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الأربعاء، 29 فبراير 2012

Darksiders 2 Preview: Looting the Classics

"Choose Your Own Death" is one of the strangest video game pitches that's been flung our way in a while. Choose Your Own Death. Okay, so I've thought about it, and I'd like to go with rollerskates, a wonky stepladder, a plate glass window, and the glinting tines of an upended garden fork, please. At my funeral, I want them to play the theme from Shaft, and everybody has to dress like they work at Burger King.

It all makes a bit more sense, though, when you discover that Death is the new protagonist for Darksiders 2. He's taking over from his brother War in a sequel that fits neatly inside the timeline of the original. Think of it as Back to the Future 2, but with a rock-fisted demon in place of Thomas F. Wilson. War has been accused of kicking off the Apocalypse early, and he's out to clear his name: that's Darksiders. Meanwhile, Death thinks War is his kind of people, so, as another of the famous four horsemen, he sets off on his own parallel adventure to see if he can help his brother out. That's Darksiders 2.

As for the element of choice, this comes from a slight change of emphasis. In Darksiders 2, you'll be able to shape Death a little as the game progresses, selecting which armour you want him to wear as you pick paths through his skill trees, while juggling his load out of weapons and magic attacks. It's a mix-and-match approach that mirrors that of the developer, Vigil Games, which built the original Darksiders, in part, from its favourite pieces of the Zelda and God of War series, taking the dungeons-and-gadgets structure of the former, and the pointy melee combat of the latter. For Darksiders 2, all of that stuff remains in place, but the team is throwing in some new inspirations as well.

So there's a little of the Diablo formula present in the sparkly loot that enemies now drop, giving you a new piece of kit to try out after each encounter. It's good stuff, too. There are plenty of different armour sets available, but they all fall into three basic types, which work a little like classes. Necromancer armour will always boost spell-casting stats. Slayer armour will improve your defence, melee attacks and general weapons proficiency. Finally, Wanderer gear will steadily turn you into a kind of rogue character - fast, stealthy, and brilliant at assassinations.

Puzzles are likely to be a little more involved this time around. At one moment, Death takes control of Constructs - robot-like digging mechs used to build entire planets - which allow him to cross lakes of lava and reach over long gaps.

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After the swaggering heft of War, is there a danger that cobbling your own outfit together over the course of the game could mean that Darksiders 2's main character ends up looking like a bit of a charlie? Vigil has taken pains to make sure that this doesn't happen, apparently. Not only is Death kitted out with a dandy Skull mask and a distinct, wiry physique, both of which will always be readily visible no matter how you've dolled him up, the studio has also been messing around with armour since the first days of the sequel's development to make sure it all fits his style.

"It's very complicated stuff," admits art director Han Randhawa. "You have no idea. In the end, we basically had a wall in the studio with all the different armour sets laid out, and as we'd build them, we'd put them into the game as quickly as we could to mix and match them. You have to be harsh and chuck stuff out that doesn't work. Elements may look great on their own, but they may look garish together. You also want to make sure that people are picking up stuff that isn't throwaway." With bundles of decent loot to sift through, then, and two separate skill trees that allow you to tailor your hero even further, choosing your own Death suddenly doesn't sound too bad.

Loot and an increased focus on character progression has helped build a game that looks and feels like Darksiders - you've got the same colourful dereliction, the same earthquake audio and the same chunky Joe Mad enemies - while giving you a lot of new options in combat.

"So much of that came out of the shift in character," admits Randhawa. "War for us was your soldier of justice. He sees everything in black and white, he's heavily armoured, and he basically just rips through everything he sees. Death? It wouldn't make sense for him to be a hulking warrior, as we've already done that. The next thing we wanted to do would be someone who was a bit more agile and tactical when he's fighting."

1/11 The game's apparently due out for the Wii U, but Vigil won't discuss specifics.

Death's primary weapon is his scythe. It's called Harvester (a name that conjures images of pleading victims and soul-reaping for American audiences, perhaps, but dumps English players into a rundown world of damp corn cobs, limp roast turkey and Lindisfarne on repeat), and he can wield it either as two short swords, good for fast, close-up damage-dealing, or as a single pole that gives him a bit more reach.

