In this edition of Capsule Theater of Vision, we watch and listen to what seems to be a legitimate recording of in-game footage of a Guild Master on World of Warcraft trying to diplomatically obtain permission for a younger guild member to partake in the nights raid. The youngster in question appears to have been shirking his duties in regards to his household chores and had been reprimanded by his mother.
The guildmaster cunningly sweet-talks his mother into letting her son raid with the guild for the night; but I won’t spoil the conversation for everyone who hasn’t yet seen the video. Be sure to check it out, embedded below.
At E3 a sequel to BlazBlue: Continuum Shift was revealed, however under the tentative title of BlazBlue: Continuum Shift II Plus and it was only confirmed for Playstation Vita. However, now it has been confirmed that the game will head to Playstation 3 and Xbox 360 under the title BlazBlue: Continuum Shift Extend.
The title will be a launch title for the Playstation Vita in Japan, it is unknown whether the same treatment will be given to Westerners upon launch of the Vita in their regions.
What do you think of this news? Will you be picking up BlazBlue: Continuum Shift Extend? Let us know in the shoutbox or comments section.
This week’s issue of Japanese gaming magazine Famitsu has reported that Level-5’s 3DS title Time Travelers will now also be a multiplatform game, as it is now coming to the PlayStation Portable and PlayStation Vita as well as the Nintendo 3DS. According to the magazine, Time Travelers will include full voice acting, but has not specified any differences between the three platforms. Level 5’s upcoming title will contain a massive, in-game world as well as involving time travel. In case you have missed the trailer for you can check out the trailer below. The release date is yet to be confirmed, however Time Travelers is slated for a release 2012.
Radical Entertainment is gearing up for the biggest, most impressive package release designed for a retail console game yet. Not only will Radical Entertainment follow up their best-selling 2009 game with a sequel that involves you going up against Alex Mercer, but also a new comic, iOS game and online monster creation tool.
Dark Horse Comics is in charge of a multi-arc comic that is going to go into the Prototype world. The comic will utilize Dark Horse’s digital comic platform and is due for release early next year, before the April 2012 launch. Considering Dark Horse’s comic book resume, I’m sure that the comic will do the game justice.
Radical has also teamed up with TwitchGames (Slice HD creators) to design Protoslice. Protoslice is a Prototype-themed iOS game. Protoslice is 100% free, and being released on October 13, the first day of New York Comic-con.
Last, but not least, Protothingy! Which I hope is as fun as it sounds. Protothingy is an online monster creation tool where you can mix and match from a variety of infected limbs to make your own infected beast. Head over to the Facebook page (www.facebook.com/prototype) to create and upload your special specimen to the Protothingy gallery.
Want more information on Prototype 2 and the extra package details? Visit the Prototype 2 website.
Prototype is coming out on Xbox 360, PS3, and PC on April 24, 2012.
The Legend of Zelda: Skyward Sword’s release looms ever closer and in anticipation, Nintendo have released some footage of gameplay from the Sky Temple.
Being that this game is titled Skyward Sword it is a given that the Sky Temple will be a pivotal part of the game. You can check out the aweesome gameplay footage below for your daily dose of Hyrulian Heroin.
What do you think of the Sky Temple and this gameplay footage? Let us know whether you think Zelda is truly heading Skyward or if it’s stuck on the ground, in the shoutbox or comments section.
After finding some success developing the Scribblenauts game for the Nintendo portable, 5th Cell has created a new scribbling game for the iOS system.
You can buy Scribblenauts Remix for $5 on the App Store right now. Featuring all that was good in the Scribblenauts series —- writing words to create objects that solve puzzles—- the game is based on Super Scribblenauts, the sequel to the original Scribblenauts. This remixed version will also allow you to use adjectives in your creations. In addition, this game has super duper exclusive iOS levels. Will you be spending a fivver to get it? Let us know in the comments below!
Everyone needs to unwind sometimes – apparently even homicidal worms enjoy their downtime. And according to Team 17, their iconic Worms characters like to take their unchecked aggression out on the golf course.
I spoke with Paul Dunstan, the Lead Designer on Team 17’s upcoming Worms: Crazy Golf, to find out what’s so crazy about worms using sheep to play golf.
The combination of Worms™ gameplay with golf is an intriguing concept. How did it come about?
