Monday, 16 May 2011

SCEE Welcome back package detailed











This information was taken from the official Playstation EU blog and has since been taken down:
Two PS3 games from the following list:
  • LittleBigPlanet
  • Infamous*
  • Wipeout HD/Fury
  • Ratchet and Clank: Quest for Booty
  • Dead Nation*
For those with PSP accounts, you will also be eligible to download two PSP games from the following list:
  • LittleBigPlanet PSP
  • ModNation PSP
  • Pursuit Force
  • Killzone Liberation*
- 30 days free PlayStation Plus membership for non PS Plus subscribers*
- Existing PlayStation Plus subscribers will be given 60 days free subscription.
- For existing Music Unlimited subscribers, you will be given 30 days free subscription

There was also some indication that there will be some form of gift for Playstation Home users. What exactly this includes was not detailed.

*German PSN users will not be receiving these games but will instead get Super Stardust HD and Hustle Kings on the PS3. Also, German PSP owners will get Everybody's Gold 2 and Buzz Junior Jungle party instead of  Pursuit Force and Killzone Liberation on the PSP.

Saturday, 7 May 2011

Yakuza 4 Review











Stand in front of the mirror and look yourself up and down. Is your finely ironed business-wear smattered with the dried blood of rival crime syndicates? No? Then perhaps Yakuza 4 can fix that for you.

Sega's yearly plunge into the criminal underworld of Japan is back once again and whilst this years model may not stray too far from the original recipe of face grinding and neck snapping - it's a well crafted addition to a solid series.

Set in the red light district of Kamurocho, a fictional town in Tokyo, Yakuza 4 presents a gritty and authentically Japanese portrayal of Japan's criminal underworld. During the course of the story the player is introduced to four strikingly different characters who's paths become intertwined after a string of murders and revelations of corruption that's embedded deep in the Yakuza's operations. These are:
Shun Akiyama, a money-lender who can mysteriously charge no interests on his loans.
Taiga Saejima, a convict on the run from the law after being convicted of killing 18 members or a rival yakuza family single handedly
Masayoshi Tanimura, a cop with his own sense of justice seeking answers for the death of his father.
Kiryu Kazuma, Star of the previous titles - the famed 'Dragon of Dojima' and former head of the prestigious yakuza branch known as the Tojo Clan.

First and foremost your enjoyment of this game will largely depend on whether or not you've experienced previous Yakuza titles, namely Yakuza 3. A lot of content is recycled from this previous instalment and not much has been done to expand on the gauntlet that Yakuza 3 threw down. If you enjoyed Yakuza 3 and wouldn't mind playing an extremely similar sequel then this game may very well be for you however. If you're new to the series then this shouldn't be a problem. Newcomers are also welcomed with an introduction to the series, revealing the plot of the previous three Yakuzas and bringing you up to date with a narrated cut-scene laden synopsis. Think of it as like speed-dating, but instead of a forty-something desperate accountant telling you about her cats it's a forty something mob boss telling you all the details of one of the most brutal and chaotic crime organisations on the planet. Also you don't have to buy him dinner.

In regards to gameplay, Yakuza's combat stands out as its most engrossing feature. I don't know about you, but I've always felt members of the Japanese mafia have too many teeth. This game is willing to change that. The player can perform brutal combos on swarms of mindless thugs easily and in style. Most importantly combat is handled  in a manner that's completely satisfying. You may get a sick sense of fulfilment from throwing a lit cigarette into the eyes of an arrogant ragamuffin, but that doesn't make you a bad person. Right? As you progress you'll also gain experience that can be used to obtain a number of unlockable combat techniques for each character, most of which involve some variation of stomping your opponents face into the ground with your foot. However, though combat is ultimately an enjoyable experience it may grow tedious as the player is forced into street fights every few seconds whilst going about their daily business. There are apparently a lot of people who don't like you in Tokyo and they aren't afraid to show it. Don't worry though, I think you're lovely. Sometimes.

There are actual batting cages in Kamorucho but batting thugs is far better.
















