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Dark Souls releasing with Collector’s Edition pre-order bonus

If you were debating as to whether or not you should pre-order From Software’s spiritual successor to Demon’s Souls, Dark Souls, then this information may help you make up your mind. Namco Bandai announced today that anyone who happens to pre-order the title will automatically receive an upgrade to the collector’s edition version of the title.

This collector’s edition costs the same price as the normal game and will contain an art book, mini strategy guide, a download of the game soundtrack and development videos all wrapped up in a fancy metal case. The game itself will be released this October for the Xbox 360 and PlayStation 3 and this decision is surely a good one in the eye’s of the fans as they no longer have to pay extra to receive these nice add ons and instead will get them for doing something they may have already done.

Tales of Graces F confirmed for US and Europe release in 2012

See look even the characters themselves are excited about this news. The news of course being that Tales of Graces F will be released in Europe and the United States next year. During Namco Bandai’s Level Up Dubai event the publisher announcd that European fans of the title will be getting the Ps3 version which is a remake of the original Tales of Graces for the Wii that was never released outside of Japan.

Later in the night the companies website in North America revealed that the title would also be arriving on US shores next year as well which means soon everyone will have access to the next game in the Tales franchise. This is great news as currently fans of the Tales series have only been able to anticipate the release of Tales of the Abyss on the 3DS which we previously have seen information that the title would be available worldwide.

L.A. Noire launch trailer released; looks as good as ever

After much anticipation the wait is nearly finally over. L.A. Noire will be released next Tuesday on May 17th in the United States and on May 20th everywhere else. To help raise anticipation to even more feverish levels than what it already is at, RockStar has released the launch trailer for the title which is absolutely amazing looking.

With the way that the facial animations look in this trailer, I personally can’t wait to see what else we have for store in the full game. It looks like it will be hard to look at any game’s characters the same after playing L.A. Noire and seeing just how great a character’s face can look when enough time is spent making it look right. Catch the trailer below and the game itself next week on the PlayStation 3 and Xbox 360.

Sega Bringing Crush3D to the 3DS…

Four years ago Sega brought the world a little title by the name of CRUSH to the PSP. The game had you literally “crush” the 3D environment, which quickly transformed the game into a puzzle platformer of sorts. Someone at Sega have apparently seen the potential for the title on 3DS, as the company announced that they would be bringing the puzzle/platfomer to the 3DS.

The crushing effect opens new areas and paths that were previously blocked and in order to move through the player must transition between the two while dodging enemies and obstacles. The 3DS version will also have many extra features such as StreetPass functionality, allowing players to leave gifts for friends to collect in-game.

“CRUSH3D gives all gamers a chance to experience this critically acclaimed concept in full 3D,” said Gary Knight, Senior Vice President of Marketing of SEGA West. “With features specifically designed for this exciting new platform, CRUSH3D is right at home on the Nintendo 3DS.”

You can check out the shiny new announcement trailer below and this interesting platformer isn’t too far away as CRUSH3d is scheduled to release September 6th in the U.S. and September 9th for Europe and Australia.

Soulcalibur V gets a few more details about Patroklos

Earlier today Namco Bandai officially announced Soulcalibur V but didn’t give a whole lot of details about what the game would actually contain. Sure there will be new battle mechanics and a new protagonist but nothing was really said about the storyline. That is until a bit later when they revealed that Soulcalibur V is set seventeen years after the events that happened in Soulcalibur V.

Patroklos will be the main focus of the game and he is the son of Sophitia Alexandra. From the character art seen to the right it looks like he will be using a short sword and buckler similar to that of his mother’s, and that he will be wearing quite formal looking attire at that. Also released was the announcement trailer which you can see below, which tells us that the game will be out some time next year for the PlayStation 3 and Xbox 360.

Battlefield 3 Pre-order Bonus ‘Back to Karkand’ Map Pack

 

DICE has today released the first images and more details on ‘Battlefield 3: Back to Karkand’; a free downloadable bonus for player who pre-order the limited edition version of the game.  Using the Frostbite 2 engine, this multiplayer map pack contains re-mastered and re-imaginings of  Battlefield 2’s fan favorites including:  Strike at KarkandGulf of Oman, the Sharqi Peninsula and Wake Island.


