Archive - 2012

Ship Simulator Extremes Review (PC/Steam)

Our Editor-In-Chief is a rabid simulator fan, he has a cockpit in his house because he can’t play a flight simulator without a cockpit.  True story!  So when he let this one go to me I knew it was a painful choice for him but he knew a bit about my youth.  I grew up on fishing boats since I was six years old (mostly purse netters), learn to helm them by the time I was eight, and spent about 12 years on them as mostly crew but occasionally at the helm.  So I learned that taking a boat out is a slow process, steering a boat is as much about the feel of the wheel as it is the compass and for every interesting few minutes of fishing there is tedious work to be done getting there and getting back.  So I went into this game very excited about it, expecting a bit of the nostalgia I had been listening to “Downeaster Alexa” by Billy Joel because “I was a bait man like my father was before, but you can’t make a living as a bait man anymore.”  In some ways I got just that and others I just ran into the trappings of a video game, something you really want to avoid in a simulator.

The Features:

Ever wonder how it feels to sail a half-million-ton supertanker through the perfect storm? To take on illegal whale hunters in the Antarctic? Or to feel the rush of being part of the Coast Guard as you evacuate a cruise liner in distress? Ship Simulator Extremes has players take on exciting missions all over the world as they pilot an impressive array of vessels and live the stories of real ship captains. With missions based on actual events in realistic environments at locations all over the world, the new Ship Simulator game is sure to take you to extremes!

Key Features:

  • From the very hot to the very cold, sail to the most enchanted regions in the world. Explore the Antarctic or take in beautiful Bora Bora. Includes famous harbors and locations from around the world.
  • Wide range of vessels to captain, including hovercraft, Coast Guard interceptors, mammoth tankers, tugs, cruise liners, and many others.
  • Includes exciting storylines and missions from all over the world.
  • Save the environment campaign: sail famous Greenpeace ships and take on ecological missions based on real events!
  • Realistic water and weather system. Sail calm waters or take on the most extreme weather ever witnessed at sea.
  • Online multiplayer mode. Sail online with your friends.

Gameplay:

Ok That all sounds pretty dang sweet and exciting doesn’t it?  I read that and I was pumped, not only would I have a chance to helm ships like I did in the old days I would actually get to fight ecological disasters with Greenpeace while keeping my feet dry?  Sign me up!  So I dove into the Campaign and was immediately, well, lost at sea.  The controls appeared to be point and click which at first I liked because moving the mouse was very similar to steering a ship, you had to push up on the power lever and move side to side with your mouse for the wheel and the controls required finesse which most people who have only plowed waves in a speedboat don’t often understand.  You turn the wheel a bit and you wait for the ship to react.  You speed up a bit and then checked your speed for maneuverability.  This the game had down perfect, even the larger the ship the harder to control aspect was solid.

The problem came when you were in situations where you really needed to crank the wheel to make a heavy course correction.  The wheel would at first turn that way then the graphic elements of the wheel would start jumping and the wheel would suddenly be turned in the opposite direction.  This happened in the case of collisions and was very understandable then but sometimes when reading a waypoint wrong and making a sharp correction in clear water it would do the same or when even trying to make a subtle adjustment trying to maintain a position to complete a mission.  There was a solution to the whole problem which I discovered, using the arrow keys.  The sad problem with that is the feel of a simulator is immediately lost and it just becomes about holding a couple arrow keys then using the mouse on occasion.  I tried to use a game controller hoping for at least a little more interactivity but the game is not compatible.  I don’t have a helm controller which may work wonderful with it, or my fear is it may not.

Getting past the controls the Campaign has no learning curve and you are just tossed in the game without a tutorial.  To do the tutorial, which is lengthy and rather in depth for the different ships you will have to steer you need to go to single missions and look at the bottom of the list.  It still doesn’t explain everything but hovering over the different buttons on your HUD will help you find just about everything you need to know.  The first mission of the first section of the campaign is Greenpeace, which is one of the more exciting looking missions.  The problem is they mostly consist of going to where there are wrongdoers, positioning yourself at a certain spot for a certain amount of time then going back to port.  So you pull your ship out, spend several minutes getting to the location, hold in place or course for a given amount of time then spend several minutes going back to port.  So the most realistic part of the simulation is how boring/calming it is getting to and from the needed work.

