Tuesday, 11 October 2011

viedogame: Xbox 360 | Ace Combat: Assault Horizon Review

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Xbox 360 | Ace Combat: Assault Horizon Review
Oct 11th 2011, 15:08

The Video Review

Watch this video

The afterburners fizzle out in this video review for Ace Combat: Assault Horizon.

In Ace Combat: Assault Horizon, the last action you take is not to participate in a thrilling dogfight, or to victoriously soar through the clouds in an F-14 Tomcat. No. The very last thing you do in this airborne action game is to press a button to pump your fist in the air. No single moment exemplifies the spirit of the new and soulless vision of Ace Combat better than this display of alpha male bravado. Assault Horizon provides heaps of the visual spectacle you'd see in a summer blockbuster--but absolutely no depth. Gone is the devotion to heartfelt storytelling of previous Ace Combat games. Gone are wingmate commands, varied mission objectives, and even (mostly) the fear of crashing into anything. Assault Horizon is about being in your face. Like most visual spectacles, those in this game draw your eye for a short while, and even provide some shallow entertainment. But no matter how loud and bright the explosions get, they can't disguise the obvious: Assault Horizon is so easy and repetitive that it almost plays itself. It is so busy being a movie that it forgets to be a game.

Taking off and landing have been reduced to the barest essentials.

Most missions put you in the cockpit of an aircraft and whisk you to the skies, where fighters and bombers soar through the clouds, waiting for your missiles to strike. Like previous Ace Combat games, Assault Horizon is more of an arcade flight combat game than a simulator. You fly a number of different aircraft, each with its own strengths and weaknesses. But they are similar enough that you feel immediately comfortable regardless of your choice. In the sky, you lock on to enemies and let your missiles fly when they are in range, or speed in close enough to let loose a barrage of machine-gun fire. These are real-world jets, albeit ones that don't need refueling and that carry an unrealistically large amount of ordnance.

Assault Horizon takes the arcade aspects of previous games and distills them even further. Now, you don't even need skill to triumph in the air; when you close in behind an enemy jet, you can tap the shoulder buttons to initiate dogfighting mode. In a dogfight, the camera zooms in, and you automatically follow your target in a minigame in which you must hover your reticle over your foe and fire missiles when it turns red. Dogfights aren't fully on rails, however. You can break out of the dogfight if you need to evade other aircraft, and must maneuver to keep your intended victim within your sights. You can also turn the tables on fighters that engage you in this manner, tapping your bumpers at the right time to circle behind and change your role from victim to executioner.

Dogfighting mode makes a slick first impression. The cinematic camera angles impart a sense of speed and danger as you hurtle through the air at the mercy of your enemy's whims. When your fatal missile hits its mark, the camera might cut away from the action to show the flaming wreckage plummeting downward. It's a flurry of fire and metal that's enjoyable to watch and listen to at first. Sound effects are bombastic, without ever drowning out radio chatter. The blurry ground textures of previous Ace Combat games have been replaced with nicely detailed cities. Most past installments occurred in fictional settings, but Assault Horizon takes place in our own familiar world. Care obviously went into the choice of locations. Dubai, for example, is an effective backdrop because its man-made geography is instantly recognizable from the air.

But games aren't just meant to be seen; they're meant to be played. And Assault Horizon falls quickly into a rut because its entertainment value lies solely in the production elements. The gameplay? Hollow and repetitive. Everything has been reduced to a minigame. Need to win an air superiority mission? Initiate dogfighting mode again and again. Done deal. Have to take out a series of ground targets? Initiate another kind of on-rails sequence that removes any potential challenge. Even landing is a minigame in which you just hover a cursor in the right place. You can sometimes (but not always) avoid dogfighting mode if you want a more traditional flight combat experience, but doing so hammers home how thin the missions are. Previous Ace Combat games had you taking on giant airborne carriers, flying through caverns, and battling in monsoons. Assault Horizon's few attempts to mix things up--an attack on an aircraft carrier, taking down a few bombers--are comparatively trifling.

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viedogame: PlayStation 3 | Ace Combat: Assault Horizon Review

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PlayStation 3 | Ace Combat: Assault Horizon Review
Oct 11th 2011, 15:08

The Video Review

Watch this video

The afterburners fizzle out in this video review for Ace Combat: Assault Horizon.

