Friday, September 2, 2011

TESV: Skyrim Collector's Edition Announced, Detailed News

For those of you who missed it, Bethesda unveiled The Elder Scrolls V: Skyrim's Collector's Edition at QuakeCon over the weekend alongside 30-minutes of leaked footage from the game, and now the publisher's UK arm has dished out details on the CE's release over here.

A retail price of £129.99 has been nailed down for the Collector's Edition, which is a touch on the pricey side considering what's on offer (statue, art book, and making-of DVD). When you weigh-up the fact that Batman: Arkham City's Collector's Edition is being priced at £69.99 and includes a Kotobukiya Batman statue, exclusive in-game items, the soundtrack and art book, you do have to ask where the further £60 is going with Skyrim.

No doubt Bethesda will be quick to point towards the quality of the art book and statue as reasons for the high price tag. Modelled directly from in-game digital files, the statue depicts the Skyrim dragon, Alduin The World Eater perched atop one of the game's many dragon walls and modelled in high-quality PVC. The art book, on the other hand, is a 200-page hardback with a foreword by Todd Howard, Skyrim's Director.

Bethesda's DVD documentary looks pretty handy too with plenty of exclusive behind-the-scenes footage and interviews. UK retailers, GAME and Gamestation are the only two participating stores for this Collector's Edition over here, and it's available for Xbox 360, PS3, and PC.

The premium quality world map of Skyrim had already been announced as a pre-order incentive for the game, so if you're not too bothered by the art book, DVD and statue but definitely want to buy the game when it releases on November 11th, then a standard pre-order is the way to go.


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New FIFA Street, FIFA 12 Details Emerge At Gamescom News

EA Sports has spilt a bucket-load of FIFA announcements over at Gamescom this afternoon, including an all-new instalment in the FIFA Street series as well as a demo date and Ultimate Team details for FIFA 12.

FIFA Street is in development at EA Canada for Xbox 360 and PS3 with an early 2012 release currently being eyed for the title. This latest instalment in the series will retain the usual focus on over-the-top skills and 5-a-side matches.

Where FIFA 12 is concerned, a demo will hit XBLA and PSN from September 13th before the game itself hits stores on September 30th and, when it does, EA's Ultimate Team card trading game will be available straight out of the box for the first time since the mode launched in FIFA 09 (previously it's been launched as post-release DLC).

Those of you who played Ultimate Team in FIFA 11 will be able to access this year's version early. As it did last year, EA is opening up its browser-based Ultimate Team portal and offering free card packs to last year's loyal fans – this will be available from September 20th. In the meantime, check out the FIFA 12 Gamescom trailer below and the first FIFA Street trailer below that...



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Driver San Francisco Review

If we’re being honest, we probably weren’t expecting much from the Driver franchise. With Driv3r sporting more bugs than your average rainforest and the follow-up, Parallel Lines, failing to deliver much more than an economy class GTA experience, no-one was really giving it much thought. When we made the leap to the current generation of consoles, we weren’t anxiously anticipating another instalment in a series already running on empty. And so, when the Driver San Francisco press releases began circulating, they were met with the kind of enthusiasm usually reserved for the announcement of a new National Lampoon’s film.

But then, something odd happened. Following press events, there were whispers of something a bit different. A bit clever. And more than a bit good. And you know what? The whispers were right.

Taking place only a few months after the events of the much-criticised Driv3r, this latest instalment begins with Tanner’s nemesis Jericho imprisoned in San Francisco. Ever the fiendish master criminal, Jericho engineers his escape as he’s being transported through the streets of SF. Tanner, one of those 80s style cops who relies almost entirely on hunches, predicts trouble and luckily is nearby when the shizzle hits the sizzle. A car chase ensues and Tanner is involved in a serious collision which leaves him comatose with a nasty looking bruise on his nose. The majority of the game then takes place in Tanner’s unconscious mind in what is quite a hefty nod to policeman-in-a-coma TV serial, Life on Mars.

And, surprisingly, Reflections has handled the story pretty damn well. While you shouldn’t expect BAFTA material - there’s a lot of the wise-cracking hit and miss humour we’re so accustomed to seeing in games - there are also a number of nice narrative touches that make the game’s storyline pretty interesting. For one, it’s presented as a kind of action TV serial, complete with “previously on Driver San Francisco…” recaps when you start new story missions and a voiceover/evidence board at the end as Tanner attempts to piece together the puzzle and discover what Jericho’s up to. Sure, these are simple, subtle little devices but they all contribute to a decent single-player game that you’ll want to see through to its conclusion. But, of course, the most impressive aspect of the narrative is that it sets up the game’s primary new feature: shifting.

See, because Tanner’s all unconscious and that - and this whole tale is taking place in his noggin - he can break the rules of physics a little. What this means is that at almost any point in the game, you can leave Tanner’s body behind, float up into the sky of the game’s open world and choose to inhabit the body of another driver. This not only allows Tanner a significant advantage in investigating Jericho, but it also opens up a variety of City Missions to complete. City Missions are basically your side missions in Driver San Francisco and you’ll need to complete a couple to unlock the next episode in Tanner’s story.

And Reflections has cleverly made sure that there’s a fair amount of variety on offer in the City Missions. With races, police chases, stunts and more, the City Missions rarely feel like a chore, but the nicest touch is that, throughout the single-player game, you’ll encounter the same characters at different parts of their own stories. There are the street-racing brothers, for example, attempting to earn enough money to pay their way through college; or the beleaguered TV stunt show camera crew, constantly under pressure to find (or engineer) some good footage for their show; or the two cops who take it upon themselves to rid the city of counterfeit pharmaceuticals. It’s a smart way to keep the side missions interesting in an open world structure and they’re often as engaging, both in terms of narrative and gameplay, as the story missions.

But the impact of the shifting mechanic doesn’t stop there. Because you can do it at almost any time (a few missions prevent you from shifting) it opens up a whole world of options to the player that allow them to get a little creative with their driving. In a race for instance, rather than simply concentrating on your driving, why not make things a little difficult for your competitors? Perhaps you could take control of some oncoming traffic and try to take them out of the race, or maybe you could find yourself a whopping great truck and park it across the road, hit the rearview button and watch the carnage?

It’s a wonderfully subtle and inventive system and you sometimes forget that you have it at your disposal, only to think things through for a second and have a “Eureka!” moment. Reflections is clearly quite proud of the mechanic too, showcasing it in a number of shift-crucial missions. While some may bemoan the game’s lack of on-foot sections, I’d argue that the shift mechanic offers so much more to the player and is a genuinely impressive addition to the series. And, let’s face it, it’s not as if the on-foot sections in previous Driver games were any good, is it?

But, of course, all of this praise for the shifting would be for nought if the driving gameplay wasn’t up to scratch. Luckily, Reflections has managed to craft a driving model that is both solid and will feel distinctly familiar to fans of the series. Car handling in driving games tends to be the boniest of contentions and, gauging response to recently-released demos, opinion seems to be divided. Some may argue that the cars are too geared towards oversteer and drifting, and that it’s all a little forgiving (allowing you to pull off some ridiculous manoeuvres), but this is a Driver game after all. This isn’t about hitting apexes and shaving milliseconds off lap times – this is about weaving through oncoming traffic at 100+ mph, sliding sideways through corners and enacting your 70s cop show fantasies. And Reflections has done a bang-up job with the handling in this writer’s opinion. When you consider that this is all happening at a silky smooth 60 frames per second, you have an adrenaline-fuelled driving experience to deal with.

If this is all sounding a little too positive for you fans of disappointment (read “British gamers”) there are some annoyances to be found in the game. Some of the mission checkpointing seems a little inconsistent and you’ll frequently have to replay sections of missions so many times that you can memorise the dialogue. Also, while it’s nice to see licensed vehicles in a Driver game for the first time, you get the feeling that a little more work could have gone into making their respective handling models unique. You might also find yourself thinking that San Francisco ought to look a little prettier than the soft focus, hazy offering that Reflections has crafted (well, I suppose it could be the famous SF fog). But it’s safe to say that the good dramatically outweighs the bad in this latest Driver and perhaps the most impressive aspect of the game is its longevity. In the single-player game, as well as the story and city missions, the game map is also littered with driving challenges (or Dares) which will test your skills even further. And there are the collectibles which unlock a series of film-inspired challenges like the Mustang chase in Bullitt, for instance. And, of course, Director Mode returns allowing you to craft some tasty replays of your driving prowess. Or, in my case, lack thereof.

But it’s the game’s multiplayer modes that will keep you coming back to San Francisco and it’s all credit to the developer that it has ensured the game’s USP – the shift mechanic – remains central to the fun in multiplayer. With a wide variety of game modes on offer (we were sadly only able to try Tag and Trailblazer) there’s a lot to appeal to the online driving fan and shifting adds a new dimension of chaos to the standard competitive driving experience. Creativity is the name of the game and, from just a few minutes online with the game, you’ll witness some fiendish attempts to ruin your race and an awful lot of crunching metal.

Somehow, it seems as if Reflections has managed to achieve the impossible with San Francisco – it has taken the Driver franchise back to its roots whilst also pushing it forward into new territory and the result is undoubtedly the most complete, polished offering in the series to date. Tearing through the streets of San Francisco, forcing your car into manoeuvres that it probably shouldn’t be able to do with the knowledge that you can hit X and take control of another car at any time is just as fun as it sounds.