 Though players are given the option of roaming around town to do as they please Yakuza is mainly a story driven game and it is this that can be seen as a double-edged sword. Whilst many of the characters are charming and likeable the story is somewhat convoluted. For example, often rival families will have grudges against each other but you wont necessarily be able to tell what families derive from which clan and which clan is led by who. Whilst there is an option to bring up a chart showing how each character is connected from the menu this doesn't excuse the fact that some revelations in the plot can leave you confused as to what just happened. Especially later in the game. There are however some stand-alone moments in the story that are really powerful and though the plot can cause confusion story-telling is consistently dramatic.

The way in which the story is presented is also simultaneously both a strong and weak point in Yakuza - often the game will switch between fully voiced (entirely in Japanese) cut scenes, which are rendered superbly, to voiceless text-box orientated scenes with canned animations. Sometimes the switch is seemingly random as well, with conversations starting off in cut scenes - switching to in game silent models - then going back into cut scenes. Scrolling through boxes of text waiting for the next portion of gameplay also subtracts from the pacing of more dramatic moments.

Pacing in general can be seen as an issue for Yakuza in fact, the player is given a plethora of different side-quests and mini-games but the urgency of the story never really makes it feel like you should take the time out to enjoy them. The fact that you can spend hours singing Karaoke when you're meant to be running to save someone in dire need can take away from the engrossing nature of the story. However, the variety and sheer amount of things to do in Tokyo's pleasure district is one of the games strongest assets. The player can visit gambling halls, restaurants, massage parlous, golf courses, hostess bars and arcades (to name just a few) and engage in copious amounts of activities. Some side-quests can be a bit tedious as you progress however, as most them culminate in brawl with generic thugs, the same generic thugs that you have been beating up for the entire game. None the less the city of Kamurocho feels bustling and alive with so many things to do. So put on your best shoes and paint the town red. With the blood of your enemies. Actually, it's probably best not to wear your best shoes for that.

Yakuza 4 delivers an odd package, it manages to portray a gritty and authentic portrayal of Japanese culture and crime whilst maintaining an aura of the surreal humour that Japan is known for. Whilst the story may be hard to follow you're sure to be drawn in by likeable characters and satisfying combat, and with so much to do in Kamurocho you'll be able to play for hours on end and lose yourself in it's world.   

Thursday, 5 May 2011

Assassin's Creed: Revelations











Details from the next Assassin's Creed game have slowly been eeked out over the past week or so, almost like a type of virtual water-boarding. Except far more painful. Sort of. Finally however, the turtoresses' that are Ubisoft have taken us out from under cold, damp depths of mystery and confusion and have delivered the announcement of Assassins' Creed: Revelations - the next 'big' game in the critically acclaimed series that will continue Desmond's on-going story and finish off the journey of his ancestor Ezio. There is also some implication that the game will feature a re-emergence as Altair as a playable character.

Not much has been revealed about the title apart from Ezio, Desmond and Altair's return and that the new setting for the game is Constantinople (Istanbul) at the peak of the Ottoman Empire. It can also be assumed that stabbing, running and hiding/ seamlessly blending in groups of people dressed nothing like you will make a welcome return.

Don't fret at the lack of known information however, because , as we all know, speculation and wishing is as much of a solid grounding for information as fact. Thus I shall run through my wish list for Assassin's Creed: Revelations and the features I want included: (You know, other than some form of revelation(s))

People in the past should die

Ever since I finished Assassin's Creed II and grew a strong bond to the loveable florentine rouge that is Ezio Auditore da Firenze I've had one wish. That he would die. Not that he's a particularly annoying or badly created character, I've just always wondered what would happen to Desmond (voiced by the omnipresent Nolan North) if he had to experience death through the mind-tapping world of the Animus. Experiencing lives within a life has proved irksome for our young protagonist but outer-body - inner-body - past life- deaths would make for some interesting story-telling.  Like I've always said, everyone would be happier if more people just died. Or something along those lines.

