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Launch Trailer for Super Smash Bros. for 3DS Blasts Out!

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Unless you’re living under a rock, you should be well aware that Super Smash Bros. for Nintendo 3DS (yes…they need a new name) is now out everywhere. Of course if you have it, you are more than likely diving into Smash Run, playing online, or enjoying a ton of the many features within the game.

If you don’t have it yet, a new trailer has come about to make you drool and stay in angst as you wait. In the clip, Nintendo reminds us of all the features and do what they do best, which is make us as the audience want it even more. Yes, the Wii U version is still on the way, but for now – Smash on the 3DS looks to be October’s heavy hitter.

Sonic Boom: Rise of Lyric & Sonic Boom: Crystal Shards Hands On Preview

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Both Sonic Boom: Rise of Lyric for the Wii U and Sonic Boom: Crystal Shards for the Nintendo 3DS were playable at EB Games Expo 2014 and I got the chance to try out both to see what was similar and different between the two.

I first spent some time with Sonic Boom: Crystal Shard which I played on a 2DS system. The controls were rather simple with B being Jump and Double Jump, Y being Boost, X being a attack that is unique to each character and A allowing you to use the new Energy Whip that all characters can use to pull shields off enemies or swing from beams Indiana Jones style to continue moving forward. The touch screen allowed you to change character which you will have to do from time to time to advance through the level. Sonic can air dash through drill blocks while Knuckles can dig through ground are some examples. The game play in the demo was strictly 2D but I was told by a rep that classic ‘tunnel’ sections like the original bonus levels will be making a return.

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Every character plays rather similarly but has a unique attack only they can perform. Sonic uses Spin Dash (it can be charged however can’t be used for speed at all), Tails throws out bombs, Knuckles punches and newcomer Styx throws her boomerang. You have a good deal of control over your characters movements and it feels good when you land a double jump or attack on one of the robotic enemies present in the game.

The environments are fairly simple to traverse and have multiple paths you can take to reach the end. Each level also has a number of challenges you can complete such as collect 200 rings, complete it in under 5 minutes or collect a certain number of gears. You can rush through levels at a fairly high speed or choose to explore them more which will reward you with rings and other collectibles. The graphics are pretty good for the 3DS’s small screens and the game performs well without any slowdown during game play. If you’re looking for a ‘classic’ 2D Sonic experience, then this is shaping up to be a good title to add to your collection.

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While my experience with Sonic Boom on the 3DS was rather positive, the same can’t be said for Sonic Boom Rise of Lyric. This demo was broken up into three distinct parts all featuring different game play.

The first I played was a race level that felt very similar to the day time levels that were present in Sonic Unleashed but without the boost function which didn’t feel necessary here as the game play felt more than fast enough. The sense of speed was very satisfying and there were also multiple paths that required you to press the A button to use your energy beam whip to grasp onto energy ropes. You could side step left and right with the L and R buttons just like Unleashed and getting to end of the level was a fun and challenging experience with a great sense of speed. Unfortunately the positives end there as this part of the demo suffered from a poor frame rate, choppy animations and PS2 like era graphics, the latter two which are present throughout the entire game. Keep in mind this is a demo so these issues could be solved in the release build.

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The second part of demo focused on a boss battle between the four characters and Dr. Eggman in yet another new mech. Dr. Eggman has been much more characterized as a comedic villain archetype in Sonic Boom, even going as far as to pull his mustache to ridiculous lengths in frustration at his own failings. Some fans won’t like this but remember Sonic Boom is a new branch for the series aimed at a younger audience so this decision was influenced by that fact. The boss battle was rather easy with you using your energy beam to lasso missiles that had dropped on the ground after being fired at you and flinging them back at Eggman. After he would become stunned you then rush in with your team and mash the X button to attack him with your entire team. The boss battle was the classic 3 stage boss we’ve come to expect from similar games but was still a fun time. It was good to see your teammates help fend off other enemies on the stage while you focus on the missiles. There wasn’t much challenge here thanks to the ring system as picking up rings in the 3D space is insanely easy meaning you essentially have unlimited health.

