It is a good day to be a PS3 owner, as this day in particular marks the start of the long awaited beta for Assassin’s Creed Revelations. Users who are subscribed to either PlayStation Plus or Uplay should already be enjoying the beta due to their subscription packages, but now all PSN users will be able to get in on the action for a limited time.
This is no small beta either, as it will offer up nine characters (The Sentinel, The Vanguard, The Guardian, The Vizier, The Thespian, The Deacon, The Bombardier, The Trickster and The Champion), three maps (Knight’s Hospital, Antioch, Constantinople) and four playable modes (Wanted, Manhunt, Deathmatch, and Artifact Assault), all of which are just a small sampling of what the final product will offer. Of course if you are going to get in on this offer, you better act fast as Ubisoft are only keeping the beta open until the 11th, so stop reading and get to shanking some players!
Over the past five years or so, there certainly have been some unique offerings on the Nintendo Wii. The downfall of the platform though has always been the many third party offerings that fall flat and offer up nothing but a quick cash-in for lazy publishers that are trying to make a buck. Jerry Rice & Nitus’ Dog Football honestly looked to fall into that category at first, but after just a short time with the game, the love that Judobaby put in to this quirky title started to shine through and I can easily say that this game may be one of the biggest “underdogs” on the platform this year. So what is it that separates this game from the rest of the licensed pack on the platform? Here is my review for Jerry Rice & Nitus’ Dog Football for the Nintendo Wii.
Gameplay
Forget all about Jerry Rice, this game’s true stars are the dogs within. As the title states, the name of the game here is dog football and surprisingly, everything works rather well despite the crazy concept. In the standard game, the player starts out by picking a human avatar to be their quarterback as well as picking a couple of breeds out to actually play the game itself. As a quarterback, it is your character’s job to pass or run the ball down the field and try to rack up as many yards as possible in the process. Since this is dog football rather than the actual sport, the main objective is to hand off the ball to your pooch players and control their moves with a tasty treat as bribery.
As soon as your four-legged team take the field, the player must pick one of a set number of plays to conduct and pass the ball off to a pup. If you think this sounds somewhat like Madden, you would be right as the game is still football as the rules are nearly identical. The gameplay however is quite the opposite though as these pups require a little convincing to play the sport. When one of your dogs have the ball, you must then use the Wiimote to drag a treat along the field, which is used to lure the targeted pup closer to the touchdown line. Even though you don’t actually control a dog, this treat method still allows for you to gain their full attention and command them to jump and dodge obstacles with a flick of the remote.
Due to the target audience, this concept might be a bit much for younger players to grasp. Thankfully though, Judobaby thought ahead and included an auto-pilot mode that lets the player hold down the A button and let their breed automatically run in one pre-set direction without the need to constantly float the treat around. If an obstacle comes in the way, the player can simply let go of the button and resume using the waggle controls to better guide the dog out of harm’s way. Defense works about the same, but with the main goal being to tackle the opposing teams’ pup in order to prevent any scoring on the other side. At first, I felt this whole control scheme was a bit awkward as I had a hard time adjusting to not controlling the “player” on the field, but after a short time, I discovered it really is as simple as moving a reticule on the screen.
Jerry Rice & Nitus’ Dog Football also features quite a few themed locations for the game to be played at, with each boasting their own obstacles and shortcuts that can be utilized to let the player gain an upper advantage. Tunnels, path-blocking obstacles, and even other animals can instantly change the pace up on a play, so the player must constantly be on the look-out for terrain that could very well play out in their favor if used correctly. This clever level design keeps each field feeling distinct and offers up new strategies to be applied while trying to score that coveted touchdown or to simply take down an opposing mutt by surprise.
Those who want competition can take on the season mode which has the player take out one team after the next while they battle for the “Golden Hydrant” trophy. As matches are won and the player progresses, a ton of unlockables can be found that add in new personalities to act as quarterbacks and new breeds to be your powerful players. Oddly enough, Jerry Rice (and Nitus) are not even available until they are unlocked, which is certainly an odd move considering all the endorsement that was seen on the front cover of the game. I know it may sound a bit odd, but the vast amount of unlockables such as costumes and avatars kept me going back to Jerry Rice & Nitus’ Dog Football, as we don’t really see many titles offer up hidden content anymore. Obviously, this adds in a ton of replay value as there always seemed to be something new to be found by simply progressing throughout the game.
