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Tiger Woods PGA Tour 13 Review

Tiger Woods PGA Tour 13

Publisher: EA Sports
Developer: EA Tiburon
Platforms: Xbox 360 (reviewed), PS3
Release Date: Out now!
Price: $89.00

Overview:
Golfing game fans haven’t really received too much excitement in terms of progress in the Tiger Woods PGA Tour series, so when you see the integration of Kinect as well as the new Total Swing Control, it would appear the series is attempting to stop flat-lining and catch up to the quality that many other sports games enjoy. Unfortunately for Wii fans, this is the first time since 2006 that they will not be joining in on the…excitement. At least good ol’ Tiger is back on the cover. Anyway, enough stalling let’s get this review underway!

Gameplay:
So aside from integrating Kinect, which appears to be not quite as successful as it is silly, the biggest change in gameplay is arguably the new Total Swing Control. You now control the entire set up of the shot, and your shot success is dependent upon the speed and movement of the left control stick . For example if your backswing is too fast or you don’t quite move the stick in a straight line, your shot will vary accordingly. There are no longer preset shots but you do get some guidance from your caddy in addition to the “ideal” backswing appearing as you take the shot. It does make the game much more challenging which is definitely a positive, however getting the hang of it takes some time and there’s not really much help from EA Sports for that.

The other big addition for the series is the “Tiger Legacy Challenge”, which in theory sounds like a really great mode and sort of takes what 2k sports did with MJ in NBA 2k11 but goes one step further and adds in his childhood as well. Whilst you get a really good idea about the life of Tiger in his innocent days, as well as some future possible scenarios, the mode is far from perfect. The difficulty of the challenges naturally increase as you progress through his life but that doesn’t mean they get more enjoyable. What’s more frustrating is that if you fail to complete the task you have to restart the entire stage, and there’s almost no advice on how to improve your mistakes.

Despite this mode however the gameplay definitely has improved and the other modes, although not much different from previous versions, are adequate and there is still a bit of fun swinging to be done. The Career Mode is solid, and your character development depends on how well you manage to master the Total Swing Control. You unlock coins and pins as you keep playing, however the amount of coins needed to unlock some of the items seems pretty ludicrous. Instead of following PGA 12 and making gamers pay for new courses, you can “apparently” unlock courses with coins yet the developers haven’t seemed to have really grasped this whole concept of “giving gamers what they pay for”. Only 16 courses are available to use when you start the game, and you can unlock them (although only for rent) for a hefty sum of hard earned coins. If you can’t be bothered to earn these coins you can pay for them with real money in bundles, or complete the Gold mastery tasks.  Making us pay for these courses is outright ridiculous and shameful by EA Sports, which given the amount of joy they bring me through their other games is a really upsetting thing to have to say.  Unless you’re lacking a life, or you’re an absolute freak at this game, you won’t complete the Gold mastery tasks too easy (or quickly),  so if you want the other courses you will most likely need to pay for them.

Online Country Clubs is a great way to make some fast coins as the more you and your fellow club members play, the more you earn. For the most part as well the online runs smoothly enough and definitely helps bring up the weaker sides of this game.


Visual:
The graphics for the game are very solid, including courses and character likenesses, not to mention the environments in the Legacy Challenge. The menu layout is pretty standard for an EA Sports game and very little to complain about there as it’s very intuitive and easy to navigate for the most part. The only real visual/graphical issue that emerges is when the frame rate stutters, which happens a bit more often than one would hope for. Furthermore, there are a few graphical mishaps such as texture disappearance on the courses. These two problems detract from the otherwise smooth and well-produced visuals.

Audio:
I suppose it is a golf game, right? You can’t really expect too much in terms of a soundtrack as it just wouldn’t fit with the persona of the sport. The relaxed backing music they have included however is pretty suitable and most importantly isn’t annoying, yet. The commentary in the gameplay however does get extremely repetitive, and they seem to think you’re the next Jack Nicklaus even when you hit a pretty average stroke. But to return to my original point, it’s golf, how much commentary do you really need?

