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Kinect Sesame Street TV Preview EB Games Expo 2012

At the EB Games Expo today I had the pleasure of checking out the latest Sesame Street video game on the Xbox Live Kinect, called Kinect Sesame Street TV. At first I was going to dismiss the game as something beneath me; as so many attendees at the event had done beforehand. But you know what, I’m not that kind of guy; life is full of new experiences, so why not try something new?

The Kinect title starts off with players selecting a level of the game. Each level plays like an episode of Sesame street; which I found to be really, really cool. The game just carried that authentic Sesame Street aesthetic, which gave me a few vibes of nostalgia from my childhood.

The game itself was pretty simple, requiring users to complete tasks that would be menial for anyone that wasn’t a learning child. In my play through I had to do things that the child participants of the show would have done if they were on the TV. So, for instance, I played catch with Elmo, counted numbers vocally and a whole bunch of other tasks that would assist children in accruing knowledge.

One thing that was really coll was that early on in the game, this Muppet avatar appears on the screen and pulls out this magic mirror. What’s awesome about this is that it detects what colour of clothing you’re wearing and it copies it over to the Muppet character. This means that this character is wearing the same coloured clothing as the player, making him easier to identify with. I think this is particularly handy for children (the target demographic) who may become a little confused, potentially.

I have to admit that having a more interactive medium for children to learn through probably only benefits them more in the end. Before it was just the children watching the TV, hoping to sponge some of the information. Now it’s interactive and this means that children are more likely to retain the information that has been spewed at them from the game just because they were the ones actually doing it.

Overall Kinect Sesame Street TV is looking it is a great game for children to play. It will not only increase their educational capabilities, but it will also provide a great amount of amusement for a while to come. The simplicity of this game is it’s key strength.

Nethergate: Resurrection meets Steam

Spiderweb Software is excited to share with its fans that Nethergate has been “resurrected” and is now available on Steam! Not only is it now available on Steam, but Nethergate: Resurrection is utterly affordable at a mere $3.99 until October 12th. That means you have less than a week in order to snatch up this ridiculous offer and play an old fashioned indie role playing game.

So what’s all the fuss about. Nethergate: Resurrection takes you back in time to old Britannia when there is a not so pleasant rivalry between the native Celts and invading Romans. Land burdened by war, Britannia is subjugated to a bloody war to which neither side is willing to admit defeat. As warriors clash blades and ancient magics are unearthed, only one faction will rule – and you get to make that choice. Are you one of the savage Celts or a land hungry Roman?

Check out the affordable game on Steam and look at the screenshots below.

EB Expo 2012: Wii U Game Showcase

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The Wii U made its Australian debut during the EB Expo this weekend. Before the public got their hands on the console, Nintendo invited a selection of media and VIP personnel to give the Wii U a try. Nintendo’s impressive booth allowed visitors to try out a selection of launch window games, including New Super Mario Bros U, Rayman Legends and ZombiU. The games I got my hands on were quite impressive and do take advantage of the Wii U Gamepad. Below are my opinions on titles that are worth looking out for.

One of the most anticipated Wii U launch titles would be New Super Mario Bros U. The classic platformer brings in the Gamepad for an extra player in another form. Four player multiplayer returns and require the players to use Wiimotes. The Gamepad user is there to aid the players in completing the course. This ranges from adding extra platforms to stunning enemies. Those with the Gamepad will still have a great time despite not controlling any character on screen during multiplayer. While playing on the Gamepad, I still found it enjoyable as I aided my fellow players in raking up the score. Other than that, it’s classic Mario with new powers, such as the Flying Squirrel suit which allows players to glide.

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Nintendo’s other first party offering was NintendoLand, a collection of mini-games based on Nintendo’s franchises. I had the chance to try two mini-games, Donkey Kong Crash Course and Takahara’s Ninja Castle. The Donkey Kong mini-game uses the Gampad’s tilt controls, as well as a few physical controls as players control a mine kart through a level inspired by the original Donkey Kong arcade game. In Takahara’s Ninja Castle, the Gamepad acts as the player’s stash of shuriken. Players throw the shuriken from the Gamepad towards various ninjas. Players have full control of the trajectory.