The third part of the demo focused on a platforming/exploring part in a 3D environment featuring Sonic and Amy as interchangeable playable characters. This was easily the worst of the three demos I got to play with the sloppy graphics, flat textures and poor animations really standing out against the slow and lackluster game play. Combat with Sonic just wasn’t fun and didn’t flow well and even his fun spin dash bounce attack that turns Sonic into a bouncing ball of destruction couldn’t make up for this shortcoming. Amy’s combat was slightly better but was also very slow however her special Hammer Tornado attack that seems like it can be pulled off infinitely was fun to use but overpowered. The platforming sections can only be described as basic, Amy featuring a triple jump to reach higher ledges and jump further and Sonic being able to spin dash in the air to connect himself to different nodes. Occasionally separate paths open up that can only be traversed by a separate character and that was perhaps the most original and interesting part of the demo.

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I got stuck a few times in the demo with the path to advance to the next part of the level not always clear. One example was when I had to destroy a stack of destroyed rubble that blended into the environment and didn’t give any indication a lever that needed to be pulled was behind there. Problems like this are indicative of poor design and I can imagine the younger audience being completely stumped when they arrive at sections like this. There was also a forward running section reminiscent of the Truck chasing you scene from the City Escape Level in Sonic Adventure 2, however unlike then there was literally no challenge as holding back towards the screen and not doing anything else was enough to escape the monster chasing you. The monster later reappears to chase you again, except this time you have a few easily missable pipes to dodge.

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The two titles share characters and the universe, but have obviously been produced by two different teams with completely different ideas of quality. If you could only pick up one of these Sonic Boom titles, I would definitely go with Crystal Shards on the Nintendo 3DS over the sloppy Rise of Lyric for the Wii U which would still be a very mediocre title even if the issues with graphics and performance were fixed. For all our other coverage of this years EB Games Expo please follow the link.

Sleeping Dogs: Definitive Edition Hands On Preview

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I was a huge fan of the original Sleeping Dogs released in 2012 and thought it was one of the great sleeper hits of the generation. Having spent a lot of time with that game including purchasing all the DLC and getting every single trophy, I got some time with the Definitive Edition to see what’s changed and if this HD upgrade is worth your money.

In terms of game play, Sleeping Dogs Definitive Edition is basically what we got in 2012. The demo contained an early part of the story with most of the content revolving around chasing down a guy named Ming who runs for Dog Eyes, the games main villain. You chase him through the bustling streets of Hong Kong, up back alleys and on rooftops until he eventually bombards you with goons to slow you down. These chase sections are still exciting and provide a visually pleasing challenging experience as you shove pedestrians out of the way gracefully with a well timed press of the x button and launch over counter tops and up walls.

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Combat also remains unchanged and still remains one of the best examples of Kung Fu combat and combat in general within an open world title. Punches and kicks have a great weight behind them and you really feel the impact on your opponent as blood begins to cover their face. The mechanics of the fighting are handled excellently, with square being your basic melee and holding down the button at certain points in the combo will lead your attack into a heavy blow. You can counter with the triangle button in similar fashion to the Arkham games and grab guarding enemies which can then be thrown into environmental hazards such as exposed electrical boxes and air conditioning vents with spinning blades which look gruesome when you pull them off.

Performance wise, it unfortunately doesn’t seem like Sleeping Dogs Definitive Edition has added anything to the mix. The game doesn’t feel smoother as it hasn’t received the 60fps treatment like other remasters. There is no doubt it looks nicer in crisp and clear 1080p HD with new textures and the like, but character models don’t look much better either. The environment seems to have been the biggest winner here with better lighting effects and draw distance.

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It’s hard to recommend Sleeping Dogs Definitive Edition to those who have already played the game, especially if you have sunk any money into the DLC. The visual updates alone without any performance enhancements just aren’t enough to warrant a repurchase but for those who have never played the original Sleeping Dogs and wanted to, or want to experience a fantastic open world game with a great story and active setting, this is definitely one to pick up on release come October 10th. For all our other coverage of this years EB Games Expo please follow the link.

