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Dead City Review

Dead City
Developer: DDDGame
Publisher:
Com2Us
Platform:
iOS
Release Date:
June 5, 2012
Price:
Free; 99 cents (PLUS version)
Available Here

Overview
Perhaps we can blame George A. Romero. He started this whole trend for any media containing zombies to have the word “Dead” in its title. Com2Us’ iOS game Dead City continues this tradition, along with many other zombie-game tropes. In a genre as stale and numerous as its central enemy, how can Dead City differentiate itself from the rest of the horde of zombie games?

Gameplay
Dead City is pretty self-explanatory: slaughter the dead as you make your way through an overrun city. You do so via the mechanics of a side-scrolling twin stick shooter: left stick controls movement, the right aims your weapon. It plays like Metal Slug, fitting neatly into the conventions of a run-and-gun shooter. The screen moves left to right automatically, with the player moving around within that, as zombies approach from the either side of the screen.

You won’t find anything particularly new in Dead City, but that doesn’t mean it isn’t enjoyable for what it is. The conventions it uses are implemented well, making it undeniably fun to play. Zombies are the go-to enemy for games that need a heap of targets on-screen at once, and thankfully Dead City throws a bit of variety into the enemy types, to stave off the fatigue of looking at 40 thousand of the exact same zombie.

There’s a pretty commendable number of zombie types with different attributes. Some move faster, some take more damage, some leave puddles of hazardous slime, some explode on death. Even among the stock-standard zombie – with average speed, attack and health – there’s plenty of variety in their design.

But you know what’s even more fun than shooting zombies? Running them over in a car. Collect enough fuel in a level, and you can jump behind the wheel, bouncing defenceless ex-humans off your front bumper. Offering a car as an entertaining reward is a clever method of encouraging players to strive for the pickups, rather than just for the sake of a better score.

Advancing through the game is made more fun with the addition of a few RPG elements. Spending gold can improve your weapons and clothing, for perks, movement speed, higher damage and better critical percentages. You start with a bit of gold, and completing levels nets you more, dependent on your zombie kills. But the most effective source of income is the bonus for levelling up.

Each new rank is reached by meeting a few set goals: you might need to rack up a certain number of kills in total, or of a specific type of zombie. Maybe you have to destroy x amount of barrels, or run over enough zombies with a car. The tasks are varied enough to keep things interesting, and the system keeps progression feeling organic. There are no direct barriers to keep you from advancing, but you might struggle on later levels without upgrading your equipment. Replaying earlier levels to fulfil your zombie kill quota or other goals is the quickest way to advance, and it never feels like a grind. Success always feels like it’s only just out of reach – and that’s a good thing, keeping you engaged enough to continue playing.

Unfortunately, as with many iPhone games, the controls are a little awkward. The virtual thumb sticks work in theory, but without physical ones there’s no tactile feedback. The character is less responsive to your thumb sliding around the touch screen than is necessary for a game like this, leading to some frustrating deaths.

In-game micro-transactions let you use real money to buy continues, better weapons, or gold to spend on upgrades. I don’t have a problem with them as a business model, but they’re a little too blatant in Dead City. They’re still optional of course, but ads for better equipment pop up far too often, and the prices are rather ludicrous – a weapon like a flamethrower can set you back $9.99. It brings up all sorts of complicated questions about the iOS pricing structure – a game like this is worth paying for, but I don’t think an in-game weapon is.

Visuals & Audio
As mentioned, Dead City plays like Metal Slug or similar side-scrolling shooters, and the visual style matches those classics. Its gritty urban setting meshes well with an almost-comic book style. It’s all together much cleaner than the retro-pixel look it could have borrowed from the games it draws inspiration from.

There’s a generic rockin’ soundtrack to the game, which accompanies the action well enough, but isn’t exactly memorable after you stop playing. The rest of the sound is fairly limited, with the player character only contributing a few basic comments during play, and most zombies essentially making the same sounds. It feels like a missed opportunity to use specific sound effects as indications of which zombies are about to appear, and as a whole, the audio seems to have been largely overlooked.

Overall
Dead City is hardly groundbreaking, but it nails what it’s trying to be: a decent side-scrolling shoot-em-up, and an entertaining way to spend a train trip or two. The only major downfall is the invasive micro-transactions, which chip away at some of the enjoyment to be had. I’d rather pay a couple bucks for the game than for in-game items of little consequence. On the plus side of that, the core game is free, which makes it very easy to recommend.

7-5-capsules-out-of-10

Sonic & All-Stars Racing Transformed E3 2012 Hands-on Impressions

Many of us remember Sega’s latest adventure into the world or kart racing with Sonic & Sega All-Stars Racing and most of us remember it as a fun attempt to create a new racing game with some of Sega’s best characters. Now Sega his taking another swing at the racing genre with Sonic & All-Stars Racing Transformed and after they announced that Danica Patrick would be sponsoring the game with her race car, I was able to get some hands-on time with the PlayStation 3 version of the title and see what all the fuss was about, and you know what? All that fuss is well deserved.