This seem to be a running element throughout the game, several minutes of just full speed, maintaining course followed by a few moments of actual interesting work.  During one of the cruise ship missions I had to make numerous course corrections, understand the speed the ship could maneuver at to get it out of one harbor to meet a boat for a minute or so then cruise to another port, meet a boat then maneuver through the port.  Not counting restarts from frequent save points the mission took two hours at least 20 minutes of which I was able to lock down the throttle, set my course and go get a snack from the kitchen.  When I was at the computer I was primarily hitting the three arrow keys (reverse in any ship larger than a pontoon is a sign that disaster has already struck).  The game really does take steps to help pass this time by having camera mode so you can take pictures of passing scenery or of the ship and you have three viewing options while sailing (third person, helmsman and crew hand) which try to help mix up the experience but these only seem interesting for so long and when in the harbors where the more interesting scenery is you have to constantly be handling the arrow keys for course and speed adjustments.

The only other concern with gameplay is that sometimes the AI doesn’t understand the common necessity of the games physics.  Here is a good example of what I mean: You are the captain of a cruise ship and you have the former captain onboard ill and you need to meet with a runner boat to get him to shore, the runner boat will meet you at a location just before leaving port.  So you maneuver through the port in a vessel that makes a double trailer semi look like a Lamborghini maneuverability wise and the ship stops at a location in front of you.  If you are going slow enough you kill the engines and hope to stop in place, if you are going too fast you throw the engines into reverse, wait the time and then try slowing down.  All this while trying to make the subtle course corrections to hit the vicinity of the smaller vessel.  I was pretty proud of how close I got but the vessel didn’t close the distance between us.  In fact it just sat there on the water, cutting bait.  I had to launch a raft, go to the small boat and tow it over to right next to the ship in just the right spot for a countdown to begin completing that part of the mission.  I then cruise on only to have the same issue with a pilot boat in the next harbor.  It isn’t maritime law but it is a general given that when two vessels intercept the smaller vessel makes approach on the larger vessel.  More maneuverability. more motion control.  We used to bait boats at sea on a regular basis and the only time we made approach was when the ship was bigger.  The AI should have approached the larger boat when it stopped or entered the rendezvous area or the smaller ship should have been given to player control.  Towing a pilot boat to your ship is just plain silly.

Ok now that I seem to have gone through a rant about the issues I really do need to point out the features that work right.  The physics are incredibly spot making the gameplay very realistic.  If a person isn’t used to the physics of a ship at sea they will be frustrated at first but after playing this game they will actually have a fairly accurate idea of what it is like.  I wouldn’t go out and immediately take the captain’s test (you need to learn your maritime law first) but in the case of an emergency they could learn enough to get a ship back to dock or at least a pilot or tugboat.  The helmsman view is very accurate as well and I spent a lot of my gameplay time in the wheelhouse with the instruments displayed in front of me using them as my guide as well as my view from there, usually only coming out of that view to dock.  With the exception of the control issues mentioned above all the other controls and menus had excellent reaction time and everything you need to get the job done is there.  When it comes down to the gameplay simulating real life basic ship experience this game is spot on.

Graphics And Audio:

Like many simulators the details are in place but may not be as graphically detailed as they could be as a tradeoff for the physics.  You have your instruments displayed well and clear but the counter they sit on doesn’t have a detailed realistic look anymore than the sights on shore.  The details of the water though are spot on as well which is where the ocean experience is important because how a ship cuts the water and the waves break on it’s side can be crucial for negotiating the waters and in some cases staying afloat.  So the graphics are as good as most simulators and are very good in crucial elements.  The audio is excellent and truly adds to the feeling of a real ship.  When in third person behind the ship you hear the loud noise of the engine, when you are off to the side third person you hear the water and gulls.  In the wheelhouse you hear the constant squawk of the radio, a sound that if you are sleeping behind the helmsman can actually become comforting to the point that after a while at sea you need to listen to television or radio to go to sleep because you are used to constant chatter.  And as a crewman or cameraman you hear wherever you are on the ship the noises appropriate which must have taken a while to get done well all itself.