Project CARS Hands On Impressions

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Project CARS had a playable demo at EB Expo 2014 and I got to go hands on with a few different cars on a circuit track. There were a few setups with different types of cars on each and I checked out three of them which had a playable V8 like car, a super car and and F1 like vehicles. Judging by my lack of detail in my car descriptions you can probably tell I’m not a big car enthusiast, but I happily picked up the control to see what the game was like.

The first thing I noticed was the graphics that were indeed impressive, just as Slightly Mad Studios had been touting. Unfortunately only the circuit track was on display which was disappointing as I wanted to check out the newly announced world tracks, however the track did look fantastic running on what seemed to be an alpha PC build. Cars looked equally as good with a great sense of realism due to the way the lighting reflected off the cars. I really wanted to test out the damage features and wasn’t let down after I smashed my car into a wall at over 100 Km/h, with my car showing a crumpled roof and hood alongside a smashed windscreen which hindered your view if you were driving in one of the cockpit modes. Speaking of which, there are 6 different views, with perhaps the coolest one being the cockpit as you get to see the interior camera screen and all your gauges respond to how you are controlling the car. Interiors look well detailed and the animations of the drivers hands are extensive, even moving his fingers to shift gears.

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There did seem to be a few screen tearing issues especially with the cam on the hood camera option, but it was a very glaring issue so it will likely be abolished by release. Performance wise the game ran very well even with up to 20 cars on the track at once, there were some very minor frame drops that lasted under half a second but the final version is aiming for 1080p/60fps. The audio of the cars sounded realistic and loud with the headset on. All the revving and engine sounds came across very clearly and would even change to reflect the camera view you were in which was a nice touch.

Project CARS is a very technical, simulator like racer as opposed to a more arcade like experience and they do that well. Whilst I am not a fan of technical racers myself it was easy to appreciate that those that are into them will definitely enjoy this game as getting into first place means following lines, turning and breaking at the correct time and making sure not to under or over steer. A racing line helper was present on the track to help those less inclined with the genre take corners at the correct angles and break at the right times. I played three different types of cars and each controlled distinctly differently, with the F1 vehicle probably giving me the most trouble simply due to the higher speeds it could reach.

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The demo didn’t really offer anything that would appeal to fans that are not a fan of technical racers however those that are will definitely appreciate the driving mechanics and brilliant graphics Slightly Mad Studios have created here with Project CARS. To check out all our coverage from EB Expo 2014 with more hands on experiences being added constantly, just follow the link.

 

Kingdom Hearts HD 2.5 ReMix Hands On Preview

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Kingdom Hearts HD 2.5 ReMix contains two main games and a heap of cut scenes covering the story of Kingdom Hearts Re:Coded. I got to go hands on with both Kingdom Hearts 2 Final Mix and Birth By Sleep at this years EB Games Expo and walked away with a great feeling of nostalgia after playing both of these titles a while back in the past.

First up is Kingdom Hearts 2 Final Mix. It has been a while since I played the original title but the sense of the game being much faster instantly came back to me. Combat speed and even movement in general are basically twice the speed of the first title which some people will like such as myself but others won’t be a fan of. One of the biggest introductions in KH2 were drive forms and I got to try out the Wisdom and Limit form. The first had me gliding around like I was on air shooting magic at my enemies from a safe distance and was a blast to use. The controls are responsive and pretty much like the first HD ReMix title, however you will find yourself moving your hands around the controller much more often to keep up with the games speed as you activate skills, change which enemy you target and cast magic.

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The graphics have obviously been improved with models looking much sharper and textures looking much more refined but unlike Kingdom Hearts HD ReMix 1.5, I was less impressed with these newly updated graphics on the whole. The demo I played put me in the Christmas Halloween Town stage (which I have to admit is one of my least favourite world from the entire series). While the main characters and environments look about as good as a HD remake of a PS2 is going to, secondary characters such as Santa Clause didn’t receive the same treatment. The Mayor of the towns face in particular looked rather terrifying, seemingly retaining the same texture from the original version but now glaringly more ugly in high definition. One other quick thing I noticed that I don’t remember being in the original title are these floating crowns that seemingly unlock puzzles as you collect them.