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Bodycount Preview

On the Xbox Live Arcade this week, EA and Criterion's 2006 title, Black has been reduced in price to 800 Microsoft Points. No doubt it's a price promotion by EA that's been strategically timed to hitch a ride with Codemasters' ramping-up of publicity for Bodycount, which is currently as ramped-up as it gets with the game preparing for launch at the start of next month. Both games share much of the same DNA, not only through a number of developers on Codemasters' Guildford-based team but in the game's overall design as well. Once again, the focus is on guns and destruction; on using destructible environments as a vehicle for gameplay. It was a highly innovative approach to FPS design in 2006 and, actually, it remains relatively underused in current-gen shooters today.

Some games have utilised destructible cover and limited environmental destruction in recent years, but mostly as an added peripheral feature rather than a gameplay 'pillar'. Where titles have gone balls-out with the destruction (Star Wars: The Force Unleashed, Red Faction: Guerilla), they've come across more as showy tech-demos than refined examples of game design. It's fair to say that DICE is one studio that's really nailed destructible environments with its Battlefield games and the proprietary Frostbite tech powering them, although we're struggling to think of another developer with such a skilled hand in this area. Perhaps, then, Bodycount bolts from its shaky foundations almost as refreshingly as Black did over five years ago. The space for innovation in this area remains and the market is just as primed to accept it.

But there are some added teeth in the jaws of Bodycount's gameplay – it is, in many ways, Black Mark II. A system of scored combos and power-ups places it firmly into Bulletstorm's territory, leaving us to wonder whether it's a coincidence that all of these game titles start with the letter B (our instinct tells us no). Much like People Can Fly's refreshing shooter, Bodycount rewards you for killing people in ever more creative ways: end somebody with a headshot and you'll get a x1 multiplier; melee kill them from behind, or shoot them with your dying breath/the final bullet in your magazine, on the other hand, and you'll ratchet-up that multiplier even further. Although not quite as wide-ranging as the Bulletstorm equivalent 'Skillshots', these varieties of kill do at least encourage you to experiment a bit. It all correlates to a Bodycount score that's tallied up at the end of each level, leaving you with a graded score from A-E that takes additional factors into account, such as how many of the destructible or explosive set-pieces you took advantage of.

Different types of kills also effect the amount of 'Intel' that spews from the bodies of enemies as you dispatch them. Blue Intel comes from regular kills, yellow from 'skill-kills', and red from chained kills. This Intel is effectively the game's currency – think of it like XP. As you progress in the campaign and collect more Intel, you'll open up the option to use various support actions which start with a timed period of invincibility and move up the tiers through explosive ammo, radar augmentations and, at the top-end of the scale, an airstrike. Roughly comparable to Call of Duty's perks, these abilities were consistent throughout the three levels of single-player and the Horde-style co-op mode we sampled. Although not quite as cathartic and rewarding as their CoD counterparts, they do at least offer an incentive to play the game as intended, with as much fiery destruction and explosive gumption as possible. But it's perhaps this destructible element of the game that underwhelmed us the most in what was, admittedly, a more broad than comprehensive sit-down with the code.

For the sections we played through, most of the game environments' destructibility just seemed so... predictable [prestructable? ed.]. There were red oil barrels, outposts constructed out of wood, glass partitions, and the occasional hut that all said, 'Shoot me and I will fall apart/explode'. It was the same setup with Black in 2006, where abundantly clear signposting informed the gamer: 'Rigged set-piece of destruction here'. Unlike with DICE's Frostbite engine though, we rarely came across a level section that deconstructed in a way we weren't expecting, or made us stand back and marvel at the levels of destruction on show. We'd hoped for a step-up in the design from what Black offered five years ago, but instead what we found were very similar blueprints and ideas buoyed by more advanced technology (e.g. materials that break apart convincingly, smoother physics, and more detailed textures). It just didn't feel that creative for a gameplay dynamic that's rife with possibilities and crying out for more innovative thinking.

All of that said, we did only sample three missions from a total of 18 in the full game, so there's clearly a lot more content in stock that could prove our initial concerns wrong. Codemasters Guildford's Horde-style co-op mode also brings a lot to the table, taking sections from the campaign and using them as maps that you and a co-op partner have to defend from waves of enemies. Defeated waves result in more advanced weaponry and a higher Bodycount score, which can then be posted to online leaderboards for bragging rights. And there's a competitive multiplayer component in the full game too: although limited to deathmatch and team deathmatch modes for 12 players, the prospect of adding human opponents to these destructible environments is a promising one.

Our initial impressions of Bodycount are that it's not quite what we'd hoped it would be. Beyond a staid feel to some of the destructible environments' design, even the gunplay wasn't quite as raucous and off-the-hook as what we'd anticipated given the Black lineage - other than a clever little cover system (half a press of the left-trigger peers down the barrel; a full press prompts an almost skittle-like 'lean' out of cover), Bodycount's core-combat felt a touch on the generic side. There really is a lot more to see of the game though, so we're reserving judgement for now and hoping for the best come review.


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Deus Ex Code Solved, Everyone Still Flummoxed News

It's taken the internet a day or two (you're slipping, internet!), but the code that was posted on Deus Ex: Human Revolution's in-game main menu on Monday has finally been solved by some evidently rather clever people.

We're not sure quite how the decoders have done it (or, indeed, who exactly they are), but the long and short of it comes down to this Blue's News post (via VG247) and culminates in the website 13311tower.com.

Apparently some Morse code and GPS coordinates can be pulled from the site's code, with the Morse code revealing the line “11m13clinic” and the GPS coordinates pointing to Ayers Rock on Google Maps (also known as Uluru in Aboriginal legend).

When used as a password and username respectively, “11m13clinic” and “uluru” unveil the static image shown above-right on the 13311tower.com site (simply click on the All Seeing Eye Illuminati Post-it image on the right-hand site of the splash page to prompt a log-in box).

Effectively though, this leaves us all none the wiser despite all the ARG chasing. The “Sun 04:28:56” reference in the bottom-left of the image could point towards another reveal time this weekend, although that's a bit of a leap really.

VG247 claims that it's all an elaborate tease in the lead-up to a DLC announcement that could add an episode featuring J.C. Denton (the original Deus Ex protagonist). The site's source claims that players are prompted to choose a new augmentation setup rather than import a Human Revolution save file to the DLC.

More detail from the rumour suggests that the new content will be staged on a ship, and that none of the communication support available to Adam Jensen in the main game will be present in this DLC. We'll bring you more as we get it but don't pin too many hopes on these rumours just yet...


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Rage Preview

The slug slices tendon and sinew, plucking open his biceps like an overstrung ukelele. Clasping his inert, dangling limb, the wastelander slumps against a nearby wall, grimacing and howling as you close in. A crushing rifle blow to the cheek shatters his tawdry face-mask and sends him crashing down into the dust. Babbling with shock, he lurches onto his elbow and waves a shaky pistol towards you, loosing a few futile rounds before his skull comes apart at the muzzle of your shotgun.

id know how to make killing fun, and with RAGE they’ve brought the full weight of their FPS talent to bear. The charred post-apocalyptic landscape is a graphical showcase for their latest id Tech 5 engine, a dustbowl dotted with cyberpunk outcrops and treacherous bandit dens; character models are lovingly sculpted and exquisitely detailed, meticulously crafted down to the very last freckle. But as good as things look in the game, (and they undoubtedly look very, very good) it’s how they move that really sets RAGE apart. Interactions with NPC’s in the survivor camps you come across are natural and unobtrusive - they’ll casually strike up a conversation as you approach, gesturing and swaying in a disarmingly realistic way - and it’s this same attention to detail in the animation of the game’s enemies (the result of countless hours of cleverly blended motion-capture data and AI) that makes killing in RAGE so very, very satisfying. Your foes have character; the various bandit factions you encounter all have their own distinctive aesthetic, method of attack, and set of reactions to painful stimuli. A thug from The Wasted - a group of drunken, cockney petrol-heads - might recklessly charge round a corner wielding a flaming baseball bat, but fire a few rounds into him and he’ll stumble back in pain, grasping his bullet-torn limbs as he crawls into cover.

Such behaviour is anathema to a member of the ninja-like Ghost Clan however; a few light flesh wounds might make him wince but would never deter him from nimbly leaping over railings to strike you down with his sword. Mutants on the other hand, will attack in a blind fury but tend to break under sustained fire, desperately scrabbling back behind cover if they feel out-gunned. And ‘feel’ is the critical word here; the animations are so well constructed and seamlessly combined that it seems almost as if your enemies genuinely ‘feel’ the punishment you dish out to them, such is the illusion of realism crafted by their nuanced, believable reactions. The solid voice acting also plays a part in this suspension of disbelief, with groups of enemies engaging in small talk as you stalk them voyeuristically from the shadows.

Of course, being an id game, everything is so OTT that it never really gets disturbing, so let’s not dwell on why it’s so utterly satisfying to kill these responsive humanoid bots and focus instead on the meaty weaponry with which you do it. In the early part of the game you get your standard pistol, shotgun, assault and sniper-rifle variants – however, ammo types can be switched on the fly, allowing for easy access to more esoteric variations of each. Equipping Fat Boy rounds turns your pistol into a hefty magnum with brutal stopping power, while Killbursts contain “bullets within bullets within bullets”, letting you empty a whole clip into an unsuspecting mutant’s face in under a second (a couple of cranial Killbursts will even take down the be-tentacled, bile spitting Kraken you encounter later on). A crossbow facilitates stealthier tactics: using either standard or electrified bolts, you can sneak through enemy strong-holds picking off guards as you go, or whip out your Mind Control bolts and turn an innocent bandit into an improvised ambling explosive. There’s also a range of quick-use gadgets you can craft from the scattered detritus you find lying around, from sentry guns and healing bandages to a brutal three pronged metallic boomerang, perfect for the occasional impromptu decapitation.

