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God Of War: Ascension Multiplayer Beta Impressions

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Multiplayer in a God of War game…some people just can’t grasp how that works. Some think it can’t be anything but a tacked on mode that they will undoubtedly overlook in favour of the tried-and-true single-player campaign (our hands-on with which can be read here). Well, we recently received an invite to the closed God of War: Ascension multiplayer beta and have some impressions that will hopefully alleviate those fears. We delayed this posting so that we could get some hands-on time with the third match-type featured – Capture the Flag, which was only added two days ago.

You start the beta with a clean slate, with no allegiance, no specialties, not even a distinguishable look. Being dropped into Olympus Arena, you must approach the center and choose your deity. From left to right, there are statues of: Ares, Hades, Zeus and Poseidon. Hades and Poseidon are locked for the public beta. Each choice has a couple paragraphs in the voice of the chosen God that attempts to appeal to the warrior. A quick explanation of what your starting attributes would be like under each God is also given (which I’ll go into later). Once a choice has been made, a tutorial commences.

The basics are taught: light attacks with “Square” , heavy attacks with “Triangle”, blocking with L1 and parrying with L1 and X together. There’s an advanced tutorial available immediately after completion of the basic, but it can be skipped. Leave the arena and you’ll find yourself in the beta main menu/hub. This menu screen displays your character in the center, with your attributes/active abilities listed on the bottom right and your XP bar on the top right. By pressing L2 or R2, you can swap between the Ares and Zeus classes, so your initial choice is not set in stone.

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While playing, you will accumulate tokens that can be put towards buying new powers and items, among other things. Other objects such as armour and weaponry mostly unlock once you reach a certain level or complete a specific task – such as “Aligned to Ares – Kill 50 VS Opponents”. There are also silver-topped “Treasure of the Gods” chests which can be opened in the middle of battle that will unlock pieces of, or whole armours and weapons. On the top left is a scroll wheel of sorts that is broken up into 4 categories: “Game Mode”, “Quick Play”, “Champion” and “Training” (which are the aforementioned tutorials – added to the main menu after an update). “”Weapons”, “Armour” and “Abilities” are the three sub-menus within “Champion”. Starting off, you will naturally have the most basic of blades and no additional armour.

This actually ties into the first criticism of the multiplayer, which is that when matchmaking, experience levels aren’t taken into consideration. I remember the first match I played; I got annihilated. But it’s also down to a learning curve with the pace, combat and stratagem needed as, once you get more acquainted with “the way of the world”, things start to even out a little. Though it should be kept in mind that very few people would be playing the beta at any one point in time, so that sort of matchmaking option is not exactly necessary yet. But in the full release, it would be appropriate and appreciated.

Initially there were two match-types available: Favour of the Gods (4 Players) and Team Favour of the Gods (8 Players). Favour of the Gods places the player in the confined “Forum of Hercules”, where Hercules watches over the battlefield as Trojans and Spartans brutally kill each other. The goal is to reach 8,000 favour, or as close to that number as possible, within the 10 minute time limit, although the time limit is rarely an issue here. Favour is acquired by netting kills and opening chests which periodically appear in a flash on the edges of the battlefield.

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There are multiple kill-types to achieve: basic kills, Brutal Kills on opponents near-death by pressing R1 (finishers like when Kratos rips off the wings of a Harpy for example), knocking opponents into the thorny vines covering the walls, lighting a brazier that unleashes a hail of flaming arrows and knocking opponents off the stage (“ring-out” as I like to call it). The “ring-out” kill is made possible by Hercules himself as he intermittently jumps down off his pedestal and sends a shock-wave throughout the forum with his Nemean Cestus that knocks everyone down – unless you jump over it – and destroys parts of the barriers in the arena.

Weapons of the Gods will often reveal themselves on the battlefield, and can be picked up and used for a short period of time. They are mapped to the “O” button, which is usually used for kicking when no special weapon is equipped. Pressing L1 and O together activates a signature attack for that weapon that does massive damage, but results in you losing the weapon in that instant. Health and mana pits also pop up during play, which refill your health or mana once you simply cross over them, requiring no further interaction, unlike the representative chests in the single-player campaign that we are familiar with.