The pack will also include classic Battlefield 2-era weapons and vehicles, complete with unique rewards, achievements and trophies. An interview with Lead Designer Niklas Fegraeus, can be read over at Battlefield.com to give players an overall idea on how these new maps will play out.

Battlefield 3 is set for release later this year and will be available for Xbox 360, Playstation 3 and PC.

 

Operation Flashpoint – Red River Review


Operation Flashpoint: Red River
Developer: Codemasters
Publisher:
Codemasters
Platform:
Xbox 360 (Reviewed), Playstation 3, PC
Release Date:
April 21, 2011
Price:
$59.99 (Available HERE)

Premise:

Is it possible to simulate realistic military combat scenarios that attempt to combine intense first person shooter action with team-mate tactics based gameplay? That middle ground is what people in the game industry refer to as Tactical Shooter. Combining elements of FPS gameplay with those of real time strategy is a daunting task. Likely to impress many fans if the formula succeeds. Likely to lose many more if it doesn’t. In an FPS market that’s dominated by “soloist” shooters such as Halo, Call of Duty, Medal of Honor and Half Life, developers will need to think cleverly about how to implement these elements to help the game sell. Operation Flashpoint: Red River is the latest installment in the Tactical Shooter series developed and produced by Code masters. Does the game deliver on what the genre promises?

Story/Campaign

For those who haven’t yet guessed, the story of Red River is not anything too foreign to the first person shooter genre. War has erupted in the middle east. In the ensuing civil unrest, America and its allies have mobilized their troops in a bid to halt the radical actions taken by multiple extremist militant groups. As part of the elite team Bravo squad of the Outlaw-2 Battalion, your mission is to enter the midst of the conflict in the newly war-torn nation of Tajikistan. The extremist presence has been considered a matter of great importance to the military higher-ups, and your squad is sent in with the intent to stamp them out entirely. However, the Tajikistan insurgent presence has also caught the attention of another army. Geographically located to the East of the border of Tajikistan, China has been on the receiving end of insurgent attacks for some weeks. While they’re all too happy to see the insurgents dealt with, the People Liberation Army starts to become suspicious of the US Marine Corps’ activities. When these two armies collide, a new , greater conflict emerges which could very well see the balance of power shifted in the world. So long story short, the responsibility of protecting the free world falls upon your actions, and those of the rest of your team. (Which, subsequently, are also yours.)

The story opens with a rather strangely egotistical wrap-up of America’s presence in the middle east for the past 40 odd years. The introductory video is basically a slide-show of major events, such as the gulf war, 9/11, and the crushing of Saddam Hussein’s regime. Additionally, given recent events, what I found particularly funny while starting up was the consistent mentioning of how the US forces are still looking for Osama Bin Laden whose “still holed up in some cave somewhere”. The video also provides some background information to the current state of the middle-east campaign, and how the Chinese are subsequently dealing with their own extremist problems. However, again, I do have to stress the HIGHLY egotistical nature of the soldier’s rant. There’s a difference between being patriotic, and being downright insolent. Either way, it still achieves the purpose of outlining what players need to know in regards to the plot.

In looking at the story, I have to admit that it’s nothing too original to the gaming industry. One fallback that I find with many first person shooters these days is the fact that many games involving America and a war tend to sensationalize the idea of going into battle with the same old enemies. If it’s not an enemy from the middle-east, then it’s China or North Korea. If not them, then guerrilla groups in Africa, or armies from Russia or Germany. While the shift in enemies about halfway through the game keeps the story kind of fresh, it’s something we’ve all tasted before. While it is a daunting task to face off against the might of one of the largest militant countries on Earth, it still follows the age old “struggling and succeeding against impossible odds” storyline we’re used to seeing, coupled with the “brotherhood of soldiers” subplot that evolves as your unit integrates more closely with other teams. Understandably, in attempting to create an accurate simulation of modern day warfare situations, creativity in story is limited to an extent. My point is, to those who play this game, story-wise, don’t expect anything too original.

