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RIFT PC Review

Game: RIFT
Publisher: QV Software
Developer: TRION Worlds
Genre: MMORPG
Consoles: PC
Price: Standard Edition [Download] – $49.99/ Collectors Edition [Download] – $59.99

Overview

Rift is the latest MMORPG offering to hit the market. Developed by Trion Worlds and published by QV Software (here in Australia), it offers a beautiful world to explore and daring adventure to be had. Team up with players or solo the content, this game is easily one of the best MMORPGs out at the present.

Story

Guardians –

Regulos the destroyer led a campaign against humanity and lost. In his defeat he used a Defiant teleportation device to go back in time. Upon his leaving a dragon came along and so did the rifts. The rifts opened and eliminated humanity from the face of the world. But some gods intervened and resurrected a select few in order to embark on a quest to save the world from the rift invasion.

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Before creating a character you must first select your team. To play with friends you need to be on the same side.

Defiants –

Basically the same thing happens as the Guardians, only instead of being resurrected by the gods, you are resurrected through technology. You are tasked with tracking down Regulos and putting an end to the rift invasion as well as gaining the upper hand on the guardians. To do this, they send you through a time-machine to a fixed location in the past.

The story in rift is pretty much a backdrop for all the cool stuff to happen on. While it can be pushed to the side by most players, collecting all the books and learning the lore of the world really does enhance the gameplay experience. It adds an interest to the game, a reason for what you’re doing and best of all, some of the books are interesting and entertaining. The game doesn’t just use books to tell the story, it also engages the audience through pre-rendered cutscenes  and NPC dialogue.

I would say that if you don’t at least read some of the lore; you will be missing out on something big. You don’t have to read every piece, but the stuff you find along the way should be interesting enough just to take a closer look at.

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Stretching while I read my books.

Gameplay

The gameplay of Rift is similar to most mainstream MMORPGs that have been appearing since World of Warcraft or even Everquest before that. The basic premise is that you do quests for certain non-player characters and they reward you with gold, experience and sometimes items. While quests are not the only thing that make up the game, they do make up of the bulk of what you’ll be doing while playing this game. There are also dungeons to explore, raids to be run and even Rifts to seal.

The game begins with players choosing a server to play on and then designing their own unique character in the game. Each character can be heavily customised and players are allowed to store a large amount of characters across not only their chosen server, but also across all servers. The character customisation tool allows for players to fully customise their characters appearance. Faces, head shape, eyes, tattoos, height, class, race, gender and etc. are all customisable in the game. Each race in the game has it’s own racial abilities, though they are pretty much just a resistance to something and some other kind of non-ability enhancing ability. This makes all the races balanced which makes the game more interesting competitively.

After creating a characters appearance and giving it a name, the game presents you with a short cinematic of your teams history and then plunges you straight into the newbie zone. Each of the two factions have their own newbie zones and they are both very similar in aesthetics, quests and layouts. The starter areas are designed to get you from level 1 to around level 5 in regards to character experience and also to gain and get used to your first three souls.

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Newbie Zones generally have players that like to dress this way. In this instance it was me.

In Rift, souls are what determine a classes abilities and talents. Each class has 9 souls and can have any three active at one time, so long as the soul is unlocked, and can have up to four combinations to quickly switch between, as opposed to visiting a soul trainer to re-specialise. Additional souls can be unlocked by doing special quests in a factions capital city, which generally involve closing a rift and then using the rift fragment to summon a spirit of the soul that you are trying to unlock.

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Soul Tree. As you can tell, I like to focus on one branch primarily.

I quite like the soul tree feature, but in some aspects it’s a bit clunky. As you level you gain points to distribute through each of the soul trees that you have active, but it becomes easier to simply specialise in the one that suits your play style then to evenly distribute points between each of the trees. The developers try to combat this by having some kind of lock in each tree which stops you from adding more to that tree until you reach a higher level. This kind of forces you to spend your points in the other trees, even though it’s not something that I agree with. If I want to specialise completely in one tree I should be able to. The good thing about the soul trees is that they’re both customisable and fixed. What I mean by this is that you are able to distribute points on one section of the tree and when you reach a certain amount of points spent on that particular tree, a kind of sub-tree advances and unlocks more skills for you to utilise in combat.

