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Yesterday Hands-On Preview

Ye olde point-n-click adventure games may appear to be a long-dead genre, but look in the right places and you’ll find they’re not entirely extinct, they just suffer from widespread habitat loss.

The genre’s granddaddy, Tim Schafer, has shown the industry folk with his record-breaking Double Fine Adventure in development, that there is still a passionate audience for adventure games.

Pendulo Studios have been catering to that crowd for a while, releasing a few old-school-styled adventure games, like The Next Big Thing and Runaway, imbued with a light sense of humour and cartoony but detailed visuals. I got my hands on their new adventure, Yesterday (that’s the title, not when I played it), which keeps the mechanics and visual style the studio is known for, but takes the genre into a darker place.

Yesterday plays as you’d expect an adventure game to: you explore the environment by clicking on objects of interest, pick stuff up, combine items in your inventory, and use them in ways that normal people would never think to.

The puzzles in the section I played were challenging enough without being too ridiculous. Sure, there’s the usual suspension of disbelief required, but generally, your current objective and the method of achieving it are reasonably logical. If there’s something that you can’t figure out, chances are you aren’t supposed to use it or pick it up yet. The section I tried out was played through from two different perspectives, and things the first character couldn’t interact with, the other could.

There’s a hint option to get you through some of the genre’s notoriously obscure puzzles. Click the hint button once, and you’ll receive a vague indication of your next move. If that’s not enough, a second hint will be more specific.

If you feel like that’s cheating, a less direct help system is also included. Click a crosshair symbol in the toolbar and the objects in the area that you can interact with will be highlighted briefly. It doesn’t give away anything about how to use them, just lets you know that they can be examined, picked up or used in some way. I found myself using this feature a fair bit, as a mechanic rather than a “cheat” system. I don’t think it detracted from the game, although I could understand if purists choose to steer clear.

One section that might be a sticking point is a puzzle involving chess moves. The player is given a few options to how someone might achieve checkmate within one turn, but there are no consequences for failure: it simply says “that’s wrong”, and lets you choose again. If this is an indication of some of the “puzzles” throughout the game, it’ll be less an exercise in problem-solving and more about clicking your way down a list.

Overall, there isn’t a lot of deviation from standard adventure game mechanics, but for a genre that isn’t too prevalent in recent years, that’s fine, especially when done as well as this. What’s most important is the adventure that’s undertaken, and from my brief time with the game, Pendulo have weaved an intriguing tale.

Yesterday is named for the main character, John Yesterday, who wakes up with – ironically – no memory of yesterday. All he remembers is that he recently tried to commit suicide in Paris, he’s an expert in Satanism, and he’s been hired to investigate a religious sect’s involvement in a spate of murders of New York’s homeless population. A life like that you’d assume one would remember, but it’s clear the memory loss is due to powers beyond his control.

The preview section appears to take place years before the main part of the game: you play as a young Henry White, who goes on to hire Yesterday in the future (you know what I mean) to investigate the murders.

Henry and his hulking partner Cooper are volunteers for the Children of Don Quixote, a charity that offer support to the homeless. Their services have been in particularly high demand lately, since homeless people have been turning up brutally murdered. With no ID, and no families to identify the bodies, the crimes are going unresolved. The Children of Don Quixote are doing the best they can to offer protection before the homeless end up dead, and during a routine check-in on a derelict subway station known to be used as refuge, Henry and Cooper become caught up in the mystery.

The game aims to intrigue, and so far it’s working, giving me a small piece of the web that left me wanting to know more. I mean, I haven’t even met the main character yet! Story-wise, it’s set to satisfy.

The cel-shaded visuals might seem at odds with the darker tone, but it works. The characters are caricatured, with exaggerated facial features and expressions normally reserved for comedy. The comic-book-style cutscenes provide multiple windows into the action, allowing several key aspects of a scene to be displayed simultaneously.