Despite its excellent core combat mechanics, RAGE isn’t content to be just another corridor shooter and encompasses a range of RPG-lite elements within a semi-open-world setting; a structure id describes as ‘directed freedom’. Although in practice (in the early part of the game at least) you’re largely ferried along on a sequence of tasks set by a limited number of NPCs, you’re largely free to choose when you deign to undertake them, and the availability of additional side-quests means that you generally have other options besides pursuing the main missions. The size and scope of the early areas seems fairly well balanced too: just big enough to provide a sense of freedom and exploration in the dusty opening valleys, yet small enough to retain a densely-detailed and coherent design without overwhelming the player. There’s loot, crafting, and driving too – with upgradeable ATVs and dune buggies at your disposal you can race, fight, or simply tear down abandoned freeways through the desert (watch out for bandit ambushes, mind). After your first few hours you’ll reach the settlement town of Wellspring - a bustling network of winding back-alleys and haphazard shanty shacks where stragglers bet on violent holographic board-games, and a range of shady NPCs await with strange missions and illicit goods in side-street shops - hinting at how the game’s structure might broaden beyond it’s opening section.

So far, we’re really impressed by RAGE; the excellent enemy animations and charming character of the free-roam setting point to a potentially outstanding title. There are, however, just a few niggling doubts. Driving through the world somewhat diminishes the sense of scope that it has on foot, and it’s not yet clear whether the vehicle-based sections will prove as satisfying as the core shooting action. Additionally, an early machine-gun-wielding boss seems to have an incongruously static attack cycle compared to the range of behaviour exhibited by his standard foot soldiers. Some might also note the potential tension between id’s focus on visceral blasting - the linearity of the early combat sections - and the purportedly quasi-open-world structure that RAGE aspires to, but others would slap them for being pretentious and call it a clever balance of seemingly disparate gameplay ideals instead. And then slap themselves. Who will have the final slap? We’ll have to wait until the game’s long-awaited release this October to find out.


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Borderlands 2 Officially Announced News

2K Games has officially announced a sequel for one of the best-selling new IPs of 2009, Borderlands. Gearbox Software's FPS-RPG blend will once again come to Xbox 360s, PS3s, and PCs when Borderlands 2 is released at some point between April 1st 2012 and March 31st 2013 (2K Games has only revealed a release window of the 2013 financial year at this stage).

2K Games' parent company, Take-Two Interactive has made no bones in the past about its plans to develop Borderlands into a series, so today's announcement doesn't come as much of a surprise – it was largely a case of when rather than if.

Details on the sequel are thin on the ground at the moment, although new weapons, characters, skills, environments, enemies, weapons, and equipment have all been promised. While the planet of Pandora will be returning as the game's location, we're assured that there are going to be plenty of unexplored new areas.

2K Games will be publicly showing Borderlands 2 at the Gamescom convention in Cologne, Germany later this month, followed shortly after by a showing at PAX Prime in the US at the end of August.


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Thursday, September 1, 2011

Creative Assembly's Alien Game Coming To Consoles And PC? News

In a slew of new job ads for SEGA's Creative Assembly studio, platforms for the developer's mysterious Alien project have seemingly emerged alongside indications that 'next next' generation consoles may even be targeted for the project.

One particular ad for the position of Graphics Programmer on the studio's console team (which is known to be working on the Alien project) is looking for a candidate who will “work as part of the team developing all aspects of a game specific engine for 360, PS3 and PC and other platforms”.

In a further twist, The Creative Assembly may even be eyeing up the PlayStation 4 or Xbox 720 as possible platforms for the Alien title:

“We are seeking a console programmer who is interested in pushing the boundaries of next (and ‘next next’) generation consoles to their limits,” reads the ad.

Very little has been confirmed about The Creative Assembly's Alien game at this stage other than it takes Ridley Scott's original Alien film as its basis and that it will be on consoles. The project was outed by Ed Vaizey, the UK government's Minister for Communications, Culture and Creative Industries earlier this year, with the studio subsequently opening up job ads for the project. SEGA is yet to formally announce the game.


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Call Of Juarez: The Cartel Review

The announcement of Call of Juarez: The Cartel came as quite a surprise to many in the industry. The traditionally Western shooter franchise, we discovered, has jettisoned its once-unique selling point (perhaps following the release of Red Dead Redemption) and moved the action into modern times; the New West, we’re told on the box. It seems like an odd decision – if the Juarez brand of Old-West shooter was no longer viable, why transport the franchise to a new setting rather than starting anew? And, one entire game later, I still can’t answer that question. If anything, it raises another question: at what point in the game’s development was the decision made? Because, sadly, The Cartel has a distinctly unfinished feel about it.

Set in modern day California and Mexico, The Cartel tells the story of an inter-agency task force formed in response to the bombing of the DEA office by the infamous Mendoza drugs cartel. Players are given the option of playing as one of three main protagonists: dirty DEA agent Eddie Guerra, FBI agent Kimberly Evans (whose brother is a gangland player) and gruff LAPD detective Ben McCall, one of the game’s few nods to its Old West predecessors (Reverend Ray McCall was a central character in both of The Cartel’s predecessors). This motley trio are tasked with smoking out the Mendoza Cartel by pitting LA’s gangs against each other and soon become embroiled in a *sigh* grand conspiracy that, you guessed it, goes all the way to the top of California’s law enforcement agencies.   

The narrative is clearly designed as an homage to gritty cop dramas like The Shield, where the line between cops and bad guys is pretty blurred. However, Techland seems to have assumed that grittiness can only be achieved by excessive, bone-headed profanity and so you’re faced with a deluge of naughty words, none of which are used in a remotely creative context. Initially it’s pretty funny but it soon starts to grate as you realise you’re listening to (lots and lots of) dialogue that even adolescent boys would balk at. Big and/or clever, Techland? No. The story – minus the profanity – isn’t too bad, however, and at least provides reasonable context to the action although it’s hard not to argue that The Cartel has lost some of what made the Juarez series so popular. Techland has never been famed for story telling subtlety, but there were some stylish elements to the first two games (shooting people while quoting scripture, for instance, was pretty cool) which are largely absent from The Cartel.

In fact, for much of the game, The Cartel doesn’t feel much like a Juarez experience, at least not until later on when we venture across the border into Mexico and ultimately towards the familiar sprawling vistas of Juarez, now nothing more than a “ghost town”. A ghost town populated by many, many bad guys constantly trying to make your life a misery. So, a lot like Hull, you could argue.

This confused sense of identity could perhaps be overcome if the game had tight, exciting gameplay to fall back on. Well… do you really need me to finish? Ironically, by shifting the game to present times, the developer has highlighted just how dilapidated and creaky its proprietary Chrome Engine has become. The first two games in the series offered up some impressive, atmospheric panoramas of The Old West but it seems that the game engine struggles to replicate the achievement in The Cartel. The visuals are washed-out, blurry and pretty flat. It seems there’s just too much…well… ‘stuff’ in modern times, and the Chrome Engine doesn’t do ‘stuff’ particularly well. Perhaps if Techland had seen fit to base the action in some more creative venues, the visuals wouldn’t seem quite so lacking. But sadly, we get the standard warehouses, docks, and nightclubs that are so mystifyingly popular in mid-level shooters.

Unfortunately the gameplay doesn’t fare much better, either. The game engine feels a little sluggish, especially in comparison to other successful present day shooters. You’ll also have to deal with an inconsistent framerate (on the 360 version at least) and dodgy hitboxes, two things which combine to make The Cartel a pretty irksome experience at times. Strangely, however, you soon become accustomed to it and you can almost predict when and where the game is going to start chugging, You’ll also get used to the gameplay pretty quickly too as, it turns out, there’s not much in the way of variety.

On the surface it seems as if Techland has tried to mix things up a little by interspersing the shooting gameplay with driving sections and the occasional boss fight. “A boss fight in a shooter, you say? Oh, you mean a helicopter.” Yes. Yes I do. The problem is that these non-shooty sections play out in almost identical fashion each time and so you realise that the developer has made efforts to break up the repetition with… repetitive gameplay. An admirably homeopathic approach to gameplay, no doubt. But one that really doesn’t work.

As if the sub-par visuals and gameplay weren’t enough to keep The Cartel from bothering the upper echelons of the scoring scale, you then have the game’s wealth of glitches to consider. It seems as if level layout and scripting were created in different area codes as they often bear little relation to each other. All too often in The Cartel, you’ll wander off the beaten track and confuse the game into playing a line of dialogue you heard five minutes ago. Or, you’ll clear out all of the bad guys and wait (and wait and wait) for a checkpoint that never materialises, forcing you to reload the last one.

It’s amateurish stuff that smacks of a game being pushed for release before it has been adequately tested. The breaking point for this reviewer came when, in a gunfight in a Juarez saloon, supposed super-agent Eddie Guerra – scourge of drug lords everywhere – became irretrievably stuck behind a bar stool. Makes you wonder why the Cartel bothers to arm its guys with guns when apparently small items of furniture will suffice. In these times of economic strife, it’s surely something worth considering.