The match-type is fun and becomes pretty hectic. Players seem fond of using R2 to employ their radius-based magic in this arena because of it’s smaller scale and size and the therefore inherently higher chance of hitting their opponents. Again, starting off with no magic and having to face people, off-the-bat, who have upgraded their character to that point was frustrating in the beginning. But, as you earn XP (and it comes fairly quickly depending on your performance), you will be able to level the playing field and become a more efficient killing machine. It also didn’t help for me that the Ares class is less magic, more brute strength…players who want a focus on magic should choose Zeus.

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Team Favour of the Gods has the same overall concept and majority of features as its individual brethren, however many more elements are added. The level the match takes place on is called the “Desert of Lost Souls” and is multi-tiered, with a Hyperion Gate providing quick teleportation between them. The goal is still 8,000 favour, within the same time limit, however the point value for each action is decreased to make it more challenging to hit. Altars are present, which can be captured by holding R1. If the altar is already claimed, it will take much longer to convert.

There are fire traps that players can activate by pulling a lever nearby that are always placed near these Altars, so you can effectively stop someone in their tracks. Altars provide 100 favour upon capture and the longer they are held by your team, the more they pay out over time. However, it may prove difficult to do so with everyone scrambling for points and the elephant…or, cyclops, in the room (pictured below) attempting to halt your progress…That “beast” is named Polyphemus and is constantly slamming its hand into the sides of the arena and knocking you back or squishing you like a bug with a flat smack of it’s palm. But it’s not just there to be a nuisance.

In the far center of the top tier of the playing field, Polyphemus rests its hands. Teams may attack its hands – though not without being lashed back at – and weaken it, at which point they can finish it off. To finish it off, a player from either team needs the Spear of Olympus, which the God’s will send down through “Intervention” after an allotted period of time. Once someone has acquired the spear and initiates the final kill animation, the game shows that whole team converging in a cut-scene to finish off Polyphemus, which nets them 1,000 favour! That’s 1/8th of the goal done!

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This mode can be extremely fun and frenetic, especially in those rushed moments to attain the massive favour spike that killing Polyphemus provides. Picking up a Weapon of the Gods, such as the Boots of Hermes, may require a quick tap of R1, but the spear requires you to also mash O after the initial grab command to pull it out. So interruptions are frequent, which may frustrate some, but considering it’s a potentially tide-changing acquisition, it wouldn’t be fair otherwise. I also like that there are different strategies at play as one player may want to attack and earn “combat” points, while another may target the altars and chests for “objective” points. The strength of your character and its class has a real effect on the gameplay.

Finally, there’s Capture the Flag (8 Players), the newest match-type. Same teams of green Trojans vs red Spartans and the same Desert of Lost Souls, except this time, where the altars once stood are now flags, with the surrounding area being each teams’ base. The goal is 5 flags, and it plays out as you would expect a CTF match to do so. Some people may want to defend their flag, other may go on the attack, etc. If you are holding a flag, you can attack with it, although they are very light attacks that do very little more than push the enemy away. Taking a flag requires the same input mentioned for acquiring the Spear of Olympus earlier, so it’s not instantaneous.

The Gods also intervene in this mode, although this time it’s not weapons they are sending down, but bonus flags. A bonus flag will periodically appear on the bottom tier where the third altar laid before. Players can take advantage of that Hyperion Gate to reach it quickly, or just jump down and then climb back up once they’ve retrieved it. The mode still has chests to be opened and favour to be accumulated. Although they do not affect the outcome of the match, they do add to the XP that you will receive once the match is over to help you level up.

All in all, these modes were actually extremely fun for me and retain the controls and feel of the God of War experience. There is definitely some tweaking that needs to be done along the way to Ascension’s release in March, especially in terms of match-making options and possibly the power of some magical abilities, which may be a bit unbalanced, but overall I was pleasantly surprised and impressed. It’s clear that the team at Sony Santa Monica have put a lot of effort into making sure their multiplayer inclusion is worth-while. To every God of War fan, if you are a member of PS Plus or have a trial code, participate in the beta come January 8th. “Do not disappoint the Gods of Olympus”.