In combat, players utilise the skills that they have gained from their souls to defeat their foes. Simply right-clicking on an opponent will cause your character to auto-attack the selected enemy, assuming that you are in range. Players can assign skills to their hotbar in order to quickly access spells and skills that they have acquired over the course of the game which adds a way to quickly utilise these skills in combat. By default players are given a hotbar or two, but more can be added in the interface settings in the options menu. I found that adding more bars to the game made things much easier to manage. You can also change the positions of these bars in the interface settings. By using skills on the hotbar on enemies while in combat a player character will perform that action in a way that is relevant to what’s happening. For instance, a potion will affect the player (regardless of whether they have targeted an enemy or not) whereas an attack action will not work on a friendly target should they be targeted. If a player has smart-targeting turned on in the options, any skill used without an enemy selected will automatically select the nearest enemy and use it on them. It’s quite handy.

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Public Group after we just closed a Rift. It was pretty fun.

Rift focuses heavily on teamwork with the game almost pushing it into your face with all of its “Join Public Group” and “Merge Public Group” options, as well as all the team based content; like dungeons and battlegrounds. This is good as the game is a MMORPG, which means that multiplayer is a core feature of the game. What’s the use of having all the other players around if you’re just going to solo it all anyway? Not that you can’t solo it or anything, but it is a lot more fun playing with others. One of the most fun things you can do with other players is take on a series of rifts. As you approach a rift you will receive an option to join a public group with any other players in the area, assuming that they are solo or have an open party. When you attempt to close a rift you have to take on 5 waves of enemies, which include a sub-boss and a main boss. What’s really interesting with the rifts is that if you do well you have a chance of gaining some really nice loot, which makes things like dungeons a lot easier. Even if you don’t do all that well on the scoreboards for closing a rift (which can be quite often) you still receive Planarite and other things that can be traded in for more goods, like armour.

All of the gameplay elements in Rift meld together very nicely. Everything works, everything is smooth, easy to understand, nice to look at, responsive and intuitive. This means that you spend less time fighting with the interface and more time actually playing and enjoying the game. The world is expansive, the battles range from easy to difficult and there is a lot of lore and hidden items to collect. The inventory, skills and every other kind of window that is used for tracking stats, quests and etc. are mapped on both the GUI and the keyboard and both feel quite natural to use. I have to mention that initially I got confused with some of the key bindings on the keyboard, although they’re all fully re-mappable, I didn’t feel the need to change any of the bindings. PvP is both fast, strategic and requires a large amount of teamwork to become successful at. Dungeons are a blast to play through and you’ll likely find yourself wanting to complete another run immediately after the completion of a successful dungeon. Something I haven’t seen in a MMORPG for a while now.

To finish off the gameplay section, I will briefly go over the chat functions. Basically you press enter to chat. This will make you talk to the people immediately around you. But, like most MMORPGs, you can add switches to the beginning of what you’re saying to talk to a different group. For example, ‘/p’ will switch your chatter to all party members. There are many different switches, like: /p, /g, /y, /r and there might be a few others, like /1. There is also a special overlay for guilds, which is accessed from the guild tab on the GUI or the assigned hotkey. This shows all members of your guild and everyone that is online will likely receive any messages sent to them via the /g switch.

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Guild Interface. Unfortunately only two members were on at the time of photography. One of them being me.

Sound

The sound effects in Rift are quite good. The music does its job but is really forgettable. The music itself is mostly orchestrated works with an emphasis on the horns. This makes it feel like it’s inspired by Inception, I just can’t game to slow-paced music for too long. Personally I think Rift ate about 3-4 hours before I turned the music off and I switched into Windows Media Player mode. This isn’t a record for a game, it’s just a personal preference really. I should also mention that while writing this review, I did actually go around with in-game music on to give it a fair judgement.

Each skill has a sound effect assigned to it, but I can’t quite work out if some of the effects are borrowed or shared between skills, or if they all have their own fully unique sounds. They’re an aspect of the game that I believe works almost perfectly. So props to the sound team for that.

Through the game, some of the NPC’s talk, some of them do not. Usually the speech is limited to a catch phrase or two while handing in a quest and other times comes in the form of grunts by the player character. The voice work is a nice addition to the game and adds a level of character to the otherwise empty-shells that are the NPCs.

Graphics

For an MMORPG and as a game itself, Rift has an amazing graphical fidelity. It looks great, it runs smoothly even if you have a low amount of frames (I mean ~20fps) and doesn’t look too bad at lower settings.