Perhaps the most frustrating aspect of The Cartel, however, is that it has some good ideas. The co-op system being one example. With three main characters on offer, The Cartel offers you the chance to play the entire game in co-op which, in itself, is nothing new. However, as well as the overall objective of shooting baddies, each player also has secret secondary objectives that they must complete without being spotted by their team-mates, lest they lose the XP reward to whoever spotted them. It’s an intriguing idea and adds a welcome level of intrigue and suspicion to the co-op experience. Or at least it would if it had been developed further – the secret objectives almost exclusively involve collecting an item from somewhere in the level. Which, it turns out, isn’t that thrilling. With more interesting objectives (silencing witnesses, hampering your team-mates efforts etc.) the competitive co-op concept could have been something special. However, this might seem like a churlish criticism when you compare the co-op to the competitive online game which, at the time of reviewing, was so crippled by lag that this reviewer was unable to join more than one functional game in two hour long sessions.

And so, with The Cartel proving to be the lowest point in a pretty decent franchise, it’s hard to see where Ubi and Techland can take Call of Juarez from here. Especially considering they’ve abandoned the one aspect of the series that stood it apart from the FPS competition: the Old West. With its new modern setting, the franchise now finds itself in a much more crowded marketplace and, despite threatening to explore some interesting new ideas, it struggles to compete.


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Sony: Progress On The Last Guardian Has Been "Difficult" News

Sony Computer Entertainment Studios' President, Shuhei Yoshida has indicated that The Last Guardian's release may still be quite a way off despite the game being previously slated for a late 2011 release.

After casting doubt on a possible Tokyo Game Show appearance for the title next month in an interview with VG247, Yoshida went on to shed some light on how far along Team ICO is with  The Last Guardian, its debut title for the PS3 platform.

“The Last Guardian team has been making progress,” he said. “It’s been very difficult in terms of seeing the progress: not as fast as we’d been hoping for, and the team has been under big pressure. But we’re still making progress, so I’d like to continue to support and keep waiting for great news sometime in the future.”

Fumito Ueda, The Last Guardian's Director, delayed the game from its previously slated late 2011 release window in April of this year. Despite promises that a revised launch window would be dished out “at a later time”, we're still waiting for a new estimated time of arrival.

In the meantime, however, Sony is releasing a Team ICO collection for PS3 next month, which will bundle together the studio's classic PS2 titles, Ico and Shadow of the Colossus, in remastered HD with Trophy support.


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F1 2011 Will Have A Safety Car After All News

It's been a bone of contention for hardcore fans since F1 2010 was released last year but, up until now, Codemasters Birmingham has been reluctant to put the safety car in F1 2011 amid concerns that it might have a detrimental effect on the gameplay's immediacy.

However, speaking from Gamescom, the game's Chief Designer, Stephen Hood has confirmed the safety car's inclusion in F1 2011 via Twitter while his colleague, Andy Gray even posted a Twitpic of Hood next to the car running in the game (see image right).

Eurogamer has it that the safety car will only be on standby in races of 20% full distance or more (including online), and gamers can turn it off if they want. Players will be able to maintain restricted control of their car as they queue behind the safety car, although there won't be an option to actually drive the car in the game.


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Dark Souls Preview

Economics dictate design. In the heyday of the arcade, it made fiscal sense for games to abuse their players; more deaths meant more money in the slot, tumbling down into the belly of the beast. But with the rise of the home console, and the ascendancy of the pre-owned market, modern games have become terribly insecure.

'We can’t challenge gamers!' they cry, 'We’ll get traded in, lose money... There’ll be no sequel!' Consequently, current games would rather hold your hand than rap your knuckles; rub your throbbing ego rather than slap it down. Even series that were once defined by dread and tension, where the threat of death carried genuine gameplay consequences, have been nerfed by checkpoints and lowest-common-denominator pandering (*cough* Resident Evil). This is precisely why encountering a brute like Dark Souls is such a refreshing experience: it has the self-confidence to put you in your place, and much like its predecessor - Demon’s Souls - It forces you to earn its respect. Rather than meekly showering you with praise and ‘achievements’ for tying your shoes, it kicks you in the face as you bend over to grasp your laces. And laughs.

Take the opening section of the preview code, for example: you emerge in a small stone courtyard within a vast gothic castle, dappled sunlight pawing at your sword arm through the swaying leaves above. Ahead, a lever opens a nearby passage; to your left, a thin bridge extends off into the battlements, guarded by an enormous, blood-red dragon. There’s an item on the bridge too, just ahead of the beast.

Now, take a moment, and imagine you’re a knight on a terrifying quest in a huge foreboding castle. Would you, as a rational human being, run towards a massive fire-breathing monster? No. But games dictate that ‘Exploration Must Equal Reward!’, so you trot off down the bridge, and straight into an inferno-cremation hell-death.

Back to the start. You head through the passage this time, instead. Up and around a stairwell, you spot a skeletal knight grasping a scimitar, its mocking jaw locked in an eternal rictus grin. You charge - your gleaming blade raised high - only to get shanked in the ribs by his mate, who was lurking off in a doorway to the right.

Back to the start. You tread carefully up the stairs this time, shield raised, and prepare for battle. Strong and weak attacks are set on the right shoulder buttons, with blocks, parries and dodges on the left; face buttons are reserved for items and stance changes (you can stow your shield for example, which increases your attack speed but leaves you defenseless). It’s unorthodox, and slightly clunky at first, but somehow still intuitive enough to grasp after a few goes. Combat is a tense, deliberate game of cat and mouse; a few clean hits will kill you, so you have to block and parry carefully until an opening presents itself. There’s a clear system of risk and reward here: strong blows deliver massive damage, but can also leave you open to a fatal counter. Nimble players can dodge into position to deal massive damage from behind, while mage or archer-types might camp up high and attack from afar. The preview code offered a range of preset characters: a Knight and Soldier focused on melee combat, a Witch and Pyromancer with various magic abilities, and a brutal Black Knight with a menacing collection of Sharp Pointy Things. There was also a Paladin with a ranged lightning-bolt lance (the easiest pick thanks to his generous healing spell). In the final game you’ll be able to comprehensively tailor the appearance and skills of your character, and use a variety of weapons and abilities throughout.

Skeletons destroyed, you come to an arched doorway at the top of the stairwell. In the courtyard beyond lurks a massive armoured boar, its blood red eyes gleam beneath the glare of its steel-clad tusks. Thankfully, it’s far too fat to make it through the archway, and just sits there, glaring. You lure its skeletal guards towards you and dispatch them one by one in the narrow opening, before dashing off up some stairs to the right. After rushing the archers above, you spot a passage leading off behind the death-pig below. If you drop down you should have ample time to make your escape, right?

Wrong. Porky is surprisingly swift, and as you saunter nonchalantly towards the exit he crushes you with a sudden charge. Half-gored, you somehow stumble down the steps to the dungeon below, and into the dagger of a minor grunt. Back to the start.

Despite its frequency, death doesn’t feel unfair in Dark Souls. Dying is a learning mechanism that teaches you to think more carefully; to modify your approach and devise a smarter solution to the problem at hand. It’s a pedagogical approach with teeth, however: die, and you lose all the ‘souls’ you’ve collected, getting just one attempt to retrieve your fallen corpse before they vanish forever. As these are the in-game currency (and analogue of experience points), Dark Souls effectively punishes struggling players by removing the only means they have to mitigate its difficulty (leveling-up). Such negative reinforcement brazenly defies the modern norm of rewarding failure by removing challenge, and has a singularly unique and sublime consequence: death gains genuine weight and significance, resulting in a consistently high level of tension and suspense throughout play. It’s a feeling of dread and fear that perfectly compliments the dark fantasy setting of the game. With it’s huge gothic gargoyles, enormous mace-wielding iron golems, and labyrinthine network of treacherous ledges and traps, Dark Souls is somewhat reminiscent of a Fighting Fantasy adventure book, in which a single wrong turn can end in a grisly, untimely death (the developers cite Deathtrap Dungeon as an influence for the swinging axe-pendulums of a later level).

Brilliantly though, it’s not just the traps and beasts devised by From Software that you have to beware; play connected to PSN or Xbox Live, and other players can invade your game and attack, with mage-types even disguising themselves as inanimate objects as they lay in wait. Many of the  other subtle online innovations of Demon’s Souls are also retained: occasionally you’ll glimpse a phantom image of another player, showing how they tackled a nearby challenge (or more likely, how they died trying), and preset messages can be left to warn others of upcoming danger, or trick them into traps – you can even team up in co-op to take on Dark Souls’ considerable challenges with others, if you feel like playing nice. Although the world tendencies of the first game have been removed (which reflected how collaborative/competitive you were - with payoffs in both directions), the developers have spoken of a ‘pledge’ that players may choose to take, which indicates whether they want to be a help or hindrance online, and this will presumably feed-back into the gameplay somehow.

Dark Souls also builds on its predecessor in several logical ways: it’s an open-world experience now (rather than a series of linear levels linked to a single hub), with progression dictated by character development (you can eventually level up and kill the red dragon to reach the distant ramparts of the castle). There are checkpoints now too: once you eventually get beyond the Metal Boar of Death, you reach a beacon which resets your spawn point and replenishes your health and healing potions (but also repopulates the entire level with enemies). While this latter addition might prove controversial with die-hard Demon’s Souls fans, the developers (and marketing department) insist that checkpoints have only been added so that the game’s challenges can be made even more severe, and from what we’ve played so far, the balance feels broadly right.