The music and sound effects were all great and was one of the main contributors to my feelings of nostalgia. I’ve always loved the battle themes and even though it’s my least favourite world it feels so good to defeat heartless against a Christmas-y battle beat. Sora’s voice actor has obviously gone a change of voice but he still sounds like the energetic kid that Sora is and is great in the role.

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Next up was Birth By Sleep, originally a PSP game this was another title I hadn’t touched since completing the game 100% about four years ago. The demo version of Birth By Sleep contained one campaign for each of the three characters. I jumped in with Aqua at Radiant Garden as she protected a young Kairi from the Unverse. After exploring a bit, opening a few chests and destroying some enemies, you arrive to the end game of the demo, a giant boss battle against a multi-part boss similar to the giant knight looking robot from Kingdom Hearts 1.

Birth By Sleep: Final Mix looked slightly poorer than Kingdom Hearts 2 which is understandable given its PSP origins. Aquas blue eyes pop here more than ever and while models have more square edges than the models in KH2, the HD makeover has still bettered the quality of the graphics overall. One negative people won’t be a fan of is that the ‘fish mouths’ from some cut scenes in Kingdom Hearts 1 are still found here. Performance was also rather disappointing with a few frame rate drops in odd places such as jumping on the stairs, but keep in mind this is an early build and the game still has some development time left before release so we are inclined to believe these issues will be solved the next time we get our hands on the game.

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That being said the game play is still fantastic and the praised combat system from Birth By Sleep has made it’s way over. It does take a while to get used to as unlike Kingdom Hearts 1 and 2, the command chart on the side scrolls through certain actions with each press of the triangle button as opposed to having magic and item shortcuts available to you. X is your default attack option and changes to more powerful attacks as you fill the command gauge. As the command gauge fills each time you attack, using certain varieties of attack such as fire or blizzard will transform you into one of many forms such as Diamond Dust or Firestorm. These give you an entirely new move set to play with alongside increased damage output and it’s just awesome to transform and unleash new super attacks.

Adding even more variety to the combat is the shotlock feature which you can access by holding down R1. This will bring up and aiming reticle that takes up the whole screen and allows you to target multiple enemies before unleashing lightning bolts onto them all. If you like action RPG’s then you will most likely take an instant liking to either of these Kingdom Hearts titles.

 

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The main thing bugging me about Birth By Sleep is the controls. The PSP title felt a little clumsy to play but you got used to it over time and adapted to the limited controls present on the PSP. While the camera is now mapped to the right stick so you can move it around, you feel the additional R2 and L2 buttons could have been used to take some of the commands off the other buttons, I would have liked to see Shotlock locked to a simple press and hold of the R2 button as opposed to holding it down for a second before it activated, especially as the 2 additional shoulder buttons have just been allocated as additional ways to scroll through the command list. Admittedly this does come in handy as you don’t have to remove your thumb from the left stick.

All up, Kingdom Hearts HD 2.5 ReMix is looking like another solid remaster of some of the best games from the PS2 era. Check back with us for more Kingdom Hearts coverage over the coming weeks. For all our other coverage of this years EB Games Expo please follow the link.

Bayonetta 2 Hands On Preview

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Bayonetta 2 is an upcoming action game exclusive for the Wii U featuring the sexy Umbra Witch Bayonetta and her quest to rescue her friend Jeanne from the Inferno. I got about 10 minutes worth of game play from the behind curtains demo at Nintendo’s booth which gave me a pretty good feel of what I could expect from the full game when it launches on October 25th.