But most of the Wii U games on show were in fact third party games, especially Ubisoft. ZombiU, another hotly anticipated title, was on show and it does impress. Zombie U is a survival horror set in a mansion in London. Your objective is to survive the zombie outbreak. The Gamepad is essential as it acts what would have been the HUD. The map, inventory, health indicators are all taken care of on that six inch screen. A neat feature is that, once your character dies, it is infected and must be taken care off in the next round of gameplay. Only the single player experience was offered, but it is a game that is worth looking at when it is released at launch.

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Rayman Legends, exclusive to the Wii U, was also present. Fans of Rayman Origins who are picking up the Wii U will be excited to hear that Legends are taking those elements and making it better, especially with the introduction of the Gamepad. The Gamepad player controls Murfy. Murfy’s main role is support, aiding Rayman and his friends through the levels. It is like New Super Mario Bros U, but Ubisoft pushes it further, as some levels require Murfy’s aid to progress through. The screens will be quite different between the TV and Gamepad. Murfy is fun to play with, despite being a support character. Rayman Legends was also the first time I got my hands on the Wii U Pro Controller. The controller is slick, comfortable and responsive. It is an excellent controller for those who don’t want to use the Gamepad often.

The last game I got my hands on was Batman: Arkham City Armored Edition. For those who have played Arkham City already, then you can expect the same gameplay wise. However, the game has been tweaked to take advantage of the Gamepad. Like Zombie U, the inventory is displayed on the Gamepad rather than the TV screen. Items are selected using the touchscreen. Physical controls are still the main controls. When a cut scene is playing, it plays on both screens. A nice little feature, I must say. Overall, it is the same game from two years ago, but it has been tweaked enough to possibly give it another round.

Check out Ben “LinkageAX” Webb’s overall impression of the Nintendo booth. We also have a gallery of photos of the games and the booth.

Inside the EB Arena at EB Expo 2012 – Who Won?

This Saturday marks the second day of the EB Expo, held in Sydney for the first time after an opening year in Queensland. Spread over three days, the event is packed out with big name exhibitors such as Sony, Ubisoft and Activision. Local developers also get a minor look in thanks to the ‘home grown’ talent pavilion. Despite the token nod to the small guys, this event is all about the biggest games railroading their way into the public consciousness.

Set apart from the demonstration booths and vendors is the EB Arena. Here several presentations were held throughout the day to highlight some of the major titles making their way to gamers in the near future. This was the most obvious battleground for the day, pitching developers against each other to see who could draw the crowds, who could provoke the reactions.

Today saw two very different presentations take to the stage at either end of the day. Kicking off the presentations was Sony, bringing Playstation All-Stars Battle Royale and The Last of Us to the big stage. Battle Royale has been a huge deal for Sony so far, but the title was given strangely short shrift in the presentation. Game Director Omar Kendall took to the stage, but offered little information about the game besides introducing a couple of gameplay trailers. A quick one round demo was ushered in and out in the blink of an eye, and with little ceremony things moved quickly on to what was clearly the main consideration of the session.

Naughty Dog’s latest was certainly allowed to have more impact. After taking their time to make sure that the audience was highly aware that the man playing the demo was the only legally authorised man in Australia able to do so, things kicked off. The demo was certainly impressive when seen on the big screens of the EB Arena, but it was the soundscape of the game that really packed a punch.

The gameplay followed Ellie and Joel through a small section of a post apocalyptic city, and took in an encounter with a band of survivors that fare less than well for their encounter with Joel. Although the content has been seen elsewhere before, the impact of the sequence was certainly undeniable, with every gunshot punching through the tense soundscape. The city boasted a beautiful mixture of fallen civilisation and wilderness, with clear echoes of Uncharted in some of the animations.

Despite the impressive showing the crowd had little reaction. It was a telling sound indeed coming into the Arena for the late afternoon session, which showcased Assassin’s Creed 3 and Halo 4. Where Sony’s presentation had provoked a mild smattering of applause, Ubisoft got the crowd going. The live gameplay demonstration (“Kill the bear!”) had people involved, enjoying every successful kill. The spectacle of the new naval battles also went down well, leaving the Arena well placed to reach further fanboy heights when Halo 4 made it’s appearance.

After a strange and pointless appearance by Master Chief on stage, another live demo unfolded, jumping into one of the early missions of the game. New foes the Prometheans made an entry, along with several vehicles and some good old fashioned Halo corridors. A brief Q&A session with the audience followed, touching on the presence of other Spartans in the game (there will be at least one, and a fairly important one in the Halo universe at that) and how the story would run on from that of Halo 3 (directly).