It’s clear that there’s still much to discover about this complex sequel: checkpoints interact with your ‘humanity’ in some unspecified way, and the potential for online interaction and disruption has been expanded upon with various class-specific abilities (the Pyromancer, for example, can summon a Grave Lord which randomly infects another player’s game, causing monsters to continually respawn). Although Demon’s Souls' fans might struggle to re-capture the same exhilarating sense of surprise and discovery - the thrill of the new - that they had with the original, there’s still much here for them to enjoy, and new players discovering the series for the first time are set for a refreshing - if rather challenging - treat.


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Deus Ex: Human Revolution Review

Deus Ex's re-entry into the gaming scene couldn't be more timely. In an era when the world's two biggest publishers trash talk each other's impending blockbuster shooters like adolescent schoolboys – games that will once again have us headshotting, fragging, and ducking for cover in a feedback loop of mind-numbing muscle memory - the last stand of the Eidos brand name in an unassuming Montreal studio reminds us all why first-person shooters were once the future. A future, much like that of Deus Ex's own fictional universe, that hasn't panned out quite as bountifully as initial discoveries and innovations had once promised. The dawn of the FPSRPG at the start of the last decade has resulted in very few followers over the last eleven years and only one major disciple in Ken Levine's Irrational Games studio. For such a critically acclaimed genre then, it remains a mystery why so few publishers have managed to wean themselves off the teat of lowest-common-denominator FPS gaming.

You see, Deus Ex: Human Revolution actually makes you think about what you're doing, and the resulting sensation is kind of like the end scene to Ninja Theory's Enslaved. It's as if you've suddenly been emancipated  and realise that you were a wilful participant in your own servitude all along. You could almost kick yourself, couldn't you? Here's what you've been missing: first-person shooters that allow you to approach a problem in a way of your choosing, and not in the dual-pillar 'Assault or Stealth' approach favoured by the likes of Far Cry 2 either. Instead, it's crawling through air vents, hacking computers, modding guns, talking your way out of a tight spot (or into one), smashing through weakened walls to find a hidden weapons stash, jumping from a five-storey building and stealth-killing two guards upon landing, or unleashing hell with a gun turret that you've turned upon its owners.

It's all of the above, and then a whole lot more. The real icing on the cake, though, is that none of it is prescribed. You don't have to do any of those things; on almost any given objective facing you, you can choose a multitude of ways in which to complete your task – it's a bit like pick 'n' mix sweets, or bespoke tailoring. Fans of the series' two predecessors will of course know that this makes Human Revolution its father's son, and it's a testament to the brilliance of the original Deus Ex games that almost all of their ideas are loyally updated into Human Revolution's formula. This latest instalment doesn't so much reinvent the framework of what Deus Ex is as refine and contemporise what it was (another piece of music to the ears of hardcore fans, no doubt) but it's the ways in which it's all brought up-to-date that are so impressive.

Take the hacking, for example. Of the multitude of options by which protagonist, Adam Jensen can add 'Augmentations' to his cybernetic make-up, this one is perhaps the most in-depth of the lot with 16 different choices for augmentation in total. The hacking interface itself is incredibly detailed, so much so that you'll be totally confused by it for the first hour or so of gaming. Where the likes of BioShock and Timesplitters opted for a Pipe Mania blueprint in their hacking mini-games, Human Revolution instead uses a system that convincingly depicts the actual process of hacking (who'd have thought it could be conceivably possible?!). There are nodes to capture and fortify, tracers to avoid detection from, uni- and bi-directional ports, nuke viruses to unleash, stop worms to slow down or halt detection, and even spam folders to negotiate. Not since Introversion's Uplink has there been this kind of detailed hacking in a video game, and that game was based entirely around hacking!

This kind of added depth and complexity to the upgrade tree can be seen across the board of augmentations. In fact, the full list is so all-encompassing that a few of them almost seem to take away from the gameplay in its naked form at times. Take, for example, the 'Social Enhancer' augmentation, which allows Jensen to sense what a character is thinking and predict which dialogue choice they'll respond most favourably to. The upshot is that you can reliably persuade other people around to your way of thinking. Without the perk though, key paths of dialogue become an engrossing challenge as you attempt to read the reactions of NPCs and select responses on a hunch. It's a credit to the dialogue system that the game is more enjoyable without the 'Social Enhancer' perk, even if your gift of the gab fails and the quest is made harder as a result. The same can be said for some of the stealth augmentations, which include the standard vision cones, sound sensors, and last known location indicators. Yes, they're all very helpful, but the stealth gameplay is so good that it just feels more palpable; more exciting when you play without using all the trinkets.

But it's not all enhancements and refinements to the classic Deus Ex formula. Seventh-generation gaming comes with a much higher bar in terms of production, and Human Revolution doesn't disappoint here either. Whether it's the slick cover system that moves between third and first-person perspectives seamlessly – offering semi-automated commando roles between objects – or the bronzed colour-palette of the game world, everything wreaks of high production values. What really hits home about Human Revolution is just how immersive it manages to be - we've never had so much fun reading capillaries of back-story in strewn e-books, or piecing together a minor character's life by hacking their e-mails. Beyond all of the superb gameplay, it's just damn good sci-fi at the end of the day. There's a genuinely engaging storyline that rarely falters throughout what can be a plentiful 20-hour playthrough (if you're particularly diligent), and it's all wrapped together through a variety of city hubs that reach up towards the Blade Runner echelon of vivid imaginings. Technically, the graphics won't be setting any new benchmarks, but in terms of how they depict the setting, few games manage to do a better job.

Deus Ex didn't come all of this way only to forget where it hailed from in the first place though. Touches of classic PC gaming pepper the experience (such as an old-school grid system for the inventory), ensuring that this is one legendary PC series that's managed to keep its head while all around it others are losing theirs. Truly, it's a hard game to fault... but inevitably it's not perfect. The AI is, well, astonishingly good actually for the type of game that Deus Ex is, but it's not faultless due to the odd glitch. Likewise, it being such an open-ended game, there are minor exploits to be taken advantage of here and there. Criticisms have also been made of the bosses (specifically that it's impossible to beat them without using violence) and we'll concede that some shots do need to be fired in anger. Nonetheless, there are stealthy way-rounds (very long and sometimes arduous ones, we'll admit) that allow you to defeat each boss with minimal violent actions. Loading screens also take some flak because they happen often and for long periods. All things considered then, why are we giving it a 10 if it's not perfect? Because it's the best FPS we've played in years, and that's enough.


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Modern Warfare 3 To Have 32-Player Mode? News

Ahead of Activision's Call of Duty XP event in Los Angeles this weekend, it seems a gaming spy may have gained access to one of the consoles set for the event where they've managed to retrieve some as yet unheard of information about Modern Warfare 3's multiplayer.

It all comes from a YouTube video that's now been pulled upon Activision's request, although not before SFX-360 could collate all of the relevant info. Top of the list of reveals is that Modern Warfare 3 may harbour a massive 32-player mode to rival Battlefield 3's 64-player Conquest mode on PC (Call of Duty games have classically been limited to a maximum of 18-player matches).

Other titbits of information include a list of 13 multiplayer maps, although this may not be final. However, if it is a final list then this would leave Modern Warfare 3 one map short of CoD: Black Ops' total at launch and three maps short of Modern Warfare 2's full list (not including DLC).

Finally, a 'Bomb' mode was spotted in a list from the leaked footage. While no such mode has featured in a previous CoD games, the footage didn't carry any details on precisely what this mode is or how it differs from other modes in the existing playlist.

Stay tuned for more info from Call of Duty XP this weekend...

Via Joystiq


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Sonic CD Confirmed For XBLA, PSN, And PC News

Consistent with the Major Nelson leak a couple of days ago, SEGA has now confirmed that Sonic CD will be released across XBLA, PSN, PC, and mobile platforms this winter.

The classic Mega-CD Sonic instalment, which was released all the way back in 1993, introduced both Amy and Metal Sonic to the series. It's fondly remembered for a nifty time travelling dynamic and the 3D perspective in its special stages.

With Sonic 1, 2, and 3 already available on XBLA, Sonic CD's arrival on the platform will effectively complete the classic Sonic saga for Xbox 360 owners, which leads directly on to last year's release of Sonic 4: Episode 1. However, Sonic 3 remains confusingly absent from the PlayStation Store.

“Ask any Sonic fan to name their favourite games, and Sonic CD always ranks near the top of their lists,” said Haruki Satomi, Vice President of Digital Business at SEGA. “Sonic CD marks an important chapter in Sonic’s history, bridging the gap between his oldest adventures and his new digital exploits like Sonic The Hedgehog 4 Episode I. We’ve made sure the re- mastered edition has everything that Sonic fans want to see with all of the original colourful classic zones.”


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Rioters?! Don't Loot Shops, Play This... News

For any of our international readers who aren't up to speed with events in England over the past week, we've had some of the worst examples of rioting and looting in the country's history, culminating in over 1000 arrests and 600 criminal charges in the last few days alone.

Authoritarians have blamed a “sick” society; liberals have blamed corruption in our upper-classes and a forgotten underclass for the tensions. One Metropolitan Police officer even blamed Grand Theft Auto.

But while video-games got unfairly flogged during a moral panic for the thousandth time, a humble video game project for Channel 4 Education continued its journey towards development at Big Robot, a studio led by veteran game journalist, Jim Rossignol of Rock, Paper, Shotgun fame.