The fights in Bayonetta 2 are on a whole ‘nother level of crazy to anything I have seen in a game before. The 10 minute or so demo featured a small tutorial followed by a battle against angel like centurions on a plane flying through the city with characters being launched into the air, being slammed with a fist or getting thrown into a skyscraper. The bosses you fight are all very imaginative and all have an idealistic religion type of design. The final fight took place in the air with Bayonetta growing a pair of wings so she could keep up with the giant dragon I was now fighting before it drained the last bit of my health bar.

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The combat was extremely fast paced, varied and satisfying. Bayonetta moves around the screen shooting, kicking, striking and evading all over the place with great precision. When you get hit by an attack in game the fault is definitely your own as the controls are very tight and precise. Bayonetta can perform light strikes, heavier kicks, shoot her gun from a distance and jump to perform midair attacks. All of these can be strung together to form combos of which there are many.

The only issue I had with the game was that with all the frenetic action happening on screen it was very difficult to know when the enemy was actually performing an attack. This issue was most prominent during the giant flying boss section where the boss was taking up a large portion of screen space and the attacks he was making did not have very obvious tells leading to Bayonetta taking the hit and eventually dying. In this day of moderns games where players are spoiled with visual cues such as enemies glowing red at the exact moment we are meant to counter or block their attacks, Bayonetta 2 does not seem to have a similar system. This was my first time playing the Bayonetta series and I’m sure with practice and repetition it is an issue that will become smaller the more you spend with the game.

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Visually the game is impressive especially considering the amount of action on screen, but could do with a bit more anti-aliasing as some times the graphics look a bit rough. This was especially notable with Bayonetta in the downtime between enemies however she does great during cut scenes. Enemies have great designs and Bayonetta moves like a graceful gymnast wielding a gun with plenty of smooth animations to make the combat look even better. The demo I played did not suffer from any frame drops despite all the crazy action that was going which was impressive.

Bayonetta 2 is the best action game I have played in a long time and is definitely one for fans of the first Bayonetta, fans of the action genre or even fans of a challenge.With the entire first game being included with the physical release this is one very tempting title. We recently covered the Bayonetta 2 Nintendo Direct in depth so if you’re keen to find out all the information that was revealed there please check out that article that also contained a brand new trailer for the game. For all our other coverage of this years EB Games Expo please follow the link.

LittleBigPlanet 3 Preview

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I am going to be open and state immediately that I am not an aficionado of platformer games. As a child, I was deprived of the likes of Mario and Luigi due to my family being refugees from various conflicts/civil unrests. When the choice is between eating and owning a gaming console, my parents stuck firmly to the ideal of avoiding malnutrition. I have tried They Bleed Pixels at a friend’s place, but I’ve never really explored the genre of my own accord.  It is with this limited frame of reference that I tried my hand at the third instalment in Sony’s Little Big Planet series, the aptly named; Little Big Planet 3.

From my first impression of the demo, the game look like it has a lot of polish and work put into it. The controls are slick and responsive enough that even a non-console gamer like yours truly can jump through the levels with relative proficiency. This is a game which was designed for gamers with less experience (i.e. children), which means that complicated mechanics and a difficult learning curve are not features you can expect from this game. There is an element of skill involved in the game as to collect all the points and stickers in a level, players do need to have some skill in traversing their environments. The collectibles and stickers are mainly to unlock new costumes and level design options. As I threw the main character, Sackboy, around the level, I was informed by a Sony spokesperson that all previous user generated content and levels from the previous games would be compatible with the new game. Effectively this means that newcomers and fans to the series alike will have a swath of content to get through beyond the official levels, which will come with the game.

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Besides these new levels, the game also introduces three new playable characters with their own unique gameplay mechanics. Among the lineup is ‘Oddsock’, who appears to be a dog creature who moves fast and can wall-jump. Another is Swoop, who can fly and pick up and carry other characters and light objects. Toggle rounds out this band of mismatching misfits and has the ability to shapeshift from a big and small version of himself. In his big form, Toggle can push down switches, while in his little form he can move faster and run along the surface of water. Sackboy also receives a new ability in that he can now climb ladders in the background. There are also a number of power-ups which can be collected to give new and improved abilities to the characters.