The character models are mostly accurate to human proportions, some might be a little idealised while others aren’t actually human, so that’s definitely something good. The armour and weaponry all fit the characters really well and do not look out of place in the game. Though one complaint I have about the armour in particular is that they seem to re-use the same base model and skin a lot. Sure the stats are new, but didn’t I just shift that piece off 3-4 levels ago? While this isn’t necessarily a bad thing, it does make it hard to distinguish a decently geared player at a glance from a lesser geared player.

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The proportions are mostly human.

One of the features I love about this game graphically is it’s use of colour. Man, seriously, the colours that come off those rifts are so awesome. Especially the Purple that comes off the Death Rifts, so very, very pretty. The colours aren’t just used by rifts though, they’re used on everything, some things are more naturally coloured than others, and all pieces of armour are fully colourable via the dyeing mechanism.

Everything in this game looks incredibly nice. The water, the trees, the ground and even the buildings. Everything is crafted very nicely and you can tell that the developers went through great lengths in order to get the game to be as high a quality, graphics wise, as the game could realistically be given current technological limitations. I mean, I have a fairly nice gaming rig (i7, 8gb RAM, 5770HD) and even it is pushed in some places.

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Very pretty city in a very pretty game.

Overall

Rift is a solid video game, not just as an MMORPG, but as a game in general. Initially, I was not too impressed with the game as I felt it was just a simple rehash of the same-old style being employed by MMORPGs for a while now. But after playing through it and getting a feel for the world, the mechanics and all the little things that start to add up; I became highly impressed with the game. As someone once told me in-game (paraphrased as I can’t quite remember the exact quote): the developers have taken the best bits out of all the successful MMOs and combined them together to make a really good game. That someone is my all-wise guild leader Maelcontent.

I, for one, look forward to continuing my adventures throughout Telara.

Extra Material

Dungeon Run Video

Gameplay Footage

9-0-capsules-out-of-10

Nintendo announces 3DS midnight launch

With only 6 days to go until the Nintendo 3DS is launched in Australia, Nintendo and EB Games have invited customers to attend the official midnight launch for this brand new console.

The launch (which Nintendo have dubbed “The Nintendo Experience”) will be held on the 30th of March from 10pm until 1am at EB Games Swanston St, Melbourne. There will be plenty of food, drink, and music to welcome in the newest to the Nintendo family – we all know how much gamers love food, right?

Staff at the midnight launch will show customers features of the Nintendo 3DS including the Streetpass and Mii Maker. Everyone who attends has the opportunity to receive a Mii souvenir, and Nintendo will even be giving away a 3DS console on the night.

For more information, visit the Nintendo Experience site here. This is definitely worth going along to just to see it for yourself, because it really is true: you have to see it to believe it.

Razer Opens up New Technical Research Center in Austin…

Razer are known for bringing the gaming world some of the most advanced and high-end peripherals, and now it looks like we are going to see even more from the developer in the coming years. The company have just opened a new Technical Research Center in Austin, Texas which will focus on creating new technologies to change the future of gaming and consumer electronics.

“It really made sense to develop a technical research center in the heart of what people are calling the Silicon Hills,” said Min-Liang Tan, CEO and Creative Director, Razer. “We are moving full speed ahead to change the gaming space via a collaborative effort to focus even more on our intricate and high-quality designs, such as our recently announced Razer Switchblade. We intend to bring on only the best and most ambitious team members to help make the new research center a place where dreams and new technologies come true.”

Razer are also planning to build relationships with gaming developers and independent software providers to not just improve, but define the future direction of hardware technology. Lead Technologist, Rick Carini, will be at the forefront of the effort in Austin, which will include a technology lab where engineers and developers will create new concept vehicles as well as technology demos to help stimulate the market for ground-breaking technologies and ideas.


“If you were blown away by the Razer Switchblade and its dynamic interface, well then you haven’t seen anything yet,” adds Min. “The new research center will provide what we believe to be the future of several innovative technologies around the world. Our purpose is to be real game changers out there
.”

With this new research center opening, it certainly looks like if you were not keeping up with Razer before, now is the time. I have a feeling with this announcement will come nothing but new technologies and releases that may very well change the way we not only play games, but also set a bar that all other developers will have to aim for. Kinda makes you want to get into those offices and see just what is being produced, but for now we must now wait impatiently to see just what is next for Razer.

