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BioShock Infinite: Why the characters will say more with less

Posted on: January 10th, 2012 by admin

Ken Levine is a very talented man. But, unlike some talented men who would sit on their talented laurels, he’s all about self improvement. Which is, of course, why his current project BioShock Infinite is going to be freakin’ amazing. But while most devs are happy to show off by letting characters ramble on and on about nothing just to show how fully-voiced the game is (*cough* Skyrim), Levine does things a little differently.

You may remember last week when we showed you the picture of the script for GTA III next to the script for GTA IV and freaked out over how big the latter was in comparison. Well, while BioShock Infinite’s script is going to be bigger than the original’s due to there being an NPC character (Elizabeth) around you as you play, the characters will actually be saying more with fewer words.

In an interview with Gamasutra, Levine explained: “The first creative thing I ever really did was write plays. What I really took away from it is how to work with actors, and how to trust actors. You have to give them space, you have to make them partners with you, don’t try to overwrite for them. You have to let them find good stuff in simplicity sometimes. It’s really a lot about that.”

He continued: “Every time you go to bat you learn something. Every time I write a game, I think I learn how to write less – how to get an idea across with less text. How to rely on the visual space, whatever the visual elements you have in the world, or in the characters.

BioShock Infinite

“People saying stuff is the last resort in a video game, especially if it’s going to constrain the player from acting. You know, I want the player to be active. Active, active, active. So you just really learn, you sort of sharpen your toolset each time out. I try to get across the same amount of ideas, but I try to use less text to get that idea across. I don’t know if I’ll succeed, but I’m trying.”

Some of this sparing attitude towards dialogue comes from necessity as the player clearly won’t always be around to hear a 200 word soliloquy when they’re running around blasting bad guys. But that doesn’t mean the dialogue is unimportant – quite the opposite. After remotely directing voice sessions for the original, Levine is personally working with the voice actors for Booker and Elizabeth (Troy Baker and Courtnee Draper respectively) to get the best from them and his writing for BioShock Infinite.

A new BioShock with Ken Levine personally getting involved to make sure it’s done right? Can. Not. Wait.

BioShock Infinite is still on track for a 2012 release on PS3, 360 and PC, although an exact date has yet to be announced.

XCOM: Enemy Unknown first details deployed

Posted on: January 9th, 2012 by admin

XCOM fans were understandably stoked to learn last week that Firaxis Games was developing its own take on the cult RTS franchise. Now, GameInformer has the first details from the (not-at-all-like-2K-Marin’s XCOM) reboot, and it’s looking like the game will be more of a re-imagining than a full-on remake.

XCOM: Enemy Unknown

According to the preview, XCOM: Enemy Unknown will not be a traditional RTS in the same vein as titles like Starcraft, but instead offer a mix of play styles. From their perch at XCOM’s headquarters, for instance, players will be required to manage technology development, soldier recruitment, training, vehicle upgrades, and political dealings in a “real-time global view”. From this overseer position, players will then be tasked with dispatching the Skyranger transport to different alien hotspots around the globe, after which the game will switch to turn-based combat.

If it all sounds familar, that’s because Firaxis is drawing heavily on the ideas and core mechanics of the original for inspiration. However, that’s not to say it will be an updated clone. Speaking to how closely it will copy its source material, GameInformer wrote, “Re-imagining is probably a better term. Firaxis’ XCOM: Enemy Unknown doesn’t directly copy the underlying game systems – for instance, soldiers have different stats than they did in the 1994 original – but the concepts are still here. Players still have to manage multiple resources and threats on a global scale in a seemingly hopeless war against extraterrestrial forces with far better technology and capabilities.”

XCOM: Enemy Unknown

The preview also suggests Firaxis is also making XCOM more accessible by streamlining some aspects and slimming down on micromanagement. But rather than see this as a negative, the site insists this will do away with the more tedious aspects of the game, while keeping its challenge in tact, suggesting, “Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly.”

These early details also came with a few new screenshots which can be see below, or in motion when XCOM: Enemy Unknown appears for PS3, Xbox 360, and PC later this year.