Multiplayer, Single Mission, Free Play And Community Maps:

The game has a multiplayer element that allows you to go and sail with your friends which let’s face it can take a game that is getting a bit boring and breath new life into it.  So can Single Missions and Free Play which enable you to just jump in the game and play it a bit from time to time when you are too busy or tight on time to play a campaign.  I always look for these features in a game because as a reviewer sometimes it is hard to find time to get back to a game I like so this gives a nice option.  An even better addition is a mission editor which this game also has allowing players to design maps and mission making it so that in theory this game could never stop having new content.  Plus there are DLCs and extra ships being released regularly!

Last Call:

This game is truly for an extreme simulator fan or someone who has spent quite a bit of time at sea.  There are slow times that can be pretty long like real life and the game has a few issues that need to be worked around to get the most out of it.  If you commit to it though it can be a rewarding and in many ways very realistic experience.  And with the core game being $19.99 and the collection being $29.99 this is a game that can give affordable play as vast as the seas themselves.

Classic Gaming Showcase #6 Golden Axe II (PC/MicroConsole/Sega/OnLive)

Golden Axe II was definitely a sign of its time and did things right and wrong which video game sequels today tend to do even though this is a history lesson over two decades old.  Golden Axe was a huge success, even more so on the console than on the standup arcade game so the decision was made to get it out on console first, then work out all the logistics of the arcade version.  It makes sense, the software is written and stuck on a cartridge then sent out to Genesis players without having to worry about motherboards, standup displays and monitors.  They could rush it out, have it on the market and work out the arcade version later.  So they did and it didn’t do so hot.  Some players of the time probably don’t even remember there was a sequel that came out in 1991 and those that remember might wish they had forgot.  It isn’t a bad game, don’t get me wrong, it does have some solid play value.  The problem is that it suffers what many game sequels do: it feels too much like you are playing the original game to warrant a new one.

Storyline:

Evil forces are back and they claim Golden Axe again causing our three adventurers from the first game to take on mostly the same minions from the first game in a battle to get Yuria free again.  If you didn’t play the first game that was fine, this is essentially a rehashed plot without a twist that occurred in the first because, well, the twist already happened.  This was a failing of the sequel and many sequels both in games and movies since, they didn’t come up with a new story so the story didn’t really matter.

Gameplay:

Gameplay is just like other games on the Sega Genesis and the original Golden Axe so there is no learning curve if you are familiar with either or both.  Directionals on the keyboard or OnLive controller combined with three assigned buttons for battle.  One is dedicated to magic potion attacks, one is for weapon attack and the last is for jumping.  A combination of hitting and jumping can give you a jumping strike or if you hit the buttons both at the same time you can do a special class combo and each of the classes which are the same from the first: warrior, amazon and barbarian have their own combo attack as well as their own magic attack.  In the previous game I favored the barbarian’s magic attack but in this one the amazon’s magic stands out above the rest with its fiery phoenix.  Strategy is a little more key in this one than in the previous since besides high ground there are also falls that can happen if you line your enemy up just right during battle.  Just like the first one it is good to save potions for bosses, heavy attacks or resetting your location after death and I can’t recommend enough using the four save slots that come with the Sega Gaming Classics on OnLive which allow you to save anywhere so if you are doing particularly good or know there is a particularly rough spot ahead make sure to save!  There were some concerns when the game came out that the game was easier to beat than the original, setting it to “challenging” gives you the similar difficulty but I found if you use proper strategy this game is much easier.