Crysis 2 Review

Game: Crysis 2
Publisher/Developer: EA/Crytek
Genre: FPS
Consoles: PC, PS3, Xbox 360 (Reviewed)
Price:  USD $55.95 Buy now AUS $89.95 Buy now
Buy the soundtrack from  iTunes here

Its been something console gamers have long awaited: the release of Crysis on the Xbox 360 and PS3.  While we are still not getting the first game, at least we get the sequel.  Having never had a PC powerful enough to run the original game, it is awesome to finally be able to play a game from the franchise.  And what a game it is.

A squad of regular Marines is on a mission to rescue a man named Nathan Gould.  While on their way to the waypoint, they are attacked and only one man survives.  While laying there, groggy as all get out, he sees what looks like a vision of a superhuman that rescues him and fends off the enemy.

Soon enough, it is revealed that New York City is in turmoil, its people being infected by a strange disease, the politicians doing nothing but looking out for themselves and, to top it off, an independent military has taken control of the streets.

The next scene is so good that I would hate to ruin it for you; it is so emotionally impacting that it sets the stage for the entire game.  Lets just say that eventually you end up getting a super human suit of your own and are tasked with saving the day.

Crysis 2 tells a story that has all the elements that many other games also have.  Namely, there are aliens, infections, bad guys and morally confused scientists that created the superpowers that you currently use.  Sound familiar?  However, Crytek managed to make this story seem unique & they put in enough heart, detail and polish to make it memorable.  In addition , the characters are interesting and will make you care about what happens to them.

During the game, there are a variety of ways the story told.  There is the overarching storyline dealing with the aliens and the spore that has contaminated many citizens.  Then there is the  story that deals with how the nano-suit came to fruition and what is happening to it now and why.  Next, there is the plot about how you came to be in your current situation.  Although these are slightly separated, they eventually all feed into one overall experience full of mystery, intrigue, action and revelations.  It is a little confusing, but eventually, it does make sense and it is worth sitting through the cut scenes to understand the greatness that Crytek has created.

Speaking of cut scenes, I would like to compliment Crytek on their implementation of this critical game component. They made sure that every scene was intricately filled with everything they wanted to show.  In other words, they did not skimp on the scenes; this made the story so much more real and it prevented a lot of the confusion that often happens in video game stories.  Some may say that cut scenes in the game are too long, but although they are long, I appreciated the effort they obviously put into them.   Even the character models are finely crafted and they rank up there among the best, although they are still not perfect. For example, lip syncing is a small problem.

Does the gameplay hold up to the same standards as the story?  Yes, it does.  Basically, you are the ultimate soldier that can do anything and take on the most difficult assignments.  You wear a nanosuit that literally attaches itself to your body and forms a symbiotic, syncing relationship with it.  However, in this relationship, you get the better deal.  You are granted the ability to be invisible.  Or have super speed and strength.  Perhaps a grenade has been thrown too close your person.  One simple press of the RB button and the suit tightens up, building a heavy layer of webbing that protects you from the effects of the blast until the suit runs out of energy.  Super jumping is also a trait that is enabled with the suit’s mighty powers.  The best part about the suit is that, even though the energy runs out frequently, it is quick to recharge and you will hardly ever be without a power that you desperately need.

Using these powers in combat is truly one of the best moments you will ever experience in your video game life.  At first, it took me awhile to shed my typical FPS gaming habits (the cover and shoot, if you will.)  Often this led to me to my untimely death, even when using my newfound nano suit of incredibleness.  But, once I ACTUALLY started using the powers, by running around in stealth mode taking out enemies and then using my Supermanerrific speed or jumping skills to get out of there, I found that the gameplay was much more rewarding. This suit of all trades could also be upgraded.   Collecting alien DNA allows you to customize the various features of your suit.  Simply press “Select” and you can do all sorts of stuff.  One option was to allow you see a bullet’s trajectory before it hit you. Decreased energy loss was another upgrade.  In total, there are 16 upgrades spread across four menus.  You can only have four of these active at a time though.  Your guns can also be upgraded in a similar way.  Basically, your a walking arsenal that can pick and choose between weapons and abilities that are available at your fingertips.  I can’t even begin to express how much innovation there is in the customization options.   Nevertheless, often times, the nature of the game prevents you from feeling like a total bad ass all the time.