In Ace Combat: Assault Horizon, the last action you take is not to participate in a thrilling dogfight, or to victoriously soar through the clouds in an F-14 Tomcat. No. The very last thing you do in this airborne action game is to press a button to pump your fist in the air. No single moment exemplifies the spirit of the new and soulless vision of Ace Combat better than this display of alpha male bravado. Assault Horizon provides heaps of the visual spectacle you'd see in a summer blockbuster--but absolutely no depth. Gone is the devotion to heartfelt storytelling of previous Ace Combat games. Gone are wingmate commands, varied mission objectives, and even (mostly) the fear of crashing into anything. Assault Horizon is about being in your face. Like most visual spectacles, those in this game draw your eye for a short while, and even provide some shallow entertainment. But no matter how loud and bright the explosions get, they can't disguise the obvious: Assault Horizon is so easy and repetitive that it almost plays itself. It is so busy being a movie that it forgets to be a game.

Helicopter missions might look exciting, but looks can be deceiving.

Most missions put you in the cockpit of an aircraft and whisk you to the skies, where fighters and bombers soar through the clouds, waiting for your missiles to strike. Like previous Ace Combat games, Assault Horizon is more of an arcade flight combat game than a simulator. You fly a number of different aircraft, each with its own strengths and weaknesses. But they are similar enough that you feel immediately comfortable regardless of your choice. In the sky, you lock on to enemies and let your missiles fly when they are in range, or speed in close enough to let loose a barrage of machine-gun fire. These are real-world jets, albeit ones that don't need refueling and that carry an unrealistically large amount of ordnance.

Assault Horizon takes the arcade aspects of previous games and distills them even further. Now, you don't even need skill to triumph in the air; when you close in behind an enemy jet, you can tap the shoulder buttons to initiate dogfighting mode. In a dogfight, the camera zooms in, and you automatically follow your target in a minigame in which you must hover your reticle over your foe and fire missiles when it turns red. Dogfights aren't fully on rails, however. You can break out of the dogfight if you need to evade other aircraft, and must maneuver to keep your intended victim within your sights. You can also turn the tables on fighters that engage you in this manner, tapping your shoulder buttons at the right time to circle behind and change your role from victim to executioner.

Dogfighting mode makes a slick first impression. The cinematic camera angles impart a sense of speed and danger as you hurtle through the air at the mercy of your enemy's whims. When your fatal missile hits its mark, the camera might cut away from the action to show the flaming wreckage plummeting downward. It's a flurry of fire and metal that's enjoyable to watch and listen to at first. Sound effects are bombastic, without ever drowning out radio chatter. The blurry ground textures of previous Ace Combat games have been replaced with nicely detailed cities. Most past installments occurred in fictional settings, but Assault Horizon takes place in our own familiar world. Care obviously went into the choice of locations. Dubai, for example, is an effective backdrop because its man-made geography is instantly recognizable from the air.

But games aren't just meant to be seen; they're meant to be played. And Assault Horizon falls quickly into a rut because its entertainment value lies solely in the production elements. The gameplay? Hollow and repetitive. Everything has been reduced to a minigame. Need to win an air superiority mission? Initiate dogfighting mode again and again. Done deal. Have to take out a series of ground targets? Initiate another kind of on-rails sequence that removes any potential challenge. Even landing is a minigame in which you just hover a cursor in the right place. You can sometimes (but not always) avoid dogfighting mode if you want a more traditional flight combat experience, but doing so hammers home how thin the missions are. Previous Ace Combat games had you taking on giant airborne carriers, flying through caverns, and battling in monsoons. Assault Horizon's few attempts to mix things up--an attack on an aircraft carrier, taking down a few bombers--are comparatively trifling.

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viedogame: 320GB Xbox 360 hard drive launching late October

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320GB Xbox 360 hard drive launching late October
Oct 11th 2011, 17:18

Microsoft has already announced plans to pepper retailers this holiday season with various limited-edition 320GB Xbox 360 configurations for games like Gears of War 3, Kinect Star Wars, and Call of Duty: Modern Warfare 3. Gamers interested solely in the expanded hard drive are in luck, as the publisher said today that a stand-alone 320GB accessory will also be available in late October.

The Xbox 360's new top-tier hard drive will be priced at $129.99 when it launches later this month. Microsoft plans to sweeten the deal by including an Xbox Live download code for a free copy of Lego Star Wars III: The Clone Wars in all regions save Japan, Saudi Arabia, Slovakia, and the UAE.

Microsoft has a history of introducing larger capacity hard drives in special edition console bundles before stand-alone retail availability. In 2009, the publisher revealed a number of limited-edition 250GB Xbox 360 hardware bundles, for such games as Call of Duty: Modern Warfare 2 and Forza 3, before offering that hard drive as a stand-alone product in late 2010.