Guild Wars 2: New Years Sale

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An exciting amount of savings is coming to Tyria as the Black Lion Trading Company is exclusively selling three distinct items each day over the course of the next three days. From January 4th to January 7, prices in the Gem Store are dropping dramatically. Here’s a word from their spokesman:

The cuts are so deep you’ll swear I took a greatsword to the prices!

To access the Gem Store simply log-on to your Guild Wars 2 account and press “O” while in the game. Be quick to catch the secretive items as they will only last 24 hours each. Deals begin at 12:00 AM PST and cease at the end of the day on the 7th.

UPDATE

Day 1 Items: Black Lion Salvage Kit (30% Off – 210 Gems), Booster Multipack (40% Off – 180 Gems), Pirate Captain’s Outfit (50% Off – 350 Gems)

Day 2 Items: Character Expansion Slot (25% Off – 600 Gems), Minis 3-Pack [Set 1] (30% Off – 210 Gems), [5] Total Makeover Kits (25% Off – 1050 Gems) OR [1] Total Makeover Kit (350 Gems)

Day 3 Items: Kryton Armor Skin (25% Off – 375 Gems), Primeval Armor Skin (25% Off – 375 Gems), Profane Armor Skin (25% Off – 375 Gems)

Mad Catz Announces New Product Line

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Mad Catz, maker of FightSticks and other gaming peripherals, announced their newest line of goodies today.

The new product line, entitled GameSmart, will be comprised of accessories for tablets, smartphones, and other smart devices.  Goods from its line will be aiming to bring smart devices “closer to delivering a core gaming experience similar to a gaming console or gaming computer.”

Mad Catz is planning to have the line contain everything from gaming mice and keyboards to headsets and other types of controllers that function using Bluetooth.  They will also have apps to allow for additional functionality with the devices.

The first set of GameSmart products will be announced at CES 2013 with an expected launch soon afterward.

Game Designer Calls for Change

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In light of the recent #1ReasonWhy Twitter hash tag, video game designer Kim Swift wrote a recent blog post entitled, “1Reason.”  Swift, known for her work on PortalQuantum Conundrum, and Left 4 Dead, wanted to speak more deeply about her thoughts on the hash tag and sexism in the game development industry.

Swift mentions in her blog entry that, as a participant in the 1ReasonWhy hash tag, she is fearful of the light that shines on the dark corners of the subject.

To tell all, in many ways, either means having nothing to lose, anonymity or extreme bravery, none of which I possess.

She goes far deeper, though.  She expresses that no matter how bad things get, no matter much makes her “nervous and teary eyed”, her love of making video games far exceeds the bad things that go along with it.

She also wants to know that she’s making an impact – that when she talks in public, somewhere there is a little girl she can inspire to achieve her dreams.

The crux of the article, though, can be summed up in a few short sentences:

So here comes my point. This is a numbers game, people.

If you want diversity in gaming subjects:

If you want a more fair, unbiased workplace:

If you want the industry to just plain grow up:

Then we need to change the makeup of our industry, because games are a reflection of their creators.

She also finished with a call to arms for the ladies reading her article:

Be visible.

Be outspoken.

Be strong.

Be smart.

Be kind.

Be everything that the younger versions of us could’ve pointed to and proudly said:

“Girls make games too.”

Ladies, know that you are every bit as capable as any man.  Men, support and encourage the ladies in their endeavors.  At the end of the day, we’re all on this world together and including everyone can only make for better games.

Dragon Ball Z: Battle of Gods theme will cha-la its way into your head!

dragon-ball-z-battle-of-gods-artworkJapanese rock band FLOW have released their version of infamous Dragon Ball Z theme song ‘Cha-La Head Cha-La’ which is slated to serve as the theme for the Dragon Ball Z: Battle of Gods movie later this year.

The song which can be listened to below takes a more hard rock spin on the classic anime tune, bringing FLOW’s unique style of rock into a song that fans of Dragon Ball Z have come to view with nostalgic eyes.