For one, your nano suit alerts you to when there are tactical options available to use. For example, it may alert you to the presence of a re-suppply station or sniping spot.  However, often 3 or 4 of these markers will show up at once, and they are meant to be completed in a specific order.  But, Crytek also wanted to give you the option to plan your own attacks and use your own tactics.  Therefore, if you perfectly replicate the steps of  their plan, using the tactical options, it most likely will turn out well.   If you fail a step, or you try to use your own tactics, the environment basically just turns into a standard firefight.  Admittedly it is still a firefight that you can use your suit in, but is still more or less the firefight that have you played in countless other games.   It seems as though the game could have had more paths and options to use a in the areas that you mess around in.  For instance, once I could not find my way out of a building.  There were numerous windows, platforms and other things where I could have used my nano-tuxedo to break out, or climb out , but the level was set up in such way that I could only go out one way. Unfortunately ,the game wanted me to find a tiny, obscured lock in the basement to progress. It took me 15 minutes of running around the stairwells to finally stumble upon the solution.  While writing that, I realized that there was one more little error in game design.  Selecting guns and equipment to use was time consuming.  To open doors, the main character had to literally look at the handle of the door.  The same applied to trying to pick up guns on the floor.  Just one little annoying trait that was often maddening.

Also, the game rarely needs you use all your abilities.  I ran around the game using the stealth & armor options the most, and I didn’t use the other combos as much as I wanted too.  Sometimes, yes, they were extremely useful, but rarely did feel like I NEEDED them.  More  levels that required platforming or running/sliding would have been appreciated.

Finally, the last fault with the game is the AI. Sometimes, they were super smart, and seemed as though they had eyes in the back of their head. Other times, these enemies were complete idiots, not seeing me run to them  until I was at their throat.  And then there the glitched ones.  These buggy bad dudes would get stuck in the terrain, run into parked cars or go around in circles.  It was a laugh riot for sure, but it was also awfully disheartening. I actually felt pity for them a few times.

All in all though, when used correctly, the suit is source of awe inspiring power that will make you feel like a true super soldier.  At the same time though, it was as if the suit was so powerful, the developers had to overcompensate in level design to make it so that the game was not just piece of cake.   Unless I am really missing something though, I think more tactical options for the PLAYER to choose would have been a stellar idea and one that could have provided the challenge that gamers like.

Now, the moment you have all been waiting for.  The first Crysis has been the game that PC players flock to to set the bar for video cards.  This game does not disappoint on the Xbox 360 either.  All the art assets are crazy detailed to the finest degree, and it is stunning.  It is readily apparent that graphics were lovingly created.

I also really liked the art direction of the game.  A devastated city would normally just be boring colors.  But this game’s color palette included much brighter colors, like silver, blue and orange that made the everything feel futuristic, and it improved the atmosphere of the game even more.

Hans Zimmer composed the soundtrack to Crysis 2, and, as usual, he hit it out of the park.  A mix of techno beats, classical style and modern orchestra, I couldn’t get enough of it.  The spookier parts of the game are perfectly exacerbated by the creepy tracks, and the faster songs pump up the adrenaline to max levels during action sequences.  If there was one feature that I had to pick as my favorite from the game, it would be soundtrack.  Voice acting is also quite good, as is virtually every sound that you will hear in the game.  Every weapon sounds different, and every audio cue is right on the money.

Multi-player in Crysis 2 is also a treat, especially if you like twitchy, one burst kills.   Plus, you can use your nanosuit in this mode, and  that is great.  Of course, there are those who abuse the suit, and who camp while invisible.  Luckily, you can use your superhuman traits to take down these game wreckers, and it usually ends up being pretty fun.  Using all your combat effectiveness with the suit is just as key in the online modes as it is in single player, and its just as fun too.  The suit changes up the FPS formula so well that it almost feels like less of shooter and more of an all out war.  A war where every advantage must be taken, and where you can’t just rely on your gun, reflexes and headshots.

Online playing will also keep the game going for a long time after you have finished.  There are hundreds of unlockable dog tags to score, and there are plenty of weapons and other collectibles to get. Of course, there are also custom class options and these must be unlocked too.

Kill streak rewards are another way the game innovates.  To get a kill streak award, you have to actually collect the dog tags of your fallen opponent.  This slows the ultra killers down and prevents people from getting to the better stuff too fast.  It also allows those who are not as good at the game to collect the tags their comrades missed and use the special rewards themselves.  Overall, this is another unique feature that helps Crysis set the bar for the modern shooter.

The other really cool thing that Crysis multi-player features is the kill cam.  It not only shows you where they guy who shot was, it also shows what weapons and suit powers he was using when he got you.  It does move very quickly though, so you have to know what your looking for, or read it fast.  Luckily, it can help you find different play styles that may make you a better player.  This feature is another indication of just how much attention the developers put into this game.