One of the key elements that makes Sonic & All-Stars Racing Transformed different than other racing games of its type is the fact that the game will feature brand new transformation mechanics with the player’s vehicle switching between a car, boat and airplane quite literally on the fly. Rather than having players try to press a button or choose whether or not they want to transform, they will fly through a transformation circle which will automatically switch their vehicle to the required type. This is done in a visually pleasing manner and there are a number of tricks which can be done to give the player an extra edge. For example a player can fly their plane up to the highest point the track will allow before entering a transformation circle, then as their car or boat falls back to earth they can perform a number of aerial tricks to give themselves a large boost when they touch down.

To make things even more interesting, each of these three vehicle types handles differently. While drifting is a major mechanic for the basic car racing, attempting to drift with a plane instead causes extremely tight turns. The change in handling is quite interesting to experience and provides some ever changing gameplay to go along with the fact that a few of the courses themselves will undergo changes as you race through them. One of the three stages available for play at Sega’s E3 booth was a Panzer Dragoon based level which actually tells a small story as you race through the area. Two dragons will be battling in the area and will actually start wrecking pieces of the track, forcing players to take different routes than last time due to the fact that the track is either destroyed or blocked as the creatures battle it out.

Of course Sega also had two new characters to show off during the show, including my favorite, Vyse from Skies of Arcaida, and as one would expect each character has different handling mechanics. A number of new weapons have been added into the game and the developer with us explained that they would not be game-breaking weapons, but ones which may help swing things in your favor. For example, players can use a baseball glove to catch and use projectiles shot at them, or shoot three snowballs out of their vehicle with the first snowball slowing down a targeted racer, a second damaging handling and a third one actually freezing them entirely. With the combination of some touched up visuals, transforming vehicles and revamped stages Sonic & All-Stars Racing Transformed may just overthrow Mario Kart in the kart racing genre.

Assassin’s Creed III Frontier Gameplay Preview


Now most of us witnessed the amazing looking Assassins of the Caribbean segment that was shown off at the pre-E3 presentation by Sony, but what other features have been added into the game to create a new and unique experience we have never seen before. Amongst a number of demo choices we opted to see how gameplay out on the Frontier would look like, as many people have been curious about how Connor will navigate through the wooded wilderness that was the Colonial United States. From what we were told, Assassin’s Creed III will cover a thirty year time span that shows events that will be happening before, during and after the American Revolution.

But that isn’t what is important now, what is important is the fact that the newly developed tree running system looks absolutely amazing. We witnessed as Connor easily climbed up the side of a tree and began running along branches, jumping and swinging from tree to tree as he snuck through the frozen limbs before dropping down into what the development team is calling stalking zones. These stalking zones are basically bushes and foliage which allow Connor to stealthily hide in. By taking advantage of this stalking zone, the player was able to kill a deer, one of the two dozen animals able to be hunted in Assassin’s Creed III. Unfortunately for her however, the smell of fresh blood drew a pack of hungry wolves, though it could have easily attracted a large bear or even a few cougars as well.

To take out this back of blood thirsty wolves we watched as Connor dropped multiple wolves with practically no interruption in his motion. He went from dropping a wolf with his axe in his left hand while pulling his black-powder pistol out of its holster and shooting another wolf with his right hand before quickly returning the gun to its holster and dropping a third wolf with his hidden blade. You see, Connor is an expert and using two weapons at the same time which plays a major role in how the team wanted Connor to always be in motion as he is fighting against enemies or assassinating targets.

More on that in a minute, because our presenter wanted togive us a peak at the way snow navigation and quests would work in the newly revamped world of Assassin’s Creed III. ACIII will be the first game of its kind to feature a quest log and allow players to undertake side-quests, such as delivering deer meat to a butcher amongst other things. These side-quests can provide a number of bonsues, though what these bonuses were was not revealed at this time. Navigating through the snow covered fields, either on horseback or on foot can be quite difficultmech, as the team has developed a deep snow mechanic which will make all characters move slower as they trudge through two feet or deeper snow-drifts. Don’t worry though, there will also be plenty of time in the summer as well for those who don’t like snow.

Earlier I mentioned how Connor would always stay in motion whenever he was in combat and nowhere was this more prevalent during the final moments of our time with the game. We watched as Connor climbed through the tree branches before firing a rope dart at the last soldier in a platoon, stringing him up in the tree and hanging him to death before dropping down to deal out death to the rest of the squad. Now firearms are much more prevalent in ACIII than in any past title, and Connor has learned quite a useful skill, the ability to take a human meatshield to protect himself from enemy gunfire. After avoiding being riddled with bullets Connor jumped into the fray with his axe and sword in hand, dealing out fluid death without any animation interruptions in the slightest. One of the key animation changes is the fact that Connor will actually begin countering attacks as he finishes off other enemies through the use of his second weapon, ensuring that combat will always be fluid with zero break in animation.