So what to take from a session in the EB Arena. Well today, for this crowd at this show, Ubisoft edged a win over Halo 4 with Assassin’s Creed 3. Despite The Last of Us being dramatic and pitch perfect, the excitement just wasn’t there for either of Sony’s offerings, and All Stars came off as a time filler. The presentation just didn’t engage with the crowd, whereas Ubisoft’s live demo actively prompted audience members to direct the action – to “kill the bear” as it were.

Did the crowd today reflect a general malaise amongst the gaming population for Sony? There are plenty of different factors to account for the less than enthusiastic response, just the wrong audience perhaps, but the difference between the crowd reaction for these sessions was immense. Better PR, better bandwagons, who knows? But it will be interesting to see come the release of these four titles which one will win glory, top sales and head off into the sunset with Game of the Year awards.

Skylanders Giants Hands-On Preview – EB Expo 2012


By now you have most likely heard of the latest gaming craze that has swept the globe, no not the new Call of Duty game, but another Activision game. That’s right, Skylanders, a franchise born almost completely out of the company’s experimentation with the Spyro the Dragon IP. Last year Activision released the first Skylanders game to a fair amount of critical acclaim and stacks of cash being thrown at them from parents buying the little figurines that are integral to the game.

Skylanders Giants doesn’t do much to play with the formula and precedent set by the first Skylanders title, in fact it feels like very little was in fact done other than introducing new characters play as and worlds to explore. But you know, that ain’t half bad. The game itself plays well enough and is sure to captivate children with ease.

Whether it is the figurine mechanics or the colourful and plucky gameplay, Skylanders Giants is definitely tailor made for children and that isn’t a bad thing what so ever. It may not be too enticing for the hardcore gamers out there but it does a great job providing children with an enjoyable and addictive experience not unlike Pokemon was back in the day for past generations.

There is a craving to collect more Skylanders and try them out with all of their different abilities and powers. Unfortunately though abilities of Skylanders do not really matter too significantly to the gameplay itself as most abilities are simply used for combat purposes only and there isn’t any characters with an advantage over another. So no, there isn’t any rare Skylander that you just need to have in order to complete the game. But they sure are fun to play around with.

As you probably know by now if you have heard anything about Skylanders, the game utilises a platform peripheral in which you place a maximum of two Skylander figures on which then summons them into the game with control of the creatures at your fingertips.

The game itself is an action adventure type of game with puzzle elements that are not too complicated that children would have any major difficult solving. It is all in all a very fun mix of gameplay mechanics and with the addition of figure collecting, there is a surprising amount of things to do in relation to Skylanders Giants, the only question is whether you have the cash to shell out on figures. If the answer is no, then you may not have full enjoyment of this title. But that doesn’t mean it won’t still be fun.

Ultimately this is a kids game and as such, is far more appealing to children. If you aren’t a child yourself or a parent of a child, this may be hard to recommend to you. However if you go in with an open mind you will find some enjoyment to be found in the world of the Skylanders.

Halo 4 EB Games Expo 2012 Multiplayer Preview

Earlier today at the Microsoft booth at this years EB Games Expo us here at Capsule Computers were incredibly lucky to have received an opportunity to play a small amount of the multiplayer in the upcoming Halo 4 developed by 343 Studios and published by Microsoft. The game is the fourth entry in the main Halo storyline featuring Master Chief, but is actually the seventh entry to the series.

This multiplayer preview that we were shown had a number of different gametypes. The two available to us were the free-for-all and capture the flag gametypes. Unfortunately we only had the time to play one of these gametypes, so we went with capture the flag, as it is one that I am most proficient at playing.

What’s really cool about this iteration of Halo is the games UI. When you’re in a lobby, you’re not really looking at something that is hard to understand. It also carries an impressive looking aesthetic that is both functional and decorative. I was actually quite impressed by it.

Some of the cool features in this menu are that is allows you to alter your Spartans loadout; easily, cycling maps, checking through players, and whole lot of other features that are both familiar and new. Unfortunately, I was only able to take a quick peak at this menu before being taken into the game, so some of these assertions may be inaccurate.