Worms™ Crazy Golf is indeed an irreverent concept, being a mash-up of our own turn-based strategy game “Worms™” and everyone’s favourite turn-based game of ‘hitting little balls with sticks’ (golf!). We started with the fact Worms™ is a pretty crazy and surreal game anyway, so we felt it may be ideally suited for a combination with ‘crazy golf’. Couple that with the fact that both Worms™ and golf are turn-based games that share a love of hitting balls (or throwing grenades at things!), well it seemed only natural to us the two games should be married together!
What challenges did the team face in developing a Worms™ game that didn’t involve blowing each other to bits?
One of the largest challenges we encountered was ensuring the game felt quintessentially like a “Worms™” game, even though it follows the overall outline of a game of golf in how it plays. The initial concepts for Worms™ Crazy Golf were closer to a purist’s golf game, but it quickly became apparent that these early ideas were really missing that “Worms™” magic spark that is synonymous with the brand. The team then worked extremely hard to reimagine the concept, adding just the right flavouring of the Worms™ universe to give it that potent mix of Worms™ and crazy golf.
Can you take us through how a match would play out?
Anyone expecting a straight golf game will be in for a bit of a shock… it’s got many of the favourites from “Worms™”, including explosive sheep, grumpy old women, moles, magnets, mines and crazy chain reactions. It is set across three surreal 18-hole golf courses, plus a diverse range of skill-based challenge modes, with each hole being more like a puzzle than those found on traditional golf courses. Completing each hole in par or under unlocks the next one, but there’s a bunch of things standing in your way, including increasingly puzzling hole design and an array of obstacles; from castles that teleport your ball, cannons that shoot it across the landscape and even obstructive comedy bats!
The game is based on the “Worms™” gameplay mechanic of choosing shot power and trajectory, although “Worms™ Crazy Golf” is a completely new entity in itself. It’s neither a traditional golf game nor is it a traditional “Worms™” game. It’s the absolute best of both worlds and it’s truly compelling.
When taking a shot each golfer has special utilities they can call on such as the parachute ball, the ability to reverse gravity, or the ability to slow time down to maximise the effects of top-spin or back-spin. It’s pretty funny, and with four-player social multiplayer support, it has all the hallmarks of the “Worms™” brand: the trash-talking, pressure to make the shot, terribly unhelpful ‘advice’ from opponents, and often hilarious consequences when that risky shot that could have won the game goes terribly wrong.
In the trailers released so far, you seem to get bonuses for just about everything. How does the scoring system work? Are we aiming for a high or low score?
As well as the traditional par score there is a skill points objective. The bonuses are points awarded for skilful gameplay such as long shots, blowing up sheep and bats and other things. The more of these you do within the par score the higher the overall skill points total will be. But the ultimate skill points award is for achieving a hole-in-one, and with some of the cunning hole designs that is a challenge within itself.
Throughout all of the courses there are also many coins and crates to collect. Coins give you in-game money to buy items and crates unlock items to use on your golfer in the customisation menu. Collecting all the coins is a game objective and counts towards the overall completion of each hole.
It’s possible to play through the entire career mode and unlock all the courses and the holes. But unless you’ve completed all the objectives on every hole there is still much to do. Even when you’ve conquered all of those there are still plenty of challenges and leader-boards to top as well as endless amounts of multiplayer hot-seat fun in which to compete.
Are there classic Worms™ strategies that can be adapted for use in this type of game?
A lot of the same skills that make a good Worms™ player also come into Worms™ Crazy Golf, as to master the game you need accuracy, a steady nerve, take wind into account on key shots, the ability to withstand banter and peer pressure from your mates in the social multi-player, whilst experience in navigating explosive sheep is also useful!
We have also got two different control methods in the game, to make the game as accessible as we can. Worms™ Crazy Golf is a “Worms™” game yet it is also a golf game. So there was much debate about the control method and which to use. Should it control like a golf game (the “tap-tap” controls) or a Worms™ game (classic Worms™ controls, where you press down and hold to play the shot)? In the end it came down to making the game as accessible as possible, so some bright-spark logically suggested we include both systems and let the player decide which they wish to use. It seems to make sense to me, and it works really well offering the player the choice.
Elements like mines, sheep, old women, etc seem to dot the landscape. Are they in fixed positions, or can players place them to hinder opponents/help themselves?
These elements you describe are game hazards (although occasionally that moniker is undeserved). They are strategically placed as part of the hole design, although not always fixed. Some of the more autonomous elements such as the sheep, bats and old woman have a tendency to roam, expressing their dislike for the game of golf. Whilst it’s true they are sometimes a hazard to avoid, it’s fair to say they can be used to your advantage too. Poor Fluffy the sheep and her woolly friends make excellent platforms onto which to bounce the ball (when they don’t eat it first of course). Even the old woman, traditionally loathing of golf, can be coaxed to strike the ball with her handbag and further your cause and get you nearer the green if you are lucky. The ones to watch for though are the underground menace; the mole has a tendency to pinch the ball and redistribute it elsewhere, which isn’t always as unhelpful as you might imagine. They are very much their own characters, and it is up to the player to avoid them if they can!