Overall:
Total Swing Control has definitely given the game a much needed kick, extending players a far greater level of control over their shots (as the name would suggest…), and providing a good framework to work with for future installments in the PGA series. What brings down this game substantially is the disappointingly obvious greed by EA that blares through with the “disguised” downloadable content, making people pay  just to unlock the basics that should come included with the 90 odd dollars you forked out for the game. What’s more is the Legacy Challenge, albeit a nice attempt to illustrate the ability and biography of Tiger Woods, really needed a bit more effort to improve it’s “fun factor”. I feel EA played it way too safe when approaching this mode, and perhaps even the game in general. If you’re a golf fan, I have no doubt you’ll still have some fun with this, but if you aren’t a big golf fan, this isn’t the game that’s going to change your mind. So overall, it was a reasonable swing by EA Sports, but unfortunately it’s rolled into the rough (you didn’t think I’d go the whole review without a corny golf metaphor did you?)

6-5-capsules-out-of-10

Dragon’s Dogma Preview and Interview with Director Hideaki Itsuno

Dragon’s Dogma treads the fine line between single and online multiplayer in the most original and different way that an Action RPG can.

Sitting down with director Hideaki Itsuno, it is impossible not to like him. He’s energetic, super animated, and obviously in love with his job. And why wouldn’t he be? As a director at Capcom, he’s headed a fair few teams that have released some genuinely classic action games (such as Devil May Cry 2-4). And Dragon’s Dogma certainly has the ability to become a classic.

Coming up with the aspect that sets a game apart from all the others of the same genre is the most important part of development, and Capcom has certainly brought that different element to Dragon’s Dogma in terms of the Pawn system. You have a main controllable character and three Pawns in your team, which includes your main Pawn and two others that you have effectively borrowed from other Dragon’s Dogma players. And that’s where it gets interesting.

Every time you check into an inn during the game your Pawn and their stats are uploaded onto the server, allowing them to be ‘hired’ by anyone else. Why would you want this to happen? Well for their service your Pawn receives Rift Crystals, as well as being able to receive presents or messages from the player who has borrowed them. These items are added to your account the next time you check into an inn, so the goal is to make your Pawn as desirable as possible. You can also advertise your Pawn around, using social networking such as Facebook and Twitter, and have automatic access to your PSN or Xbox Live friends’ pawns.

To hire a pawn you can find them on the streets, or can enter the Rift through Rift stones and do a more specific search, for level, vocation, gender, and so on. It is free to hire a pawn equal or below your level, but as they have higher levels they begin to cost you Rift Crystals.

Being in the Rift can also show you the top 100 ranked Pawns, as well as ‘special Pawns’ which are recommended by Capcom themselves. You select five Pawns you’d like to enter the Rift, then pick which ones you’d like to hire. You can only have three at a time though, so don’t think you can get greedy and have a whole Pawn army behind you.

Your main Pawn will be your constant companion throughout the game, and the only Pawn whose abilities and vocations you can control. At the beginning of the game you create both your main character (the Arisen) and your main Pawn. The range of customisable options is huge, and sort of reminiscent of the huge amount of customisation options you see in games like The Sims. Everything from scars, to making them blind with permanently shut eyes, to having two different eye colours, to their build and their posture. The only aspect which might cause some sadness is that your main character must be human. The same of your Pawn, though they only appear human, they’re more just a humanoid race that loves being subservient to humans. With your Pawn you can adjust their personality, making them aggressive in battle, helpful to others, or have them scout ahead. These aspects can be changed later on in a ‘Knowledge Chair’, if you’ve decided your original choice isn’t quite so fitting with your fighting style.

There are also nine vocations to choose from, which might factor into your character build. Making your character larger causes their blows to have more power, so the obvious vocation is a hack-and-slash fighter, while having them small makes them quicker on their feet, so a Climber would work better. Never fear, these vocations can also be changed with a quick visit to an inn.

Gameplay trailer and other updates for Shifting World

Upcoming 3DS puzzle adventure title, Shifting World, is set for a release in North America on 24 April 2012, which is pretty much less than a week away. To entice 3DS owners, a new gameplay trailer has just been released as well as some updates on the game’s official website.

