Monday, 13 February 2012

viedogame: PlayStation Vita | Wipeout 2048 Review

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PlayStation Vita | Wipeout 2048 Review
Feb 13th 2012, 14:36

The Video Review

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Where there's a Sony console launch there's a Wipeout, but is 2048 more of the same or a slice of awesome pie? Find out in our video review.

Wipeout 2048 is all about the familiar: the feel of the ships, the layout of the tracks, and the punch of a rocket. This is a game you've played countless times before and on numerous Sony consoles. But does that make it any less thrilling? Fortunately not. The mechanics of the floating speed racers have been sharpened to a fine point, with tracks that are intelligently designed to reward both racing skill and aggressive combat. The visuals are also as smooth as they are beautiful, providing breathtaking vistas for you to ogle during the frantic, twitchy races. If you're expecting heaps of innovation from 2048, you might come away disappointed. But as soon as you dive into the mammoth single-player and multiplayer campaigns to blast a few ships, you'll be having too much fun to notice.

There's plenty of opportunities to get vertical in Wipeout 2048.

Much of Wipeout's charm lies in its vehicles; sleek, antigravity ships that float above the track, possessing loads of acceleration and a full complement of weapons. By floating, the ships handle quite unlike a traditional, ground-based vehicle. They glide effortlessly over the surface of the track, unconstrained by the likes of friction. With little traction, guiding the ships around a circuit is tricky, particularly if you're new to the series. You may initially spend a lot of time careering into walls and crashing into other opponents.

After some lengthy practice and judicious use of your ship's air brakes around tight corners, you soon get the hang of it. But that's not to say things get easy--far from it. Races are gloriously twitchy affairs that require precision and concentration to win. And that's before you take into account different ship types; some are built for speed, whereas others are outfitted with heavy armor to make them better suited for combat. There are also numerous power-ups, such as homing missiles, mines, and speed boosts, all of which add a layer of strategy to the already tense racing.

A pilot assist mode is available if you're having too hard a time. It takes care of a lot of the air braking for you and gently eases you into corners, letting you dive straight into racing, without having to worry about developing your skills until later. If, on the other hand, you want to make things even harder, then you can race using tilt and touch controls. Tilting the PlayStation Vita left or right steers, while power-ups are activated using the touch screen. It's a responsive enough system, but it lacks the accuracy of the physical controls, which--given the twitchy nature of the racing--makes things far harder than necessary.

2048 features a new touch-friendly interface for its single-player and multiplayer campaign modes. Each event is represented by a hexagon, which is laid out onto a grid. Tapping on a hexagon lets you see what type of event it is and what you need to do to complete it. If you succeed, more events appear on the grid, as well as new vehicles, creating chains of hexagons emanating from that original event. It's a system that's easy to use, looks great, and provides an at-a-glance way to track your progress without resorting to dull tables or statistics. As for the types of events you can choose from, there are standard racing and time trial events, as well as combat events, where you have to concentrate on dealing damage to score points. The Zone events are trickiest, where you have to race around a garish, 8-bit-inspired version of an existing track and avoid hitting the walls until you've cleared the required number of zones. It's devilishly difficult but incredibly satisfying once you succeed.

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viedogame: PlayStation Vita | Uncharted: Golden Abyss Review

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PlayStation Vita | Uncharted: Golden Abyss Review
Feb 13th 2012, 14:10

The Video Review

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Can Golden Abyss live up to the series' excellent pedigree, or is this one adventure too far for Nathan Drake? Mark Walton finds out in this video review.

On paper, Uncharted: Golden Abyss sounds like it should be great. Hell, it should be better than great, but even with the original voice actors reprising their roles, luscious visuals, and plenty of opportunities to run like crazy from exploding buildings, the spark is missing. It doesn't help that Golden Abyss lacks the level of production we've come to expect from the third-person action adventure series, with lifeless writing, flaky cover detection and AI, plus an erratic frame rate. Nor does the addition of most of the PlayStation Vita's new input methods add anything significant to the experience; in some cases, they detract from it. These issues aren't easily overlooked, but get involved with the slick combat and awesome set pieces, and you'll find there's still plenty to like in Drake's latest outing.

Look out Drake, that bridge doesn't look entirely safe!

Golden Abyss starts out promisingly enough, taking place before the events of the original Uncharted, when Drake is hired by his old friend Jason Dante to uncover the secrets of a Central American jungle. Cue an amazing discovery, a mystery to unravel, and a love interest in the form of archaeologist Marissa Chase, and you've got yourself the beginnings of a great Uncharted narrative. However, it all starts to unravel rather quickly, becoming predictable fare with just a few twists and turns to keep you on your toes. The dialogue isn't particularly snappy either, despite being well acted. Drake's trademark quips come across as forced, with developer Sony Blend's writing coming across like a decent bit of fan fiction rather than a creation from series masters Naughty Dog.