Gameplay

Red River’s predecessor: Dragon Rising, which was released in 2009 had a myriad of problems gameplay and story wise that was met with pretty harsh scrutiny by the wider gaming community. A barely relate-able plot coupled with an overly busy HUD screen, complicated control systems and a downright stupid AI system brought down the experience for a lot of people. Having said that, it’s nice to see that Red River has attempted to rectify some of those problems. However, the keyword in this sentence is: “ATTEMPTED”. By all means, the game is a good deal more playable than the previous installment, but it still features a number of similar problems. Minor annoyances on their own, but frustrating when complied.

The core gameplay is more or less the same regardless of whether one selects to play in a single player game mode or in a co-operative campaign. The player must select one of four Bravo team member roles to use during missions. The specific classes include rifleman, grenadier, scout and auto-rifleman. Each class comes with a different set special abilities, weapons and equipment. Obviously players should be inclined to choose a class that matches their play style. Master snipers will want to go with Scout, whereas up-close and personal berserkers will probably choose the auto-rifleman. The grenadier is the class for those who love to see things go “boom”, and the rifleman rounds out the group as both the jack-of-all-trades and team medic. Regardless of which class you choose to take, the player will always have indirect access to most of the ally AI abilities by use of the tactical command function. While one cannot explicitly say want one wants (such as healing from the rifleman) during the heat of battle, the allied AI is a far sight more intelligent than that of Dragon Rising. Using commands such as calling for a specific solider, or your entire unit to follow you will cause your allies to stick very close behind you and take necessary actions when the situation warrants it. Additionally, the command function also allows the player to select out a specific squad member to perform a certain action. (For instance, in an area where you’d be expecting heavy armored resistance, it would be smart to place your grenadier in an ideal ambush position.)

One surprising addition to the gameplay was the introduction of an in campaign experience system. By executing certain orders, and making kills in certain ways (for instance, headshots and multiple rapid kills) the player character accumulates XP to put towards additional skills and upgrades not only to the soldiers themselves, but also their weapons and equipment. Similar to the way in which Call of Duty implements an experience system in competitive multiplayer, XP gains in campaign mode reap some serious advantages, including enhanced precision and enhanced battlefield and radar awareness. Having said that, point allocation should be considered carefully. Different classes benefit better from different upgrades. If you tend to play the role of sniper in your group, unlocking advanced explosives may not be the best idea. One of the issues involved with the XP system is that the game assumes that the player will be capable of making a majority of the kills to rake in a majority of the XP to upgrade. With each level successively increasing in difficulty, and enemy AI increasing in general viciousness, players who are unable to nail a substantial number of enemies in previous engagements will find themselves at a disadvantage at later stages. In this sense, the allied unit AI is perhaps a little TOO smart. During the first few engagements of the game, I found that I was only able to kill a minority of the enemy units, while the allied AI squads and team-mates dealt with the rest. While I was happy to receive the fire support, it also meant I was unable to obtain some much needed extra XP for a then-essential precision upgrade. To put it simply, the AI downright steals your much needed kills. Never thought I’d be yelling “kill-thief” at the game itself. Happens in Left 4 Dead however. Seems to be a trend in co-op oriented games. The issue is that the kill stealing will actually have a negative effect on your game, besides the damage to player ego. Many players will get a little frustrated at how little of the action they see in opening levels. Admittedly, it did put me off to a degree, and set a slightly sour mood as I progressed through later levels.

One major complaint and area that I found had not been improved over the previous game was the cluttering of the Heads Up Display. Even looking at the sample HUD in the manual does not make gameplay look appealing. The HUD has too much going on at once. While this may be less of an issue for PC gamers who are able to hotkey many of the on-screen functions to suit their play-style, for console gamers, the HUD is just one big ugly mess. While it’s understandable that Codemasters wanted every asset to be known to the player, so many items on the one screen can really confuse the heck out of players. The worst of all is when you have to bring up the “team command” function to give orders to your AI teammates, which take up a large majority of the player’s central sight, including the targeting cross-hair. Attempting to give specific orders to your fellow squad members while in the heat of battle is not an easy task. While it’s probably accurate to the working conditions of many of our fine soldiers, it does not make for a pleasant gameplay experience. It’s made all the more worse by how easily your soldier can be wounded and even killed by a few wayward gunshots. While certain elements are pretty self explanatory, like the radar, compass and equipped weapon slots, other aspects will really begin to make the player feel over-encumber visually. Of particular nuisance are the Rendezvous markers, team objective markers, personal objective markers, team chatter, bleed meter and even the score counter. That said, these features do not make the game unplayable. In fact, when you are able to correctly execute a brilliant team tactical maneuver, it’s all the more sweeter. However, this combination of slight annoyances will take even the most seasoned of gamers time to adjust to.

