Monthly Archives: July 2012
Late last week it was announced PlayStation 3 would finally receive a new Skyrim patch, many assumed that with the patch dates coexisting with the 30 day exclusive deal Microsoft received for the Skyrim DLC Dawnguard ending. That the DLC would be released on the same day, sadly however it appears Sony and PC fans may have to way a while longer.
Pete Hines, VP of PR and Marketing for Bethesda has announced via his Twitter account the following Tweet,”“We have not announced Dawnguard for any other platform, nor given a timeline for any such news.” Further stating, “If we have news, I promise I’d tell you.”
These comments have all but crushed Sony and PC owners hopes of receiving Dawnguard anytime soon, as previously stated Microsoft paid a handsome sum of money to secure the 30 day exclusive DLC. Which concluded a few days ago, thus many believe the DLC would be out as soon as it possibly could. However with still no conformation of release dates, many wonder who long this way will be?
Hopefully we will be greeted to some positive news regarding release dates soon, sadly it seems once again PlayStation 3 owners have got the got the worst when it comes to Skyrim once again. With many owners dealing with almost unplayable game builds upon its release, late last year.
I run. All of my weapons have been lost and I am alone in a world that is cruel, dark and twisted. The end of the world will find a way to change everyone that is still around; humans have become almost as dangerous as the shadows I try to avoid. There is no humanity left in this world, only sorrow. It’s not a matter of if I can survive, rather for how long; there is no hope for me here. I continue to run as I hear their snarling growls all around me, I know they can smell my fear. I run and try to jump to the nearest ledge in this empty warehouse, the shadows engulf the area, I need to make the next jump or I am dead. The jump seems impossible, but I know I can do it. I have to. I have no way to defend myself as they pull and snarl at my feet. Here goes nothing, I leap. I don’t time the jump well and I fall, tumbling to the cold floor below. The shadows surround me, I try to push them away and struggle to safety, but it is too late. I am finished.
Welcome to Deadlight
Deadlight takes place in Seattle on July 4th 1986; 145 days after ‘Project Zero’ started this post-apocalyptic disaster. A virus has spread throughout the world and turned its inhabitants into shadows (otherwise known as zombies). One bite from these “shadows” and you are dead, to eventually rise again and exist as one of them. You take control of Randall Wayne, a loving father who is on a mission to find his wife Shannon and daughter Lydia. Randall is found with a group of people when some circumstances occur that means Randall is left on his own. He must now attempt to meet up with his group, whilst trying to find his family in this tragic world.
The unique twist is that Deadlight takes place entirely on a 2D plain, this allows for the games developer Tequila Works to create some classic platforming levels as well as some challenging puzzles. Navigating through the world is a stunning experience; the foreground’s art style has Randall covered almost completely as a shadow, as well as the shadows who are scattered throughout the world. The art style really shines, having a ‘Limbo’ vibe as well as a very strong ‘Dead Nation’ style. These two styles fit well with some of the most beautifully detailed backgrounds I have seen in a 2D platformer. The game looks amazing.
One thing you will notice right away from the first cut scenes is a comic book style very similar to ‘inFAMOUS’; these are cell shaded scenes with no movement until the scene changes. The voice acting comes through as the scene presents itself. This style works very well as it seems to emphasise the rough, gritty world that has been created.
One flaw with the cut scenes, however, is the voice acting itself. Randall is given the generic rough voice (picture Adam Jensen from ‘Deus Ex’). The voice works, but the actor himself doesn’t seem to fully embrace the role. It sounds forced, which can make you lose the atmosphere that the rest of the game creates. The secondary actors again feel very weak, almost as if they are reading the lines with no emotion whatsoever. It feels completely out of place in a game that seems to nail almost every aspect when it comes to narrative.
Navigating through the worlds various puzzles allow for a good challenge, the intensity added by the shadows in most sections really makes you feel helpless and alone. You are outnumbered by the shadows most of the time and with some sections of the game leaving you unable to defend yourself, the atmosphere is intense. During the course of the game you are given an axe, a revolver, a pistol and a shotgun. These weapons never feel powerful, which drives home the fact you are a husband who is looking for his family and no weapons expert. Do not expect to be slicing heads with ease, it is difficult and attacking a heard of shadows head on will almost certainly be the death of you. Sometimes avoiding and outsmarting is the way to go, allowing you to progress and fight another day.