Secondary weapons, meanwhile, include everything from giant hammers to guns that can shoot various different ammo types. Death's not as resilient as War overall - he has a dodge instead of a block, encouraging you to constantly shift in and out of range - but he can also make use of a selection of magic attacks that invoke classic Blizzard every bit as much as all that loot.

Even in the lower branches of the skill trees he can learn the ability to summon zombie allies who will fight alongside him, or to stun his foes with flocks of crows. He's got more tricks up his sleeve than War ever did, in other words, and that's encouraged Vigil to make his enemies bigger and deadlier in response.

If Diablo is the most obvious new influence, there's also a little Prince of Persia in there too, however, as Darksiders' nimble new lead executes wall-runs and jumps far more swiftly than his brother ever could. Death can use a Ghost Hand gadget to grapple from one point to the next when climbing around the environment, and his improved range of traversal moves are frequently chained into complex gauntlets.

It allows for some surprisingly dynamic set-pieces, such as a section in which he's pursued by a rising tide of lava as he scrambles out of a well, and it suggests that platforming is no longer a simple palette cleanser between combat encounters or puzzles. Darksiders 2 should flow from one moment to the next with a touch more grace than the original could muster. (It also promises to be a lot more generous, incidentally, with an overworld map split across several hub towns, each with their own story quests and side missions, and a suite of entirely optional dungeons that come with their own mini-bosses and loot.)

It's weird that a game with so many obvious reference points should somehow manage to feel so coherent and so likeable, but Darksiders 2 still appears to exude a charisma that stops it from degenerating into a collection of tributes or thefts. Its ideas, when borrowed, are always repurposed inventively, and the whole thing is wrapped up in the hulking, wonderfully toy-like art style that gave the original such a distinct sense of character.

Besides, Darksiders never hides its many influences. It continues to wear them proudly, in fact: choice pieces of shiny armour dropped by some of the very best in the business.


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الثلاثاء، 28 فبراير 2012

Doctor Who: The Eternity Clock PlayStation exclusive in Europe

The release of TV tie-in Doctor Who: The Eternity Clock will be limited to the PlayStation 3 and Vita in Europe, BBC Worldwide has announced.

Previously announced for PC as well, it's unclear if the game's PC version will still the light of day outside of Europe, or whether it has been canned completely.

The Eternity Clock stars the voice talents of current Doctor Matt Smith and wife/companion River Song, played by ER's Alex Kingston.

The BBC has previously boasted the success of PC Doctor Who tie-in series The Adventure Games, freely available from the BBC website.

Eurogamer has contacted BBC Worldwide for more information on the story and will update when we hear back.


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الاثنين، 27 فبراير 2012

Dark Souls dev sorry for frame-rate issues, uncertain on sequel

Dark Souls developer From Software has admitted to "technical difficulties" which cause troubling frame-rate issues in its hard-as-nails role-player.

From Software felt out of its depth with the game's huge scope, Dark Souls' creative director Hidetaka Miyazaki revealed to Edge.

"Yes, there were technical difficulties," Miyazaki said. "I don't believe that it's okay to have them, but realistically speaking, it was quite a large-scale game - even in terms of budget and expectations.

"So we're very sorry for the trouble we've caused by our processing errors and bugs from Japan. It was a title that we haven't really experienced in all aspects, so there were areas where we felt our technical side couldn't keep up with the game's scope, like an increasingly growing ache."

Miyazaki considered working on the game "a learning curve", but is unsure whether From Software will ever revisit the Dark Souls universe.

"We don't even know if we'll have another chance. We have the confidence that we can improve from our mistakes this time and create an even better Dark world, but we don't know if the users will forgive us for the mistakes."


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الأحد، 26 فبراير 2012

Wii U hardware "changing constantly" says Team Ninja

Technical specifications for Nintendo's next-gen Wii U console are still in flux, according to Dead or Alive 5 developer Team Ninja.

Wii U game development is "very easy" and "almost exactly like on the PlayStation 3 or Xbox 360", Team Ninja revealed to NGamer magazine (thanks, Gamefront.de) in an interview discussing the Wii U version of upcoming hack-n'-slash Ninja Gaiden 3.