FLOW have previously performed the themes for anime such as Naruto, Beelzebub and Code Geass. Be sure to check out the track below and let us know what you think in the comments section.

Demon’s Souls Coming to PSN On Tuesday

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That’s right Souls fans! Predecessor to undeniably difficult, brick-wall of a game, Dark Souls is coming to the PlayStation Store next week (and it’s no less of a wall itself). Announced by Atlus here on the Official PlayStation Blog; fans of the original may remember their epic journey to halt the Old One and retract the evil fog that so engulfed Boletaria almost two and a half years ago. Known for being almost less accessible than its aptly named sequel, Demon’s Souls puts players through their paces with horrendous boss fights, always challenging combat and a creepy world in which any mistake means certain death.

Releasing on January 8th (this Tuesday coming) for the nice price of $19.99,  this digital download of Demon’s Souls will allow long-time veterans and fans to re-experience their glory days; while newcomers will get the opportunity to see why the game is so acclaimed worldwide. Don’t forget your bags of Moon Grass and remember to watch out for that devious Yurt!

Age of Empires Online “no longer cost-effective” to develop

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In a recent post on the Age of Empires Online‘s (AOEO) blog, it was revealed that the game will now be entering its “support phase.”   What does this mean for you and the other players around the world?

According to poster AOEO Trajan, the game’s development entering this phase means “there will be no new content created for AOEO.”  According to Trajan, there is still some content being worked on that will still make its way to the public within the next few weeks.

But why, you may ask, are they going to stop creating content?  The answer comes down to money, according to Trajan:

Why no more content? Because creating top-tier content, as we have been for the last year and a half, is very expensive—too expensive to maintain for long, as it turns out. We can no longer afford to keep creating it. AOEO already has a very large amount of high-quality, hand-crafted entertainment, and adding more is no longer cost-effective.

While this may spell the end of new content for AOEO, you can rest assured the game will still continue as-is.  There will just not be any new content moving forward.

Tegami Bachi: Reverse licensed by Sentai Filmworks

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In a rather strange turn of events, rather than announce a licensing of one of the new anime starting in Winter 2013, Sentai Filmworks has announced that they have acquired the license to Tegami Bachi: Reverse, an anime which is the sequel to Tegami Bachi: Letter Bee (also licensed by Sentai), which aired originally back in 2010 and 2011.

The company has not announced exactly when fans can expect to see the anime hit store shelves, though the announcement did mention that the release will be a subtitle only DVD. As for the story of Tegami Bachi: Reverse, it follows a young boy named Lag Seeing who delivers messages throughout the world of AmberGround and has the special ability to see the memories of both people and items.

Tokyo Magnitude 8.0 licensed by Maiden Japan

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Today it was announced by Maiden Japan (a branch of Sentai Filmworks) that they would be bringing the Tokyo Magnitude 8.0 anime series over to NOrth America. The company is currently planning on bringing the anime series to fans on Blu-ray and DVD and the anime will also feature both an English and Japanese voice track when it is released on April 2nd.

This news comes about a month after Siren Visual announced their licensing of the anime for Australian release. Tokyo Magnitude 8.0 is an eleven episode anime that follows a middle school freshman girl named Mrai who is attending a robot exhibition in Tokyo with her brother Yuuki. However when a powerful earthquake rips apart Tokyo, these two must try and survive the new dangers of Tokyo a they try to make their way back home.

Mutant Mudds 2 confirmed by Renegade Kid

mutant-mudds-04If you were concerned that you would never be seeing another Mutant Mudds title, you can now breath a sigh of relief. Today it was confirmed that Renegade Kid is indeed working on Mutant Mudds 2. This information comes from Renegade Kid co-founder Jools Watsham himself.

On Twitter he told an inquisitive fan that “Yes, Mutant Mudds 2 is confirmed.” This marks the first time that he has ever officially confirmed that the game is in development, though it is worth noting that Mutant Mudds Deluxe, the Wii U version of the original Mutant Mudds which is being released in Q1 2013, is the company’s main priority at the moment.