Desmond brings it

Assassin's Creed II and it's sequel Brotherhood gave us a small taster of what Desmond was capable of. He can leap into piles of hay with seemingly no fore-thought of possible consequence like a pro. However, I would like to see him take a more active approach to his abilities - specifically in regards to busting heads. Throughout the entire of Brotherhood Desmond equipped himself with a hidden-blade, the perfect tool for some covert stabbing - however he did little more with it than pry open doors and cut loose threads off his gleaming white hooded jacket. Which I maintain was designed for a woman.

Modern day Assassins do some Assassin-ing

Danny Wallace is the critically acclaimed author of 'Yes Man'. He is also one of my favourite writers and humourists. On top of that he is also a deadly deadly assassin in Ubisofts virtual realm. Therefore I would like him, and all the other modern day Assassins, to stab something other than their keyboards with their boney, book-handling fingers. You can't always murder people with razor sharp, British dry wit Danny - pick up a knife and do some well deserved cold-blooded murder.

A boss that's actually a boss

Whilst I never tire of beating up well known elderly religious figures I feel the challenge is lost somewhat when this is the pinnacle of the game. Actual boss-fights against actual threats wouldn't go amiss in the Assassin's Creed series. Whilst this particular set of titles has never been famed for its difficulty an epic concluding boss-battle would be a welcome breath of fresh air in an otherwise desolate landscape of one hit killed, cold, lifeless bodies. Who that boss might be I have yet to decide however, perhaps given the setting of Istanbul...a giant turkey?











Desmond loses it

Throughout the series players have received several hints of a mysterious patient known as 'Subject 16' going mad and meeting a bloody end as a result of the Animus. Desmond's time with the machine at this stage must be adding up and I for one have always been curious to see how it's affecting his psyche. Dreams and hallucinations were briefly touched upon in the second instalment of the series but other then that Desmond has shown not even a hint of murderous, hate-filled, psychotic intent. The weird Bastard.

Repressed memories

One of my favourite features in Brotherhood was the inclusion of several of Ezio's repressed memories. These daunting insights into the events that forever changed the young, care-free mavericks life were a refreshing change to the staunch and hardened Ezio that was presented to the player in the main story. Maybe if we delve deeper into the memories of Desmond's ancestors we can get more of an insight into their character, perhaps we can even see all the birthday parties that Altair's father missed or some of Mario Auditore's infamous special hugs.

A little help here guys

Also a welcome inclusion for me in Brotherhood was the addition of a gang of Assassin compadres that could be called upon in your moments of dire need. However, this gang of hooded misfits ended up feeling more like an extra weapon as opposed to an ever-present assisting force - often Ezio would feel alone, even if he had hordes of deadly trained killers at his side. Perhaps members of the Assassin order need to be given more of a role and personality so we can truly appreciate their presence on the battlefield. It's always best to get by with a little help from your friends after all.

Those are just some of the features and mechanics that I wish would be expanded on in the newest instalment of Assassin's Creed. 'Revelations' is set to hit us, like a high-speed crossbow bolt fired from a nearby pile of hay, at the end of this year and will be a most likely improvement on the high standard set by previous titles in the series.

Friday, 29 April 2011

Mass Effect 3 - What We Know So Far


Do you long to punch journalists because of their disingenuous assertions? Or are you just waiting for your much thought about Krogan romance to come to fruition? Whatever your desires may be you wont have to wait much longer with Mass Effect 3 coming later this year.

That's right, Shepard is back once again and needs to urgently deal with the impending Reaper threat...once again. The new instalment sees everyone's favourite commander desperately trying to find allies to aid his noble cause - entire species this time mind you, not just individuals - whilst trying to fight off  both Cerberus, whom he seems to have fallen out with, and those who want him trialled for war-crimes.

What we know so far is that Mass Effect 3 will be the conclusion of the 'Shepard trilogy' and the players choices from the previous two games will have an effect - some small, whilst others may create bigger hurdles to leap over  (or crouch behind then leap over at least). It is also the first game to take place partially on Earth (that's where I'M from) with both London and New York being available as playable locations - both of course famous for their abundance of the chest high walls necessary for third person gameplay.