Nintendo has remained hush on the Wii U's final capabilities - unsurprising considering the fact that the console's abilities are "changing constantly", Team Ninja's Yosuke Hayashi has revealed.

"They asked us what we would want from the hardware, and when we give them feedback we can see that they have definitely listened and making changes," Hayashi said. "The hardware is still changing constantly."

Team Ninja's Fumihiko Yasuda added that the Wii U's touch-screen tablet controls were "similar" to those on the DS, something the team has experience with from handheld title Ninja Gaiden: Dragon Sword.

"We want to introduce some elements from that into the Wii U version," Yasuda added.

Nintendo confirmed this week that the Wii U will launch in Europe, the US and Japan by the end of 2012. More details are expected nearer this year's E3 trade show in June.


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السبت، 25 فبراير 2012

Kingdoms of Amalur: Reckoning has "best" combat of any RPG - Rolston

The Elder Scrolls 5: Skyrim and upcoming role-playing game Kingdoms of Amalur: Reckoning have "a lot in common", reckons lead Reckoning designer Ken Rolston.

But not everything - Reckoning's combat is apparently better.

"What makes Reckoning differ from Skyrim?" Rolston asked Gamefront. "The simple answer is that Reckoning has the best, coolest, fastest-paced, most tactile and silly-exciting fantasy combat of any video RPG.

"The pace, fluid movement, tactical richness, and physical and visual theatre of fantasy combat has always seemed the weakest feature of video RPGs, and Reckoning offers a fresh new answer in that department. There are a couple of other obvious contrasting features, like Reckoning's more vivid, colourful art style, and easy-to-pick up, faster-paced gameplay in general."

"They have a lot in common," Rolston added. "Both games are way too big and and have way too much to do, and they both seduce you into playing for hours and hours and hours.

"They both have whacking big epic storylines, and elaborate faction quest lines, and boatloads of quests, and lots of characters and books, and lots of crafting and alchemy, and lots of ways to customise your character.

"But in many large ways, and in many small ways, Reckoning tries to take a fresh look at the RPG genre, and is trying to be what RPGs will look like and feel like in the future utopia."

Ken Rolston was the lead designer of Elder Scrolls games Morrowind and Oblivion. He was brought out of retirement by Big Huge Games to help make Kingdoms of Amalur: Reckoning. He's been working alongside comic book hero Todd McFarlane (Spider-Man, Spawn) and best-selling fantasy author R.A. Salvatore (The Hunter's Blades Trilogy) on the game.

A generous demo of their creation, Kingdoms of Amalur: Reckoning, can be downloaded on all three formats - PC, PS3 and Xbox 360 - now.


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الجمعة، 24 فبراير 2012

Risen 2 pre-order bonus DLC revealed

Pre-order fantasy role-playing game Risen 2 and you get story DLC and a special in-game item.

The pre-order bonus is called Treasure Isle. In it, you embark on an "extra story questline" as publisher Deep Silver puts it, to uncover Captain Steelbeard's legendary treasure.

Treasure Isle continues a plot element from the first Risen game and "finally brings it to an exciting conclusion". It revolves around Harlok, a cook on Steelbeard's ship Elenor. Harlok stole the clues that lead to the hidden treasure. The player helps him find it.

You, along with Steelbeard's daughter Patty, travel to an unknown island that offers new environments to explore and puzzles to solve. There's treasure to loot too, of course. At the end of it all you get a legendary item, only available in the DLC, that grants a permanent stat boost.

Deep Silver said the Treasure Isle DLC is worth ?8 or 800 Microsoft Points. Risen 2 launches on PC, PS3 and Xbox 360 on 27th April 2012 in Europe and 24th April in the US.


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الخميس، 23 فبراير 2012

Gotham City Imposters public beta released

A public beta for Gotham City Imposters is now available on PlayStation Network and Xbox Live Marketplace, publisher Warner Bros. has announced.

The Batman-inspired shooter features team-based warfare in a civil war-torn Gotham City.

You play as fully-customisable Gotham citizens, fighting either for Batman or Joker.

Xbox 360 folk can sign up for a download key at Gotham City Imposters.com. PlayStation 3 players can nab the download directly from their console's PSN store.

Gotham City Imposters is due to fully launch next month on PC, PSN and XBLA.


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