate, while asking them to struggle with family dilemmas and question the loyalty of ‘friends’ and allies. Leading the greatest army ever seen into battle will be just one challenge players will face at the head of the world’s first superpower.

Will they help forge an empire? Restore the Republic? Or grasp the reins of power for themselves, and assume the hated title of tyrant? Who will they conquer? Who will they betray? Who will they sacrifice?

How far will they go for Rome?

“Our games have always encompassed a grand vision, said Mike Simpson, Creative Director. “But we’re now pushing that vision at both ends of the spectrum. From the immense reach of the sandbox campaign right down to the human-level drama of a single warrior on the battlefield, we’re aiming for an unprecedented level of detail and scale”.

“In our 25th year of games development, it feels fitting to return to our most critically acclaimed era,” continued Rob Bartholomew, Brand Director. “There’s been a multi-generational leap in technology since the original game and we are ready to set another benchmark in gaming.”

Total War: Rome II is due for release in 2013. For more information, and to view the Rome II announcement trailer, visit www.totalwar.com/romeII.

Screenshots

SCEA Purchases Gakai for 380 Million

Tokyo, July 2, 2012 – Sony Computer Entertainment (SCE) today announced that it entered into a definitive agreement on June 30, 2012 (Japan Time) to acquire Gaikai Inc., the world’s leading interactive cloud-based gaming company, for approximately USD 380 million. Through the acquisition, SCE will establish a new cloud service, ensuring that it continues to provide users with truly innovative and immersive interactive entertainment experiences.

“By combining Gaikai’s resources including its technological strength and engineering talent with SCE’s extensive game platform knowledge and experience, SCE will provide users with unparalleled cloud entertainment experiences,” said Andrew House, President and Group CEO of Sony Computer Entertainment Inc. “SCE will deliver a world-class cloud-streaming service that allows users to instantly enjoy a broad array of content ranging from immersive core games with rich graphics to casual content anytime, anywhere on a variety of internet-connected devices.”

“SCE has built an incredible brand with PlayStation and has earned the respect of countless millions of gamers worldwide,” said David Perry, CEO of Gaikai Inc., “We’re honored to be able to help SCE rapidly harness the power of the interactive cloud and to continue to grow their ecosystem, to empower developers with new capabilities, to dramatically improve the reach of exciting content and to bring breathtaking new experiences to users worldwide.”

Established in 2008 and headquartered in Aliso Viejo, California, Gaikai has developed the highest quality, fastest interactive cloud-streaming platform in the world that enables the

streaming of quality games to a wide variety of devices via the internet. With this acquisition, SCE will establish a cloud service and expand its network business by taking full advantage of Gaikai’s revolutionary technology and infrastructure including data centers servicing dozens of countries and key partners around the world.

The transaction is subject to certain regulatory approvals and customary closing conditions.

SCE will continue to aggressively expand a new world of entertainment through the introduction of innovative technologies and the delivery of amazing experiences.

Ni no Kuni: Wrath of the White Witch – Wizard’s Edition Announced

SAN JOSE, Calif., (June 29, 2012) – Leading video game publisher and developer NAMCO BANDAI Games America Inc. today announced that it will be releasing a limited-run Ni no Kuni: Wrath of the White Witch – Wizard’s Edition alongside the standard version of the game on January 22, 2013 in North America exclusively for the PlayStation®3 computer entertainment system.  Ni no Kuni: Wrath of the White Witch, an epic tale of a boy name Oliver travelling between two worlds on a quest to save his mother, is developed by the critically acclaimed Japanese development studio, LEVEL-5. The game features animations and cut-scenes produced and supervised by the legendary Japanese animation company, Studio Ghibli, and features music scored by the world-renowned composer Joe Hisaishi.

The Ni no Kuni: Wrath of the White Witch – Wizard’s Edition will include a 300+ page hardback physical copy of the Wizard’s Companion, the spellbook Oliver uses throughout his journey in the game.  The full-color Wizard’s Companion contains a bestiary of all the creatures found in the game along with in-depth item descriptions, spells and history of the other world.  The limited-run Wizard’s Edition will also contain a plush doll of Drippy, Oliver’s guide through his adventures, as well as exclusive “golden mite” and “golden drongo” DLC familiars.  The Ni no Kuni: Wrath of the White Witch – Wizard’s Edition has a MSRP of $99.99 and is available for pre-order now, exclusively at www.clubNAMCO.com for a limited time.

Garnering over a dozen BEST RPG of E3 2012 award nominations and winner of GameTrailer.com’s BEST RPG of E3 2012 award, Ni no Kuni: Wrath of the White Witch is a heart-warming tale of a young boy named Oliver, who embarks on a journey into another world to become a wizard in an attempt to bring his mother back from the dead. Along the way Oliver makes new friends and tames many of the wonderful creatures that inhabit the world, raising them to battle other creatures on his behalf as he takes on formidable enemies.

Ni no Kuni: Wrath of the White Witch will be available January 22, 2013 in North America and will include both English and Japanese voiceovers. For more information about Ni no Kuni: Wrath of the White Witch, please visit: http://www.namcobandaigames.com.  To pre-order your copy of Ni no Kuni: Wrath of the White Witch – Wizard’s Edition, please visit; http://www.clubNAMCO.com.

Death Rally PC Screenshots

HELSINKI, FINLAND (June 29, 2012) Death Rally, the critically-acclaimed, classic, top-down action racing game, will be returning to PCs on August 3. Death Rally, already a smashing success on mobile platforms, has now been entirely rebuilt for PC – including incredible graphics and beautiful art shining through its new rendering engine. Camera and controls have been fully optimized for PC and career mode has been improved by unifying the single player and multiplayer progress. The PC version also includes new features such as the new track “Savo” and a return of the “Shadow Man”, a familiar figure from the original Death Rally.