But while the visuals are pretty cool, the sound seems to have been overlooked. I’m not sure if the version I played is the final one, but there were no voices at all: the characters speak only through text bubbles. Now, that might change before release, but if it doesn’t, it feels a bit lacking. Pendulo’s previous games have been praised for their voice acting, so its absence here is all the more jarring.

The sound effects weren’t anything too special either, and the music barely registers. It pops up at a few dramatic moments, but overall, it didn’t leave much of an impression on me. It’s the only part of the package that doesn’t deliver.

Not to end on a downer, but apart from the sound, Yesterday is shaping up to be a hearty, satisfying meal for the starved adventure game fan. Go wash your hands for dinner then, because Yesterday will be served up towards the end of March.

Lumines Electronic Symphony Review


Lumines Electronic Symphony
Developer: Q Entertainment
Publisher: Ubisoft
Platform: PlayStation Vita
Release Date: February 22, 2012
Price: $39.99 (available here)

Overview
Lumines Electronic Symphony forms part of Ubisoft’s launch line up for the PlayStation Vita, and is approximately the sixth entry in Q Entertainment’s puzzle series (give or take a few ports and mobile offerings). It’s a nigh on perfect slice of handheld gaming that caters for just about every occasion and is beautifully presented to boot – if you own a Vita then you should have this game.

Gameplay
Lumines has at its heart the founding principle of all great puzzle games – a deceptively simple core mechanic. Two tone blocks fall from the top of the screen, and the player must rotate and place them to create squares of the same colour, thus clearing them from the screen. Blocks will only be cleared when passed over by the Time Line, so to create larger squares and build bigger scores good timing and strategic placement are essential.

If you’re new to the series then this may not seem like much, but Electronic Symphony will sneak into your brain and steal all of your time – it is ridiculously addictive and anything but simple. The seemingly basic strategy required to play quickly deepens when you discover the new Avatar abilities and special blocks. Each avatar in the game has two of ten special abilities, which are activated by tapping the Avatar and recharge over time. Amongst those abilities is the option to conjure a Chain block, one of two special blocks that can have a serious impact on your game.

Chain blocks will clear any squares of the same colour that they are directly attached to, so come in handy when you get into a bit of a tight spot. Shuffle blocks however, are a lot more chaotic in their impact. As the name implies, these lovelies will randomise every block on screen, instantly destroying your beautifully crafted arrangements. They can of course be an absolute lifesaver as well, so fitting them into your play strategies can seriously boost your scores.

Playing any of the game’s many modes will earn you XP, and levelling up unlocks new Avatars and stages. New Avatars bring with them new ability combinations, so the more you play the more strategies you’ll have at hand to conquer those bricks. Talking about strategy is all well and good, but the trick with Lumines is to be strategic and fast. As you play the game things become instinctive, and you find yourself almost subconsciously making moves that you would have had to think about just a few playthroughs ago. What seems like a few minutes can quickly become an hour as you sink into the game, utterly absorbed by the action on screen.

Controls are best handled by being old fashioned and sticking to buttons. There’s nothing technically wrong with the touch screen controls (tap to rotate, drag blocks down with a swipe etc) but when the action picks up there’s just no way that you can keep up – I found myself back with the face buttons without even realising it.

The main way that you’re intended to play Lumines is in Voyage mode, a continuous stream of blocks and stages that won’t stop until unmatched blocks fill the screen. Pass a stage and you’ll be gifted with a new skin – a set of music, blocks and background that can then be accessed in other modes of the game. If you’re up to the challenge then playthroughs of this can take up considerable time for a portable title, and it’s certainly the best way to improve your skills.

If you’re looking for a shorter session, then Lumines comes packed with plenty of options. There are 30, 60, 180 and 300 second bursts of block matching available, so whether you’re settling in for a marathon session or just jumping in for a minute or two, Electronic Symphony has you covered. Playlist mode is a fantastic addition that lets you build and save your own playlist of skins, so not only can sessions be as short or long as you want, but you get to pick the tunes as well.