Will sabotaging opponent’s efforts play as important a part as trying to sink your own ball?
We did look at this as we understand gamers would think that this could be fun, but having done an examination of what could work, our design team ultimately decided that it was just too unfair and spoiled the balance of the game far too much. Essentially, whoever went first had far too much of an unfair advantage, so we shelved this idea.
What are some of the classic weapons and tools that will make an appearance? How have their regular functions been appropriated for this less combative game?
The traditional “Worms” tools of destruction aren’t employed by the wormy golfer largely because they need to use a club to strike the ball, but they do have equally crazy utilities at their disposal. The parachute is one such utility you may recognise from the classic “Worms” games. In addition, a few other familiar means of destruction do indeed litter the golf courses with all manner of crazy hazards. Each hazard has its own unique behaviour: you’ll have to contend with the likes of greens-keeper worms (who can be destroyed when hit with a shot), old women, moles, bats, sheep, mines, balloons and explosive TNT barrels, so beware!
Another factor that links back to a traditional game of Worms™ is the consideration of the wind when judging your shot. It can cause your shots to bend in the air: the stronger the wind is, the more effect it has on your shot. The strength and direction of the wind is indicated in the top right hand corner of the screen.
Quite a few of the holes also include a magnet, again familiar from some of the more traditional Worms™ games. Magnets come in two ‘flavours’; red ones which attract your ball, and blue ones which repel it. Some magnets are on timers, turning themselves on and off, while others can be turned on and off via a switch found somewhere in the environment. Simply hitting the ball into a switch turns a magnet on or off. These can sometimes be the key to achieving a good score on a hole by the way.
What new weapons/tools can players use?
We’ve given the players what we believe give this golf game some real depth and replayability, in the form of different utilities. Utilities allow you to manipulate the ball while it is in the air with sometimes surprising results. Utilities have either a limited amount of time or limited number of uses per hole:
Slow Time – You can slow time for up to 10 seconds per hole. This utility reduces the passage of time by half, giving extra time to apply more spin control to the ball for added accuracy.
Blast Shot – You have 5 blasts available. When activated, the Blast Shot utility applies a force that propels your ball into the air, rather like a boost to go further.
Parachute – You can use the Parachute for up to 10 seconds per hole. Activate the Parachute to harmlessly drift back down to earth. Spin the ball to steer its fall into the hole.
Reverse Gravity – You can reverse gravity for up to 10 seconds per hole. This clever utility turns gravity on its head. What goes up no longer comes down!
Heavy Ball – You can use Heavy Ball for up to 10 seconds per hole. When active your golf ball is heavy as a cannonball. Clever use can land your ball in some tight spots.
It is also possible to control the ball even after you’ve hit it by applying spin to the ball when it is in flight. The direction of spin affects both the ball’s flight path and how it rolls when it hits the ground.
Is the terrain in any way deformable, as in most Worms™ games?
In a word – yes. Anything that can be destroyed creates an explosion which can, as it does in any Worms™ game, deform the land. So blowing up a sheep, greenskeeper worm or mine will invariably carve out a portion of the course, with the added insult of leaving a rather unhelpful bunker behind. Multiplayer proved a different proposition though, as we quickly found there was far too much of an advantage to be gained by going first and littering a hole with deformed land. An advantage we came to the conclusion unbalanced the game far too much to be enjoyable, so in the end, we made the deformable landscapes present only in the single player career mode.
A lot of the fun associated with the game is figuring the best way to get to the hole in as little a number of shots as possible, and not about destruction of the landscape. In fact each hole can be completed in just one shot if you can work out how to do it.
Do you have a release date for us yet?
October 2011, final date still to be confirmed.
Have other sports or game genres been explored for potential Worms™ titles? Are there any others we could see on the horizon?
Hmm not really to be honest, golf seemed a really good fit due to its turn-based nature and being a really good fit with the Worms™ universe as we said earlier………..I know some of the guys here would never consider a Worms™ football (soccer) game as they point out that “worms don’t have feet” (not that they have hands others argue, and they seem pretty adept and throwing things like grenades and launching bazookas in the games, but we digress!). But no, no plans for any other sports genres at the moment!