Also factored into the development cycle was the fact that most of the action will occur on uneven terrain and the team has accounted for these differences in height as well. This change has also been adapted into the climbing mechanic as it has been revamped for the first time since Asssassin’s Creed I, as players will now be able to climb across rugged cliff faces full of bumps, uneven ledges and more. Taking advantage of his position at the top of a Red Coat camp, Connor caused a large explosion by detonating a storage area for black powder before jumping into the middle of the camp, performing three running kills in a row in what may have been one of the best showings of E3. Connor dropped the first man with his tomahawk, picking up his musket while still running, speared a second man with said musket, taking him down to the ground before scrambling to his feet jumping off an overhang and bringing the musket bayonet down on his finally target in an air assassination.

Anime Say! Episode 11 – Hello Again! Toonami Returns

Welcome to Capsule Computers’ weekly anime segment, Anime Say! After several months in limbo, the show is back and better than ever. There will be several changes to shows formula, but it is still the show you all grew to love. Enjoy bastards! In my return episode, I discuss the Polar Bear Cafe dispute as well as the long awaited return of the Toonami anime block. You can check out this week’s Anime Say! below. Got any questions for Anime Say? You can send me a tweet on my official twitter or alternatively drop me an email at [email protected]. I will do my best to respond to your tweets and emails as well as try read some out on the show. What do you think of the latest episode of Anime Say? Let us know in the comments section below.

Follow Luke on Twitter: @LAHalliday

Rhythm Scandal Trailer Released

Rhythm Scandal is dancing it’s way to iOS and Android devices!

Rhythm Scandal appeared at this year’s E3 as a part of WeMade Entertainment’s eight-game showcase and had gamers tapping away. This music title features a groovy K-Pop soundtrack and customisable 3D avatars. Rhythm Scandal also includes a variety of social networking features including location-based tracking and global online play.

No release date for Rhythm Scandal has been announced yet, but gamers can expect it to be tapping into your iOS and Android stores soon for digital download. Until then, make sure you check out the trendy trailer below as it’s sure to be a blast!

Goblin Mobile Coming Soon to iOS and Android Devices

Goblin Mobile (Tentative Title) was one of eight titles displayed by WeMade Entertainment at this year’s Electronic Entertainment Expo (E3).

This title is an action MMO but it plays more like a 2D side scrolling beat-em-up. Goblin Mobile  offers players 5 classes with 80 skills, and countless item and character customisation options. Gameplay involves players going on quests where multiplayer is highly encouraged for groups of 1-4 players.

A release date is yet to be announced, so gamers make sure to keep an eye out for Goblin Mobile hitting your iOS and Android stores soon for digital download. In the meantime, make sure to check out the trailer below!

 

Renaissance Heroes Shows Off Weapons in New Trailer

Designing and balancing 16th Century weapons for an arena style FPS must be a real challenge, but luckily for Renaissance Heroes it is an alternative timeline kinda game, so they can pretty much do what they want and looks cool.  Bridea and ChangYou have released a new trailer, which can be viewed below, that shows off a couple of the different weapons in each classification.

From rifles, to crossbows, to melee, to special explosive the weapons in the trailer all look really nice and definitely give a feeling of being one step shy of Steampunk.  They also look pretty colorful, so it doesn’t like it will be hard to find them laying around the  levels.  Being built in the Unreal Engine 3, it’s great to see the level of detail that is being put in the designs.

Renaissance Heroes is currently in closed beta testing, with no release date set.

PopCap Games Attempting Solitaire World Record

PopCap Games is teaming up with two avid Solitaire Blitz players in an attempt to set the Guinness World Book of Records for longest video games marathon playing a card game. Laura Rich from Cardiff, Wales and Kathleen Henkel of Oakland, New Jersey will both attempt to play for 30 hours straight while raising money for charity:water. This charity helps bring clean and safe drinking water to developing nations. 100% of the money raised will go to charity: water. PopCap Games has pledged to donate  £6,500 if Ms. Rich and Ms. Henkel are able to play for the 30 hours. The public is also invited to make donations to charity:water during this marathon.

If those in London wish to see Laura Rich in her 30 hour marathon, drop by the SEA LIFE London Aquarium. The event starts at 2:00 PM GMT on Tuesday, June 26th and the public will be allowed entry from 10:00am to 5:00pm GMT. At the same time, Kathleen Henkel will be in New York at The Lab, situated on the ground floor of the Roger Smith Hotel.