The Xbox 360 320GB hard drive will be compatible only with S model Xbox 360 consoles.

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viedogame: Augmenting the Deus Ex: Human Revolution story

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Augmenting the Deus Ex: Human Revolution story
Oct 11th 2011, 16:09

Who was there: Eidos Montreal lead writer and narrative game designer Mary DeMarle delivered a Tuesday-morning presentation titled "Building the Story-Driven Experience of Deus Ex: Human Revolution."

What they talked about: DeMarle opened with a disclaimer, saying she doesn't like to spoil stories at all but that there would be some in her presentation. That out of the way, she recapped what Deus Ex: Human Revolution was all about: a story-driven but open-ended action role-playing game set in the near future, where humanity has figured out how to use technology to enhance its own biology. Additionally, DeMarle said there was a development focus on giving players choices, not just in how they play the game, but in how they evolve the protagonist of Adam Jensen and how they evolve humanity itself.

Giving players choices was the difficult part, DeMarle said. The studio had to make the choices meaningful, giving players side quests based on their decisions that would reveal things about Jensen or the world of Deus Ex, with branching plotlines and an abundance of dialogue entirely dependent on a player's previous choices.

"It's a massive amount of branching that's going on, which leads to a really important question," DeMarle said. "How do you ensure in a story-driven game that branching paths will coalesce into a coherent narrative?"

The answer was to hire a narrative designer from the very beginning, DeMarle said. Her job was to work with the game's director to know and understand the goal of the game and to write a story to fulfill that goal. As conflicts come up during the course of development, it's the narrative designer's job to work with all the other departments on the team to communicate the story vision. When everybody understands that vision, they can use their own creativity and their specific specialty to bring the vision forward in the best way.

However, DeMarle said just having the position doesn't guarantee the story will coalesce into a coherent end product. To achieve that, the team developed a "blueprint process" that started with defining the game concept. The game's director, producer, lead designer, and artistic director got together early on to lay the foundations on which the rest of the game would be built. The four developers moved into one office they called "the fishtank" and hammered out the game design.

DeMarle showed the original pitch slides Human Revolution's developers used to get the green light from Eidos. The slides laid out the focus on choice, the setting, the features, and Adam Jensen's role as a mechanically enhanced agent embroiled in a corporate war who will determine the fate of the world. Character interactions, the multipath level design philosophy, and the four pillars of gameplay (combat, stealth, hacking, and social approaches) were all included from the very beginning, as was a high-level synopsis for the story.

Originally, the game's story has the hero working as a security specialist at a corporation when commandos kidnap the scientist he's supposed to protect. He's augmented to help retrieve the scientist and eventually learns of a plot to kill augmented humans and realizes that his mechanical advantages are also his Achilles heel. While some of the details changed along the way, DeMarle said the blueprint had the high-level story summary in place before she came on board.

The game's theme was originally transhumanism, encapsulated by the quote "Nature is what we are put in this world to rise above." However, DeMarle said one of the first problems she noticed with the game when she came on board was that the gameplay theme (choice and consequence) didn't match that story theme. Her solution was to change the story theme to examine more closely the question "Why do we do the things that we do?" Every main character has a different desire for control--whether it's control of the market, society, or their own choices--that was used to examine the question of why people make the choices they do.

That made for a great story, but DeMarle said the narrative still needed to be more deeply connected with the gameplay. During preproduction, the technology, art direction, sound design, and gameplay were all being developed independently. A key part of the blueprint was then forcing those individual pieces to work together.

DeMarle pointed toward the game's Detroit level, which has a story element involving Jensen taking down anti-augmentation extremists holding a manufacturing plant hostage. On a gameplay level, players would have to infiltrate the plant, secure a prototype, and take down the extremist leader, each of those goals containing its own series of tasks.

By breaking down each of those tasks, DeMarle said it became clear how each part of the sequence should be handled, from the choices that will be offered (and the consequences of those choices) to the scripted events, cutscenes, and gameplay focus of every segment. DeMarle showed off the Excel document that served as the final blueprint, which had essentially the entire game laid out, from what story points happen when, to the specific gameplay criteria and conditions in play at every moment of the game.

The entire team would then go through the blueprint, working together to make sure that every department's needs were being met. It was difficult, DeMarle said, and it meant no group would always get their way. However, if DeMarle and her writers didn't get to tell the story exactly how they wanted because the gameplay designers insisted on having an action sequence at a certain point to serve pacing needs, at least everybody would understand why. Cross-department communication like this was encouraged throughout development to ensure that all aspects of the game worked together, and DeMarle stressed that it allowed everyone to bring their own expertise and creativity to the game.