Mortal Kombat Komplete Confirmed For Release This Feb

Posted on: January 9th, 2012 by admin

Are you ready to FINISH HIM? Warner Bros. Interactive confirmed this morning that they will be releasing Mortal Kombat Komplete to North American retailers this February. The Mortal Kombat Komplete includes all of the free character skin packs, all four DLC characters – Scarlet, Freddy, Rain and Kenshi – as well as a copy of the 1995 movie and a soundtrack CD.

We reviewed Mortal Kombat back in April of last year. Here is part of what we had to say:

Mortal Kombat offers a staggering number of unlockable content and a solid campaign mode that will last several hours. The online mode offers up robust options like tag team matches and king of the kill mode that no other fighter on the platform has provided. The level of brutality and gore lives out to the series previous titles. This is truly one of the goriest titles available for the Xbox 360.

Mortal Kombat Komplete will ship on February 28th.

Best Buy lists February 1 release for Diablo III; posts signs and a countdown clock

Posted on: January 8th, 2012 by admin

Diablo III’s release might have slipped from 2011 to 2012, but reports are coming in that the wait might almost be over. Best Buy, one of the largest electronics retailers around, has pegged the game with a February 1 release date according to a tip from Joystiq.

Typically, it’s not that important when a retailer randomly assigns a game a release date without the publisher confirming anything (it’s usually done just to grab pre-orders), but this Best Buy leak is special – beyond changing the date in its systems, it also put up signage promoting a midnight release, and sporting a countdown clock that ends on February 1.

Diablo III

The image comes from a Rochester, Minnesota store, where the end-cap had just been put up. Another tipster points out that major UK retailer Gameplay has a February 3 date listed – fitting right in with the typical 2-3 day delay for major titles. It’s possible that this is all a big, giant misunderstanding, but going through the effort of printing up advertisements, getting countdown clocks made, and sending them out to stores has us optimistic that we might be grinding through Blizzard’s RPG within the next month.

The only thing that keeps us from getting too excited is the date: February isn’t all that far away, and publishers usually like to give more than a few week’s notice before dropping a game as big as Diablo III. If it is, indeed, true, then an official announcement can’t be too far off, so stay tuned for updates as we learn them.

Silent Hill: Downpour could be the best since Silent Hill 2

Posted on: January 7th, 2012 by admin

It’s not that Silent Hill games have been terrible since Silent Hill 2 by any means, but it’s true that none have really lived up to its excellence. It’s like Silent Hill 2 is to the Silent Hill series what Thriller was to Michael Jackson – it’s a peak that’s hard to match. Silent Hill: Downpour looks like it’s headed in the right direction though, and so far it feels like a good mix of bringing back what made Silent Hill 2 great while still setting itself apart where it counts.

Silent Hill: Downpour

Silent Hill is yours to explore

In Downpour, protagonist (is protagonist the right word for a main character in Silent Hill?) Murphy Pendleton is trapped in an area of the town of Silent Hill that’s southeast from where previous characters have been (careful observers can piece together the maps from previous games by picking up on clues within the game). From what we’ve explored so far, the town feels like the town in Silent Hill 2, but without all the locked doors and dead ends ultimately leading down a linear path. Silent Hill feels like a current-gen town now, and you’re able to wander and explore its various buildings much more openly.

Overall, it seems like there’s more to see and do in Downpour’s take on Silent Hill than ever before. Dynamic weather, from cloudy skies to sprinkles to full-on titular downpours, indicate how much danger you’re in at any given time, so you can seek cover indoors or stay out in the rain and fight if you choose. Sidequests seem plentiful as you explore too, and we hope that these optional tasks will gradually unveil story details and background. Then again, there’s also the possibility that a less focused experience will water down the atmosphere, but we’re still excited at the prospect of being able to explore the town freely.

Silent Hill: Downpour

Horror can co-exist with decent combat

Silent Hill 2′s James Sunderland was just a regular guy, and the game reflected that by giving him terrible combat controls. That was part of the genius of SH2 though – because James couldn’t defend himself very well, the player constantly felt the tension and suspense of being in mortal peril. Homecoming went in the complete opposite direction, making Alex Shepherd a battle-trained ex-soldier who knew how to fight. That was great for the combat mechanics, but it took away the sense of vulnerability and constant danger that made Silent Hill 2 so terrifying and tense. As a generic action game it might have been technically more playable, but that’s not what Silent Hill is about.