As for explaining controls, most of the functions are pretty self explanatory, and your standard fare for first person shooters. However, the large number of functions that are available in the game can only be activated by use of “hold” functionalities on certain buttons. For instance, In a long range firefight, I may wish to swap my weapon’s firing mode from burst, to single shot. To do so, I must hold down the X button, which consequently also serves as the reload function. If playing through so many rounds of online FPS gaming has taught me anything, it’s that some gamers aren’t a patient bunch. The notion of having to hold down a button with different functionalities will undoubtedly seem painful. Additionally, the ever pain staking command radial (which comprises the “tactics” part of “tactical shooter”) must be navigated by use of the D-pad. Having to interchange between D-Pad and Left control stick will seriously disrupt the players flow of gameplay, and immersion within the game will be lost to a degree.

The gameplay however is not all doom and gloom. As previously stated, Red River is a SIGNIFICANT improvement on Dragon Rising. The AI’s of both enemy and allied soldiers is significantly more balanced than that of the previous installment, with allied AI’s able to take their own initiative to take down enemy targets or protect certain key assets. However, this new AI scheme seems to be mixed in its effectiveness. While they are able to fight and take cover with a reasonable degree of effectiveness, movement control can be a huge pain in the hind quarters. For instance, when our entire 4 man squad was pinned down behind in a small building by enemy gunfire, I seemed to be the only one attempting to fight back. The other three were out of the line of fire, but just seemed to be standing around, enjoying their little desert outing. Once we got out in the open though, things got really weird. While naturally, my character became a magnet for enemy bullets, all three of my teammates were able to nail  a majority of our enemies at range before they did me any real serious damage. For some reason, the AI is able to excel at long range combat, but struggles in tight quarters.

Bear in mind however that you will only really need to worry about command functions and allied AI in a single player game. Prospective players should note that Red river DOES support up to 4 player co-op, either online or via system link. As a result, gameplay elements are likely to experience a significant change, the most particular of which is the elimination of fears regarding AI action as well as losing the need for the tactical command radial. If nothing else this proves that Red River is in a league similar to that of Left 4 Dead and Borderlands, in that it is a significantly different game to play as a group as opposed to alone. So if you want to try it for REAL, get a few mates together with a few copies to go at it. If nothing else, it proves that Red River was cleverly designed for extended use and longevity. On the flip side however, the game features a COMPLETE omission of any form of competitive multiplayer. So, for gamers that look to get satisfaction out of the thrill of beating another player to an untimely virtual death, this might not be the game for you. “Stand Together” is the tag-line, and I can’t help but feel that such a declaration can’t help but entice fans of co-op gameplay.

Graphics and Sound

Graphically, the game is not what you’d call unplayable. In fact, the rendering on the environments was downright impressive. The game provides a real sense of depth and distance. The player can experience a real sense of being part of something much larger. The wide and detailed landscaping work most certainly works in the game’s favor. The large open areas do provide a strong sense of freedom to choose which direction you want to take, while being kept in the confines of linear mission progression. The environments are immersive, but objects and coloring are a different story.

In the opening level of the game, many player will definitely start to get frustrated over the brown smeared color theme that dominates the landscape. Sure the first level is set in a desert, but when almost everything in the visual path is smeared a different shade of brown, combat can become difficult. Lighting features are also highly mixed throughout the game, with some areas being well lit for a fire fight, and other areas being overcast and hazy. It makes it very difficult to differentiate the enemies, made all the more worse by the overly busy HUD display. It’s a commonly known tactic for a visuals in many “realistic” first person shooters to cover many of the color schemes in brown to augment the “real” feeling, but in this particular instance, it’s severely detrimental to the gameplay experience.