The new gameplay trailer shares a bit of the game’s story but it essentially serves as a tutorial guide, highlighting the game’s control scheme and the gameplay mechanics. It’s a fairly comprehensive video and you can watch it below. The newly launched official website of Shifting World has some more images, videos, and story details, all of which you can check out here.

Look forward to a full review of this unique adventure title on Capsule Computers soon.

Ex-Blue Tongue Devs Form New Studio

Sadly, studio closures are a regular occurrence in the current industry, particularly here in Australia. It’s not all bad though:  developers displaced by closures usually continue their profession, with many starting their own studios.

Such is the case with new independent studio Three Phase Interactive, led by former Blue Tongue employees Paul Baker, Chris Burns and Drew Morrow.

Launching today in Melbourne, the team’s thoughts on going indie echo those of a lot of devs who do likewise. “It’s so exciting that we can get back to (our) DIY roots and just focus on making a game together and bringing it to market without all the red tape and organisational overhead of a large studio,” said Technical Director Paul Baker.

The team have also unveiled their first project: an iOS game titled Stunt Jumper. Due for release in mid 2012, the game features physics-based stunts, in a cartoony visual style. But Trials this is not, as vehicles can be modded with rocket engines, ejector seats, parachutes and the like. We’ll be keeping an eye on this one.

Illusia 2 Trailer Released

GAMEVIL has just released a trailer for one of their newest games, Illusia II: Melody of Dreams, which you can check out below.  The trailer doesn’t supply much, but it is a sequel, so really only newer features need introduction.  The features mentioned in the trailer are a Defense Mode and a Match Play Mode.

On the App Store page though, additional features include 3 characters and 20 new skills, 4 new worlds, and new weapons and armor.  These additions are sort of standard though for sequels, so the newer modes of gameplay are probably where the most interest will fall.  Be sure to check out the game in the App Store HERE.

Cherry Tree High Comedy Club Avaliable April 27

Nyu-media is a small startup game localisation company that is focused on bringing Japanese games over here to the west. Cherry Tree High Comedy club is one of those Japanese games. The game has been localised for western audiences, which means that it has been translated to fit western tastes.

Cherry High Comedy Club is about a girl named Miley Verisse who wants to start up a comedy club in her highschool. However, in order to do so, she needs to find another 4 startup members else Octavia Richmond will not allow for the club to be created. Here is a quote from the publisher about the game –

Comedy fanatic and high school student Miley Verisse has decided to set up a comedy club in her school, but her nemesis and the head of the student council, Octavia Richmond, isn’t about to make things easy… The school rules require a minimum of 5 students to set up a new club and Miley is 3 people short! Spring break has just started and Miley has until the end of April to recruit the 3 new members she needs to start the club or Octavia will have the last laugh!

The game has an amazing feature list, which involve things like levelling your character, exploration, recruiting additional members for the club and more. The game is also localised in conjunction with Tezuka Productions, so it’ll be pretty well done. Here is a reproduction of the features –

  • Build up your conversational skills to recruit up to 6 memorable characters, each with a unique storyline and interact with many more NPCs!
  • Hours of play – over 4,500 lines of dialogue!
  • Repertoire system of 12 conversational topics to upgrade and master, such as Video Games, Romance, Politics, Cooking, Sports or just good old chit-chat!
  • Explore Cherry Tree Town and perform diverse tasks to earn money and spend it on activities that improve your repertoire!
  • All original, high quality, colorful and warm anime-style graphics with one exceedingly catchy soundtrack!
  • Simple and accessible game mechanics and controls!
  • Daily changing dialogue and special events!
  • Full localization by Nyu Media and Tezuka Productions
    * See our handy Translation FAQ for details about the localization!

The game will be launching at $7.99 at the Official Website on the 27th of April, 2012 and will be coming to other distribution platforms later in the year. Be sure to check out the trailer embedded below.

God of War: Ascension teaser trailer leaked alongside box art

We all knew it was coming, but most people probably believed that the reveal for the next God of War title would come from Sony themselves instead of from an Amazon listing that not only contains the box art seen to the right which is not the final box art, but a minute long teaser trailer which can be seen below.