Graphics/Audio
The visuals in Jerry Rice & Nitus’ Dog Football are decent, but there are still a few flaws that can make this reek of a budget game. Loading screens are usually choppy and the animations within hesitate and struggle to keep up at times. Now these are just loading screens so this won’t effect the actual gameplay, but at times I thought my system was having trouble reading the disc due to these recurring frame-rate drops. Now on a more positive note, each dog looks great and runs fluently on the field so never will the player have trouble controlling as like I said, the game really is as simple as pointing the remote at the screen and directing your dog. Little touches also go a long way, as Judobaby are definitely a proud mother when it comes to this title and it shows by how much effort that went in to each field’s design. Stages are usually full of color and sacrifice true realism to create a bubbly and upbeat atmosphere for these puppies to play in. Cheery animations such as a pooch dancing when scoring a touchdown and celebrating when making a tackle also make the game more fun to actually play and offer that much more incentive to win each session.
As far as the music goes, there is nothing really award winning here as most of the music sounds rather generic. It’s not really bad by any means, just not innovative for the genre as sometimes I literally felt like the music could have coming from a Sims title based on the track provided. Each avatar’s voice acting (including Jerry Rice himself) usually does a good job at adding some individuality into your persona, but some of these voice bits are looped far too often and made me grow quite tired of my “rock star” avatar telling me how he likes to rock every 30 seconds of the game. The dogs themselves all sound realistic however and these “Woofs” and “Howls” are thankfully worked in well and never sound too cluttered or overbearing compared to the humans within the game.
Overall
Back when I first heard of Jerry Rice & Nitus’ Dog Football, I would have never thought that this odd concept would have worked on any platform, little alone the Wii. Interestingly enough, the simple yet original control scheme provided works wonders to make this woofy romp an enjoyable one. Stage variation and the heavy amount of interactivity also offer up fresh elements of gameplay for each area and these dogs are filled with lively animations that make them hard not to love. I still feel that more work could have been applied in the audio department of the game, but Dog Football certainly shows us that Judobaby are a new developer that look to be out to make quite a name for themselves. If you enjoy the pigskin and have a love of canines, you really can’t go wrong by giving this unique, tail-wagging experience a try.
Kontrolfreek have announced they will be releasing Xbox 360 and PS3 controller accessories specifically [and scientifically] designed to enhance gameplay for FIFA 12 and Forza Motorsport 4. Both attach onto the control sticks however are two separate designs for each game.
For FIFA 12, the convex-surface designed Football Freek are said to be the first controller accessory to be geared towards a football game. The attachments will make precision passing, dribbling and tactical defending easier. With FIFA 12’s new precision, 360 degree dribbling movements, Kontrolfreek are confident this will amplify your game experience whether you’re a casual or hardcore player of the game.
The Speed Freek 2.0 APEX for Forza Motorsport 4 provides a U-shaped attachment for the control sticks enabling you to have greater handling and more precise turns and takeovers. The 2.0 improves upon the previous Speed Freek, giving even greater responsiveness and simplifying the most difficult abilities in the game.
Both of these accessories are not just limited to these two games. The Football Freek can naturally be used for other football titles such as PES and Pure Futbol, and Speed Freek 2.0 for racing titles such as Gran Turismo, Need for Speed, F1 and Burnout.
Football Freek will be available September 27th and Speed Freek 2.0 on October 4th.
People that have been out there waiting to get some hands on time with Diablo 3 (myself included), will be happy to know that the beta is out, well sort of. At the moment its only for family and friends of Blizzard staff, but the client is up for download already making the possibility of the beta being open to others very soon.
The beta finishes with a fight against the skeleton king in the end of section one, with all character classes playable and a level cap rumoured to be 13 from the total of 60 set for the full release giving just a small taste of each class, but more than enough for fans.