It's a humble project called Fallen City that challenges gamers to clean up a city that's fallen into ruin and dereliction, with dwellers who are unhappy and angry about the state of their surroundings. Fatalism and acts of civil disobedience only serve to worsen the problem, prompting you to come in and solve it.

On the surface it's a cute approach to big issues, but under the hood Fallen City is taking criminological premises such as the Broken Windows Theory into account. The creatures that populate the setting – 'Angries' – will even lose motivation and have a shortened attention span as the city's state gets worse, tasking you to cheer them up with communal events.

Check out the latest update on Fallen City's progress here, and be sure to check back as the project grows. Amid a gloomy week for everybody in this country, Fallen City provides yet another reason to stay positive.


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The Baconing - Michael Dobson Interview Feature

In a career that spans over 30 years, Michael Dobson has lent his voice to more super-heroes/villains than you can shake Batman's Utility Belt at. With voice-acting stints on various X-Men, Fantastic Four, Iron Man, and Batman TV series over the years (yes, that's right, he's voiced Batman – an achievement worthy enough to have engraved on your tombstone as far as we're concerned), and a number of high-profile roles in video-games over the years, from the SSX series to Warhammer 40K: Dawn of War, he's nothing if not prolific in the universe of voice-acting geekdom. Over the last couple of years, Michael has faced up to arguably his toughest challenge yet: voicing  DeathSpank, the 'hero' of Ron Gilbert and Hothead Games' series by the same name. With two games behind him (the original and sequel, Thongs of Justice), DeathSpank now prepares for his third adventure in The Baconing (which releases next week). We spoke with Michael Dobson to discuss the character and this next instalment in the series.

What was it about DeathSpank that initially drew you to the role?

MD: Hothead Games’ Audio Director, Adam Gejdos had mentioned a new project to me and that Hothead would soon be holding auditions. When I saw the character designs and learned more of the plot line... it harked back to the off-the-beaten-path humour of Monty Python with the hero sensibilities of Adam West's Batman.

Thongs of Justice and the hero's name is DeathSpank... Boo Yah!!!... I knew instantly I had to play this character... this would be a blast! Luckily after a round of auditions and me constantly calling Hothead from a small window sill twenty stories up the role was mine!

You’ve played quite a few heroes and superheroes/villains in your career. How would DeathSpank do in a fight against some of the heavyweights you’ve played?

MD: I think it would be a hilarious pairing, to have Cobra Commander and DeathSpank hang for a day!  But in a DeathSpank vs. Cobra Commander Smack Down... I think DeathSpank would drive C.C. even more over the edge than he is already and ultimately C.C. would just throw himself on his staff and end the mental anguish!

If DeathSpank could form a kind of Justice League, who do you think he would choose and why?

MD: Well Wonder Woman would be his first pick... she's HOT... and would look great in a Thong of Justice... Boom Baby!  Batman... he has awesome toys! Flash Gordon as a PA... there's nothing worse than a cold Taco! Ambush Bug Man... why?... because he just looks so damn cool and he needs to get out more. Aquaman... he and DeathSpank could start a new business venture and turn Atlantis into a Casino and Theme Park as well as a fast food Fried Chicken restaurant chain called Boom Baby Chicken...

Personally, I think DeathSpank is quite a charming character but I’m not exactly sure why because he seems to be quite oblivious. What do you think it is about him that wields that charm?

MD: I think you hit the nail on the head... it's that innocence with DeathSpank. His straight ahead logic with everything... it has a charm to it... he doesn't take anything as a negative... he is always able to see the bright side to any situation. He knows he is the good guy and evil must be vanquished and he has fun being the purveyor of Justice!

As a hero who’s unaware of his own comedy, DeathSpank reminds me a lot of The Tick. Are there any other characters from pop culture that you’ve drawn upon in playing DeathSpank?

MD: Adam West as I mentioned before... you watch the early Batman series and you can see the fun he is having with the character. That tongue in cheek humour... he's a genius at never taking his character too seriously but at the same time giving the character depth and conviction. That's a tough balancing act and Adam West is the Master. I've seen him in other projects and he's amazing! So him for sure... Monty Python was a huge influence for me as well. I grew up in London in the UK, so my friends and I were constantly acting out scenes from the show and getting ourselves into trouble with our school teachers. Many an hour spent in a hallway. You mentioned The Tick... yeah, I loved that show.... definitely one of the funniest animated series ever!

Where will The Baconing adventure take DeathSpank?

MD: The Baconing sets DeathSpank’s adventure in a new world of sci-fi wonders and well known references. This adventure starts in Spanktopia, a wink and nod to Blade Runner and DeathSpank’s home city, but soon our Hero will visit many rich and colourful destinations. After summoning the AntiSpank, an evil version of himself, by wearing all six pairs of the Thongs of Justice, DeathSpank has to find and visit five Fires of Bacon to help him defeat his enemy. These can be found in The Forest of Tomorrow, The Forbidden Zone, Rainbow’s End and other areas within the game. This really is an adventure beyond any other!

Following his previous two adventures, DeathSpank is becoming something of an RPG veteran. Are his questing days coming to an end or is there plenty of life left in the old dog yet?

MD: This stray cat will eat Justice for breakfast. DeathSpank is fighting his worst nightmare, a powerful and evil version of himself. There is no time for mindless diversions; the quests that are upon him and the characters he encounters on his way are a matter of supreme importance and consequence. The Baconing is the quest of an ancient Thongolith Myth, that requires nothing but a true born adventure veteran who is likely to own several Weapons of Justice.

I like Sparkles the Wizard, don’t get me wrong, but is there any chance DeathSpank will be looking to upgrade to a more powerful side-kick in future, or would that get in the way of his ego?

MD: It has to be the new sidekick for The Baconing, Bob from Marketing. A Hammerhead Shark in a business suit with lasers shooting from his eyes. This slick looking sidekick has access to a lethal arsenal of attacks including the ability to wield an extra sharp swordfish and use his razor sharp teeth to devour enemies.  And since Bob from Marketing can also be good for DeathSpank’s popularity, he is the perfect sidekick to share in the spotlight.

Do you think DeathSpank would be happy with the way Ron Gilbert created him, or could Ron have given him more powers and better looks?

MD: Have you seen DeathSpank’s chin? There is probably more power in just that chin than in all of Gotham City! As for his looks, well, even without his dashing voice (“ahem”) I think DeathSpank is a damn fine handsome fellow, don’t you? Ron did a great job of bringing DeathSpank to this world and elevating him to his (un)natural heroic status.  

In a world where DeathSpank is a hero, should the inhabitants be filled with hope or be very, very afraid?

MD: Oh... they should be afraid... but that's what makes life exciting... well, that and evil chickens! Does DeathSpank always get his man? Well, we certainly think so!

TVG would like to thank Michael Dobson for taking the time to speak with us. Hothead Games' next instalment in the DeathSpank series, The Baconing is due out on XBLA, PSN, and PC from August 31st (those who pre-purchase via Steam can currently get a 20% reduction on the £9.99 asking price).


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From Dust Review

I've said it before and I'll say it again: the best console games of this generation aren't found in your local retailer at £50 a pop – they're on XBLA and PSN for a tenner each. We can debate the reasons why until Eric Chahi returns in another 13 years to make his next game, but the simple fact of the matter is that there's less financial risk involved in making a digi-download title. Less financial risk = more innovation, originality and gameplaying whimsy. If you tell a publisher's executives that you want $50 million of their money to make a game about intergalactic space monkeys, they'll laugh you out of the room and, if you're lucky, advise you to come back when you've got a good concept for an arcade racing game with power-ups. Tell them that you want a tiny fraction of that amount for your wacky project, though, and they might just listen for more than a few seconds.

You might have already guessed, then, that From Dust is the latest XBLA title (coming to Steam and PSN in the coming weeks) to join the likes of Braid, Limbo, Super Meat Boy, Scott Pilgrim vs. The World: The Game, Castle Crashers, Costume Quest, Stacking, ilomilo – we could go on all day – as not only one of the best original games available for £10 or under on a digital download platform, but one of the best games available period. After a sabbatical from the game industry that's lasted over a decade, Eric Chahi (the visionary that brought us the likes of Another World and Heart of Darkness in the 90s) has returned from his trips to active volcanoes and general wanderings in the wilderness to bring these experiences and influences directly into his new game.

Unlike Another World and Heart of Darkness though, which attracted cult appeal and critical reverence for their manipulation of genre, From Dust revisits a classic genre that's somehow fallen by the wayside so far this century and, as a result, is more a contemporary revamp of old ideas than it is a plethora of new ones. Originally popularised by Peter Molyneux's Populous, the god game genre and its derivatives were all the rage back in the 90s before PC sales slumped, DRMs became a divisive issue, and developers even started to worry about transferring cursor-based interfaces to consoles. Perhaps that's the most surprising thing about From Dust actually: despite the fact that it uses what's effectively a strategy game UI (albeit a simplistic one), the lack of a mouse rarely holds the game back. On the contrary in fact, in some elements of the gameplay a thumbstick seems to lend itself well to the layout.