Multiplayer manifests in Duel mode, which throws you into ad hoc only match ups. Players compete to push each other off the screen and the mode gives you access to the Duel only Avatar abilities for some extra chaos. Unfortunately both players must have a copy of the game. Online multiplayer is tragically missing, and this is the one thing that holds the game back from being the perfect Lumines experience. Without it there is nothing unique about the Vita version of the game – if you’ve played Lumines before then there perhaps isn’t enough to attract you to this version.

For the hardcore Lumines player there is Master mode, a series of five challenges that are insanely fast and tricky. Each stage must be survived in order to unlock the next, so newbie players shouldn’t expect to be seeing stage five anytime soon.

Lumines Electronic Symphony is about as comprehensive as it can be with its selection of game modes. Other than online multiplayer, every experience you could want from the game is on offer here, with each score in each mode meticulously recorded into the leaderboards. Getting fed up is simply not an option – new content constantly unlocks and you can see yourself getting better with every round. Addictive, easy to learn, difficult to master, whatever clichéd praise you throw at it, Lumines Electronic Symphony is simply a must have for the Vita.

Audio & Visual
One of the main things that makes Electronic Symphony so creepingly addictive is the amazing integration of the presentation with the gameplay. Every move you make on screen is blended into the music with a beat, giving your actions impact on both the audio and visual output of the game. There’s something about this and the vivid colours, the dynamic backgrounds and generally awesome music that combine to encase your brain in a wonderful cloud of utter distraction. To add to that there is a great selection of 41 skins featuring musicians such as the Chemical Brothers, Pet Shop Boys and LCD Soundsystem. Electronic Symphony couldn’t look or sound any better – if it did it would probably make your brain explode.

Overall
The only major issue here is the lack of online multiplayer. Everything else in Lumines Electronic Symphony is incredibly strong. The wide range of modes makes it amazingly accessible, and the learning curve is perfectly pitched to lure you into chasing those high scores. The presentation is fantastic and playing along to The Chemical Brothers’ ‘Hey Boy, Hey Girl’ is a slice of gaming gold.

Welcome to the Vita’s first addictive substance.

9-5-capsules-out-of-10

New Game of Thrones Screenshots Discover Castlewood

The Game of Thrones RPG is creeping ever closer, with the game coming to the world just a month after the April 1 beginning of the HBO TV shows highly anticipated second season. Given that the game follows the adventures of two new characters, it makes sense that there are a couple of entirely new locations  too, towns and villages which have somehow managed to go unmentioned in the course of six highly detailed novels…

That aside these screenshots recently released showcase the new location of Castlewood, home to the House Harlton. A supporter of the Targaryens during the rebellion of Robert Baratheon, the head of the family was executed by the victorious rebel king, leaving a brother conveniently loyal to Baratheon in his stead. One of the two playable characters has strong ties with the Harlton family, and Alester Sarwyck will use Castlewood as a safe haven in the course of his quest.

That said, the screenshots show plenty of less than friendly action from the Harlton’s. there’s torture afoot, sword fights in bedrooms, and Red Priest Alester Sardwyck is probably not having a playfight with those green clad Harlton soldiers. So has someone taken over the family home? Or have the Harlton’s decided that their loyalties lie elsewhere? And who owns that curiously textured snub nosed dog?

After a fairly disastrous entry into the gaming universe with Game of Thrones Genesis, fingers everywhere are firmly crossed in the hope of this RPG hitting the mark. The release date still remains a bit vague, but Song of Ice and Fire fans will discover for themselves the quality of the game come May 2012.

SGP Modello Case Released for iPhone 4/4s

SGP, makers of the infamous Steinheil screen protectors, has released their latest offering. The Modello series of cases are modern looking TPU cases with a matte finish. Glossy geometric designs are etched onto the case to look great and provide extra grip. The case is currently available in two colors and two patterns with a total of six colors and two patterns slated for release. Soul Black is a black case with small crosses and Tangerine Tango is a catchy orange with lines of different depths on the back. These cases are made in Korea and are available at the SGP Store for $14.99 USD.