These new characters and mechanics will no doubt provide budding level designers with a lot of new options to come up with creative and challenging levels. Unfortunately, I was not able to try out the level editor in the demo so I have no idea what changes have been effected in that area of the game… but considering the overall polish and production values, I’m fairly certain it’s pretty darn good.

What I was able to try out in the demo was a couple of the levels with some of the new characters and mechanics. While playing as Oddsock, the demo level was designed to showcase their speed and manoeuvrability. I was able to run up walls and then wall jump up to higher areas. Speed was also important as various sections would collapse and cause me to respawn if I fell. Death is not particularly frightening or scary and everything is very family friendly.

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After I cleared the level with Oddsock (having missed alot of stickers and points along the way), I moved on to another level which showcased Toggle’s shapeshifting mechanic. The level made use of the weight mechanic extensively as I stood on and pushed down switches and levers. Switching quickly between the small and big forms of Toggle also allowed for an interesting jumping mechanic where Toggle would sink in water in his big form and then fly up and out in his bouyant little form to jump over obstacles and reach collectibles. I thought this was a clever implementation of the mechanic to create fun level design.

Overall, what I’ve seen of the game appears to be quite fun with good production values. Little Big Planet 3 will be released in November in time for holiday celebrations.

For more of our EB Expo coverage, click here.

Middle-earth: Shadow of Mordor Now Available in Europe

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Middle-earth: Shadow of Mordor is now available on next generation consoles and Windows in Europe. The game stars Talion, a Gondorian Ranger of the Black Gate who dies with his family at the hands of Sauron’s army. For some unknown reason, Talion is resurrected by a wraith-spirit and is blessed with new powers to compliment his ranger skills. Now, Talion is on the war path to avenge the murder of his family and discover more about the wraith that has given him a second lease on life.

The game is an open world action RPG. Players will shape a unique world based on their actions with the Nemesis System. Over time, Talion will develop nemesis that will grow and change their behaviour based on their previous encounters with Talion.

Middle-earth: Shadow of Mordor is out now for PlayStation 4, Xbox One, and Windows in Europe and North America. Australia and New Zealand will have to wait until October 8th, 2014 for their copy. A PlayStation 3 and Xbox 360 release will follow in November.

Sunset Overdrive Interview with Creative Director, Marcus Smith

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One of the most highly anticipated Xbox One titles, Sunset Overdrive, has come to EB Games Expo Sydney and today I had the pleasure of speaking to Insomniac’s Creative Director, Marcus Smith.


What drove you to Sunset City? How did you come up with this amazing idea behind Sunset Overdrive?

Oh boy. Well originally Drew Murray, the game director and I, we worked on Resistance 3. I was creative director, he was lead designer and we worked together really well – great friends. We were having lunch and it came up, ‘what kind of game would you make if somebody gave you the money to do it?’ Like your own idea and everything. And we started talking about something that was much more traditional zombie apocalypse-y. We were both about to be parents at the same time, and so I think we were thinking about the end of the world a lot, ‘cause it’s just nerve racking to bring a life into the world and so we started thinking about it. We just came out of Resistance 3, which is a very dreary existence right and the idea of going into a new franchise like that was kind of depressing. So we just started thinking about everything that we like in the world of those zombie apocalypse type games. Every once in a while something happens and it just seems super fun, like the end of the world where Will Smith is hitting golf balls off an aircraft carrier or Charlton Heston is driving a big boat in the empty streets of L.A. It just looks awesome to me.

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Yeah and those are the games that everyone wants to play.

Right. And so that was the main twist – what if it’s not the end of the world, but like a new beginning? You play a character that is basically just not living up to their potential and all that, and when the end of times come about, it’s kind of like they find their place in the world. And you know all those sorts of video game fantasies come true is the new existence – the new end time. So that was the main thing and then we just ran from there for this idea of fun in the end times and then the team just came together and made amazing stuff happen.

Do you think in 2027 our world will be anything like your creative idea?