The Worms franchise has been a gaming staple since the little invertebrates first crawled onto our screens in 1995, got their disembodied hands on a sheep and a banana and decided to kill each other with them. I got to sit down (virtually, through the magic of the Internet) with John Dennis, Head of Design at Worms developer Team 17, to discuss the series’ origins, development, transition into 3D, relapse back to 2D, and a few exciting Worms projects in the coming months.
Capsule Computers: How did the original Worms concept come into being? What influenced its design?
John Dennis: The game was brought to Team 17 as a demo. An extremely clever young chap named Andy Davidson had developed the game himself for a competition run by a games magazine. While there had been other “artillery” type games before “Worms™”, Andy had added a whole heap of character and a little bit of magic to the formula, with the titular worms as the main characters and a host of bizarre additions such as the Concrete Donkey. When we saw it, we knew it had something special… and the rest is well… history!
CC: Were there any particularly interesting elements that were left out or removed from the final product?
JD: Hmmm… there’s normally features that don’t make the final cut. I don’t remember for the original “Worms™” game, but there’s a number of “Worms™” concepts we’ve worked on that never saw the light of day, such as the board-game and collectible card game. If something gets left out and it’s worth including, it’ll often find its way into another, later version of the game.
CC: The very first game alluded to the zany personality of the characters, but didn’t communicate it as clearly as later games. Was this due to technological restrictions, or did the character, environment and weapon designs take a zanier turn for Worms 2?
JD: I think when you look at any game that has a history as long as that of “Worms™”, there’s always progression from one title to the next. The characters, environment and weapons have all evolved and continue to do so, with newer, more powerful gaming platforms always offering more play possibilities and the graphical power to make it look ever more attractive.
CC: What processes go into deciding which weapons are included in each iteration of the series?
JD: We have a number of ways of new weapons finding their way into games. Sometimes we finish a game and have a number of ideas for new weapons left over, sometimes when a game comes out people want to see a particular weapon added, and sometimes people write to us or contact us via our Facebook page with ideas for weapons they’d like to see. It’s important to us that whatever weapons we add to each new title don’t disrupt the balance of the game while adding something a little bit different. We’ve had a lot of suggestions over the years for weapons that “unleash massive destruction on the enemy”, but while they’re satisfying, they don’t always make for the most balanced gameplay.
A poster design, from the upcoming merchandise range
CC: What difficulties were faced in the series’ transition into 3D?
JD: Taking the game into 3D was a massive challenge. There were many hurdles to overcome, the largest of which was probably being able to create a completely deformable 3D landscape. It hadn’t been done before, and without it the concept kind of falls down, so the first question was “can we create a completely deformable terrain in 3D?” Once we had a technical solution for that, there was still a whole lot of work to do in making the game play well, but it very much felt like things were easy after the challenge of the landscape.
CC: How were these difficulties addressed in later 3D games?
JD: When we followed the first 3D game “Worms™3D”with “Worms™4: Mayhem”. Our focus for that game was to improve on every aspect, and as a result the single player experience is far superior, there are many more multiplayer modes, better and more varied customisation, the addition of a weapons factory and Wormpot (our very own fruit machine for customising the game rules) as well as a narrative and story sequences at the beginning of each mission, improved visuals, easier to navigate menu system and better audio throughout.
CC: What brought about the return to 2D gameplay in the last few years?
JD: For quite a long time Team17 worked with 3rd party publishers to bring games to market, and when you work like that, you have to pitch a concept for a game to the publisher: if they like it you get to make it and have it published. If they don’t like it, that’s the end of it. During the 1990’s, most publishers were having great success with the first wave of 3D games, games like “Tomb Raider”, and as a consequence, it became very hard to interest publishers in 2D games like “Worms™”. Consequently, we did a couple of 3D versions on console and the 2D version of the game moved onto handheld platforms (like PSP and DS) with the very successful “Open Warfare” series.