She gave a few examples, such as the anti-augmentation terrorists, which the art department originally had dressed up in medieval-style armor. While the group looked cool, the animators said the design wouldn't move right in practice, while the writers questioned how the group of impoverished thugs were able to afford the complicated equipment. The artists then came back with another approach that met the concerns of the writers and animators but still kept the medieval theme, albeit with monk-like robes and haircuts.

In the audience Q&A portion of the session, DeMarle was asked about why Human Revolution's oft-criticized boss battles did not give players the same breadth of choices they have elsewhere in the game. She stressed that the outsourcing studio did a great job doing what they were told to do, but admitted the ambitiousness of the project meant the developers simply didn't have time to meet all their goals, and the boss battles fell short as a result.

Quote/Takeaway: "A process is a process. Our process worked for us. It may not work for everyone else. Our process worked because of our ability to see that every aspect of the game was all part of a greater whole. A lot of time when working in games you hear things like 'story is a necessary evil.' Or 'gameplay is a necessary evil.' But we didn't see it that way."--On the importance of viewing everything as part of the greater whole.

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viedogame: Microsoft to hold Akihabara Xbox 360 festival

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Microsoft to hold Akihabara Xbox 360 festival
Oct 11th 2011, 05:28

While Xbox 360 titles haven't ranked highly on Japan's Media Create sales charts as of late, Microsoft is still keen on promoting the system in the land of the rising sun. Its next promotion is an event called the Xbox 360 Appreciation Festival in Akiba: Fall Festival.

According to the official Web page, the public event will be held at Akihabara on October 16 and will last from 12 p.m. to 7 p.m. Japan Standard Time. The games featured in this event include Halo Combat Evolved Anniversary, Batman Arkham City, Kinect Star Wars, Dragon's Dogma, Rage, Dead Island, Onechanbara Z Kagura, Instant Brain, Dance Central 2, Forza Motorsport 4, Labyrinth Cross Blood Reloaded, Michael Jackson: The Experience, and Tropico 4. The company also said that it will be revealing two additional and secret titles in the mix.

In addition, the event will also have stage presentations for Labyrinth Cross Blood Reloaded (1:20 p.m. to 2 p.m. JST), Forza Motorsport 4 (2:20 p.m. to 3 p.m. JST), and Instant Brain (4 p.m. to 4:40 p.m. JST).

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viedogame: Snow Crash author on the state of storytelling in games

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Snow Crash author on the state of storytelling in games
Oct 11th 2011, 17:19

Who was there: Neal Stephenson, author of science fiction classics like Cryptonomicon and Snow Crash, answering questions posed by GameTrailers TV's Geoff Keighley.

What they talked about: Given Stephenson's tangential relation to gaming, the first question was about the author's relationship to games. Stephenson called it "slightly unusual," saying he binged on Halo for a while and noticed that he'd have problems losing track of time. He said it was incompatible with certain aspects of his life (and a desire for physical fitness), so he compromised. He built an elliptical trainer with an Xbox 360 rig in front of it, and now, he plays Halo 3 single-player for 45-minute stretches a few times a week as a way of getting his exercise and enjoying games to boot. More recently, he played through Portal 2, and "I've looked over the shoulder of a large number of teenage boys who inhabit my house, and I've been able to vicariously play BioShock and Red Dead Redemption." While he's tried other games, Halo 3 is "the most cracklike" game he's found, and he doesn't need to learn anything new to play it. Currently he's about two-thirds of the way through the campaign on the legendary difficulty.

Despite being a storyteller, Stephenson said he actually prefers an earlier style of game that was lighter on the narrative. However, he's followed the emergence of fiction set in game universes with interest because he said science fiction writers create worlds. Books can do a fairly good job of creating the impression of a world beyond the one in the story itself (he pointed to maps, family trees, and timelines included in books), but Stephenson said games are better situated than a paper medium to convey the richness of that world beyond the core narrative.

As for games with branching narratives, Stephenson said it's a very hard thing to make work because the author winds up with an abundance of possible outcomes; too many to make it practical. "Where we need to get is where you actually tell the story as you go along, which is what happens in the old-school pen-and-paper style Dungeons & Dragons game," Stephenson said, "then the story can go wherever you want it to go."