All in all, one of the most frustrating parts of the game is the loading times.  It takes as much as 1 minute to get into a multi-player match AFTER the lobby finishes choosing a map and  waiting in between matches.  Single player loading times are also atrocious.  Waiting so long in between battles is awful, and it may be the worst part of the game.

In conclusion though, this game is something all shooter fans should play.  The engaging story is complemented with fun gameplay and the graphics & audio make it all the better.  Even the errors in level design and AI are overshadowed by the other fine parts of the experience.  Multi-player is another high point  in the game’s repertoire of  superb elements.  This is a game that will not disappoint you.

9-0-capsules-out-of-10

3DS Owners to Get OK GO’s “White Knuckles” with first Update..

With the release of the 3DS just hours away in the UK and a few days from release in North America, many will be looking to test out the 3D aspects in all forms possible. Nintendo are now providing all users who update the system a nice incentive, the video for OK GO’s “White Knuckles” in full 3D. This video features a plethora of rescue dogs (and one goat), and has exceeded over 9 million views on Youtube alone.


“We shot the ‘White Knuckles’ video in 2D and 3D at the same time, but until now, there hasn’t been much opportunity for people to see the 3D version,” said Trish Sie, the video’s Grammy-winning director. “I’m fired up for people to watch the video again with Nintendo 3DS and experience it in a whole new way. This opens up all kinds of creative opportunities.”

For users who want to grab the video, all you have to do is just go into “System Settings” from the Home Menu, select “Other Settings” and scroll the page right to select “System Update.” Simple as that, really. This bit of news also makes me wonder just what sort of updates and videos we can expect later on in the handheld’s lifespan as the opportunities are truly endless. For now though, this update will serve as not only a great way to watch an awesome 3D video, but also will enhance the communication features of the Nintendo 3DS system so don’t forget to update when you pick up your 3DS.

New screens of Dynasty Warriors 7

With only a mere week until Dynasty Warriors 7 hits Western shores, Koei has released some new assets that highlight some of the inner workings of the story mode.  Story mode is basically the campaign, you choose which faction you are going to place as and then proceed to play out their place in Chinese history.

In previous installments the story mode wasn’t as robust as it is in Dynasty Warriors 7, often being little more than a chain of regular missions strung together while you played as one character.  Now, some story missions will have intermissions in between the battle that will develop the story a bit more and where you switch between characters mid-battle in order to give you a better “angle” on the battle and how the story is unfolding.

The story mode looks to be as intense and fun as ever, bringing siege weapons into the mix that the player will be able to operate in order to destroy set pieces like the Hulao Gate or clear some debris.

As you may have come to expect DW7 boasts quite the respectable roster, complete with 62 characters spanning 5 different factions.  The various factions are Shu, Wu, Wei, Other and Jin.  The former four have been a staple of the series, but the last one, Jin, was newly introduced with DW7.  Head on over to the official site to get a glimpse of the roster and more information dealing with some of the news talked about here.

Dynasty Warriors 7 is looking better and better with each passing week.  Just as a reminder, it hits American shores on March 29th and European shores on April 8th.  Keep a look out for more news as the release nears closer and closer.


Green Lantern: Rise Of The Manhunters now headed to the 3DS…

With the Green Lantern hitting theaters everywhere this summer, Warner Bros. Interactive Entertainment have now announced that they would not only be bringing out a game for consoles, but now for the 3DS. Green Lantern: Rise of the Manhunters is set to launch alongside the June release of the movie release of The Green Lantern and as you might have guessed, will fully utilize the handheld’s 3D features.

This announcement for the 3DS version of the game comes just a bit after confirmation that a Nintendo Wii, DS, PS3, and Xbox 360 version of the same title would also be releasing in June. The PS3 and Xbox 360 versions will be available in 3D as well and much like the Arkham Asylum Game of the Year edition, will include 3D glasses bundled with each copy of the game. Not a whole lot is known on how Green Lantern: Rise of the Manhunters will actually play on the 3DS aside from the 3D elements included which leads me to wonder if this version is packed with some action packed gameplay, or simply just a quick cash-in on 3DS owners. Either way, on June 7th Green Lantern fans everywhere will be able to get their hands on Rise of the Manhunters when it hits the 3DS in full force.