Things changed with the advent of digital channels such as Xbox Live Arcade, PlayStation Network, the App Store and Steam though. For the first time, developers had a way of developing games independently of publishers, and bringing them directly to the people who wanted to play them. Obviously, the first game we wanted to arrive was a 2D version of “Worms™”, and when it hit Xbox Live Arcade in 2007, we were very pleased to discover just how many people there were out there waiting to play it. In the years since then, the game’s been massively successful on all digital platforms, and we’ve been joined by many other small independent developers bringing original titles that probably wouldn’t have made it to market via the traditional way of publishing boxed games, which is great for creative, original games, and also for gamers who have more games to choose from than ever before.
CC: How was the reception to the 2D games, such as Space Oddity, Open Warfare 1 & 2, Battle Islands and Reloaded?
JD: Very positive on the whole. There’s some very good versions of the 2D game right there.
CC: What can we expect from the upcoming Worms: Ultimate Mayhem?
JD: The game is a “best of” compilation of the content of both “Worms™3D” and “Worms™4: Mayhem”, so it’s got all 40 weapons from both those games, all the customization options plus a selection of new ones making for 115 individual customisation elements in total, and has all 60 single player missions from both as well, making it a just massive game.
We’ve also taken the opportunity to improve on what was there already too. It’s not often you’ve get the chance to revisit titles that you remember fondly, so our starting point was wanting to do the games justice. This meant going back to consumer reviews and seeing what people liked and where they felt improvements could be made. The main bugbear seemed to be the camera, so this is where we started… we made a number of improvements, from making it less interfering to adding a picture-in-picture function that means you can both retreat your worm and see where your shot lands at the same time without ever losing sight of either! We also set about making the game more approachable, and to this end we added a new utility (the Binoculars) that helps you aim, an introduction sequence to guide you through the menu system and an automatic shot assist mechanic that helps your shots find their targets in easy mode. It all adds up to making the game feel much friendlier and more approachable for players who’ve never had the “Worms™” experience in 3D.
In terms of visual improvements, we’ve brought the game up-to-date with a raft of enhancements. New water effects, up-scaled textures and fonts, higher polygon counts, specular materials, real-time lighting and dynamic shadows all add to the game looking a little more modern while still retaining its attractive cartoon style visuals. Oh, and I shouldn’t forget the audio improvements either… we’ve a whole bunch of new music in the game, or all of the cut-scenes have been re-edited, voice-acted and lip-synched, which makes a massive difference!
It should be arriving on Xbox Live Arcade, PlayStation Network and Steam some time later this year.
CC: Can you explain the premise of the upcoming Worms Crazy Golf?
JD: I can have a go… If I could sum it up, I’d say “Worms™ Crazy Golf” is an irreverent mash-up of our own turn-based strategy game “Worms™” and everyone’s favourite turn-based game of ‘hitting little balls with sticks’ (Golf!)
But 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 sheep, old women, moles, magnets, mines and crazy chain reactions. It’s 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 a traditional Golf course. 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!
Based on the “Worms™” gameplay mechanic of choosing shot power and trajectory, you also have a number of special powers 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.
It should be arriving on PlayStation Network, iPhone / iPad and Steam some time later this year.
CC: What does the future hold for the series? Will it primarily keep to the classic 2D gameplay, will 3D gameplay continue to be tweaked, will there be more experimental games like Forts Under Siege and Crazy Golf?
JD: Who knows? We’ve got some *very* cool things in development at the moment… some things that I think will really surprise people, but we can’t really talk about them just yet. Watch this space though!
CC: What other genres have been discussed as possible future ventures for our little invertebrate friends?
JD: Over the history of the brand we’ve pretty much discussed the possibility of every genre. Except football. Because they don’t have feet.
CC: A few months ago we received news that a deal had been made to license Worms merchandise. What’s the status on the development or production of this line? Can you give us any indication of what Worms items we can look forward to?
JD: Just this week we’ve taken delivery of the first batch of Super Sheep plush toys. They look great, and should be in the shops some time later this year. There’s a whole collection of new things coming too, including posters, apparel, action figures and key-chains… it’s an exciting time to be at Team17!