These puzzles, however, become even more challenging as they are really difficult to see. For example; in one section of the game you are introduced to a series of death traps that, with one wrong move, will not hesitate to kill you. These become nothing but trial and error, as some of the actual traps are blended into the world so well it becomes difficult to see. Unfortunately, these deaths end up feeling cheap. In areas where you can see the platforming aspects in front of you clearly, the game shines, allowing you to traverse the world using your mind to outsmart the puzzles ahead. Also the game has its own ‘I Am Alive’-type stamina bar, meaning traversal must be done in a decent timeframe and melee combat cannot break down to a button mash. Once your stamina is depleted Randall will start to catch his breath and the shadows will have their next meal.
The narrative itself is actually quite interesting and builds up nicely, the second half of the game allows the story to flesh out and become a fascinating tale. The game also has some quick load times, which is an absolute pleasure when facing the harder sections of the game. Before you can load however you are greeted to a black screen which says, “Press any button to re-load”. This screen was probably not needed as there was nothing else to do, but at that point it becomes a nuisance when you realize the game is not actually loading because you haven’t pressed a button.
There are only a few technical hitches I encountered; the small section of slow down I experienced during the conclusion of the game and the after death flailing of a few enemies. Thankfully none are major enough to ruin the experience.
Throughout the world there are a series of collectibles allowing you to discover more stories about the world around you. Also, you can collect diary pages which are able to be read through the main menu option. These add to Randall’s story and are a really interesting inclusion, if you are interested in finding out more about the plot. Also included is an online leader board system, ranking you on the amount of collectibles you are able to find as well as the time you have taken to get through the level. This system will allow for much competition regarding speed runs and extend the replay ability of the title itself. The main campaign itself will take you around 5 hours to complete over the 3 sections of the story.
Deadlight captures the post apocalyptic atmosphere very well, it allows for some very intense moments making you feel weak and alone in a world that could finish you off at any time. However some weak voice acting really feels out of place within the mood it is trying to portray, breaking the atmosphere that Tequila Works was trying to create. Platforming feels nice and the puzzle sections allow for some decent challenges. Cheap deaths and trial and error are present, but never to the point of frustration.
Deadlight is a world full death and distress, it is a worthy trip. But will you be able to outrun your shadow?
- Engaging narrative
- Excellent art style
- Intense moments
- Extra narrative included in collectibles
- Bad voice acting
- Cheap deaths
- Pre-loading screen
Some interesting information has been found on an Infinity Ward resume and multiple job listings that seem to suggest the studio is looking towards the future. Next generation consoles have been rumoured for months now and this resume from a Modern Warfare 3 engineer Andrew Aye, seems to add fuel to the fire. The resume itself says that Aye is working on an unannounced title to be released on Xbox 360, PlayStation 3, PC’s with DirectX11 support and TBA platforms. There TBA platforms could very well be the next generation consoles of both Sony’s rumoured Orbis and Microsoft’s Durango, since it has been heavily rumoured next generation will include DirectX11 support.
We have been hearing rumours that Infinity Ward have been looking towards creating their next Call of Duty title on next generation software, since January. Apart from the resume the official Infinity Ward website has job listings seeking out a senior technical VFX artist who can “raise the bar for visual effects on current and next generation hardware” as well as senior engineer who can “implement gameplay systems and features for an exciting unannounced next generation console title.”
Aye was the lead engineer on Infinity Ward’s Modern Warfare 3 release, in addition he also worked at Microsoft, Obsidian and Terminal Reality. Infinity Ward has continued its support for Call of Duty: Modern Warfare 3 with downloadable content throughout the year, as well new content apparently set for release through September.