New Portable Console being made by Bob’s Game creator?

 

Readers may not recognize the name Robert Pelloni, but they may remember his creation, Bob’s Game. While probably no one has played Bob’s Game, it got quite a bit of attention from the gaming community a few years ago when its creator protested Nintendo’s decision to reject his application for a DS development kit. After the rejection notice, things got…weird. Pelloni locked himself in his room for what was to be 100 days while broadcasting his protest against the game publishing giant, only to trash his confined space after a month to the unease of his supporters. After a few other publicity stunts and quite a bit of silence, Robert Pelloni is back with a new creation.

If you were to visit Pelloni’s website, www.bobsgame.com, you wouldn’t find any information about the eponymous game. What you would find is a YouTube video about a portable gaming app store called the “nD” that is apparently in development by Pelloni. There are very few details given, but it seems as though the would-be developer is attempting to stick it to the big app-based business by offering a low-cost indie handheld capable of playing app-style games. It is unclear whether Pelloni is planning on manufacturing an actual portable unit or if he is simply planning the marketplace on which they would run. The video seems to imply that the manufacturing could be undertaken by anyone with an interest in furthering these goals or in selling apps on the system.

Pelloni also lists on his site, in a convenient, easy to read chart, the specs of the nD as compared to other devices with similar capabilities which you can see above. While the idea is certainly admirable (and definitely desirable!) I would keep in mind that Pelloni has yet to deliver Bob’s Game (now apparently being retooled for a PC release) and the Bob from which its name is derived has been less-than-reliable these past few years. I think that at best gamers should take this as a great idea by a man who has big ambitions. I suppose we’ll see what’s to come of this nD in the months (or years) to come, but until then check out the eerie yet entertaining announcement video.

Divinity II: The Dragon Knight Saga demo lands on Xbox Live

If you were on the fence about Divinity II: The Dragon Knight Saga then now is your chance to sway your decision one way or another. Atlus has revealed today that they have placed their demo for the game on Xbox Live and is available right now. At least for the moment the demo is exclusive to Gold only members but will most likely be available to Silver members within a week. They also released a new trailer which you can catch below.

This demo arrives a few weeks before the actual release date of the game in the U.S. which is on April 12th. Anyone who picks up the game will be getting a bit of a bonus because it will come with the game’s soundtrack CD and a art book showing off various concept art and character art from the game. You can find the demo for Divinity II: The Dragon Knight Saga here.

Hybrid MMO/TV Show in the works by Trion and Syfy

While there have been attempts at hybridizing games with other media in the past, it usually hasn’t amounted to much. Alternative Reality Games and Social Gaming have attempted to create more community-centered gaming experiences, and there are tons of crossovers between video games and film or television. None of these examples are quite as ambitious as the new project in the works by Syfy (the sci-fi network which forgot how to spell its own name) and Trion Worlds, developers of Rift and End of Nations.

The game/television hybrid has been codenamed One World by some (although unofficially) and certainly sounds like a novel and intriguing idea. The concept behind it is that players in the MMORPG style game will interact with the same world and storyline they see taking place in the show, and the greater story arcs of the show will be determined by the players’ collective actions in the game. Imagine the show revolving around specific main characters and exploring their actions and interactions, whereas the game will revolve around the events taking place in the rest of the world.

The best example I can come up with is to imagine that the game is World of Warcraft, and it concerns the entire breadth and depth of conflict between the Alliance, the Horde, and whatever common threat they are currently facing (Deathwind as of late). The show then would be based on a small number of characters within this world. The setting would change as players affected the world of the game. If one faction gains power over another in player-vs-player battles, this may affect the status of the characters. If a worldwide event similar to the opening of Ahn’Qiraj in World of Warcraft (a server-wide event which required the cooperation of hundreds of players to open a dungeon) this would obviously open up new avenues for story development in the television show.

While many will probably remain skeptical until they are able to see it with their own eyes, this as-of-yet nameless game is certainly ambitious if nothing else. If Trion and Syfy are able to pull it off, they would be justified in calling it “a game-changer”, in the words of Syfy president Dave Howe (he also refers to it as the “holy grail”). Apparently the story will involve extra-terrestrials arriving on Earth and being forced to cohabitate with Earthlings, providing obvious tension and possibilities for a consistent game world. The show’s writers are being led by Daniel Knauf, who is the creator of Carnivale on HBO. While the project doesn’t have a title yet, it does have a projected release sometime next year.