While people in North America may be able to go down to their closest video game selling retailer and try out a Gravity Rush demo on the Vitas they have set up in store, gamers can’t actually try the demo out on their own Vita. However it seems that Europeans at least will have a chance to download a Gravity Rush demo before the game is released in June.
UK retailer GAME revealed in a tweet that the demo would be arriving on the European PSN on May 30th. This of course gives us hope that there will be a simultaneous release for the North American PSN as well, considering Gravity Rush is still the most highly anticipated title of the whole Vita line-up.
While Altair and Ezio Auditore may be rolling in their graves when they see these screenshots, you may find them delightful. In what seems to be yet another Assassin’s Creed 3 screenshot leak from Ubisoft, we see our new main character making his way through a wintry forest as he hunts down a deer.
Those eager to see any action, or even a successfully claimed hunt will be a bit disappointed , but there is one thing these images do showcase, and that is how wonderful the environments look already. At least half of the images seen below could be passed off as a real-life landscape if you didn’t know they were from a game already.
The revived True Crime: Streets of Hong Kong, now named Sleeping Dogs, has received an August 14th release date from Square Enix today alongside a handful of pre-order bonuses that, as usual, are tied to specific retailers.
For those who want to pre-order the game from Best Buy will receive the “Georges St. Pierre Pack,” which offers GSP related items as well as his “signature flying punch.” GameStop is offering a very basic SWAT pack and Amazon is handling the “Martial Arts Pack.” All of the pre-order packs can be seen below, though it is clear that Best Buy wins this round.
Recently, Mr Sakaguchi announced that his company, Mistwalker, would be releasing three titles for the iOS. Finally, we are given some insight in to the way they may look, and even an idea at what the game itself may be. The featured image is from an upcoming title, Party Wave. Party Wave will be an iOS surfing game. Unfortunately, Mistwalker are being rather mysterious and there are no hints as to how the game will function mechanically. The character design is rather charming and looks to be a trick based title. Whether or not it will borrow elements from the RPG genre, as Sakaguchi is famous for, we will have to wait and see.
The Worms are coming, again under the guidance of Andy Davidson, the original creator of the concept who has returned to Team 17 to guide the Worms revolution project, and some new concept art has been released showcasing some of the new environments. Whether playing in single player or multiplayer modes the game will always take part in one of four differing environmental locations including
– the Sewer which is one part of a sewer network and the Rock Pool with a lovely beach view
– the Garden of a house belonging to a mad scientist as well as a Farmyard scene.
The game will feature unique technology where the original cutaway worms background has been replaced by a 3D rendered background, yet retains the same granular environmental deformation as its 2D traditional counterpart. While it was always a goal to render the backgrounds in 3D to improve the visuals, the team were adamant that the deformation physics remain the same as to preserve the classic worms gameplay we all know and love so much.
Each of the 4 differing environments are made up of 5 seperate elements including
– the background which houses all the other elements such as the deformed landscape that reacts to the worms and their weapons
– detail objects such a limpets which are found througout the different environments
– wind indicators which are objects that float across the screen and give the player and indication as to wind direction
– base water which sits below each landscape and acts as a death poon for any worms that dare fall into it
Within the various environments can exist borders whihc add a new dimension to the game. Any battle that takes place in a bordeered environment has to be more strategic as the border walls are impenetrable. This removes things like air strikes from gameplay and makes players think a bit more as to how to destroy the enemy. Keep posted for more Worms Revolution news.
The Bluecoats – North & South is set to be released through publishers Microïds, more than twenty years after the original release of the game, adapted from the Bluecoats comics books.
In the new version of North & South players can access an in-game shop with lots of items, including ones that can really make an effect on the outcome of the game. And unlike the original 1989 version, the battles between the North and South army are more user-friendly, and games can quickly move their units in real-time on the field. As well as this, the objective is based around resources annihilation, instead of annihilation of the enemy, so if there are still resources then as long as the enemy can continue to make new units then the game will continue, creating a longer game.
The Bluecoats – North & South will be released on PC, Mac, iPhone and iPad on May 10, 2012, with Android versions to be released later on.
Max Payne 3 has released a new video in the Design and Technology series, focusing on Max’s signature movie, Bullet Time. Given that Max Payne has to take on leagues of enemies, Bullet Time and Shoot Dodge are the handiest features in your arsenal as the badass ex-cop. Bullet Time and Shoot Dodge are two of the features that really set the game apart from other third-person shooters, and bring the game onto another level.