Graphics/Sound:

The graphics in this game are VERY superior to the first, I don’t use all caps lightly.  This is something they really got right, everything is more detailed and honestly kicks the crap out of many indie companies of today.  Every aspect of the game looks better, though unfortunately they used the same tricks to improve them that they did in the first game to make them that good.  You fight the same minions a lot, some taken directly from the first game.  So a minion has a fist weapon instead of a mace, the other one has the same club and they both look just like more detailed versions of the first game’s enemies.  The characters are the same from the first game too, just more detailed (especially the amazon’s boobs) so that once again people who bought it at the time wondered if it was worth the money they plunked out.  Also the sound actually seemed a bit better in the first, though it is possible it was the exact same quality but gets so out shined by the graphics that it just seems worse.  It really fell into the sequel trap: if the graphics are better but the sound, story and characters are basically the same then is it worth it?  Of course in this case it is part of the same PlayPack as the first so it definitely IS worth it because it doesn’t cost you any more money, it just gives you more playtime of the game.  Plus the new rideables in this game I think are a lot more fun to ride and more challenging to dismount.

Last Call:

I mentioned to someone that I was reviewing this game and they said, “There was a sequel?” even though they were a heavy Genesis player at the time it came out.  It isn’t a bad game, I totally recommend playing it especially as part of OnLive’s $9.99 PlayPack which comes with over 200 other games as well so if you get bored you can play a different one.  So when you consider how many games there are it costs 1/2 of a penny to play a month, pretty good deal I think.  If you still aren’t sure you can always go to http://www.onlive.com/promote where you can demo just about every game that OnLive has to offer.

Dishonored E3 Walkthrough Videos Released

We got the chance to checkout Bethesda Softworks and Arkane Studios upcoming Dishonored in a behind closed doors demo at E3 this year. Now, the developers have released videos of the demo we saw to the public – enjoy!

Walkthrough Part 1 (Violence)

Walkthrough Part 2 (Stealth)

Radical Entertainment Gets Major Staff Reduction

Looks like another talented studio is on the verge of being shutdown. Activision has laid off a major portion of Prototype developer, Radical Entertainment, staff. When reached for comment, Activision released the following statement:

Although we made a substantial investment in the Prototype IP, it did not find a broad commercial audience. Radical is a very talented team of developers, however, we have explored various options for the studio, including a potential sale of the business, and have made a difficult conclusion through the consultation process that the only remaining option is a significant reduction in staff. As such, some employees will remain working for Radical Entertainment supporting other existing Activision Publishing projects, but the studio will cease development of its own games going forward.

The developer has since informed media sites that the upcoming PC version of Prototype 2 will not be affected by these layoffs. We wish all those affected the best in the future.

Guild Wars 2 Official Launch Date

SEATTLE – June 28, 2012: NCsoft®, the world’s premier publisher and developer of massively multiplayer online games (MMOs), and ArenaNet™, developer of the renowned Guild Wars franchise, today announce that Guild Wars 2, the most anticipated game of 2012, will launch in both Europe and North America on August 28, 2012.

Building on sales of more than seven million units of the original game, Guild Wars 2 redefines massively multiplayer online roleplaying games with visceral, action-oriented combat; a gorgeous, living world full of constantly evolving dynamic events; customizable personal storylines that are unique to each player; intense Player vs. Player combat between small teams or massive armies; and most importantly, a shared online world where players work together as allies instead of as rivals — all with no monthly subscription fee.

“We’re offering gamers an experience that delivers on the promise of online gaming with a truly social experience in an immense, shared world,” said Mike O’Brien, president and co-founder of ArenaNet. “After five years of creation, development, and polish, announcing the launch date of Guild Wars 2 is a huge milestone for us, but the thing we’re most looking forward to is seeing gamers from all over the globe explore this world and begin creating their own stories.”

As they prepare for launch, ArenaNet will focus on polishing Guild Wars 2 to ensure the highest quality experience on launch day, which includes hosting a final Beta Weekend Event July 20-22, 2012.

For more information about the Beta Weekend Event and how to pre-purchase Guild Wars 2, visit www.guildwars2.com.