Returning to the series is the inclusion of Gameplay and improvements thereupon.  Combat movement, for example, has evolved - the ability to roll and leap over ledges has been added and cover mechanics have been polished. Melee attacks will also play a bigger role this time with each class having a unique method of dealing up-close damage. Finally Shepard will be able to reach down the throat of a Salarian and pull out their still beating heart. It is unknown at this time whether eating raw hearts will provide health bonuses however. Overall combat speed is said to have been increased by 10-15%  and the player can now pick up weapons that others have carelessly left on the floor. Tidying is fun. Weapon Modding also makes a return and every class will be able to wield every weapon (go equality!) - though they may not be able to hold them all at once.

Garrus' New Look
Returning to the Intergalactic fray team member-wise are Garrus, Liara, and Ashley or Kaiden - dependent on your choices from previous Mass Effect titles. A new squad-member by the name of James Sanders will also appear on the scene, an experienced human soldier unfamiliar with the true workings of the Galaxy. One can only hope that he will rise to become Colonel through his deadly use of 11 original herbs and spices. Other familiars such as Jack, Joker, Legion, Mordin and Wrex will also be returning - but not necessarily as squad-mates. Additionally any Romance delved into by the player will make an impact on the game with multiple relationships potentially having different consequences - and you were hoping Liara wouldn't find out about your secret love affair with Grunt.

Fan favourites Vehicles and Planet mining will be making a welcome return, along with the jamming a fork into your arm mini-game that accompanies them. Skill-trees for Shepard have expanded and skills can be 'evolved' multiple times. I assume that evolution of the 'charm' skill will result in a number of suggestive winks and nods being added to the conversation wheel for the player to work their way out of tricky situations - such as perturbing  a potential love interest or general conversation with the Illusive man or Wrex.

Mass Effect 3 will swing wildly out of orbit and crash into earth at the end of 2011 and is highly anticipated amongst the many fans of the series. Are you excited also? Or is Bioware's Sci-Fi epic not having a MASSive Effect on you?  

Tuesday, 26 April 2011

Dead Space - I'm Suffocating












Space is dark. In fact, it's not - the darkness of space doesn't even exist, it's merely an absence, of light, of emotion and of life. Space is simply not. It is both oppressive and liberating.

Thus it can be assumed that the setting of space within a game would be the most frightening of all. The player would be completely alone- with literally nothing surrounding them. Even the concept of nothingness is frightening for any human to comprehend - we have never experienced something that is void - the thought of something that is just not is difficult to grasp. This emptiness would be enough to wash the cold sweat of fear over the most hardened men.

Well, this would be the case if freaking necromorphs weren't constantly jumping out at me from every corner. This is what I don't understand about EA's 'Dead Space' for a game that is in essence a 'horror' in genre and set in the most remote of locations it fails to be even remotely frightening. The novelty of a brief startle is lost as quickly as the limbs of the mutated dead. Grotesque abominations continue to jump out at you from the same places, you start to expect their ambushes, and much worst, you begin to loathe them.

Whilst the game excels in making the player feel oppressed and heavy, you never really feel alone when surrounded by ravenous aliens - the silent and chilling atmosphere never really sinks in when the screen is constantly filled with frantic laser blasts, screams of pain and blood.

I've owned Dead Space for just under a year now and I can never bring myself to continue playing it long enough to reach completion - it never feels engrossing for me, by all means it's a solid game, it just lacks in it's main premise - fear. There's nothing particularly psychologically daunting about constantly being bombarded in the same way over and over, in fact you even get used to it. I'm sure even being shot would lose it's traumatising edge if it happened on the journey to school every day. Well, maybe.

There's less a fear of suffocating in the depths of space and more a fear of choking on the blood of the hordes of enemies you stamp into the ground. If anything 'Dead Space' would be better off telling the story of a disenfranchised space-ship worker with an overwhelming feeling of alienation because of his love of huge steel-souled boots who then grows to be an empowered confident young (wo)man. At least then the inclusion of a game mechanic where you effectively grind the big ever-present threat's skull into the ground would make sense in a game that's meant to instil terror.

I shall continue on however, perhaps the level where Isaac's emotional voyage into manhood becomes apparent is fast approaching.