The video shows off how you can slow down time, make some cinematic and totally kick ass shots, and take out entire rooms of guys. Not only does it give you that tactical advantage when the odds are severely stacked against your favour, but it looks damn awesome, and you get some cool cinematics out of it.
Check out the video below, and let us know what you think about this new take on the classic Max Payne feature.
For more info on Max Payne 3 as it comes out keep tuned to Capsule Computers, or visit the official site.
Max Payne 3 will be available for the Xbox 360 and PlayStation3 on May 15, 2012 in the US and May 18, 2012 in Australia and Europe, with the PC version launching on May 29th, 2012 in the US and June 1st, 2012 in Australia and Europe.
We have 1 copy of  Warriors Orochi 3 to give away on XBOX 360 courtesy of Tecmo KOEI. All you have to do to win is to simply leave a comment on our review and let us know what you think of the game. (click on the link below go to the review)
Ridge Racer: Unbounded Developer: Bugbear Entertainment Publisher: Namco Bandai Platform: Xbox 360, Playstation 3, PC Release Date: March 27, 2012 Price: $59.99 BUY NOW!
Overview
Much like Madden, we as the gaming public have grew to expect a new Ridge Racer title nearly every year, for just about every platform. While quantity with the franchise has always been a definite factor in keeping the speed alive, many could argue that quality has been sub-par at best with the past few releases, and Namco seem to be ready to change all of that with Ridge Racer: Unbounded. Think of the classic experience you’d expect, add the bang of a Michael Bay film, and a pinch of arcade racing charm and you have Unbounded, which is definitely a good thing for an aging IP. Are explosions and a few new tricks enough though to get this series back on track? Here is my review for Ridge Racer: Unbounded.
Gameplay
Those accustomed to the classic feel of a Ridge Racer game will quickly learn that Unbounded has steered far off route, as this entry has been created by Bugbear Entertainment, the brains behind the highly explosive FlatOut franchise. Taking place in Shatter Bay, players must take the role of an illegal street racer, shedding through the streets against several competitors. These roads aren’t all smooth sailing though, as shops, signs, and all of the urban fauna are ready to block your path, and luckily are almost everything is fully destructible. It’s a familiar concept, but Unbounded goes for gold with it’s big-boom gimmickry, working wonders to keep the experience feeling fresh throughout the nine districts in the main mode.
Controls couldn’t be simpler, as all you have to do to take off is simply hold down the right trigger to accelerate and use the analog to steer your way through the map. Due to the fact that almost any other opponent can destroy you at any given time, braking is also very important, but thankfully this task is performed without a sweat as bringing your ride to a full stop is as simple as giving the left trigger a tap. The prime feature of these cars though comes in the drifting, which can be done by holding down the B button while making a quick turn. This mechanic did take some getting used to, but it’s a mandatory practice that one will have to use to simply survive.
Drifting deserves a lot more mention for a number of reasons, however. A power gauge can be filled by pulling off drifts, which then allows players to execute a nitro-charged boost to gain some ground. This tactic proves useful in Demolition races, which require the player to destroy everything in their path to make it to the finish by boosting through enemies and literally “fragging” the competition. It doesn’t end with your enemies, either, as there are several large obstacles such as coffee houses and diesels that can be plowed through if you have enough power earned when approached. Yes, it’s quite the exciting feat to see this in action, but for some reason the developers thought it would be wise to turn these action sequences into a cutscene, which results in the madness being ripped out of your own hands as you are forced to watch the same canned sequence each time you pull of the stunt. It’s a bit disappointing to say the least, but even more frustrating considering that you have to gain back control after the scene plays out, which can easily lead to a collision.
Thankfully, there is a good amount of variety in Shatter Bay, as there are plenty of non-demolition styled races that players can partake in. From the likes of time trials, all out drifting wars and of course the straight-forward Shindo races, these extra inclusions act as a nice vacation from the intense main match-ups, and feel a lot more traditional as the main goal is simply to speed to the finish as quick as possible. Unbounded’s environments keep the core concept in tact though, and even though you may be cruising for a different purpose, you are sure to see plenty of destruction along the way. To keep you coming back and going in for more, experience points can be earned for simply placing in the top three of a race, which can then be used to unlock more districts, vehicles, and pieces of environment for the track editor (which we will get to in a moment).
