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3DS demos available tomorrow on North America eShop beginning with Resident Evil: Revelations

One of the biggest additions to the Nintendo 3DS courtesy of the last firmware update was the fact that the 3DS would be able to play downloadable demos in the near future. As such, the Japanese eShop has been given demos since the beginning of December, but the rest of us have had to wait until now. Also available is the demo for Cooking Mama for those who are frightened by zombies and just want to try and be better than mama.

Tomorrow the demo service for the Nintendo 3DS will begin and gamers will be able to download a demo of Resident Evil: Revelations. On January 26 Sega will follow with their own demo for Mario & Sonic at the London 2012 Olympic Games. Metal Gear Solid: Snake Eater 3D and Rayman Origins will also see demos but those currently do not have a specific release date.

Silversword iOS Review

Silversword
Publisher: Gaida Internet Services
Developer:
 Mario J. Gaida
Platforms: iPhone (reviewed), iPad, iPod Touch
Release Date: 23 December, 2011
Price: $5.49 (HERE)

Overview

It’s not everyday that a hardcore game comes out for iOS devices. When I say hardcore, I mean not only a game that doesn’t involve cartoon farm animals, but those far-too-easy so-called “hardcore” games like Infinity Blade. You see those types of games aren’t as rough and full of adventure as older RPGs like the original The Bard’s Tale.

Or at least, that’s what the one-man development team behind Silversword thought. He sets out to capture the old, die-rolling RPG adventures of the 1980’s and in that light, the game is a massive success. But there’s a reason games like those were abandoned two decades ago, and those become all too apparent in this iOS attempt at recapturing a lost era of RPGs.

Gameplay

The game begins with very little in the way of context: You are in a camp, in a party of rogues, wizards, and warriors, and you must travel south to aid a besieged city.

In the camp, you start with some randomly generated party members, but can create quite a few more, though you can only haul around seven of them with you as you explore the world. There’s quite the amount of classes and races to choose from, each with its own party-related benefits and unique stats. These party members have no characterization however, and why they are all fighting together is beyond explanation. They are there to serve the gameplay, nothing more. They’ll level up, carry gear, and help you to bags of loot, but don’t expect them to make you care… or even talk to you.

Based on how much experience you have with games based entirely on random number generators and statistics, this process can be a quick breeze, or it can take hours. I created a Paladin, named him Foromir and left the camp after a bit of a simple tutorial.

Oh, but he wasn’t in the party. I hadn’t realized that after creation you had to battle through the clunky user-interface to add him to the party. So I had to trek back to the campfire in the northern corner of the castle to go ahead and add him.

Here we come to one of the major problems of Silversword: despite coming with a 40-page instruction manual, it never fails to explain to you the most basic of concepts (such as movement or combat), but instructions on how to cycle through character inventory, move the order of a character in the party, and a plethora of other important gameplay nuances always seem to lie forgotten somewhere in the ether.

I’d read that in the older RPG’s, local area maps didn’t exist and that players had to map out with pen and paper the in-game layouts. Thankfully, that’s one tradition that Silversword does do away with, and there’s a very handy map on which points-of-interest, walls, doors, and the like are all simply presented. And that’s endlessly useful, as the road south is littered with dungeons to explore and monsters to fight.

The feeling of possibilites as you step out of the starting area is akin to that which you’d experience when playing Skyrim. The only problem is, you can’t see what challenges lie ahead as enemies appear out of the blue to attack. There’s no tall grass here, any square has the potential of housing an unseen foe. Further, enemy appearances are randomly generated, which means you can have cleared the top level of a dungeon, decide to turn back, and have to fight through the whole thing over again. Only this time your party will be weaker, as they’ve all taken damage and your mages will be running out of energy.

How old school and hardcore.

More old school features: Non-regenerative health (mages or shrines have to heal you up), no auto-save, magic only regenerates during the day, traps are invisible unless you have a special detector in the party and they respawn (that way you get to worry about them several times instead of once), traps actually do significant amounts of damage, combat is left entirely up to the rolls of invisible die, a user-interface whose buttons are either massive or too small for the small iPhone screen, puzzles whose clues pretty much require you to look up the answers on the game’s official website, a number of questionable decisions regarding how the user interface works (such as the constant reshuffling of the party when a member is killed and then revived), to see in the dark a spell has to be cast by a mage, and, despite the game’s emphasis on regularly saving, there’s no quick-save button (every time you have to go into the settings, save the game, and then confirm you want to overwrite the past save file). I’m all for pausing the game and planning your next move, but there’s far too much time spent in the interface and not enough actually enjoying exploration and dungeon-running in the game.

I hated these design decisions, but I was born on this side of 1990’s and my first RPG was Pokémon Yellow. There’s no nostalgia to pull me back into an almost forgotten age in video games.