Downpour hopes to provide the best of both those approaches, with a main character that can fight competently but who’s up against even more menacing enemies. Murphy may be a hardened convict (we’re still not what crime he’s guilty of, but that’s part of the mystery), but his version of Silent Hill isn’t exactly stocked with powerful weapons, and its nightmarish inhabitants aren’t exactly pushovers. Realistically, Murphy can only wield one melee weapon and one firearm at a time, both of which wear down with use until they break. Even though he could probably take on most regular people, Murphy will still have to run from many an encounter in Silent Hill. In this way, Downpour preserves the more playable mechanics of a typical action game but still maintains an atmosphere of fear.

Silent Hill: Downpour

No Pyramid Head

Speaking of enemies, we still haven’t seen many of Downpour’s monstrous inhabitants, but whatever grotesque surprises the new Silent Hill has in store, it looks like Pyramid Head won’t be one of them. Pyramid Head the stuff of nightmares for sure, but he’s specifically James Sunderland’s nightmare, and because of that we’re glad that Konami isn’t trotting him out again for lack of other ideas.

Expectations for Silent Hill: Downpour have been fairly low since it was announced that it was being developed by Vatra Games, a relatively unproven studio that isn’t known for work in the survival-horror genre. From what we’ve seen so far though, it looks like Downpour is headed in the right direction, although it’s still way too early to say either way without seeing more. We look forward to plumbing the depths of this new take on Silent Hill when Downpour comes out this March – look for our full review then.

APB: Reloaded review

Posted on: January 6th, 2012 by admin

We really, really want to love APB (All Points Bulletin): Reloaded more than we do. Yes, the original APB was riddled with enough cracks and flaws to take it from diamond-in-the-rough to half-eaten-Ring-Pop-that’s-shaped-like-a-diamond, but some of its more ambitious ideas were very nearly brilliant. And hey, Reloaded – for the most part – smartly tweaks APB’s little problems while leaving its cops-and-robbers core undisturbed. On paper, it sounds like every wannabe grand automobile thief’s dream come true. So then, what exactly went wrong?

The short answer: A lot of things. First, though, it’s essential to point out what went right, because – without a doubt – APB: Reloaded is a more enjoyable experience than its short-lived predecessor. APB’s DNA – once a criss-crossing-crashing amalgam of MMO persistence and barely functional riffs on GTA’s best ideas – has been straightened into a much finer point. Weapons now do more damage, resulting in faster, more satisfying firefights. Cars, meanwhile, actually possess unique driving models. In other words, no more sports cars that drive like minivans. There’s also a teensy bit of weapon-usage-based stat progression to give you something to do beyond amassing a gun collection that’d make even John Woo’s bullet-loving doves flee in terror. And then there’s a real-money-based in-game store that… well, more on that in a bit.

In a lot of ways, APB fights desperately to be the antidote to modern MMO drudgery – sometimes to a fault. Beyond rudimentary side objectives (things like raiding stores if you’re a criminal or returning stolen cars for enforcers), the game is essentially PVE-free. Missions auto-plop you into a group of fellow ne’er-do-wells (or loose cannon cops who don’t play by the rules) and assign you objectives – for instance, investigate a vehicle or commit some nice, wholesome arson. The twist, however, is that your enemies aren’t trash mob NPCs – they’re flesh-and-blood members of the opposing faction. So missions unfold more like objective-based shooter matches, but in a completely open, vehicle-packed urban playground.

APB: Reloaded review

When APBR works, it really, really works. There’s nothing quite like racing neck-and-neck against a sports car full of gangbangers – guns-a-blazing the whole time – toward an objective, crashing and twisting through the air like you’ve been punted by Godzilla, and then emerging from the wreckage into a hail of gunfire and, er, regular fire. Other MMOs, meanwhile, ask you to collect 20 boar gizzards because, f*** you, don’t question it, chore peasant. Better still, similar chaos unfolds all around you, thanks to other groups on similar – though separate – missions. Bullets fly. Cars careen through the streets. Magic happens.