Pro Evolution Soccer 2012 Winter Data Pack


Konami have released details for the latest free DLC, the Winter Data Pack, which will be available on March 6th for PlayStation, Xbox 360 and Windows PC.

The download will bring all the teams up to date, including the January transfer window changes. The update will also include new kits for the Spanish, German and Japanese national sides and also adds in eight new boot styles from Adidas and Nike, as well as the Adidas Finale Munich ball which will be used in this year’s UEFA Champions League final.

You can download the Winter Data Pack on March 6th through the Xbox Live marketplace, PlayStation Network and online for Windows for each respective platform.

Star Wars: The Old Republic Interview with Gabe Amatangelo

Gabe Amatangelo is the lead PvP designer of Bioware’s online hit Star Wars: The Old Republic. With the Australian and Oceanic official release of the critically acclaimed MMORPG, a few very lucky members of the Capsule Computers team had the opportunity to meet with Gabe at a media launch event in Sydney. After a media presentation that introduced the game, community and changes since the initial US and European launch, we found ourselves extremely lucky to get to chat with Gabe in a private interview.

In our discussion, we covered the initial goals of the project, and what sort of game the design team had hoped to create. Gabe brought up the idea of evolving a genre rather than revolutionizing it, which allowed them to create a new MMO experience while still sticking to the roots of the genre. We also spoke about the development process, future direction, and the question had to be asked “Where DID the idea for HUTTBALL come from?!” Be sure to check out the interview for yourselves!

Silent Hill HD Collection slips backwards to March 20th release

Those hoping to pick up the Silent Hill HD Collection next week will be disappointed to learn that Konami has chosen to push the title back a couple of weeks and is now planing on releasing the HD bundle of Silent Hill 2 and 3 on March 20th in North America.

I mean, in all fairness this is understandable considering the original March 6th release date of the Silent Hill HD Collection would have put it in direct competition with Mass Effect 3, which would unfortunately be a losing battle for the company. Then again, the Silent Hill HD Collection has been delayed a few times already so perhaps it is for a different reason altogether? Either way, fans can still expect a March month full of Silent Hill as Silent Hill Downpour comes out March 13th, Silent Hill HD Collection on the 20th and Silent Hill: Book of Memories on the 27th for the Vita.

New PlayStation Vita games to be announced March 9th

Those worried about the anemic release line-up for the PlayStation Vita a few months down the line will be glad to hear that Sony has confirmed that they are about to reveal a slew of brand new unannounced Vita games within a few days.

To be more specific, Andriasang has discovered a webcast by Sony that will begin on March 9th and said broadcast is being called PlayStation Vita Game Heaven. The webcast will feature news about upcoming games and services for the handheld and they are even giving away twenty systems to viewers, though you will likely need to live in Japan to win. Any guesses on possible Vita games we will see announced on March 9th?

The Simpsons: Tapped Out iOS app is available now for free

Simpsons fans have always been eager to see another video game dedicated to their favorite comedy. While the wait has indeed been a long one, there is now a brand new Simpsons game on the market… I’m speaking of course about EA’s The Simpsons: Tapped Out, a game available on the iPhone, iPod Touch and iPad.

The Simpsons: Tapped Out is a free game that has content that can be purchased in-game for real life money. Before you think that this is a simple cop out game, you better check what is in the donuts you are eating, because the app has been written and produced by the same writers and animators who handle the TV series. They even provided never before seen animated scenes and other areas of Springfield specifically for this game. You can catch the trailer for the app below or download it with iTunes here.

Call of Duty: Black Ops 2 listed for release in November by Spanish retailer

While Activision hasn’t said a single word about a Black Ops 2, we know that there is of course going to be another release in the series. So much so in fact that the game has already seen plenty of publicity from various listings appearing all over the internet at retailer websites.

Now of course, we have a Spanish retailer named Fnac who has nailed a release date on Black Ops 2, and that release date is sometime in November, which is sort of expected already as that is the biggest release window of the whole year. Now while this is not a confirmation that the game exists, it pretty much does is a certainty at this point…