The game does deserve credit for that sense of exploration it breeds. You’ll alway wonder what’s around the next corner, and if you’re the kind of person who thought Dragon Age: Origins wasn’t hardcore or old-school enough, this will definitely appeal to your sensibilities.

Audio & Visual

The iDevice screen is two-thirds interface, and one-third game world. While this emulates the original Bard’s Tale to a tee, it’s not really appealing to look at. Does the list of people in my party and each of their stats really need to take the entire bottom half of the screen when I’m out and exploring? The world itself is graphically rendered for first-person exploration and though it doesn’t look spectacular and the draw distance is atrocious, it’s serviceable enough at presenting a world ripe for a good looting.

There’s not much sound design to speak of. Birds chirp as you explore the world, dice roll when combat takes place, and a merry tune plays upon winning a battle.

 

Overall

Silversword is the kind of game I wish I could give two scores to, because I understand that it is attempting to recreate what some people consider as the golden-age of RPGs in the 1980’s.

It does. If you loved that type of game and you’d like to have a portable version to carry around, I strongly recommend you buy this game. It will provide you with hours upon hours of gameplay that accurately recaptures an otherwise lost era (and you can always try it out beforehand with the Lite Version).

If, however, you, like me, never experienced or loved 80s role-playing games this app will give you the occasional moment of, “I can’t wait to find every corner of this dungeon,” but most of the time, you’ll be juggling with the interface, getting exasperated at the backtracking which involves fighting enemies you’ve killed two minutes ago, or realizing your last save was an hour ago and “oh boy, there goes the last guy in my party.”

The fact of the matter is that this game is based on the design philosophy of the 1980’s. That’s 20 to 30 years of advancements and streamlining that it generally ignores. The game can be generally boiled down to mild exploration and heavy menu-surfing; the visual payoff is never enough and the interface isn’t even a simple one to navigate.

If inducing nostalgia is this frustrating for everyone not in on it, then perhaps it’s time to leave the past where it belongs.

In the past.

6--capsules-out-of-10

Mass Effect 3 Demo Officially Dated

Gamers wanting a taste of Mass Effect 3 listen up! Bioware has officially announced that the demo of Mass Effect 3 will be released on February 14 (just in time for Valentine’s Day). The extensive demo will feature both single player and the new co-operative multiplayer mode. In the demo’s Single Player, players will experience a bit of the campaign with the Reaper’s opening attack on Earth. Players will gain a sense of scale of the galactic war and level of customization options available in Mass Effect 3, over in the demo’s co-operative multiplayer mode.

If you’re lucky enough to have Battlefield 3 Online Pass, then you’ll early access to Mass Effect 3’s co-operative multiplayer mode right from the start when the demo launches on February 14. But for everyone else, you’ll have to wait just a few days to get your hands on Mass Effect 3’s multiplayer on February 17.

Mass Effect 3 is set to be released on the Xbox 360, PlayStation 3 and PC in North America on March 6, 2012 and in Europe on March 9, 2012.

I Am Alive New Combat Trailer

A new trailer for Ubisoft’s along awaited survival game I Am Alive has today been released. Survival is a must in this game and when it’s not the post-apocalyptic environment trying to kill you, it’s the other survivors. Learn the best strategies to survive, managing your resources and how to fight the inhabitancy of the post- apocalyptic city in the latest video below. Players will need to utilize all these skills in I Am Alive if they wish to see another day again.

I Am Alive will be part of Xbox LIVE’s House Party 2012 promotion and is set to be released on February 22 simultaneously on both Xbox Live and Playstation Network.

Order Up!! To Go Review

Order Up!! To Go
Publisher: SuperVillain Studios
Platform: iPad, iPod Touch, iPhone (reviewed)
Release Date: January 19th, 2012
Price: FREE (ad-supported. $0.99 to remove)

Overview:

Back in 2008, SuperVillian Studios released “Order Up!” on the Wii and was received well in the industry. They then followed up in late 2011 with PS3 and 3DS versions. And finally they are bringing the franchise to iOS.

Basically, it’s a cooking game with time management elements mixed in. But it’s not just another Cooking Mama clone; it’s gameplay actually bears some resemblance to actually being a restaurant’s chef, managing which customers to serve first and timing the different dishes to cook to perfection and not set the place on fire.

Story:

You’re a chef, and you’ve just flown in to some sort of island resort in search of a job. Starting out in “BurgerFace”, a fast-food drive-in restaurant, to learn the trade and prove your chops (sigh), you then move onto bigger and better dining establishments.

A lot of aspects of running a restaurant have been covered, including buying ingredients before the day starts, impressing the local critic to get more customers, and adding new dishes to the menu.