The game appears to be a prequel to the God of War series, where players will take care of Kratos before he set his sights on revenge. Expect more details to be officially announced within the next few days from Sony as the cat is already out of the bag.

Deadliest Warrior: Ancient Combat – Interview with Carlos Giffoni

Deadliest Warrior: Ancient Combat just recently seen a release on consoles, marking the retail debut for the franchise while bundling in a ton of content for gamers to sink their teeth into. Carlos Giffoni, the Creative Director from 345 Games recently participated in an interview with yours truly to go over the developmental process behind bringing the popular television show to controllers nationwide.

 

Deadliest Warrior: Ancient Combat features both Deadliest Warrior: The Game and its follow-up, Deadliest Warrior: Legends. What were the differences in the development cycles for each title?

 Deadliest Warrior: The Game was first, so it’s development cycle was longer as we had to come with every system and game-play feature from scratch and there was a lot of experimentation involved. When we created Legends, we had a clear vision of what the game was going to be and what we needed to improve in the fighting engine. Based on the first game and fan feedback, it was a shorter development cycle with more time to polish and improve everything: character models and animations, making the interface visually more appealing and even adding a new game within the game with Generals mode, opening up match options, increasing the number of environments, and even introducing new game mechanics.

For Ancient Combat we wanted to bring the ultimate Deadliest Warrior package to fans, so it was more about adding unique features and content and making each game work with their downloadable versions, but there are lot of details that come with making a retail title, so development time ended up being as much as doing a small game. I think the time and care we put into making both games and Ancient Combat comes across in how polished the game experience and the extras included are.  I don’ think there has even been a compilation retail title with so many different extras on it, this is the ultimate Deadliest Warrior game package.

 

 

 Did any experts get involved in the process? If so, what was that like?

Yes absolutely, we had all the data from the different tests done on the show on weapons and armor which we incorporated into the game. Additionally, all the motion capture for the warriors was done by the same experts recreating the attacks in the show.  We also had the show look at the games every step of the way to make sure we weren’t missing any important details with the warriors and the way they fight in the game.

It was really awesome to have all that data as a base to create the game instead of just estimating values and to have access to the experts to keep us in check, pre-production and design was much smoother than usual thanks to this.

 

Ancient Combat also has quite a few extras. Just what can fans expect to see?

For Ancient Combat we wanted to bring the ultimate Deadliest Warrior package to fans, so beside the full games, which are fully compatible with the digital versions, we added a new Graveyard environment which looks amazing, 30 new weapons,  and 6 episodes form the show featuring the warriors in the game. All for $29.99, we really think that is amazing value for what you are getting.

Tell us about the roster and weaponry. Who is in, and what kind of tools of destruction do they have in their arsenal?

 In Deadliest Warrior The Game we have the Ninja, Spartan, Viking, Centurion,  Knight, Pirate, Apache, Samurai, Rajput, Zande, and Shaolin Monk.

 In Deadliest Warrior Legends we have Alexander The Great, Attila, Shaka Zulu, Joan of Arc, Vlad the Impaler, William Wallace, Sun Tzu, Genghis Khan, Hernan Cortes, and Hannibal.

 There are over 100 weapons in the game so I am not going to list them all but these are some of my favorites:

 William Wallace’s Claymore, The Apache’s Horse Jaw Tomahawk’s, The Samurai’s Nodachi, The Viking’s Great Axe, Vlad the Impaler’s Military Fork,  Ghengis Khan’s Mongol Mace.

 

When it comes to the in-game mechanics, what goes into making these battles authentic?

 The spacing and strategy that has to go into each battle, along with the armor and weapons, are the main things that makes each battle authentic. Let’s say you are playing a lighter character with no armor or shield (a ninja for example) then  is all about moving in and out and attacking quickly, dodging attacks and responding with quick combo’s.  When you have a heavy armor character with a shield (Alexander, or a Knight) is all about closing the distance with your enemy, taking a few hits in the process but dealing major damage with your blows. Choosing different weapons and armor changes thing significantly as well, for example I could go with the lighter armor for the knight and use one of the longer range weapons to create a more agile, longer reaching version of him by sacrificing some of his defense. This is just one basic example, as the different weapons and armor combinations completely open up the possibilities for each warrior.