While the story might not fare so well, thankfully, the action and platforming does--for the most part. Navigating your way through the many jungles, rocky mountain ranges, and ruined temples is as easy as on the console versions, thanks to the Vita's full complement of analog sticks. The path you take is decidedly linear, but a variety of walls to climb--some of which crumble beneath you--rope swings, death-defying leaps, and stunning scenery keep the excitement flowing. It's when you use one of the Vita's more esoteric input options that things begin to falter. A tutorial at the start of the game introduces these to you gradually, but trying to remember what inputs to use can be confusing. Take using a rope, for example. You can push forward and hit X to jump to it, or you can tap on the rope. Once there, you can climb it using the left analog stick or stroke the rear touch pad with two fingers to do the same. How about swinging on it? There's the analog stick again. Or you can rock the Vita back and forth to accomplish the same thing.

Unfortunately, none of the new control methods are any better than using the traditional controls, particularly because your fingers sometimes go unnoticed on the touch screen. Thankfully, you're not obliged to use the touch or motion controls to get Nate around, but there are certain puzzles that require you to do so. These range from such simple tasks as taking charcoal rubbings of artefacts or holding your Vita up to a bright light source to view faded text to more complex tasks, such as piecing together torn-up maps or matching symbols to open locked doors. None are massively taxing on your noodle, but the controls work well, adding an extra layer of interactivity and immersion that wouldn't be possible with just a standard controller.

And yet, there are other times when the touch controls serve only to take you out of that immersion, such as chopping down some bamboo. It requires you to perform three different swipes on the touch screen, but rather than have Nate perform the actions as you swipe, he just stands there lifeless, waiting for the bamboo to spontaneously sever itself so he can proceed. And then there are fistfights, which are also based on swiping. Some are scripted and others are initiated by you in combat. Both lack the level of fluidity you might expect, thanks to some awkward slow-motion animations that change what should be an engrossing brawl into a stumbling punch-up. A lack of touch-screen precision affects the fights too, with some of your swipes mysteriously going unrecognised, causing you to lose a fight or--in the case of scripted events--sending you straight back to the beginning of the cutscene.

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viedogame: PlayStation Vita | FIFA Soccer Review

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PlayStation Vita | FIFA Soccer Review
Feb 13th 2012, 14:00

There's a reason FIFA Football (that's FIFA Soccer to those in the US) on the Vita lacks the "12" tag of its console counterparts. Many of the franchise's compelling new features, such as the Tactical Defending System, Precision Dribbling, and the Player Impact Engine are missing, as is the excellent EA Sports Football Club online mode. While that's disappointing, the classic FIFA gameplay is still a lot of fun, bringing all the thrills, spills, and drama of the world's biggest sport to the Vita. There's fluidity to the gameplay that produces some wonderful football, and that paired with the official licences, great visuals, and slew of modes makes for an experience few sports games can match.

Impressively, all of FIFA 12's single-player modes have made the jump to the Vita. At the heart of these is Virtual Pro, in which you create a player, selecting his age, play style, and position (goalkeeper is an option here). You can also customise the physical appearance of your player, but unlike in the console version of the game, you can't map your own face onto him--a strange omission given that the Vita has built-in cameras. Once you've got your player set up, you can use him throughout Career mode--and even the practice arena--building up his statistics and earning accomplishments.

Career mode lets you compete either as a single player working through a 15-year career; as a player manager, with whom you manage your team's lineup and compete on the pitch; or as a manager, with whom you take a backseat to the on-pitch action and instead focus on tactics and building up your squad. There's something for everyone, and if you tire of one mode, you can easily switch between them to mix things up. There's also an array of tournaments to play through, from the FA Cup through to custom leagues and knockout tournaments, as well as quick exhibition matches.

While the single-player modes are lifted from FIFA 12, the action on the pitch certainly isn't. Improvements such as the Tactical Defending System, Precision Dribbling, and the Player Impact Engine are nowhere to be found. The lack of tactical defending is particularly jarring, with the old "pressing" technique feeling dated and requiring little in the way of skill. That said, the Vita still plays a mean game of football, mostly based on that of FIFA 11. Player movement is quick, without feeling unrealistic; the constant tussling of players makes long runs fabulously tense; and goals range from the mundane to the spectacular, with all manner of crosses, runs, and outrageous volleys possible.