Originally released on PC in 1996, Death Rally has since been adapted for mobile platforms, where it’s surpassed 11 million downloads and 110 million play sessions. On bringing Death Rally back to PC gamers, Matias Myllyrinne, CEO at Remedy, said “Our PC fans have been clamoring for Death Rally and it’s time we finally bring it there. It’s been fantastic getting the game back to PC with the help of our development partners, Mountain Sheep and Cornfox & Bros.; Death Rally has come full circle now.”

Death Rally hits Steam August 3, 2012 for $9.99.

Death Rally is an action-packed, completely chaotic, destructive racing game with guns, gasoline and explosions! It has a lengthy career mode and global multiplayer mayhem. Death Rally is also available for the iPhone, iPad, iPod Touch and Android.

For more Death Rally information, follow us on Facebook and Twitter: www.facebook.com/deathrally and www.twitter.com/remedygames

Screenshots

New Of Orcs and Men Screenshots

Cyanide Studio has unleashed some new screenshots from its upcoming Of Orcs and Men – Enjoy!

Screenshots

Tiny And Big: Grandpa’s Leftovers Review (PC/GOG.COM)

I know that with a name like Tiny And Big: Grandpa’s Leftovers you expect a hardcore game with over the top shooter action probably produced by Sony for several million dollars.  You are wrong sir!  Or madam!  This is an indie game release from Black Pants Game Studio that made has already won a bunch of awards and deserves every one of them.  This is one of those rare occasions where I really gush over a game because I think it is a defining example of what an indie game can bring that rivals the big name companies.

Story Time Kids!:

The legend unfolds with Tiny racing across the desert with his trusty companion The Radio and a robot driver in Robot Taxi’s Taxey in search of Tiny’s mean big brother Big who stole an ancient artifact given to Tiny by their grandpa for safe keeping.  The artifact is some tighty not-so-whitey crusty underwear which are worn on the head and give the wearer great powers!  This is all discovered in the first few minutes of the game so no need for a spoiler alert.  Tiny is preparing for the confrontation with his brother by practicing on his Reality Boy game system when HIT! the taxey is wiped out and the journey begins in earnest to catch the daunting and deadly older sibling and save the world!

Graphics And Audio:

Normally I talk graphics and audio at the end of the review but I just have to address them now.  They are terrific and amazing in their stylized fun.  They set the mood for the game as much as the introductory storyline and the concept art matches the actual game graphics so well that it looks like they were just copied exactly whereas the concept art on most games is usually far more detailed than the final results.

I ran around my little sandbox plenty of the time just to take in the sights.  It screams indie, comic books, even a little Borderlands in a playful way.  The fun doesn’t stop there either.  Instead of just a couple songs here and there composed as background music they loaded the game with a whole album worth of indie bands and made it so that you find the songs on cassette tapes throughout the game.  While writing this review I have already listened to one of the songs on YouTube a half dozen times.  The sound effects are good and match the action perfectly and the visual interpretations of the sounds look straight out of old Batman episodes but far more creative.

Gameplay:

You cruise along behind Tiny as he uses his gadgets to solve puzzles and playfully destroy his sandbox environment.  His main weapons are a laser, a grappling hook and a remote grasping rocket claw.  So basically you can push directly, push and pull from distances and cut things up.

This sounds like a fairly basic amount of powers to have at your disposal but you quickly realize how diverse the options it gives you can be.  For example say you need something from the top of that rock pillar above. You could push and pull rocks and debris over to create a set of stairs to jump up to get the item or you can use your laser and just cut the the pillar down and retrieve the item on the ground.  Just about every puzzle has more than one way to solve it and some require some seriously creative thinking to figure out one of the ways.  In this game like many trying something creative can get you killed but luckily that just means you try again from the last save point which generally isn’t too far back.

As if the puzzles aren’t tempting death enough your egomaniacal brother Big is also trying to slow you down/kill you off so that he can make sure no one can take those ancient undies and their power away from him and stop him from ruling the world.  He also taunts you more than a Frenchman with an outrageous accent at the top of a castle wall.  At one point the game gets a bit more challenging as you have to use your laser to cut rocks in half in mid air so Big can’t squish you with them, practice makes perfect with this and failure means you are squished and just have to try again.

Personally I would be tempted to let him keep the undies and take my buddy The Radio to the store and buy a fresh pair but Tiny isn’t so easily discouraged.  Plus using the laser and rocket claw are so much fun there is generally very little  environment left in his wake and the time flies by.  Did I mention you crush weird black creatures that live in holes?  No?  Well you do that too with pieces of the environment.  All this is done with an excellent physics engine they built themselves that makes just about everything move or be destroyed exactly how you imagined it.

But I Want More!:

If there is any complaint I have with the game it would only be that it is short.  On their website Black Pants Game Studio put (Episode One) after the name of the game which I hope means that this is just the first installment of many more to come.  Also since the game has so many ways to solve puzzles and hidden things it is a definite replay.

Last Call:

If you read any of this article you can tell I really love the game, the only thing that can compete with the game itself is the price of $9.99 on GOG.com and comes with wallpapers, avatars, music track, artbook, poster and a map.  This game is a total brain teaser to play and a no brainer to buy.  Show the Bigs of the world that the Tinys can save the day just as well as they can.

Here is a music video for one of the songs with special animation made by the developers!

[stream provider=youtube flv=http%3A//www.youtube.com/watch%3Fv%3DYEdqT8Kk4Mc%26feature%3Dplayer_embedded img=x:/img.youtube.com/vi/YEdqT8Kk4Mc/0.jpg embed=false share=false width=640 height=360 dock=true controlbar=over bandwidth=high autostart=false /]