Featuring a bunch of wandering nomads who look a bit like some of the folks from Bruce Parry's superb documentaries on the BBC, From Dust is an exploration of ancient, tribal understandings of the geological world; the mythical belief systems that are built-up to explain why volcanoes, tsunamis, and sediment erosion happen. There really is an incredibly robust and complex game engine underpinning all of this, too. Beyond you or I having fun with it in a purpose-built video game, the engine has potential applications as an educational tool much like the Creature Creator does in Maxis and Will Wright's Spore. Prolonged exposure to From Dust will genuinely teach any 12 year-old the basic tenets of geology. It seems that even finer points of the science such as water tables and soil fertility have been factored into the whole system – put that in your pipe and smoke it, anti-video game brigade!

The game never gets so boring as to explain any of these technicalities to you, though. Instead, it's all passed down by a process of subconscious osmosis – mystical talk of 'Breath' powers and ancestral knowledge depose all of the grey, geography textbook matter, but the learning and understanding process is just as clear even if it's not quite as explicit. Every game needs an objective though, and From Dust's is simple: construct villages (built around 'Totems') and keep your villagers alive. Each stage presents a new geological challenge to wrestle with, whether it's a volcano on one side of the alley and a river that consistently bursts its banks on the other, or a series of tiny archipelagos that you have to link-up for your tribal people to spread across. Whether you're depositing huge heaps of sand to re-route the drainage basin of a river, desperately trying to suck up lava and dump it elsewhere as it creeps towards a village, or attempting to spread plant life as far across a territory as possible to unlock a 'Memory', From Dust actually remains relatively simple and that's perhaps its greatest achievement.

The control mechanisms and various 'Breath' powers are all pretty self-explanatory and have been kept to a streamlined minimum, thereby making some potentially complex gameplay pretty straightforward. There's a fascinating open-endedness to all of the various stages as well. Such is the power granted to you by the 'Breaths' that there are multiple solutions to most of the problems presented in each stage. Ubisoft Montpellier hasn't relied on prescribed design here, instead presenting some very difficult obstacles to overcome but leaving you with a wide range of options as to how you might solve them. It's a brave move and one that's incredibly difficult to nail without leaving gaping exploits in the game, but you'll never feel as if there's a straightforward path of least resistance in any given stage. Instead of giving you a paint-by-numbers canvas, it feels as if the game is instead making that canvas blank and giving you a range of utensils with which to draw up a solution.

From Dust's story mode comes in at around 5-7 hours, which is already plenty of content for a £10 XBLA game, but there's also a Challenge Mode with loads of bite-sized, 'scenario' style stages to play through and unlock once the main event is bested. Each challenge comes with its own limitations or handicaps, such as taking away all 'Breath' powers or only allowing you to manipulate earth, while the tasks are more specific too (e.g. keep all your villagers alive for a certain time, or reach a precarious or difficulty positioned 'Totem' etc.). Some are insanely difficult and will require many attempts but most are designed around stages that take under 5-10 minutes to run through, making the mode easy to dip in and out of – online rankings and leaderboards keep them addictive as well. All things considered, From Dust offers a similar number of gameplay hours to many full-price, triple-A games and it's more entertaining than most of them as well.


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New Counter-Strike Announced News

Following leaks from game testers at the end of last week, Valve has now officially announced Counter-Strike: Global Offensive for release in early 2012 on the PlayStation Network, Xbox Live Arcade, and Steam.

Few details have been revealed on the title at this stage, although the initial PR indicates that CS: GO will bring existing Counter-Strike content up-to-date while adding new characters, maps, and modes.

Valve appears to be favouring an 'If it ain't broke, don't fix it' approach here, as tactical team-based FPS action is once again the focus while features such as new matchmaking, leaderboards, and weapons are layered on top.

Bringing the phenomenally successful Counter-Strike gameplay formula to consoles is also bound to be a major focus of CS: GO, as this will only be the series' second visit to consoles in its 12-year history (it was released on the original Xbox during the first half of the last decade).

Although Counter-Strike started off life as a mod, Valve has now released three full iterations of the series in the West. Following the first adaptation from the original mod in 2000, Gearbox Software's CS: Condition Zero was released in 2004 and added single-player bot games, while CS: Source was also released during that year and revamped the original CS using Valve's Source engine.

Both the original Counter-Strike and its Source remake have dominated the Steam most-played chart over the years, although Team Fortress 2 has mounted a serious challenge to its crown since the game went free-to-play earlier this year.

Hidden Path Entertainment will co-develop CS: GO alongside Valve having collaborated with the developer on CS: Source previously.

"Counter-Strike took the gaming industry by surprise when the unlikely MOD became the most played online PC action game in the world almost immediately after its release in August 1999," said Doug Lombard, VP of Marketing at Valve. "For the past 12 years, it has continued to be one of the most-played games in the world, headline competitive gaming tournaments and selling over 25 million units worldwide across the franchise. CS: GO promises to expand on CS' award-winning gameplay and deliver it to gamers on the PC as well as the next gen consoles and the Mac."


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Wednesday, August 31, 2011

Earth Seeker

When Monster Hunter launched back in 2004, Japanese gamers quickly fell in love with its tribal universe and co-operative focus. Then, with the release of Monster Hunter Tri last year, Nintendo fans the world over were finally introduced to the foultempered Rathlos and all his lizardy friends.

Which begs the question, why after seven years of continued success, have so few studios tried to emulate this winning formula? Maybe it's a reflection of the series' continued quality, but if anyone stands a chance, it has to be Earth Seeker creator Noritaka Funamizu.

Earth Seeker begins rather sombrely as humanity evacuates a dying Earth in search of a new home, but while travelling through deep space their armada is struck by gamma radiation and every living thing in the fleet dies.

Click to view larger image The computer systems journey on regardless, and upon discovering a suitable planet, the rickety ships crash land. The computers then reshape the world into a second Earth, but due to the damage sustained in the crash they create a land filled with beasts rather than people. Skip to 1,000 years later and a new species of 'Earthnoid' humans are picking up the pieces.


The game takes on a structure that's strikingly similar to Monster Hunter Tri, as you're thrust into a central hub and given control of one of three female Earthnoids, all wearing surprisingly practical trousers. You're then summoned before their leader and given the task of recovering the many human artefacts that were lost in the crash.

This recovery process is hindered by the unspeakable (though undeniably cute) creatures that stalk the land, so before you go, well, monster hunting, you first have to enlist the help of the Guardians.

These Ewok wannabes were native to the planet before humanity's ghost dropped in with its size 12s and mucked up the ecosystem. They do, however, have an exploitable love for booze, so once you get them properly hammered they agree to help you out.

This is where Earth Seeker diverges from Monster Hunter, as while Capcom's beast-slayer is designed for multiplayer, this is a single-player RPG where you micromanage a team of up to six Guardians. This means equipping them with makeshift weaponry and teaching them a variety of spells, as your Earthnoid is only good with a blade.

Your sensibly dressed beast-slayer starts out with a knock-off lightsaber, but once she's cobbled together enough parts and visited the weaponsmith with a fistful of dragons' teeth, she'll be able to wield a variety of beam katanas that would make Travis Touchdown blush.

Click to view larger image The combat is where Earth Seeker makes its boldest step, as instead of a hands-on approach, you pause the action mid-fight and select attacks from a menu - in a style not too dissimilar to Final Fantasy XII. The attacks depend on the weapon you're wielding, as short swords tend to favour multi-hit combos and somersault swings, while claymores offer torpedo dives and sundering slashes.

The missions themselves are viewed from a familiar quest desk, and range from killing and capturing monsters to recovering famous artworks (such as The Birth Of Venus) and technological innovations like the microwave. The hunting regions are also littered with the remains of well-known monuments, including the severed head of the Statue of Liberty and a rust-ridden Eiffel Tower.

And while the locations start out friendly enough, with deserted cityscapes intersected with untamed greenery, it's not long before you're traipsing through crumbling Japanese temples at the base of an active volcano. Time in the field is also limited by a dwindling oxygen supply.

Respiratory needs aside, the biggest threat is the wildlife itself. The first creatures you come across are a race of sentient fly-people who are easily swatted. You then run into some rubberylooking tigers that run fast and hit hard, but are outmatched by your Guardians.

Once you start accepting high-rank quests you run into plasma-spewing millipedes, chickens with stretchy necks, arachnid tanks with arm cannons and a flying manta ray that blasts you with sound waves. And while they aren't nearly as charming as Capcom's finest, they fit the tone of the game perfectly and offer a steady challenge.

If you love Tri's intense real-time combat and the variety offered by its unique weapon classes, then the stop and go menus here may be a bit too relaxed for your tastes. But if you find Monster Hunter's unforgiving nature too demanding, this offers a similar structure of 'kill lesser beast to forge weapon to kill bigger beast', but without the hardcore multiplayer focus.

Click to view larger image Indeed, you could almost accuse Earth Seeker of being Monster Hunter: Lite, but by diversifying the formula with RPG elements, Funamizu and his team have crafted a game that offers something eerily familiar yet undeniably different.


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Dual Pen Sports

Some game names are mysterious and alluring. The first time we heard Ocarina Of Time we had no idea what it meant, but we were pretty darned interested.

Other games name themselves purposefully - none so much as Dual Pen Sports. It's built around the concept of using two styluses to compete in sporting events and twitch puzzles. If nothing else, you know what you're getting into right from the start.

Unfortunately, we discovered pretty quickly why this novel idea hadn't yet been explored. Using two sticks to play the game worked reasonably well - so long as we weren't attempting to hold the 3DS. The only way to play Dual Pen is to lie the console on a flat surface. This isn't a problem unless you're on the bus, in the car or, you know, moving. So much for portable gaming.