Tight controls add to the natural feel of the game, letting you concentrate on winning matches, rather than worrying about which button to press. The lack of triggers on the Vita means some commands have had to be remapped, but thankfully, it has been sensibly done. The same can't be said of the touch controls, which replicate the functions of the traditional controls, and are often more of a hindrance than a help. If you're on the ball, you can tap on a player to pass to him, with longer taps adding more power to the pass; when you're off the ball, tapping on a player switches control to him. It's a simple system, but having to take your hands off the analogue stick or face buttons to do these things feels awkward.

The touch controls fare better when used during set pieces such as corners. Instead of using the analogue stick to control the direction of the kick, you can swipe in the direction you want the kick to go, adding curve with a simple flick of the wrist. There's more touch-tomfoolery on offer with the rear touch pad, which is used to shoot. The rear surface represents the goal, with your finger position determining the direction of your shot. It works well for penalties and free kicks, in which the direct line of sight makes it easier to visualise where your shot is going. For regular shots, a small picture of the goal appears at the bottom of the screen, with coloured dots showing you the position and strength of your shot. Depending on how you hold the Vita, it can be far too easy to unintentionally shoot just by adjusting your grip. If you're finding the controls troublesome, you can at least switch off the rear touch pad and touch screen and stick to the traditional controls.

Like the action on the pitch, FIFA Football's online modes don't quite match up to those of its console cousins. There's a range of ranked and unranked matches available, with global leaderboards letting you keep track of your progress. You can also take part in custom leagues set up by you or your friends, but none of the modes come close to the depth of Online Seasons or EA Sports Football Club from FIFA 12. Matches are at least smooth and lag-free, and competing against a real player throws up exciting challenges you simply don't face against the AI--though the AI is still good on its own terms.

Despite some omissions in FIFA Football, it's as close to the full-blown console versions as a portable FIFA game has ever got, playing a precise, challenging, and--most importantly--exciting game of football. The great gameplay is backed up by a slick presentation with easy-to-navigate menus, well-delivered commentary, and crisp, detailed visuals. Deep single-player modes and smooth online play ensure you have plenty to keep you occupied as well. Don't be too disappointed you're not getting FIFA 12--you're still in for a really great time.

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viedogame: Steam outage not a result of security breach

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Steam outage not a result of security breach
Feb 13th 2012, 04:40

Valve says this morning's outage was due to power failure; Steam is up and running again, but lingering issues need to be sorted soon, according to the publisher.

Two days ago, Valve head Gabe Newell issued an update on the security breach that affected the Steam platform and its forums last year, revealing that the hackers were successful in securing a copy of Steam transactions made between 2004 and 2008, including user names, email addresses, encrypted billing addresses, and encrypted credit card information.

Steam users were put on their guard again this morning, with the platform suffering an inexplicable outage resulting in both the website and the client going down. However, Valve has since set the record straight.

In a series of Tweets and forum posts, the publisher reassured Steam users that the outage was due to a power failure from what is supposed to be Valve's "uninterruptible" power source.

"Our datacentre's uninterruptible power supplies experienced a power failure," Valve posted on the Steam forums. "The power is back on now, and we're working to get service restored as quickly as possible. We apologise for any inconvenience this may have caused."

An uninterruptible power supply provides emergency power when the input power source--in this case the main power supply--fails.

Valve later updated its post, telling users that Steam is up and running at a "normal user load", but that a few lingering issues are still being ironed out.

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Sunday, 12 February 2012

viedogame: SD Gundam Capsule Fighter Online closed beta keys giveaway

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SD Gundam Capsule Fighter Online closed beta keys giveaway
Feb 13th 2012, 02:25

  • By Jonathan Leo Toyad, GameSpot Asia
  • Posted Feb 12, 2012 6:25 pm PT

Closed beta test for the upcoming Southeast Asian release of MMO to roll out February 14.

Southeast Asian fans of the long-serving Gundam series can look forward to the MMO action game called SD Gundam Capsule Fighter Online. Gamers can customize their own personal miniature Gundam mecha and take the fight online in mission-styled instances and multiplayer skirmishes.

As the game's closed beta release will be launched on February 14, we have a huge bunch of closed beta keys free for giveaway thanks to publishers Shanda Games International. The keys are located at the bottom on a first come, first serve basis:

MGS-3P4AR-RMD9R-AHEKJ
MGS-4PS9J-JJHDP-4TEWX
MGS-539HJ-AHDEX-D3U4A
MGS-7SFSW-WJTD5-SAXKD
MGS-ARLS6-9FSNF-L5WDR
MGS-CHMLJ-MJESJ-RCNK4
MGS-CUDRC-DAM3N-NN9TL
MGS-D9D3L-536D3-7SCEM
MGS-E5NAL-EU4XM-A4WLS
MGS-E74HK-NUL4E-SUTHC
MGS-F659M-4JDH9-EX4JC
MGS-FS34S-7UJ9S-CCP95
MGS-H9P4T-PK9PC-PFJDS
MGS-JH5F9-4XSSL-HH7KT
MGS-JSP3U-W4WDW-T333A
MGS-JTPPT-RRPXP-A44AA
MGS-K7UC7-DJW5M-KEAA6
MGS-KL7KU-KKCF9-U66KE
MGS-LU6RP-XWACX-6KS4P
MGS-LXJHF-96SAT-K4L5N
MGS-MFFA3-PF7R9-PTEEP
MGS-MMSAC-SAKJH-HE4LR
MGS-P4S6U-9RXP5-J3AMH
MGS-PMAP4-MDN3M-XJHJE
MGS-RETSU-KR97U-4UULJ
MGS-RRT49-XCNF7-9FLPS
MGS-U7DRH-MXFXF-NKUJU
MGS-WJ3H3-TDNUR-HF3C6
MGS-WP7JS-T7WH4-5TM4R
MGS-WRKMJ-9AWCN-THTXU

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Classic Video Games: Ever Play 'Pong In A Barrel' - The Weirdest Pong Arcade Cabinets

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Ever Play 'Pong In A Barrel' - The Weirdest Pong Arcade Cabinets
Feb 12th 2012, 23:22

Barrel PongPong, it's the game that put the industry on the map. Not only is it the first hit arcade game, but went on to becoming the most ripped off game as well. Within a year after it's release every electronic company on the block was releasing their own version, many of which were exact copies.

This got even worse when they released the home version of Pong. Heck, it got to the point where General Instruments was making it big selling knock-off Pong chips to game companies, so much so that they even started supplying them to Atari.

So how does a company like Atari keep their version of Pong from standing out from the crowed of clones? Simple, put, "Pong In A Barrel", or in a doghouse, or even a doctors office. Make a Pong cabinet so odd that people will have to take notice...and satisfy your strange obsession with barrels (read the article...you'll see)

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viedogame: PC | SD Gundam Capsule Fighter Online Hands-On

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PC | SD Gundam Capsule Fighter Online Hands-On
Feb 13th 2012, 01:51

We took our miniaturized mechs for a spin in the early Southeast Asian version of Softmax's free-to-play Gundam-themed MMO.

Readers from Asia may be familiar with the long-running Mobile Suit Gundam spin-off called SD Gundam which caught on with fans in various forms such as manga, trading cards and capsule figures. The mini mech phenomenon did prove popular in video game form; case in point the turn-based strategy and brawler titles like the SD Gundam Force and SD Gundam G Generation series. South Korean company Softmax decided to make an MMO based on the popular spin-off and launched the game way back in 2007 called SD Gundam Capsule Fighter Online.

Four years later, Bandai Korea agreed to publish the game onto North American servers with OGPlanet. As for Southeast Asia, Shanda Games will be launching its version early next year. After checking out an early build of the latter version, we suspected as much that the game will appeal towards the hardcore Gundam fans.

For starters, the game will feature all of the Gundam mechs from all eras, ranging from the Universal Century timeline to the Future Century era. Customization options for each mech are plentiful. Apart from being able to purchase certain robots, either through the standard cash shop or buying random mechs through the Gashapon screen (akin to a capsule machine, only with pilotable SD Gundams), gamers can deck out their mechs with custom paint jobs and stickers by spending points earned in battle.

Players can also assign different operators for missions; these pilots essentially make you earn more experience points and currency for a fixed amount of days. They're used mostly to speed up a player's level-grinding as most free-to-play MMOs are purposely slow in this regard.

Players control their Gundams with the keyboard and mouse. You use the WASD keys to move your mech around while you use the mouse to look around and aim. All attacks are done using the left mouse button; you can switch between melee and ranged attacks using the number keys 1 to 5. As you aim by moving your mouse, you can auto-aim onto moving targets by clicking on the right mouse button.

Covering a lot of ground on a map requires you to double-tap the WASD keys to boost and pressing the spacebar twice and holding it down to double jump and hover respectively. Clever usage of the mech's dashing is required to outmaneuver human opponents, though you have to take into account the boost gauge as it depletes when you're frantically blazing around.

When we were checking out the controls during the training missions, we only had access up to three weapons; the charged shot attacks and special moves (which invoke a cinematic-style attack when it connects) were only available when the game goes into a closed beta stage next year. Still, what we experienced in this build proved that the game's controls and the mech's maneuverability will need some time getting used to. While not as complex and lumbering as robots in the MechWarrior and Steel Battalion franchises, we're just glad that the tutorial gave us some leeway in piloting our selected Gundams in the heat of battle.

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