Marvel Pinball: Avengers Chronicles Gears Up with Release Date

Zen Studios has finally announced when Avengers Chronicles will be making it to Marvel Pinball and Pinball FX2, with the trailer for The Infinity Gauntlet table, which players can check out below.  The official release dates are June 19th for Marvel Pinball on PSN in North America for $9.99, but then June 20th for Pinball FX2 on XBLA for 800 MS Points and Marvel Pinball in Europe for €9.99.

As players can see in the trailer, The Infinity Gauntlet table will feature Death’s biggest fanboy, Thanos, who holds the gauntlet and 6 gems, while players utilize Silver Surfer and Adam Warlock to try and recover them.  The gems will greatly impact gameplay as each will alter the table, such as flipping it upside down.  Interestingly enough, the table has 139 lines of dialogue, so that players can receive an actual storyline and hopefully get more acquainted with Thanos’ character.

Be sure to check out Marvel Pinball Avengers Chronicles on PSN and XBLA next week.

Resistance: Burning Skies Review

Resistance: Burning Skies
Developer: Nihilistic Software
Publisher: Sony Computer Entertainment America
Platform: Playstation Vita
Release Date: 31/05/2012
Price: $38.73 (Available Here)

Overview

Resistance isn’t new to the portable scene after the release of Resistance: Retribution over on the Playstation Portable. However, as that was a third person shooter, Resistance: Burning Skies is a first person shooter with dual stick controls. It is a first for the portable scene. Behind the game is Nihilistic Software, developers of Playstation Move Heroes, so that may worry some. However, Nihilistic does a great job in delivering a console FPS experience onto the Playstation Vita, with excellent controls, great multiplayer and effective use of the touchscreen. However, Nihilistic seems to forget to develop a story of Resistance standards. Poor level design, some interesting choices in gameplay and overlooking an excellent soundtrack also mar the game.

Story

In Resistance: Burning Skies, players will be controlling a new character for the series. He goes by the name of Tom Riley, a fire fighter residing on the East coast of the United States. While fires are no match for Riley, he is thrown into the war with the Chimera after they begin their invasion of the US. As the Chimera invade, Riley is forced to leave his family behind (similar to Joseph Capelli in Resistance 3). He joins and befriends another fighter in the resistance by the name of Ellie, a companion that sticks with him throughout the game.

The story is basic at best. Riley feels and acts as an inferior Capelli. In fact, the story between Burning Skies and Resistance 3 strike similar chords. Both are fighting for their families, but Capelli’s fight is more emotional and involved. With Riley’s fight, it isn’t developed enough. In fact, it feels like a fight for the United States than family. It’s a fight fought once before and it is fought poorly. This also reflects on how Riley develops as a character. There is no real development. Riley doesn’t really learn any lessons. He is simply a bore. Players will actually lose motivation to fight for his cause. The tone of the story is also poorly executed. Rarely players will feel the absolute need for survival, which needs to be established. It is the same problem Uncharted: Golden Abyss faced when that was in development. Uncharted is considered a storytelling masterpiece in the video game industry, but Drake’s first portable outing didn’t match those expectations. Sadly, in a series where the story is considered its strong point, Burning Skies fails to deliver the same standard.

Gameplay

If the game lacks in story, then it must be made up in gameplay. Well, it does. Resistance: Burning Skies is the first portable dual stick first person shooter. That second stick really does help play a first person shooter on the go. This isn’t close to a console FPS experience; it is a console FPS experience. What makes the Resistance series great is the arsenal of weapons available. Throughout the game, there will be eight weapons available, plus Riley’s fireman axe for melee. The Bullseye, Carbine, and Auger do make a return. Nihilistic opted with the weapon wheel found in Resistance 3, allowing the player to carry all of the weapons. This brings in a level of strategy that is rarely seen in first person shooters. However, Nihilistic did add something to the mix: upgrades. Each weapon is allowed two equipped upgrades out of six, adding more strategy to the mix. Players can have extended clips, less recoil or even more powerful shots. This brings more strategy into the mix and allows players to experiment with different weapon layouts.

A gameplay feature that made the Resistance series unique is the secondary fire. Nihilistic had to figure out how to implement the feature seeing the Vita is void of a second set of shoulder buttons. This is where the touchscreen comes into play. Each of the eight weapons all have a different way to activate their secondary fire. A Bullseye tag, for example, simply needs the player to tap their finger over the desired enemy. The Carbine’s grenade launcher is done the same way. The Auger, however, requires the player to drag their fingers in opposite directions in a horizontal line. The actions can be quickly executed and will not affect the gunplay on screen. The alternative fire is simple to use and cleverly designed. As for other controls, grenades and the axe are used via the touchscreen. The rear touchpad is used for sprinting by double tapping it. However, it would be better to hold down the down d-pad button, as it is the physical button for sprinting.