I know we asked this last time, but how’s that merchandise line coming along now? Any new developments or images you can tease us with?
The merchandise lines are coming along quite nicely thanks; we have had some of our offices turned into a bit of an Aladdin’s Cave at the moment, with prototypes of Worms™ plushes, different sizes and designs of cute and cuddly Super Sheep plushes, various t-shirt designs and some really cool posters around! We will keep fans updated when these will start becoming available in stores for sure.
This sounds like a fascinating diversion from the main Worms series, and I’m keen to see how it plays. We’ll keep you posted on any Worms and/or Crazy Golf news, and watch out for our review of the game soon.
The Blackwell Deception Developer:Wadjet Eye Games Publisher:Wadjet Eye Games Platform:PC Release Date:12 October, 2011 Price:$14.99 (buy here)
Overview:
The Blackwell Deception is the fourth in the series of point and click Blackwell games, following on from Legacy, Unbound and Convergence. I admit to never having played the previous titles but have played and enjoyed Gemini Rue, a sci fi noir adventure by the same developers but completely different in tone. Where Gemini Rue runs on suspense and an impending sense of disaster, Blackwell is more driven by the relationships of its characters.
It’s a pleasure to see this genre still alive, and for this game in particular how central character and story are to it’s success. In a world dominated by behemoth blockbusters where high definition graphics and fast action rule, it’s refreshing to sink into something that is unafraid to really devote time to it’s characters and story.
There is a developer commentary provided which can be turned on via the pause menu. Bloopers and commentary are accessible from speech bubbles on screen and automatically play at certain points in the game.
Story:
Rosangela Blackwell is a medium living in New York city. Accompanied by her spirit guide Joey, a cynical ‘rat pack reject’ of a ghost, she must investigate supernatural goings on and help wandering spirits to move on from the world.
In Deception, customers of street psychics start turning up as ghosts, and when one of Rosa’s old friends draws her into the case she finds herself responsible for tracking down the culprit. Along the way mysterious hints at Joey’s past begin to appear, and the ghost must contend with his own misgivings about his former life.
It could be a cheesy, horrible cliché of a setup, but the cynical shouldn’t let a story centred around mediums and ghosts put them off. Everything is very much grounded in reality and apart from the ghosts themselves there is little in the way of supernatural fluff.
The quality of this game is all in the execution of the characters and the strong writing, and they make sure the somewhat unexciting plot is still engaging.
Gameplay:
Throughout the game Rosa and Joey encounter a number of ghosts, and these characters lend a point to the puzzles – often quests to find information on the people they were before they died – and drive along the main plot. Together Rosa and Joey must convince them that they are dead, only then can the spirit move on. Although the process of getting them there is a little bit absurd – Joey’s tie is somehow the go to object for this – sending on the ghosts can be surprisingly poignant. It’s not anything that will draw a tear , but the ghosts finally realising that they have died and acknowledging Rosa’s help adds a bit of emotional weight to the gameplay .
Both Rosa and Joey are playable characters, which adds an interesting layer to the puzzles found throughout the game as players must juggle two characters with different abilities to solve them. Joey is invisible to other living people and can get away with things that Rosa cannot, but she is the only one who can pick up solid objects and have conversations with the living. More often than not the puzzles that I took the longest to solve were difficult because I forgot to take advantage of the different abilities of the characters.
The lead characters definitely grow on you. Rosa is an unusual protagonist – socially awkward, droll and very much alone. I’m a complete cynic and don’t believe anything to do with ghosts and psychics, but instead of feeling hostile or superior to Rosa I genuinely liked her. Her character is a smart bit of writing that lends a realistic weight to the supernatural proceedings.
Joey is interesting in that he provides a different perspective on events. Where Rosa sees a laptop, Joey sees a ‘Strange Case, ‘Penelope’ is ‘Old Broad’. He injects some of the more obvious humour into the game and has some great reactions to player actions. Try to pick up an object with the ghost – “Give me just a second. I’m going to add that to my list of things I cannot touch.” He can be a bit clichéd in his reactions, but the gradual unveiling of some of his past reveals this as a character trait rather than a weakness in the writing.
The humour is more sarcastic and downbeat than that of other genre staples, but Blackwell Deception definitely has it’s own charm. The Blackwell world is one that despite it’s supernatural leanings is ultimately grounded in reality, with the humour stemming from the personality of the characters rather than absurd situations and people.