 Deadliest Warrior is all about realistic fighting, so injuries, one hit death blows, bleeding, stamina, these all play a major factor in how you play the game, for there is no other modern fighting game like it.

 Is any of the combat inspired by other fighting titles of the past, or was the aim to be as original as possible?

We wanted to make something unique but one game that we looked at a bit for inspiration was Bushido Blade, just the aspect of injuries and that feeling that one well-placed strike changing the balance of the game.

 

Fans of fighting games can be very picky. How do you appeal to such a diverse audience?

I am a huge fan of fighting games myself and what I do not enjoy is when a game is simply a clone of another game. In Deadliest Warrior you have a game that is completely different to anything out there, it will give fighting game fans a new experience and a new way of fight. Add to that the fact that these are real warrior’s and the armor and weapons are based on real research data, this is the most awesome way for a fighting game fan to take one of these warriors in their own hands and decide who the deadliest is!

For our readers who have yet to play Legends, explain the very unique Generals mode, and how it ties into the television show.

Almost all the characters in the Legends game were known for successfully commanding armies in battle, so we wanted to get that aspect of these legendary warriors in the game. Generals is a strategic game where you are trying to take over every territory in a map with your troops, with the twists that certain locations in the map are strongholds where you have to battle the other armies general in a one on one battle using our fighting engine in  order to claim the stronghold.

We use the battle simulator from the show to determine the outcomes of the battles, using the x-factors to determine how things like terrain, training, and the general’s strategic abilities would play in a real battle and factor in the results. The simulation engine on the latest season of the show was created by Pipeworks as well and is based on the engine for the game, so both game and show are connected in a major way.

 

Name two Warriors from any other video game series who you would personally like to see go at it, and who would claim victory at the end of the bloody battle.

I would love to see Scorpio vs Akuma, two former humans that are now basically demons battling it out to the death. I think Akuma will edge Scorpio slightly, there is just something about him that screams pure evil power that I think would end up overwhelming Scorpio at the end.

 

Finally, what is the main reason everyone should pick up Deadliest Warrior: Ancient Combat when it released on April 17th?

If you have ever wondered who would win in a fight to the death between any of the warriors, if you are simply interested in the warriors themselves as a history buff, or if you are a fighting game fan that is looking for a unique game experience, this is a game you are going to enjoy.

Add to that all the extras and the episodes from the show, at just $29.99, this is the ultimate gaming for anyone interested in Deadliest Warrior.

 

Ben 10 – Destroy All Aliens CGI Movie Coming To DVD In June

One of the best and most favourited cartoons this generation, Ben 10, has its movie coming to DVD this June for us Australians thanks to Madman Entertainment. The series premise is that a boy named Ben Tennison has the power to transform into varies Alien creatures to defeat other invading Aliens thanks to the power of this device called the Omnitrix.

The movie is completely done in CGI and follows one of the adventures of the younger versions of the cast (as opposed to the current season where they’re all pretty well grown) as he explores the galaxy with his friend Tetrax. However things go awry when they crash-land back on Earth with a broken Omnitrix, leaving Ben stuck as an Alien. To make matters worse an evil Alien has appeared hellbent on destroying all Alien life in the universe.

The movie comes to DVD this June on the 20th at $24.95. Keep an eye on your local retailers for more info. You can also pre-order the movie here.

Trials Evolution releases today -Arcade NEXT All-Stars video

Trials Evolution, the sequel to the hit bike game Trials HD, was released today on XBLA. To promote the game, and to launch their Arcade NEXT promotion (four new downloadable games released every Wednesday from April 18 through May 9) Microsoft has “teamed up with several popular YouTube gamers, known as the “Arcade NEXT All-Stars,” to host a live streaming gameplay event showcasing each week’s new release. ”

To see the newest video, which celebrated Trials Evolution, check out this Youtube channel.  A live stream showing off the next weeks Aracde NEXT game, can be seen here at Twitch.tv next week.