Uh, I think in a lot of ways the world’s already like . . . (chuckles) you know an energy drink turning people into mutants is already, it’s not really preposterous.

It could happen.

Stuff happens all the time, where major corporations release things and get away with stuff. I mean GM, American carmaker, they knew about a problem with their car and they didn’t do anything about it. Thirteen people died as a result, and that kind of stuff happens all the time. So it’s hard, as silly as it is, it’s also sort of reflecting society as it stands now. And yeah . . . it’s not that far off.

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Do you drink energy drinks yourself?

I do, I totally do. Yeah, yeah – I think diet Red Bull has gotten more of my money over the years, than I care to admit. Yeah, sadly I do drink a lot of energy drinks.

I think everyone here as a gamer drinks a lot of energy drinks.

Absolutely – so it seems like it fits right (chuckles).

Do you think the Xbox One community will respond well to Sunset Overdrive? How do you anticipate they’ll react?

I honestly don’t know because, I mean obviously Xbox One has sold millions of copies and how do you, how do you define millions of people? You know I am certainly hopeful; we’ve made a game that is entertaining. We’ve seen that people, whether their new to gaming or are experienced, there’s something to do in Sunset Overdrive. You know and it’s inviting and accessible, but its got layers of complexity that skilled players can get into, so we’re hoping that everybody gets along with it, but at the end of the day its also got a point of view, it’s colourful and different and there are frankly going to be people who just don’t like that. Everybody has their own taste in games and we fully expect that there are going to be people who just hate the game, and there is nothing we can do about that. As long as we can get people who really like it.

Do you think you will get a lot of Tony Hawke fans into the game as well?

I hope so, yeah maybe cause most of us were Tony Hawke fans and this definitely was a game from early on, we said ‘it’s going to be like Tony Hawke with guns’, because most games have traversal , a lot of times it’s in the negative space that you’re traversing. Like you get off the environment and then traverse, whereas this game, like Tony Hawke, you have to have that awareness of the world, you have to know what’s bounce-able, what’s grind-able and all that. So there are a lot of similarities to Tony Hawke and this game. Also that accessibility that you can just pick up Tony Hawke and it was fun to play off the bat, but then you could learn how to do all the advanced moves. So yeah, I definitely see a lot of similarities in Tony Hawke, certainly an inspiration.

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So what aspect then do you think gamers will value the most about Sunset Overdrive?

You know right now I think in the climate of games, we don’t have very many games that don’t take themselves very seriously. I mean, I used to love games like Sam & Max that were just funny, and there’s just not that many games that have a sense of humour right now. Saints Row is funny, but it’s its own kind of humour and we’re definitely . . . I think it’s right to have more games that have humour in them frankly. So hopefully people will respond well to that.

Yeah and I think they will.

Good! (chuckles)

Would you like to say anything else about Sunset Overdrive?

Buy it! It comes out here October 30th and I hope that everybody loves it.


Thanks Marcus Smith for taking the time to participate in the interview. Be sure to test-run Sunset Overdrive at EB Games Expo this weekend!

For more of our EB Expo coverage, click here.

‘Gundam Reconguista in G’ Now Showing on AnimeLab

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Madman has announced that it has acquired the latest series in the long-running Mobile Suit Gundam franchise, Gundam Reconguista in G. The anime has exploded onto AnimeLab earlier today and will stream every Friday, 7:30am AEST shortly after the Japanese broadcast. That’s good news for us early birds looking for an anime fix right before work.

35 years after the original Mobile Suit Gundam we have the oddly-titled Gundam Reconguista in G, a brand new and stand alone entry in the franchise. But it’s also a sequel to the classic Universal Century line of Gundam shows that have been released since the late 1970s, set in a new era known as the Regild Century (R.C.). A new protagonist known as Bellri Zenam and the poster mobile suit G-Self will head the new Gundam anime.

Episodes 1 and 2 are now available to view on AnimeLab while the trailer is viewable below. If giant robots in outer space aren’t your thing, Madman have recently added a stack of new shows.