NBA 2K13 Dynasty Edition Announced

New York, NY – June 28, 2012 – 2K Sports today announced that the NBA® 2K13 Dynasty Edition will be available on October 2, 2012 for $99.99 on the Xbox 360® video game and entertainment system from Microsoft and PlayStation®3 computer entertainment system. Limited quantities of the Dynasty Edition are being produced and fans are encouraged to pre-order at participating retailers.

In addition to a full retail copy of NBA 2K13 – the next installment of the top-rated and top-selling NBA video game simulation franchise* – the Dynasty Edition will include the all-new downloadable NBA 2K13 All-Star add-on content presented by Sprite, an exclusive NBA 2K13 full-sized basketball from Spalding® and Art of Basketball, exclusive 2K Sports Ink’d earbuds from Skullcandy, and an NBA 2K13 basketball textured controller skin from Skinit.

“With this special edition package, we want to give something meaningful to our great fans,” said Jason Argent, vice president of marketing for 2K Sports. “This is an awesome deal that is sure to please fans, and will become a must-have item while supplies last.”

NBA 2K13 is the follow-up to NBA 2K12, which has sold-in over 5 million units worldwide and won more than 25 Sports Game of the Year awards from outlets including Gamespot, Sports Illustrated and the Spike Video Game Awards.

NBA 2K13 is being developed by Visual Concepts, a 2K Sports studio. NBA 2K13 and the NBA 2K13 Dynasty Edition will be available on October 2, 2012 in North America and October 5, 2012 internationally. NBA 2K13 is not yet rated by the ESRB.

To preorder NBA 2K13 Dynasty Edition, visit http://2kgam.es/BuyNBA2K13.

For more information on 2K Sports, visit www.2KSports.com.

For more information on NBA 2K13, visit http://www.facebook.com/NBA2K.

2K Sports is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

*According to 2008 – 2012 Gamerankings.com and The NPD Group estimates of U.S. retail video game sales through May 2012.

Firefly 10th Anniversary Comic-Con Panel Announced

(SILVER SPRING, MD) – SCIENCE today announced that it will converge on the world’s leading comics and pop culture convention with three exclusive panels at this year’s Comic-Con International: San Diego (Comic-Con), taking place July 12-15. Headlined by the 10-year anniversary panel for the cult sensation FIREFLY, the network’s first appearance at the event features a star-studded lineup of top talent, producers and never-before-seen footage, along with numerous buzz-worthy surprises. SCIENCE will burst onto the scene at this year’s Comic-Con providing the ultimate signature experience that fans won’t soon forget, with additional presentations for DARK MATTERS: TWISTED BUT TRUE and STUFF YOU SHOULD KNOW. FRINGE, which will make its SCIENCE debut on November 20, also will feature a panel on Sunday, July 15.

For the first time ever, SCIENCE will bring together the cast from the beloved but short-lived series, FIREFLY. Captain Mal and his team will descend upon San Diego 10 years after the sci-fi western first hit airwaves and triggered a fanatical following. Since making its debut on SCIENCE in 2011, FIREFLY has become an audience favorite, attracting an army of both new and veteran Browncoats to the network. Join creator, executive producer and writer Joss Whedon, alongside fellow executive producer and writer Tim Minear, and cast members Nathan Fillion, Alan Tudyk, Adam Baldwin, Sean Maher, Michael Fairman and the rest of the crew of Serenity for one of this year’s the most anticipated panels on Friday, July 13, at 12:30 PM (PT).