Information regarding Battlefield 3′s upcoming expansion pack Armored Kill has been given from EA themselves. The expansion will include four new maps, including the biggest map in Battlefield history called Bandar Desert. Also new vehicle additions will be added including ATV’s tanks and mobile artillery units, five new vehicle unlocks, 20 + unlocks for the new vehicles and the latest game mode called Tank Superiority, which has been explained on the Battlefield Blog as a mode involving tank pilots and infantry unit “all their skills to control key points of the maps.” Seem like cooperative play will be key to victory.
This expansion will keep the player cap set at 24 on consoles, also the new modes will be playable via all six game modes. Armored Kill is set to arrive in September this year, like all downloadable content it will have a one week head start on Sony’s PlayStation 3 console. This will be the third expansion pack for Battlefield 3 out of the five that have been announced, these follow Decembers 2011 release of Back to Karkand and last months Close Quarters. DICE has also spoken regarding the release of their next expansion, Aftermath which will be released the following December and the final expansion End Game being released March 2013. This will end the expansion pack updates for Battlefield 3 before the Battlefield 4 beta begins
The Battlefield expansions packs can all be purchased separately or through the one-time purchased of Battlefield Premium, which costs $49.99 in North America. The Premium content also includes unique in-game weaponry, priority servers, double XP weekends and new dog tags as well as early access to all downloadable content with any extra cost.
Within two weeks of Premium being live, EA stated they sold 800,000 subscriptions. Do you own Premium? Looking forward to more Battlefield 3 content? Let me known in the comments below.
PlayDead’s game director Arnt Jensen has recently been interviewed by IGN.com, in this interview he was asked about PlayDead’s follow-up to Limbo. Jensen stated that ‘Project 2′ as it has been called is “at least two years away” and that the development cycle will take the time it needs to get the game perfect.
Jensen went on to speak about the risks PlayDead took when creating Limbo, “We took a lot of financial risk to release Limbo only when we felt it was ready and we are prepared to do so again,” Boss of PlayDead Dino Patti also spoke acknowledging that although financial risks are a big issue, PlayDead do not seem to mind when it comes to getting the game right, “Money is never the primary factor when we make decisions.”
‘Project 2′ is being created on the Unity engine, known for being one of the easiest engines available to port projects from one console to another, this should mean that they could release the game on all systems at the same time. Unity is very flexible when it comes to devlopment and could even mean porting the game to next generation consoles could be on the cards, “We always want as many people as possible to play and Unity makes it easy to come out on different platforms,” Jensen explained. “With our own technology, we spent a lot of time and money porting Limbo. With Unity this will be easier.”
‘Project 2′ is PlayDead’s second game to be produced, their first title Limbo was a successful venture as it sold millions of copies worldwide on multiple platforms.We barely known any details regarding ‘Project 2′, a list for the game on the Danish government’s website last month revealed its existence. Detailed as a “puzzle platform/adventure” and is currently listed for Xbox 360, PlayStation 3, PC and Mac, though next generation console porting would be made easy via the Unity engine.
The games description lists the project as follows, “tells the story of a boy’s struggle against evil forces trying to take over the world through questionable experiments on human bodies.” Though details regarding the game have been sparse, Patti has stated previous that ‘Project 2′ would be, “more crazy, more 3D than you would think and more weird” then its predecessor Limbo.
Jensen has also made some interesting comments regarding using content that didn’t make the cut into Limbo’s finished product, “We always experiment with ideas,”Jensen said. “Many ideas were cut [from Limbo], right up until the very end. We’re still working with some of the ideas that didn’t make it into Limbo.”
Although there is no confirmation that this is a direct sequel following the events of Limbo, this game definitely seems to be in a similar vain to the original. Keep checking Analog Addiction for more details, as they come.
In January it was reported by various sources that Grand Theft Auto III and Grand Theft Auto: Vice City would be coming to PlayStation Network. From the Official PlayStation Blogcast we now know that Grand Theft Auto III will be released on PlayStation Network this Tuesday July 31st. No word yet when Grand Theft Auto: Vice City will make the inevitable jump.
This re-release will be a PlayStation 2 Classic iteration, if previous titles are anything to do by the game will be on sale for $9.99 (US) and will be a straight port of the original with no trophy support. While the release date of July 31st in North America, no other regions have been given a date for release. So it could be a little wait before the rest of the world enjoys the re-release.