Before long, though, you can’t help but see behind the curtain of explosions and car shrapnel, because that’s pretty much all there is to it. Mission types are incredibly limited, generally breaking down into “find and deliver a thing,” “stop the other team from finding and delivering a thing,” and “hold a point for a really long time.” New self-contained “Fight Club” districts attempt to spice up the rather vanilla proceedings with large-scale team deathmatch and king of the hill battles, but the two currently available maps lend themselves more to haphazard lone wolfery and camping than interesting team tactics.

APBR’s city, meanwhile, is utterly lacking in the loving attention to detail of, say, a GTA or the zany outlandishness of a Saints Row. It’s just a sprawling sea of gray spotted with shamefully tiny islands of intrigue. So, by and large, APBR devolves into a very simple shooter with very simple modes in a very simple environment. On top of that, the story’s basically non-existent. Occasionally, your contracted mission-givers will send you emails, but there’s no sense of escalation or progression. It’s just an unending tug-of-war between cops and robbers that never actually goes anywhere – a dynamic justifiable only if APBR is secretly set in Purgatory.

APB: Reloaded review

That general lack of personality becomes all the more disappointing when you start really digging into APBR’s absurdly robust character customization suite. Once you’ve filled out your wardrobe and unlocked a few decal templates, anything’s possible. So, of course, we created something that could best be described as the unholy offspring of Batman Beyond and the mopiest, most blue-haired JRPG character you can imagine. At one point, we actually encountered an incredibly authentic Harley Quinn – jester cap and all – and it was love at first sight. Then she shot us in the face. Long story short, APBR’s players supply nearly all of its personality. And while that’s an interesting idea on paper, it fails to thaw a frozen, unchanging world whose bag of tricks is about as deep as a drought-devoured puddle.

But what about all that free-to-play razzle-dazzle that APB savior GamersFirst can’t stop clamoring about? Business models, after all, can make or break MMOs. And while APBR’s “Armas Marketplace” certainly isn’t broken, there are some very worrisome cracks in its armor. For one, the game constantly pestered us about biting a $10 bullet and signing up for a month of Premium access, and it’s not hard to see why. Among other things, our piggy bank’s valiant sacrifice more than doubled our end-of-mission cash rewards, hugely boosted our faction gains with mission givers, reduced cooldowns, and gave us a 20% discount on all marketplace items. Basically, Premium’s the way APBR was meant to be played. Free, by comparison, feels downright sluggish.

APB: Reloaded review

Then there’s the extremely sticky issue of buyable weaponry. Armaments that cost you an arm and a leg aren’t necessarily better or worse than those earned by the sweat of your tattooed brow; they’re merely different variations on similar ideas. So, ultimately, a kitted out character and someone who upped their arsenal the old fashioned way will be on a roughly even playing field after many hours of play. However, we were able to roll a completely fresh character and immediately buy a fully modded gun that many experienced players swore by. Suddenly, getting matched against fellow low rank players didn’t seem so fair. APBR’s early goings, then, can be a figurative trial by fire and bees. Because the fire wasn’t bad enough.

APBR is a game that suffers from a serious identity crisis. It tries to be both an emergent, skill-based shooter and a full-blown free-to-play MMO, but only succeeds at falling into the abyssal middle ground between the two. Thanks to a number of tiny tweaks and larger additions, Reloaded is definitely a step up from the practically DOA APB that crashed and burned a couple years ago, but the two are still incredibly similar. Fundamental mission structure and variety flaws, unfortunately, stuck around for the ride, and its (improved) simplistic shooting and driving aren’t enough to right those wrongs.

It’s honestly heartbreaking, because many of the game’s ideas teeter on the cusp of being revolutionary. As is, however, All Points Bulletin: Reloaded fires far too many blanks. Free is a tough price to turn down, but the city of San Paro is – at best – a vacation spot. We simply can’t recommend an extended stay.

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©2012 Gamer's Society – PS3, XBOX, WII games and reviews.