Friday evening at 7:15 PM (PT), John Noble (FRINGE) and the creators of SCIENCE’s hit series DARK MATTERS: TWISTED BUT TRUE will unveil shocking never-before-seen footage from the show’s second season. Join host Noble, the series’ executive producer and a featured scientific historian as SCIENCE offers a sneak peak at forbidden research records from the most shocking studies ever executed. Featuring gruesome lobotomy experiments, controversial CIA mind-control studies and accounts of live human transplants, the all-new season shows that science fact can be stranger—and sometimes more entertaining—than science fiction. Noble also will be signing limited edition DARK MATTERS Comic-Con posters at his autograph session for those brave enough to question everything. DARK MATTERS: TWISTED BUT TRUE season two premieres Saturday, July 14, at 10 PM (ET/PT). This is just the beginning of Noble’s Comic-Con conquest, as he will appear alongside the cast of the FRINGE at the Warner Bros. featured panel on Sunday, June 15. FRINGE makes its cable debut on SCIENCE on November 20 at 8 PM (ET/PT).

Finally, everyone’s favorite genius generalists Josh Clark and Chuck Bryant make their freshman Comic-Con appearance to record a live edition of their top-10 downloaded HowStuffWorks podcast. Josh and Chuck will lead Comic-Con’s fans in the 360-degree discussion Time Travel: Science Fact or Science Fiction? With surprise guests and exclusive giveaways, the guys also will reveal hidden scenes from their upcoming SCIENCE series STUFF YOU SHOULD KNOW, premiering in January 2013.

“As a network, SCIENCE has one foot in the planetarium and the other in Comic-Con. This venue is the Mecca for creativity and inspiration that can spark a great work of art or the next scientific breakthrough,” said Debbie Adler Myers, general manager and executive vice president for SCIENCE. “From Joss, Nathan and our amazing FIREFLY panel, to John Noble and DARK MATTERS, to Josh and Chuck; our panels reflect the programming on SCIENCE—totally diverse but all whip-smart, hugely entertaining, lean-forward television.”

“We are very excited to welcome SCIENCE to the Comic-Con International family,” commented David Glanzer, director of marketing and public relations for Comic-Con. “They have some of the most-anticipated panels at this year’s event and we know they won’t disappoint the legion of fans that come from all over the world to experience the phenomena that is Comic-Con.”

For more information on this year’s lineup, please visit: SCIENCECHANNEL.com and Comic- Con International: San Diego 2012 at http://www.comic-con.org/cci/.

Max Payne 3 Local Justice DLC Pack Coming July 3rd

The Local Justice Pack, the first downloadable content pack for Max Payne 3, will be available on July 3rd for PlayStation 3 and Xbox 360, with the PC version launching on July 17th. This pack includes three new maps for Max Payne 3 Multiplayer featuring areas from the game’s intense final chapters, plus a new weapon, a new item, a new multiplayer faction and associated new Achievements, Trophies or Social Club accomplishments.

  • • 55th Battalion HQ map for all game modes
  • • The Imperial Palace/Departure Lounge maps for Deathmatch, Team Deathmatch and Payne Killer
  • • Light Fingers Item for faster looting
  • • M4 Assault Rifle with attachments
  • • São Paulo Police Faction with related avatar customization options

Since the Local Justice Pack was originally announced to release in June, we’re making it available during launch week for a discounted price of 480 Microsoft Points (Xbox LIVE) or $5.99 on PSN and PC as a show of appreciation for your patience, after which point it will return to its normal price of 640 Microsoft Points (Xbox LIVE) or $7.99 on PSN and PC. Of course, if you purchased the Max Payne 3 Rockstar Pass you’ll receive the pack free of charge. The Rockstar Pass is currently available for 2400 Microsoft Points (Xbox LIVE) or $29.99 on PSN and PC.

Additionally on July 3rd, all pre-order and retail DLC will be available for purchase on Xbox LIVE and PSN (and free of charge for those of you who have purchased the Rockstar Pass), which includes the following:

  • • Cemetery Map: 160 MSFT Points / $1.99 PSN
  • • Silent Killer Loadout Pack: 160 MSFT Points / $1.99 PSN
  • • Pill Bottle Item: 80 MSFT Points / $0.99 PSN
  • • Deadly Force Burst: 80 MSFT Points / $0.99 PSN
  • • Classic Max Payne Character: 80 MSFT Points / $0.99 PSN

PC players will also be able to get the pre-order and retail DLC on July 17th when the Local Justice Pack launches for PC.