Looks like it’s an exciting time to be a Team 17 fan, as well! We’ll keep you up to date with any news on Crazy Golf, Ultimate Mayhem and the merchandise line, and keep an eye out for our reviews when the games are released.
Starvingeyes Advergaming developed a first person shooter that will attract attention from any political party. In Tea Party Zombies Must Die, the player must destroy all of the opposing zombies or else die – without health insurance. Additionally, the death screen prompts you with the message: “YOU GOT TEABAGGED!”
The zombies are presented as confederate racists that rank U.S. President Barack Obama next to Adolf Hitler. This is a pretty strong statement for anyone to swallow. Through the game you meet new foes that resemble leaders of the Tea Party. Glenn Beck and Sarah Palin are only a couple of leaders that bolster the zombie ranks. Posters and billboards represent a current fascist government and Obama as the Joker in The Dark Knight.
I am certain everyone will have their own opinion on this viral game, but let’s remember to keep an open mind. I took the comedy route and said to myself: “Politics, WHY SO SERIOUS?!”
Take a stab at the game (HERE). And remember to play nice – easy on the mudslinging.
What is that perfect companion that helps covey tone and creates atmosphere? Music, of course. Now, if you really enjoy a series of scores in a game, you will try to buy the soundtrack. Through their licensing relationship with Epic Games, Sumthing Else Music Works, Inc. is releasing Gears of War 3 The Soundtrack for retail and digital release of the 20th of September, simultaneous with the release of the game.
Gears of War 3 The Soundtrack features the original music score by Steve Jablonsky who also wrote the music for Gears of War 2, Michael Bay’s The Island, The Texas Chainsaw Massacre and Transformers movies. The veteran film composer created nearly 80 minutes of new music for the latest installment of the Gears of War franchise. The score is an impressive organic and electronic hybrid mix featuring live orchestra and choir performed by the Northwest Sinfonia and mixed by Remote Control Productions.
Steve Jablonsky had this to say about the Gears of War 3 soundtrack:
“Gears of War 3 is huge. It was like scoring a summer blockbuster. I love the guys at Epic because to them, the characters and the story are just as important as the gameplay. Yes, the gameplay is awesome and badass, but there is a ton of depth to these characters, and I think that’s a big part of why so many people love this franchise. Epic’s commitment to story allows me to dig deeper musically and really have some fun with the score.”
Gears of War 3 heads into stores in 20th of September and is only available on Xbox 360.
Ladies and gentlemen, I shall conduct a history lesson. Uncharted 3: Drake’s Deceptions hits our stores in November as one of the most anticipated titles this year. Now, it seems Drake is going to follow a famous British officer. From the streets of London to the Arab desert, Drake is going to follow the footsteps of T.E. Lawrence, also known as Lawrence of Arabia. Lawrence helped in the Arab Revolt in 1916-18 against the Ottoman Turks. It seems that before he enlisted, Lawrence was an archaeologist in the Middle East, having studied history at Oxford.
Below, Lawrence’s authorised biographer Jeremy Wilson looks at T.E Lawrence:
T. E. Lawrence (1888-1935) became famous after the First World War because of the remarkable role he had played while serving as a British liaison officer during the Arab Revolt of 1916-18. After the war ended an American journalist, Lowell Thomas, toured Britain and the Empire giving an outstandingly successful slide-show about Lawrence’s achievements. The romantic story of Lawrence’s campaigns in Arabia and General Allenby’s in the Holy Land appealed strongly to a British public sated with horrific accounts of trench warfare on the Western Front. From this beginning grew the legend of ‘Lawrence of Arabia’.
Thereafter, the facts of Lawrence’s war-adventures were often obscured by myth. Even today, his reputation is a favourite target for popular controversialists. Nevertheless, when the secret British archives of the Middle East campaigns were released in the 1960s and ’70s, they showed that Lawrence’s service with the Arabs had been no less remarkable than the legend.