To add to that feeling Rosa has a ‘MyPhone’, and can use various apps to compare case notes and search for clues with ‘Oogle’. It’s a well placed bit of detail that harnesses the story to a place and time – Rosa and Joey are in the now, in New York. Including a search engine does throw up the odd problem, as Oogle by necessity has to be limited to keep certain puzzles in check. The MyPhone also functions as the hub for the game, and players select locations from it’s screen rather than traversing a map.
The settings are lovingly done, and New Yorkers will no doubt recognise the odd location such as the High Line. Listening to the provided commentary definitely helps the immersion, as it details the origins of the various locations and fleshes out a bit of the history of the series and its characters for those who may not have played the games before.
The commentary also inadvertently functions as a help system! In that respect it’s perhaps something to keep until a second playthrough – there can be the occasional spoilers for plot points as well as puzzles.
The puzzles can be deceptively simple, and surprisingly the solutions that would be blindingly obvious in real life can take a bit more effort to come across in game. Objects that you have from the beginning of the game only become significant later on and things can feel a little disjointed- the plot is not as tightly woven as it could have been. Links between sections are a little tenuous, and pursuing certain details can leave players feeling a bit lost in a sea of information that doesn’t feel very significant to the overall story. As likeable as the main characters are, certain sections cry out for a little bit more structure and direction.
It can get to the point where you know what you need to do to continue, but have to blindly try everything to get to the point where the game recognises that things can move on. One case needed me to find an old acquaintance of a ghost, and I had figured out which NPC she was, and could approach her in game. As a last resort I had to Oogle her name to get the story to progress, but it didn’t feel like a logical step in the sequence.
The game runs to a decent enough length, which will of course depend on how often you get stuck with the puzzles! The story can be a little slow in developing, but the key moments and eventual outcome are well handled and satisfying. The characters definitely make their mark, and I would have no hesitation in returning to the Blackwell universe.
Audio and Visuals:
The graphics are dated but charming, and suit the world of Blackwell perfectly – story and character are king here. Something about point and click adventures almost requires a retro feel, too modern a presentation would take away from the charm of it and lessen the ability of the player to form their own impression of the characters. It’s simply an older style, and the game never feels lessened because of it. Environments are richly detailed and are full of red herrings that add detail to the story but may not play an active part in it’s development. Small and subtle touches like changes in lighting and background music can build some drama, and everything holds together very well despite the difference in style between character portraits and level environments.
Character expressions are taken care of by the clean cut character portraits and believable voice acting. Things never feel forced or over the top – Joey is never too slick, Rosa never too serious. The characters are carried off incredibly well and feel like actual people. Even minor characters are well done, and though they may only have a few lines in the entire game, there isn’t one that feels out of place or rushed.
Verdict:
The Blackwell Deception is a very strong addition to the point and click genre, and the series definitely one that any fan should have in their collection. It is a slow burner of a game that lives on subtlety and well drawn characters rather than a particularly dramatic or suspenseful plot, but the the humour and the writing is strong enough to carry it through. The puzzles can feel a bit directionless and the structure doesn’t always help the pacing of the story, but despite the low key feel the Blackwell Deception can still pack some emotional punches where it counts.
Because Sentai Filmworks have recently decided to license everything under the sun that has yet to be licensed, Sentai have now licensed Broken Blade, a series of films based upon the Broken Blade manga series.
The series of films follows the same story as the manga. Sentai Filmworks summarised Broken Blade in their press release:
In Cruzon, children are born with the ability to control quartz. This power allows them to levitate simple objects—or control enormous and complex mobile battle suits called Golems. But when an ancient Golem is discovered during the height of a brutal war, a young king and his beautiful queen turn to Rygart Arrow. Though an “un-sorcerer”, Rygart can miraculously pilot this ancient and powerful weapon. But in war, school friends can turn into bitter enemies and allies have suspicious motives.
No release date has been confirmed for Broken Blade as of posting. What do you think of Sentai licensing Broken Blade? Let us know in the shoutbox or comments section.
Well, we didn’t see this one coming. EA and Adidas have teamed to create a pair of, um, shoes that tie into the the new Need for Speed game. Apparently, they really want to emphasize the fact that this game will have RUNNING IN IT! OMG!
Only 100 pairs of the shoes will be avaialbe for purchase. The first 50 can be bought at the Adidas Originals Chicago store on October 10, while the other 50 will be at the San Francisco store on October 22.
“Our goal with Need for Speed is to be more than just a video game franchise, as we view ourselves as a leader in youth and automotive culture as well,” said Kevin Maher, senior director of marketing at EA.
We think EA is just running out of ideas. Will you be getting a pair of these shoes or the game?