On the other hand, the soundtrack and voice acting cast of the came really helped lift the mood of the game. War is supposed to be a horrible, depressing event in any human’s lifetime. However, the characters, dialogue and musical score really help set the tone and pace of the game. The sound provides what is essentially the spirit of the game. The voice acting is particularly impressive in the humor factor. Adding an overly aggressive staff sergeant to the character list provides a human like personality to the game. The basic story told by it is this: The allies are here. Enemies are here. Allies are here to screw over their enemies. Although, one issue I do have with the voice acting is in regards to the overly expansive use of military jargon in conversations. As a man who has never served or studied elements of serving in the armed forces, some jargon that appears to be used in-game gets pretty confusing, especially when it relates to your goal or mission. In regards to ambiance in music, the light background music against sound effects really effectively augments the sense of struggle we are used to seeing on the media from the middle-east. By drowning out music with the sound of gunfire, players can really feel what being in a place like this is all about.

Overall

Having played both 360 available Operation Flashpoint games, I can most certainly say that I would DEFINITELY prefer to play Red River over Dragon Rising. The game has improved in leaps and bounds, no questions there, but there are a few minor issues that perhaps should have been reconsidered in the development process. The visual elements are by far the most annoying issues within the game, and at times, controls seem clunky and unrefined. While tactical shooters may be a difficult genre to master, there is so much more that Red River could have been. I suppose what disappointed most was what Red River COULD have been. I’ve played and enjoyed Tactical Shooters like Rainbow Six: Vegas and G.R.A.W, and I can tell that the OF series is attempting to gain similar acclaim, but tid-bit annoyances will keep making gamers compare with more pleasant previous experiences in the genre., there’s a lot that could have been done better, but a lot that was done right too. The only real way to test for sure is to give it a go yourself.

I give Operation Flashpoint: Dragon Rising

7-0-capsules-out-of-10

More Details of Pockie Ninja’s 2nd Chapter Revealed

I’m a big fan of Naruto and Bleach so I’m excited to say that NGames has released more details of “Chapter II: Revenge of Aizen” . This update of Pockie Ninja’s Naruto/Bleach inspired MMO will include new gameplay features and improvements to the browser-based brawler.

The story continues on with Aizen still hiding away in Las Noches. Rumour has it that he has opened Las Noches’ 10 remaining levels, which means more challenges for the Ninjas! Also, an unknown gang of baddies are planning to seize the power of the Ninja! New gameplay features include:  new secret ninja skills, the introduction for pets to learn skills of their own, new general and exclusive pet skills, a new pet tracing feature, increased Las Noches floors of challenges, new maps and levels and more.

Interested in seeing the new skills in action? Check out the video below!

Chapter II: Revenge of Aizen launches on the 13th of May, in other words, tomorrow!

Honest Hearts DLC for Fallout: New Vegas given a trailer

Bethesda has released a trailer for their upcoming Fallout: New Vegas DLC. Honest Hearts will place players in Zion National Park, Utah just as the war between local tribes and the New Canaanite missionary begins to reach its peak. Among all of this warfare however a man of legend is lingering among the shadows and from the look of the trailer, he isn’t going to be staying in hiding anymore.

The Burned Man, rumored to still be alive among Legion forces is indeed still alive in Honest Hearts. Joshua Graham has been revealed and given his own screenshot to prove his existence. The DLC will be released next Tuesday on May 17th for the Xbox 360 and the PC, with the PlayStation 3 version of the DLC going to be made available as soon as they can make it available. It will run 800 MSP or $10 depending on your platform of choice.

L.A. Noire’s mysterious Rockstar Pass uncovered

With L.A. Noire releasing next week we can expect that the gaming community won’t have a whole lot to do besides sit there and play it like crazy. But the revelation of a new add-on for L.A. Noire revealed from the latest Xbox Live release schedule is bringing up a few questions. These questions come from the fact that there has been no word about the DLC from either Microsoft or Rockstar.

Called the Rockstar Pass it will be released the same day as the game for 800 MSP. The pass could be some form of Project Ten Dollar that has been headlined by EA but it wouldn’t really fit into the world that is L.A. Noire. It’s been speculated that it is the whole package of pre-order DLC that Rockstar mentioned would be available for separate purchase after the game comes out. This revelation is a bit confusing and we have contacted Rockstar to find out more.