Grand Theft Auto III was released on PlayStation 2 back in 2001, it was considered a massive jump in the Grand Theft Auto franchise and gaming in general it is also the fifth highest selling PlayStation 2 title ever. This is not the first time we have heard about Grand Theft Auto III this year, as it was recently ported to iOS devices.
Sony has been at fever pitch when it comes to announcing new IP’s and new first party exclusive titles this year, from PlayStation All-Stars Battle Royale, Beyond: Two Souls, God of War: Ascension and The Unfinished Swan. But apparently the wave of titles will not stop there, reported by PlayStation Universe two more new titles will be announced at this years Gamescom event in Cologne, Germany.
The report on PSU states that it, “has received details on Sony’s line-up for Gamescom,” and that they, “will indeed showcase two previously unannounced games” during their Gamescom showing. On the information they have received one of these titles will apparently be from a studio within Japen and the other will be a new PlayStation Move IP. This is quite odd, since many believed the PlayStation Vita would be at the forefront of Sony’s agenda after the poor showing at E3 earlier this year.
Weird enough is the statement regarding a Japan Studio, which could mean Studio Japan who are currently busy trying to save The Last Guardian, which is still in development. The other confusing issue comes out of the Move IP, the Move has been losing traction ever since release and even though it has received decent sales it has been forgotten by many. So far Move has been given exclusive titles, for them to produce average sales and average review scores (Sorcery the latest culprit), so this new focus on Move seems odd when the Vita is struggling from lack of games as we crawl towards the holiday season.
Of course the Japan studio title could either be for PlayStation 3 or PlayStation Vita, maybe even both? But the Move title will 100% be on the PlayStation 3, which seems like a missed opportunity to gain some momentum for the Vita going into the busy gaming release months ahead. Either way it seems Sony will have a big presence at this years Gamescom, also rumoured is the existence of a Super-Slim PlayStation 3 model unveiling.
Gamescom takes place August 15th through till August 19th next month, stay tuned for all the announcements as they come.
What titles could be announced? Could Move be given an exciting new title? Let me know in the comments below.
Reported on IGN.com a PlayStation reader named Metthew Remenah has informed them he received a PlayStation All-Stars Battle Royale beta code in his inbox. Apparently the beta codes are now being sent to North American PlayStation owners, this was a very out-of-the-blue beta as no one knew this was coming, nor was there any sign up to be in the running for the codes.
The email reads as follows, “Congratulations on joining the Developer Beta for PlayStation All-Stars Battle Royale! Here you’ll be among the first to experience the iconic characters of the PlayStation universe coming together in an epic fighting game! We’re very excited to show you the game and all the fantastic features we’ve been working on and we can’t wait to see everyone go all-out in battle to see who’s truly the best!”
Sent along with the beta code itself was the knowledge that those who have received the code have now been included into the PlayStation All-Stars beta message boards. This is the place where any person within the beta can go and inform the developers SuperBot Entertainment of any technical issues they experience.
The beta itself is set to focus on some key online components,“The focus of this private beta will be to stress-test the server’s load capability and in-game features.” also, “Please note that the PlayStation All-Stars Battle Royale close beta is a testing program for a work in progress. The game you play today is not indicative of the quality of the final product or its ultimate performance, frame rate, effects, or feature set.”
In the image Matthew sent in below, you can clearly see there are two separate dates that the beta will take place. The first of which is now on its final stages of completion on July 28th 11.59PT and then the second beta, on Friday August 3rd at noon, until Saturday August 4th at 11.59PT. The beta apparently also opened early to players for the opening first round, so stay tuned if you received a code to possibly start playing a little early in the second beta.
As of now we have no idea why certain people were selected for the beta, however most beta codes and beta events are given to PlayStation Plus subscribers. It is safe to assume this is the case again and they have given codes to players around North America.
The last news we heard regarding the game was the announcement of Cole McGrath from inFAMOUS and Jak and Daxter from the Jak and Daxter series being included on the games roster.
Are you excited for the finished product? Did you receive a code? Stay tuned for more beta news.