Gameplay:

The gameplay largely involves cooking. You’ll take orders from customers and commence chopping, frying, and stirring, doing your best to deliver dishes quickly, still hot, and to a high level of culinary excellence.

To start preparing the food first you tap on one of the dish orders displayed across the top of the screen. Then you pick one of the ingredients you want to prepare first. Some will simply sit on the hot-plate, others will drop into the deep fat fryer, whilst veg and the like will wait for you on the chopping board.

Each activity requires some sort of interaction, a gesture or rhythm-based action, to prepare the food in question. They each have a meter letting you know how the preparation is progressing, and how well you are preparing the ingredient. Once the ingredient is ready, you hit the plate button to put it aside and then swipe across the bottom of the screen to continue finishing off the rest of the elements of the dish.

So for example, a burger meal consists of a burger, lettuce, tomato, and a portion of fries. The burger takes a while to cook through, but you have to flip it half way through. The fries take about half as long to cook but can just sit in the fryer until ready. The lettuce leaves need to be peeled, and the tomato needs to be chopped. Each have their own timings and gestures, so after a few goes at a dish you figure out the most efficient way of preparing that particular meal.

Once you’ve finished the order, tap the dinger to deliver it to the customers. Each customer will pay you based on the quality of their dish. Then there are the “regulars”… special, particularly colourful characters that will pay extra if you spice their meal just the way they like it. They don’t just straight up tell you, though. They’ll hint at the kind of thing they like and you have to figure out what particular spice they’d like.

Once a day is finished, you’ll get a “Yarp!” grade, based on things like quality of dishes, average time to make an order, things like that. All the items are clearly marked and explained. Some are a little cryptic… but clearly cryptic.

You can pay to upgrade your kitchen to cook things faster, clean up the restaurant to avoid visits from the Health Inspector or a rat infestation, or hire “wacky” assistant chefs (currently unavailable). There’s also a telephone booth that will let you play a selection of minigames (also currently unavailable).

Whilst I’m not usually into these types of games, the combination of simple gesture-based cooking and management of preparing the different ingredients of an order, makes this a joy to play, and somewhat addictive at that.

There are (mostly) static ads displayed in the loading screens, with an option to pay to remove them on the main menu. The game also has integration with the Crystal social gaming network with achievements and leaderboards built-in.

Audio & Visual:

The visual style is very much in the same vein as the game’s predecessors; a bold, colourful, cartoony look with humorous character designs and a simple and helpful user interface. The state of each preparation is easy to see and understand, and everything has been carefully designed to make it obvious what is going on; an essential requirement for a game with so many components the player needs to juggle.

The voice acting is great, too, though only the waiters, waitresses regulars, critics and Health Inspectors actually speak. The sound effects are also spot on, with each type of preparation having it’s own, instantly recognisable sound to go along with it.

And then there’s the luscious in-game music. Created by Robb Mills, the guy behind the Fat Princess soundtracks, the music fits the gameplay perfectly and serves to make the whole experience that bit more enjoyable.

Whilst the gameplay is of course paramount in a game like this, the look and feel of “Order Up!!” makes it easy, even inviting to play.

Overall:

I give this game a hearty recommendation. If you like the time-management style of game, or are a fan of Cooking Mama and the like, then you’ll absolutely love this game. And if you’re not into either of those two genres, the carefully balanced combination of the two might just work for you.

Either way, this game deserves a solid…

9-0-capsules-out-of-10

Defense Zone 1.1 Released on iOS

On January 5 2012, Defense Zone, by Artem Kotov hit the Appstore, along with a free “lite” version, and a 1.1 patch has now been released for the game.

There are many Tower Defense games currently available for iOS devices, but this one looks to set itself apart from the rest. Instead of simplifying the graphics and skimping on detail like so many of the genre, Kotov has made a realistic, 3d-rendered and effects-heavy game, making the graphics of this game a cut above the rest.

With a simple interface and exciting, fast-paced gameplay, DZ flips the usual “set up and sit back” mentality of so many Tower Defense games, and keeps the player interested and engaged throughout.

You can download the Lite Version for free, or download the Full Version for only $1.99.

CC Forum Launch Day Shout Outs!

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JAN 17  saw the launch of CC Forums, and the opening was a great success and a lot of fun! As a thank you to our first ever posters,
I’ve put together this quick little video to give a few brief shout outs to those participating on the day! If I’ve forgotten anyone, really sorry! Your awesome! Check out the video below for a bit of fun! 🙂

Want in on the action too? No worries! Just sign up as a CC member to access the forum here, and then your set to head on over to the forum! It’s quick and painless, and once your in it’s can be pretty damn fun!

Also forum members get ready, as we’re announcing a competition exclusive to you guys soon!