Click to view larger image Ergonomics aside, the core of Dual Pen pits your character against challengers in seven sporting events. A couple are undeniably fun, notably archery and skiing; others are merely okay. One - basketball - is a train wreck.

Half of them feature intuitive left hand/right hand controls - you slide your stylus on either side to punch with the corresponding hand in boxing, or tap to move directionally in skiing. Others aren't as straight-up, and use a 'step one/step two' mechanic.

The system's terrific in archery, as you slide the left stylus to pull back your bow, then hold, aim and release with the right. Shooting hoops? Not so much. You tap the left stylus to catch an inbound pass (seriously?) then hold and slide the right stylus to jump and release the shot. It rarely works.


All the athletic events have multiple ways to play - simple best-score matches against CPU characters, or alternative scoring modes and daily challenges. Naturally, you gain experience points that earn additional swag for your character, but to be honest we couldn't have cared less for the knick knacks doled out to us.

A separate mode called Tap Challenge offers a series of speed puzzles that measure your skills with the styluses. In a Brain Training way, it keeps track of your 'progress' over time and which hand you're better with - but without any payoff. What's the point of improving your left-hand tapping speed? Yeah, we're not sure either.

Ultimately, Dual Pen Sports is a loose collection of game parts, not a coherent experience. It's one part Wii Sports, one part Brain Training, and one part Pilotwings, with no overarching narrative or global sporting event to bring it all together.


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Deus Ex: Human Revolution

Few games do so much, so well, and for so long as Deus Ex Human Revolution. It's a proper gamey game for proper gamey gamers - 30 hours of shooting and sneaking, levelling up, conversation trees and moral dilemmas - and when it's over you can go straight back to the beginning and play it like the pant-soiling psycho Adam Jensen was never born to be.

And Deus Ex won't care. Adam Jensen is whoever you want him to be and the game never pats you on the head for being a hippy humanitarian or slaps you on the wrist for being a bodychopping nutcase who got lost on the way to Modern Warfare 3.

Click to view larger image It waits, it watches, and it tucks away dialogue and situations recorded and designed for only the most extraordinary playthroughs. It makes you think that, yes, you were supposed to execute the hostages and stab your girlfriend's Mum in the street, smashed off your robo-tits on bad hooch. Eidos Montreal planned for that kind of maniac. They planned for everything.


It begins with a tutorial. Before Jensen gets Boddickered by unidentified mercenaries working for unidentified shadow men working for the Illuminati, he's a soft and squishy human man in a world busy sawing fleshy bits off and welding new metal bits on.

The world of 2027 is in the midst of a conflict about the nature of humanity itself; on one side are those who say everyone should have the right to modify their own bodies, on the other are purists who believe humanity should stay human. Before the assault on Sarif's HQ, Megan Reed and her team were only hours away from announcing a breakthrough which would allow access to Augmentation technology for everyone, without the lifelong Neuropozine prescription to prevent rejection.

Defending Sarif's HQ, Jensen learns a few things about Human Revolution's Metal Gear stealth and Rainbow Six combat before getting driven through a window and shot through the head as everyone dies around him.

With the tutorial done, there's still more to teach. Jensen is rebuilt with all the tools at Sarif's disposal and returns to work six months later to shut down a purist terrorist takeover on the company's Detroit manufacturing plant. He's given a crash course in his new Augmentations - hacking, localised radar, upgrades, even talking - before being thrown out onto the streets of 2027 Detroit where he meets Megan's mother and finds out his old neighbour had his dog put down while he was on the slab. Shit.

The first of several major city-hubs, Human Revolution's Detroit is dense in a way RPG's never are; it's rammed with stuff like Bioshock's Rapture, but you're free to go anywhere you like, take on any mission you fancy, and throw things at anyone you want. The hubs are big spaces, full of opportunity and secrets. No sci-fi can hide from Blade Runner forever but this is the first game to treat that cyberpunk template as a template, not an endpoint.

Click to view larger image


There's that same conspicuous Blade Runner rich/poor divide, the optimism up high and misery down low, that eternal night, and the clash of high technology bolted onto aged architecture but it all feels new. Everywhere there are fictional future-brands, discarded papers, loitering strangers, and the kinds of detritus that makes the world feel like someone lived in it before you showed up and started punching people.

Snoop around and a suicide in a dead-end alley will lead you to an illegal Augmentation chop shop and an upgrade kit. In the sewers there's a dumping ground for files the police would rather went away. The internal combustion engine is a dead scene so an old petrol station is home to an arms dealer.

Every part of the world feels like someone at Eidos Montreal had a sit down and a cup of tea and a long think about why that space exists, who might be there, and what they might be doing in it.

Forget immersion - and you'll be getting great big boatloads of that shovelled all over you - it's all about stuff to do. Deus Ex is filled with it. It's a 30-hour game, except it's not. Not really. It's a 12-hour game if you whip out your machine gun and stomp your way across North America and the Far East with less respect for human life than a Michael Bay movie, but you probably won't because of all the stuff to do.

There are hour-long sidequests around every corner and XP rewards for exploring the world and finding its secrets. There are things you'll want to stop and look at for minutes at a time because you won't believe someone designed a 'Forever ' Post-It note and stuck it on a desk where only one percent of players will ever see it and even fewer will ever get it.

Click to view larger image Even in the linear levels between the city hubs you're given space to move and choices to make. It looks like a shooter and plays like a stealth game but Deus Ex is a proper RPG where you'll have to make real choices every time you walk through a door.

Sometimes you'll fight, sometimes you'll hack, sometimes you'll hide, and the game will trick you into thinking it all matters because the world is just so convincing.


When you meet the men who destroyed Jensen's body and murdered his friends it takes a will of iron not to instantly pull a gun on them. After walking in Jensen's shoes for ten hours you'll think, yeah, maybe they do deserve to die. You'll break your zero-kill streak and murder someone because they deserved it rather than because the game insisted.

Only four characters in the game need to die by Jensen's hands, in the game's four boss fights, and those moments are Deus Ex at its weakest. For five minutes you're locked in and forced to do a specific job; for the rest of the time you're free and every choice you make has some small consequence.

Somehow Deus Ex is always one step ahead of you. You're in the midst of the next great flashpoint in human history - by the game's end Jensen's actions will have defined the future of humanity's evolution - but Deus Ex knows you; it knows you'll go nosing around the ladies' toilets and it'll have something in store for you when you do.

And that's quite a trick. Deus Ex is a long and largely nonlinear game, but it somehow wraps a neat little bow around the story no matter how you choose to play. Bioshock treated you like the biggest dick under the sea for excavating manaslugs from zombie children but Deus Ex isn't here to judge your completely arbitrary/borderline psychotic take on morality and justice; it just wants you to do your own thing.

Click to view larger image There are big choices - moments when conversation leads you towards an obvious branching path. In those moments you'll weigh up the options as if they really do count because those decisions will go on to define your next 30 hours of Alone Time. There are smaller choices to face, too - every room you enter makes you select between craftily hiding and sneaking or just good old running and gunning.

Stealth is encouraged by enemies who'll shoot through Jensen's wafer-thin armour in seconds and the game is better if you like to hide, but Jensen has the tools to fight his way out of any situation so long as you've Augmented him for it. In a firefight it's as good a shooter as any recent Rainbow Six (from where Eidos Montreal robbed Director JF Dugas and its third-person cover system), with punchy weapons and aggressive AI.

The moment you're spotted the AI goes to work with a vengeance, a handful of soldiers suppressing Jensen and one or two flanking around to flush him out. It's the same response over and over but it feels smart and always feels life-threatening.

There's an Achievement for a zero-kill run and another for never being seen, but Deus Ex is at its best when you're adapting to the situation at hand. Some fights you'll win with the force of a nettled Schwarzenegger, others you'll win by letting a hacked drone win it for you, and then there are those you'll win with half a dozen silent takedowns. Some fights you simply won't be bothered to fight at all.


And all this took ten years. That's how bastard hard it was to make the original Deus Ex. It was so complex and so ambitious only one studio ever attempted it, and even Deus Ex's creator reckons he didn't get everything right. By Warren Spector's own admission, he's a developer who does new things because they're so new, and he's happy leaving others to perfect his work.

Click to view larger image Mass Effect, Bioshock, Riddick and more have all had a good go, but Human Revolution is the first game to pick up exactly where Spector's team left off and to do almost everything better. Where Deus Ex's AI was dumb, Human Revolution's feels smart; where Deus Ex's combat was lightweight, Human Revolution's is angry and aggressive; where Deus Ex's stealth was clumsy, Human Revolution's is precise.

Dubious mechanics couldn't stop Deus Ex from being a great game, but Human Revolution replicates the original with none of those caveats. It's a great shooter, a great stealth game, a great RPG, and a great world in which to spend 30 hours of your life. On the few occasions Human Revolution gets it wrong you'll forgive it, because this amount of variety and creativity hasn't been done so well in a storydriven shooter for a decade - and it's about bloody time.

Click to view larger image Check out the massive five page Deus Ex: Human Revolution review in issue 109 of the newly redesigned Xbox World, which goes on sale on September 1. Subscribe to get it delivered to your door before it hits the shelves.

Want a second, third and fourth opinion? OXM's Deus Ex: Human Revolution review gives another look at the 360 version, otherwise read PSM3's Deus Ex: Human Revolution review and GamesMaster's Deus Ex: Human Revolution review for PS3 and PC versions.



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