From what I could tell from the games loading time, it either loads incredibly fast, or it does what the previous Halo games have done and pre-loads maps in the background. This great because it gives the impression that the game is a tighter experience, rather than one broken up by several moments of looking at a banner.

Anyway, lets get into the actual game shall we. At this event both myself and Luke Halliday were allowed into the game room for this preview. Although we were sitting next to each other, we were actually on opposing teams. So that means that there were two teams in this CTF match, the red team and the blue team. I was on Blue. Luke was on Red. Blue won, just sayin’.

So this CTF mode was the tradition two flag styled capture the flag match, with teams having to take each others flags and returning them to their own base. What made this cool was the arena that we were playing on.  It was a pretty small arena that could be traversed pretty quickly.  The map itself was a kind of space station with multiple corridors and floors which allows players to plan a route into and out of their opponents base. What was really cool though (and something I saw nobody take advantage of) was that there were these jump-pads that would take you straight over to the enemies base on the sides of the map. This made getting into the enemies base incredibly easy; and even though I was killed shortly after arrival, I still managed to take down a bunch of enemies.

What I noticed about the Spartan armour in this particular match was that they were much more sleek and stylish in comparison to the armours we’ve seen in the past. The weapons have also undergone a redesign, with each weapon retaining the familiar aesthetic of the Halo universe, but also being unique enough to give the game a fresh and unique feel.

Overall I was very impressed with the few minutes we had of the multiplayer hands-on for Halo 4. The guys at 343 have done an amazing job with the franchise and this is a must buy for any gamer out there.

EB Expo 2012: Tomb Raider Hands-On

In spending the whole opening day at EB Expo 2012 on Friday, I got a chance to play some of my personal highly anticipated titles of the coming year. Tomb Raider was one of them. Having been a Tomb Raider fan since the original, I was curious to see how Lara controlled in this fresh new take, and I’m about to let you know. Of course the game does not release until March next year so in reading any observation I make here, it’s only fair to reserve judgement on the little things that may be fixable by it’s release date. The demo was on the Xbox 360.

The portion that was playable is the semi-open section that was shown at E3 this year, that is set directly after the opening with Lara escaping out of the caverns where she was hung upside down in a cocoon like wrapping. The title shows in front of you as you look out into the ocean, littered with wrecked ships. This was probably exacerbated because of it’s stunning graphical quality and detail, but for a split-second I did not realise that I was immediately in control of Lara; I thought the title would fade and the camera would change perspective and momentarily lock to hint that it was out of cut-scene mode, but the presentation and transition was fluid and seamless, which I prefer for the purpose of a more complete sense of immersion. Obviously this won’t always be the case since, as we’ve seen in previous footage, there are more cinematic scenes that fade out without giving control back to us immediately.

As I moved forward and down the cliff’s path, I was relieved to find that Lara is not as weighty, cumbersome or as awkward as I had feared – I’m looking at you Nathan Drake! With my primary concern already quashed from the get go, I grew even more optimistic. Soon enough Lara is jumping gaps and climbing as button prompts pop up on screen. An early criticism, which may just be nitpicking, is a mild jitter in the shimmying animations. The jitter is more obvious when Lara shimmies over corners, as if they are not connected and there is some resulting form of clipping. Moving on, ledge hopping sometimes results in Lara losing her grip, at which point you must make a timely press of the ‘X’ button to retain it. I was also introduced to the wall climb, which basically requires pressing ‘A’ once to jump at a higher wall and then again to boost up and reach the ledge. On the way to finding shelter as the wet weather begins to wear on Lara, I initiate the cut-scene where she finds her fellow castaway’s belongings, and notably their match box and walkie-talkie, before falling from a ledge and somewhat violently careening down a slope.