As always don’t forget to:
| Like us On Facebook | Follow us on Twitter | Subscribe to us on Youtube |

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=6rBuF1EY_3A&list=UUty2RXmg7-aijqWml8EZf3Q&index=1&feature=plcp[/pro-player]

New Max Payne 3 Design and Technology Video Coming Soon

The latest in Max Payne 3’s Design and Technology video series is due to hit later today. The latest video focuses on the game’s cutting edge targeting system, explosives and weaponry which the Max Payne series, is of cause renown for. Previously, the last Design and Technology video focused in on Rockstar’s design on creating a modern, cutting edge action shooter.

The trailer debuts over at www.rockstargames.com/maxpayne3 at noon, so check over there when the trailer launches. Meanwhile, in response to Max Payne 3’s delayed release date, pre-orders for the Max Payne 3 Collector’s Edition will be extended to April 2nd.

Max Payne 3 is set to be released for Xbox 360 and Playstation 3 on May 15 in North America and May 18 internationally, and for PC on May 29 in North American and June 1 internationally.

Sonic Merchandise Website Launched

Fans of the blue blur, have we got an announcement for you! Today marks the offical launch of Sonic the Hedgehog’s OFFICAL merchandise store. Now, while many of you are probably already aware that there are plenty of pieces of Sonic memorabilia strewn throughout the global market today, this is the first time an offical, SEGA sponsored online store has been devoted to their favourite mascot. The UK based website features a large variety of merchandise ranging from collectable figurines, to DVD’s of the cartoons, posters, various articles of clothing and thensome. Despite its European base of operations, the website caters for iunternational shipping of all goods listed on the site. More merchandise is also on the way, so collectors would do well to keep their eyes peeled for rare, or highly desired items, such as the DVD boxset of the Sonic SatAM cartoon below. For the hardcore Sonic devotee, this is a website that should not be overlooked.

The offical launch announcement from SEGA:

GET YOUR OFFICIAL SONIC THE HEDGEHOG™ MERCHANDISE HERE!

www.sonicmerchandise.com

LONDON (January 18th, 2012) – SEGA® Europe Ltd. and RHM Solutions are pleased to launch the full official online store for Sonic the Hedgehog merchandise in Europe.  To celebrate there will be a fantastic offer of 15% discount across all stock available on www.sonicmerchandise.com (excluding items already discounted).  Customers will simply need to use the JANSALE15 promotional code when prompted, and the offer runs until the end of January 2012 with no limit on the amount of times it can be used!  Although currently only live in Europe, plans are in place to launch a similar store for the USA and other American markets at a later date.

www.sonicmerchandise.com soft launched for the European markets in December 2011 and carries a range of Sonic the Hedgehog figurines, stationery items, apparel, consumer electronics, collectables, posters and DVDs.  The store is managed and run by RHM Solutions on behalf of SEGA, and RHM Solutions also take care of order fulfilment and shipping.

The range of goods available in the store is set to widen throughout 2012 with www.sonicmerchandise.com offering a loyalty system for registered members.  Reward points can be earned every time items are purchased through the store and can be redeemed on future orders.  The store will also run various seasonal sales and promotions throughout the year, information on these will be posted via SEGA community channels.

“Sonic the Hedgehog’s fan base has grown continually over the past twenty years and the   demand for branded merchandise has increased along with his popularity” commented Sissel Henno, Head of Brand Licensing SEGA Europe.  “By teaming up with RHM Solutions we are able to provide something for all Sonic fans with an online store that includes fashionable apparel, collectible figurines, stylish stationery and much more.  We are looking forward to seeing how the store evolves and how consumers can engage with the brand in a new way.”

To check out what’s on offer visit: http://www.sonicmerchandise.com

New Comics Bridges Prototype Games

For all of you Prototype fans, there is a new digital comic coming out that is based on the games. Published by Dark Horse Comics and with teh help from Prototype developers Radical Entertainment, the Prototype world will have some gapes filled with three comics which will bridge the two games, offering a continuation of Alex Mercer after the events of the first game as well as some back story for Prototype 2 protagonist Sgt. James Heller.

The first comic will be entitled “The Anchor,” illustrated by Paco Díaz. This will explore the events after the conclusion of the first game and will be focused on Prototype protagonist Alex Mercer. The second comic will be entitled “The Survivors,” illustrated by Chris Staggs. In this comic, readers will follow the footsteps of a group of New Yorkers trying to escape the city after the Blacklight Virus outbreak. The third and final comic will be entitled “The Labyrinth,” illustrated by Victor Drujiniu. The comic will focus on the back story of Sgt. James Heller, protagonist of Prototype 2.

These three digital comics will be available every other week beginning February 15, 2012 at Digital.Darkhorse.com. For a sneak peek, just scroll down and see two illustrations, both from “The Anchor” and “The Labyrinth.” Prototype 2 will be available in April 2012 for the Playstation 3, Xbox 360 and PC.