Author - Jerry Paxton

Tomb Raider Preview from E3 2011

While zipping back and forth between behind closed-doors E3 demos at the Square Enix booth, I happened by the room showcasing Tomb Raider – the upcoming reboot of the platforming franchise which started back in 1996. When the demo room opened up for the next group of media personnel, I made my eager way in and took a seat for what was to be a very intense experience.

The developers walked us through some of the gameplay sequences seen in the E3 trailer for the game – Lara waking up after surviving a shipwreck and escaping an underground tunnel system with a gaping wound in her side. What struck me most of all was just how dark and gritty the overall look and feel of the game was. Lara is beautifully rendered and the motion capture work is incredible in her movements and facial expressions. The entire thing almost felt like we were watching a movie – not a video game being played.

One of the key themes in the game is fire and water and how they interact. While hobbling about the cave system, the developer very clearly stated just how important fire was to Lara as it is one of the primary means to figure out in-game puzzles and overcome combustible objects, barricades, etc. In one scene, Lara had to destroy a wooden barricade that was just behind a waterfall. She had to figure out how to get a fire source behind the waterfall in order to ignite it.

Again, I can’t say enough just how incredible the motion capture work is here. Earlier in the level, Lara had removed a very large piece of wood from her side, leaving her clutching at it (as one would expect). The motion capture is so good that, the first time she jumped down from a box and recoiled to her side as the pain shot through her body, it literally made my butt pucker. Time and time again, my heart went out to this girl who never seemed to catch a break. If it was not one obstacle or murderous native, it was finding her mentor/traveling companion near death and it was up to her to retrieve his pack with medical supplies (and a radio transmitter) from a den of blood-thirsty wolves. The look on her face when her mentor then tells her she needs to climb to the top of a tower and place the transmitter above it was priceless and, again, I could not help feel something for her – the game demo literally ripped the emotion from my being. Too dramatic a statement? I digress…

Throughout her adventure, Lara develops what the game developers call “survival instinct”, a vision mode similar to that found in Batman: Arkham Asylum where she can see objects of interest and other plot points that don’t usually stand out. I am interested to see just how this is fully-used, but part of me also felt that it pulled the viewer out of the intense, movie-like experience that the demo provided.

Tomb Raider is going to be a very difficult game, not only to play but also to experience. It is Lara Croft’s gritty origin story full of blood, sweat, and tears. Gone, perhaps to the lamentation of some fellow geeks, are the over-sized breasts and witty one-liners. Instead, we are met with a scared, “real” woman who could easily be your sister or someone else you care about who is thrust into the most extraordinary of situations and made to temper herself into a survivor.

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Avenged Sevenfold, A-Ha, Live & Chumbawamb Coming to Rock Band

Harmonix has announced that on June 14th, the Rock Band Music Store would be receiving Singles From Avenged Sevenfold, A-Ha, Live & Chumbawamb.

Available on Xbox 360, Wii and PlayStation®3 system (June 14):

  • A-Ha – “Take On Me”
  • Avenged Sevenfold – “Unholy Confessions”
  • Avenged Sevenfold – “Welcome to the Family”
  • Chumbawamba – “Tubthumping”
  • Live – “I Alone”
  • Live – “Lightning Crashes”

(These tracks will be available in Europe on PlayStation®3 system June 15)

These tracks will be available for purchase as individual tracks on Xbox 360, PlayStation®3 system and Wii. Tracks marked with “X” will include Pro Guitar and Pro Bass expansions for $0.99 per song.

Price:
$1.99 USD, £.99 UK, €1.49 EU (160 Microsoft Points) per song
$2.00USD (200 Wii Points) per song
$0.99 USD (100 Wii Points/80 Microsoft Points), £0.59 UK, €0.79 EU per song for eligible Pro Guitar/Pro Bass upgrade

New Screenshots from Two Worlds II: Pirates of the Flying Fortress

TopWare Interactive has released some new screenshots from its upcoming expansion to RPG Two Worlds II, called “Pirates of the Flying Fortress”. In this expansion, players will be able to become one of the famed flying pirates as they go about their pillaging ways. The expansion is due out this October.

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Preview of Take on Helicopters from E3 2011

Bohemia Interactive has long been known for their ArmA wargame series. In the fourth quarter of 2011, however, the developer is planning to release a dedicated flight simulation called Take On Helicopters. Take On Helicopters focuses on, if you could not already tell, helicopter aviation.

The game features several difficulty options for virtual pilots of all skill levels and a beautiful graphics engine that is based on the ArmA 2 game engine. Instead of having to focus on handling an entire battlefield of armies, the game engine is free to focus on the terrain, flight dynamics, and story elements with stunning results.

Additionally, Bohemia Interactive is taking some real innovations with Take On Helicopters that most simulations don’t. Biggest of these is the inclusion of a detailed singleplayer campaign which tells the story of a man trying to make his family’s aviation business profitable. Players will also be able to get out and walk around their helicopters at the heliport in order to do visual inspections and pre-flight checks before boarding for takeoff. While on the ground, players will also be able to speak with other characters in order to advanced the story and accept missions.

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When asked about performing military operations in a helicopter, we were told that while not a combat simulation, Take On Helicopters will allow players to fly some military-style operations by way of a flashbacks. The main character’s brother is a veteran chopper pilot for the US Army and when you speak to him, sometimes you get the option to relive one of his missions. The extent of these military operations is still unknown, but it all adds up to a flight simulation that will be a lot more dynamic than your average, run-of-the-mill civil aviation game.

I got a chance to take the controls at the demo kiosk and took command of a light helicopter similar to an MD-500. I am unsure as to the exact model and make. I was also told that the flight model was actually that of a medium helicopter as the light helicopter flight model was not ready to be shown yet. So, I put myself on a course for the Seattle skyline and began circling about the city. Even with auto-rudder on (there were no rudder pedals at the kiosk), the chopper flew beautifully and the occasional turbulence effects added a lot to the realism of virtual flight.

The game will be fully compatible with head-tracking solutions as well as triple monitor displays and is scheduled for release on the Windows PC platform come the end of this year.

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