Lawrence himself had little wish to be remembered as a war hero: he could hardly bear to think about his wartime role. His enduring ambition was to be a writer. He once confessed his hope that, “in the distant future, if the distant future deigns to consider my insignificance, I shall be appraised rather as a man of letters than a man of action.”*
His literary reputation rests on a body of writing which is almost entirely autobiographical. It includes at least 6,000 letters written between 1906 and his death in 1935, and two autobiographical books. The first, Seven Pillars of Wisdom, is an account of his service with the Arab Revolt. The second, The Mint, is centred on his experiences as an anonymous recruit in the ranks of the RAF. It was there, to the astonishment and distress of many of his friends, that he chose to spend his life after 1922.
Both in his books and letters, Lawrence was an acute observer of people, places, and events. Among the most memorable passages in Seven Pillars are the vivid descriptions of desert landscapes and of the Bedouin irregulars whose life he shared. The Mint, written in a very different style to Seven Pillars, is, like Solzenitsyn’s One Day in the Life of Ivan Denisovich, a work of observation written by a highly intelligent man who found himself effectively imprisoned. Lawrence distilled its spare descriptions from events that he had witnessed over and over again. Both Seven Pillars and The Mint ranked among Penguin’s ‘Modern Classics’.
Lawrence’s letters are no less remarkable. His friendships ranged from fellow-servicemen in the ranks to leading figures in the worlds of literature, art, and politics. In many cases, letters were almost the only vehicle for these relationships, since the circumstances of his life meant that he could rarely meet his friends.
Should he be appraised as a writer or a man of action? At the close of the twentieth century the verdict remained open. Other men of action marked history more deeply; other writers earned higher acclaim; yet few of his contemporaries combined both practical and intellectual achievements to the degree that Lawrence did. That intriguing combination has helped to sustain the public’s fascination with his life, as has the deeply introspective personality revealed in his writings.
* T. E. Lawrence to Edward Garnett, 23 December 1927 (Malcolm Brown, ed., Letters of T. E. Lawrence, 1988, p. 361)
Don’t forget, Uncharted 3: Drake’s Deception heads into stores in early November exclusively for the Playstation 3
Mindscape Asia Pacific Pty Ltd announced Playrix has four new titles for gamers to enjoy. A favorite amongst casual gamers, Playrix offers fulfilling storylines and interesting puzzles. To continue their success, Playrix brings to you Fishdom, Fishdom H2O: Hidden Odyssey, 4 Elements, and Rise of Atlantis.
Fishdom
Use money to buy unique pieces and fish for your own aquarium. By completing puzzles, the player can gain more cash to buy more items. Once players have finished the objectives, they can take their aquarium and utilize it as a screensavor.
Fishdom H2O: Hidden Odyssey
Like Fishdom, this version bases its gameplay on finding hidden items in the depths of the ocean. While acting as a simulation for creating your own personal fish tank, Hidden Odyssey offers the enjoyment of finding new items by searching detailed environments.
4 Elements
In a time of a devastated world with the loss of magic, a fairy comes to you. The only hope to rejuvenate the world is to attain the four books of magic and discover 16 mysterious cards. Face dragons, knights, elementals, and other mystic beings to find the lost magic to save a dying world.
Rise of Atlantis
You have discovered the lost city of Atlantis, but you cannot take it out of the depths without some extraordinary powers. By acquiring one of the seven artifacts of the Posiedon, the player may be a step closer to bringing the long lost city back to life. With 77 levels, Rise of Atlantis will keep you on your toes and enjoying every moment. If you didn’t think raising Atlantis is enough, you will receive a neat 3D screensavor upon game completion.
Games are available for PC and Mac now for a low price! (HERE)
Sonic fans have most likely kept quite a close eye on what Sega will be doing with Sonic Generations. If they have then they may have noticed that earlier today Sega announced a collector’s edition for Sonic Generations that is exclusive to Europe and Australia. The news may disappoint a number of fans in North America such as myself, but let us see what everyone else will be able to pick up when the title is released.
The whole collector’s edition will come in a lentigular packaging and will contain a statue of new and old Sonic, a “Gold Ring” similar to those seen in the game, a 20 years of Sonic art book, a soundtrack, a bonus documentary named “History of Sonic: Birth of an Icon” as well as a DLC voucher and the game itself.