After Lara gets warm using the only match left in the aforementioned match box to make a fire and gets ready to look for sustenance, a notification displays on screen noting “New Camp Discovered”. There are constant notifications like this that also alert you to a new objective or an update to your current mission. I could access a map by pressing the ‘back’ button, which displayed the camp and my current objective’s location. A quicker way to find your bearings is to look at the compass line at the top of the screen. There is also ‘Survival Instinct’ mode, whereby everything turns black and white, highlighting objects or points of interest. I tried to turn it off by pressing the activation button – in this case the left bumper – but it does not deactivate it too, meaning I had to wait for it to automatically time out. It only lasts maybe 5 seconds in it’s current implementation anyway. Fighting onwards, as seen in the E3 video, I come across the hanging corpse with a bow on his back. I noticed an overtly placed red-painted board that I realised was used to lead me in the right direction, and my eye to the quiver lying next to it. I like to call this “color-guidance” after it was implemented so prominently in the 2008 release, Mirror’s Edge. Pressing ‘X’ collects the quiver, which represents ammo in the form of arrows for your bow. After retrieving the bow I am instructed to hunt and kill a deer. Finding one was easy enough, and killing it involved pulling the left trigger to pull back the bow, and the right trigger to shoot. The deer bolted after the first shot, and it took 4 shots to kill (tough bugger!).

After skinning the deer via cut-scene, I headed back to camp. Once there, I access the fire with ‘A’ and am shown a menu where I can choose to use my “Survival Experience Points” on upgrading my “Survival Skills”. These skills are unlocked in tiers, and include abilities such as arrow retrieval, advanced looting and increased ammo capacity. Once I exited this menu, a final cut scene plays to end the demo. Interestingly, there was text at the top and bottom of the screen that respectively read “Australia Event 4” and “Hunting Demo”. For the life of me, I can not remember three prior events based in Australia where Tomb Raider has been shown! But I digress…Tomb Raider felt good, controlled well and with that animation hiccup aside, it was a seamless experience. There may not have been much to this demo, considering we have seen video of it before, but actually getting my hands on it makes me more excited to play through the game and get involved in this origin story of sorts. From my experience Lara is nimble, the world is detailed, controls are tight and it looks and sounds fantastic. If the final game is well-paced, we may just be playing the best Tomb Raider ever come March.

Death Dome Coming to iOS and Android

Glu Games is bringing a new action game to iOS and Android with Death Dome, where players will not only fight against the isolated infected hosts of the terrible “M” virus, but the fully developed hostless Behemoths that the virus turned into.  Playing as Phoenix, a survivor trapped within the dome built to contain the outbreak, players will have to try and kill all of the Behemoths that inhabit the city, as well as the still infected residents that remain, in hopes of escaping the dome.

Information is still very limited, without even a release date announced for the game, but those interested can at least see the game in action in the trailer embedded below.  Check it out and hopefully soon enough we’ll hear when the game will be releasing.

Cyanide Developing Two Confrontation License Projects

Cyanide Studio has recently announced that the Confrontation license they have had a hold of since 2010 is finally going to be seeing some use for not just one, but two games set to come out in 2013.  For those who haven’t heard of the Confrontation universe, it is a medieval fantasy set at the start of Rag’Narok, also known as Armageddon or the end of the world.

The first is a tactical adventure game called Aarklash: Legacy, where the player will control a group of fighters through the strategy combat heavy storyline as the party grows into the heroes needed.  The interesting focus of the game is the combat being based on an active pause system, so that players can really focus on the tactics required of their group to succeed.

The second is a Management and Strategy free to play game called Dogs of War Online.  Instead of a group of fighters like the Aarklash: Legacy, the gameplay will have players controlling a mercenary company.  After making the mercenary company, players will enter into online arenas to compete against each other in turn based battles to show how their company compares to everyone else.

Aarklash: Legacy and Dogs of War Online are currently planned for release in Q2 2013.

EA Mobile News for the Week of October 5th

EA Mobile has plenty of news this week. To celebrate the countdown to Halloween, The Simpsons: Tapped Out received an update with a Treehouse of Horror XXIII update. A bunch of new Halloween themed characters, buildings, and artifacts have been added along with a zombie invasion. As an added bonus, those who watch The Simpson’s episode this Sunday will find a secret clue that will unlock an exclusive in game gift. Check out The Simpsons: Tapped Out here.

The World Series of YAHTZEE was released this week. Players will find a new twist to the classic board game that adds loaded dice that provide a variety of power ups, combos, and speed rolls. The game is fully integrated with Facebook, allowing players to challenge their friends. The game is free to download here.

Keeping it up with the board game releases, WordSmack will hit the iTunes App Store later this month. The game is a competitive turn based word game that challenges players to find five letter words in a random jumble of letter tiles. Need a leg up on your opponent? Trigger power-ups to change the tide of the game. WorkSmack will be free.