Stephenson said he played a fair amount of Fallout 3 and Red Dead Redemption, and he was struck by the contrast in character setup between the two games. Fallout gives players options to customize their characters at the outset, with their decisions having ramifications in the game proper. However, in Red Dead Redemption, "you're always the same dude." On an abstract level, Stephenson said he expected character customization to be a cool thing, but he didn't miss it at all when he played Red Dead Redemption because Rockstar did a good job developing the character of John Marston.

When asked if he would want to get involved in game development, Stephenson admitted that right now, he's able to sit on his butt at home and be paid for writing from there. So anything that requires him to get up and go some place--like "embedding" within a developer to work closely on a game--is a tough proposition.

When he plays games, Stephenson doesn't normally notice or bother himself with bad dialogue unless it's repeated over and over, he said. He called it a "forgiving medium" because the bad stuff is usually easy to ignore in the midst of the gameplay, while the good writing is warmly appreciated.

Looking ahead, Stephenson said he'd love it if the industry got to the place where game worlds were simulated to the point where players had the freedom to act out whatever story they want. On the other hand, he said if he had been told 20 years ago about the graphics technology present today, he would have found it very difficult to believe. Ultimately, he said it's a matter of solving the engineering problem.

By definition, writers are laying out a series of events that are unchangeable, Stephenson noted, which makes for an interesting contradiction with interactive games. However, the world-building process won't change, and Stephenson said writers can still be crucial to creating a "more fertile starting point," putting the raw material out there for players to take the story where they want.

Stephenson's latest book, Reamde, is set in the world of gaming, a decision Stephenson said he made because of gold farming. He called the practice "one of those things that makes you want to quit writing science fiction because you could never think of something that weird." He put that together with a story idea he'd had for years about a young hacker who must deal with fallout when a virus he writes seriously inconveniences a very powerful person. Stephenson has dabbled in the world of massively multiplayer online games, saying he played some World of Warcraft on the elliptical trainer with his laptop, but had to stop when he hit the point where advancing meant having to dedicate serious time to the title.

As for whether his own books would lend themselves to game adaptations, Stephenson said there are action-focused moments in books that lend themselves well to games, but there's a lot of stuff that doesn't. He recalled playing a realistic World War II U-boat warfare simulation, and he noted that being on a U-boat was "very boring, most of the time." The trick then is to pick out the moments in the books that lend themselves to gaming and then figure out what to do with the rest of the material in there. Stephenson said there was some work on a Snow Crash game from Viacom in the early '90s, and there are discussions from time to time about projects like that, but there's been no serious effort to bring his work to games.

In a bit of audience Q&A convention crossover, Atari founder Nolan Bushnell said he loved Reamde, and he asked Stephenson about whether he'd travelled to many of the far-off locations depicted in the novel. Stephenson said some of it was seen with his own eyes, but he admitted other pieces were seen through pictures and Google. There's a calibration process involved in his research because he needs to see the place, but if he stays in one place too long, he feels compelled to put too much of the research into the story and, sometimes, at the expense of readability.

Quote: "I think we're coming out of an earlier phase of the writer's relationship to the game."--On the switch from having backstory fleshed out after the fact to having writers on staff building out the world of the game from the start.

"It's one of those 'Be careful what you wish for' things, with movies and with games."--On why he hasn't aggressively pursued adaptations of his work.

Takeaway: Neal Stephenson likes games and wants to see how their storytelling potential is fulfilled, but he's too successful writing his own projects right now to make the jump from a consumer of games to an author of them.

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viedogame: Valkyria Chronicles III not coming to US and Europe

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Valkyria Chronicles III not coming to US and Europe
Oct 11th 2011, 11:35

By Jonathan Leo Toyad, GameSpotPosted Oct 11, 2011 4:35 am PT

Valkyria Chronicles 2 low sales and localization costs cited as key reasons for Western no-show.

The Valkyria Chronicles series was praised for being bold and fresh strategy RPGs that were both beautiful to look at and fun to play. Fans of the series will be disappointed to know that Sega is not planning to localize the third game, Valkyria Chronicles III: Unrecorded Chronicles, for North American and European markets.

During a recent interview in Singapore, Sega's team manager of console sales team Hiroshi Seno confirmed that the game would not be localized due to the PSP platform not being popular and well-liked in North America and Europe. He also said that localizing the title for English-speaking audience would require past games of that franchise to sell a particular amount of quantities; he added that Valkyria Chronicles II did not sell enough to justify localization costs.

When asked whether the game would be out as a downloadable title on the upcoming PlayStation Vita system, Seno said the company would make a concrete decision the next time it meets with Sony. Valkyria Chronicles III sold 102,779 units on its debut week of January 24 in Japan.

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