As exciting as the races can be, I still have a few complaints with how everything plays out as a whole. The AI is actually brilliant, as they are fueled to win whatever type of match you may be competing in. The problem with this lies in the challenge though, which is sure provide a stiff learning curve to newcomers. For demolition matches, the game places you at 11th out of 12 racers. This means that it’s your job to fight through ruthless AI to get into first. Just when you think you’re safely tearing through ranks, a frag can come from another racer pulling off a boost that can set you back a good six places. As I mentioned earlier, the canned sequences can also be harmful, as I had several occasions where a cutscene would finish up just as a foe from behind rammed my car with a boost. Now, I do enjoy a challenge and a good part of Unbounded’s charm is the unforgiving AI, but due to how easy it is to crash, a lot of victories within the game come down to trial, error, and a bit of luck.
Track editing allows players to create their own city to race in by placing runnels, turns, loops, and ramps all over the road to make a distinct track. Once you have a good bit of pieces unlocked for it, this editor is quite unique to the genre and also very broad. Making a track is done with a grid-based scheme, so placement is super-easy, and players are even allowed to test out their creations as they build in order to perfect their urban masterpiece. I designed a track with nothing but loops to test this out at first, but it didn’t play out too well. That’s the fun of this mode though, as there is nothing but freedom and you can design just about any type of track you could possibly want. An online mode stacks onto this editor to near perfection as well, letting players create a city for others to race in, where the challenge comes in beating the top score. Online mode also offers daily challenges to earn XP as well as the standard fare of racing, which can lead to an almost infinite amount of hours soaked into the game.
Visuals/Audio
I know many racing fans hold the recently released Forza 4 or Gran Turismo as the benchmark for visuals for the genre, but Ridge Racer: Unbounded’s graphical stylings in my opinion surpass what those games offered as they are simply more unique. Think of Blur, a bit of Split Second, and the fine vehicle detail of the earlier mentioned titles and you really have what gives this title it’s appeal. The shading is simply superb and makes these cities come alive, with the sun usually casting it’s light through buildings, making environments appear highly realistic but still original. The animations of the destruction are also done in a AAA manner, with concrete walls crumbling as you skid past and glass shattering from windows at the lightest touch. The cars also can take massive damage, and this shows as you take hits from opponents, making your ride appear as if it’s been through hell as you cross the finish line.
As far as a soundtrack goes, think dubstep. These beats bode well for the thrills and even if you’re not a fan, they can easily be muted so you can treat yourself to the sounds of the highway. Those familiar with Skrillex and The Crystal Method are going to love the in-game music, and I personally have discovered a few lesser known artists that are actually quite good on their own just by playing through Shatter Bay’s districts. Unbounded also creates an intense atmosphere with the environmental sounds, as hearing the effect of a oncoming opponent boosting behind you is sure to keep you on edge as you propel through each area, with revving engines always pushing the player to go faster. Explosions also sound great, and assist even further in bringing the “blow everything up” concept full circle.
Overall
Ridge Racer: Unbounded is by no means the perfect racer, nor is it the most original. It is however a fantastic addition to the genre as it offers a simplistic yet unique form of challenge through it’s vehicular-combat driven races, which are just as fun to watch as they are to play. Having a track editor included with online play intertwined was also a brilliant move, as it’s sure to give all budding street-racers plenty of reason to keep coming back for more. Ridge Racer as a franchise doesn’t get a lot of respect due to the many missteps of past entries, and yes, you have every right to be cautious going into Unbounded. Fret not with this one though, as this is the return to glory for the namesake, and one of the most enjoyable thrill-rides to hit the genre since Burnout.
Konami’s prized Metal Gear Solid HD Collection will be coming to the PlayStation Vita eventually, but until then Konami has decided to tide over fans with a few screenshots for each of the two games included in this release of the HD Collection.
The images can be seen below, with the first few pictures being of Metal Gear Solid 2: Sons of Liberty while the last few are from Metal Gear Solid 3: Snake Eater, it should be easy to tell which one is which as MGS3 has obviously fared better with its HD upgrade. While many may have already picked up the HD collection when it released late last year, the Vita version offers a multitude of touchscreen capabilities and the benefits of being a portable title.