Monday, 13 February 2012

viedogame: PC | Dear Esther Review

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PC | Dear Esther Review
Feb 13th 2012, 16:00

Dear Esther is not a video game; at least, not in the traditional sense. In 2008, it was released for the PC as a Half-Life 2 mod. Now, it has been rereleased as a stand-alone product with updated visuals and remastered audio. It casts you as a person stranded on a lonely island. At first, it seems you are the narrator, whose voice chimes in as you explore. However, even this easy assumption is called into question as the pieces of the narrator's story come together. If met with an open mind, Dear Esther can intrigue you with its haunting tale.

Who am I? Where am I? The mystery of Dear Esther begins on this shoreline.

You're more of an observer than a participant in Dear Esther, walking and listening and doing little else. It's devoid of enemies to test your reflexes, and the only puzzles are those built into the story. The singular goal is exploration, albeit along a linear path. Your journey begins on a shoreline, staring out into the endless sea. Then, the narrator interjects. His voice--that of a seemingly middle-aged, well-spoken Englishman--is your only companion. He recounts events from his life, both past and present, that lead up to his incarceration on the island.

These snippets are automatically triggered as you progress, and their delivery is excellent. The lyrical prose blends exposition with poetry, and the articulate delivery injects hints of frustration and melancholy. Together, they form a consistent tone as somber and beautiful as the island itself. Dear Esther's visual update renders it almost unrecognizable from what it was four years ago. While the setting is realistic, Dear Esther plays with light and color in a way that makes each section feel distinct and, at times, otherworldly.

Eventually, you learn of the island's previous inhabitants and their toils. That, in turn, informs your own situation. As you start constructing what's really going on, more questions are raised than can be answered. Am I dreaming? Why am I here? Am I the narrator? One of the tale's few certainties is the significance of the distant, blinking radio tower, which is rarely out of view.

Dear Esther is more of an experience than a game. You are intended to experience and internalize everything around you and form your own conclusions about what's happening. The story in Dear Esther works well in video game form--possibly more than as a book or movie. Obviously, the narration and images could be conveyed in either medium, but video games allow for pacing and discovery that would be impossible to reproduce elsewhere.

The narrative is intentionally ambiguous, and it is flexible enough to accommodate what you see or don't see. An old photo coupled with a simple candle could go completely unnoticed by some, along with the insight that could be drawn. Split paths and side routes are common. And while most lead to dead ends, the additional narration or imagery gained could help shape Dear Esther's outcome. Revisiting previously completed areas will sometimes produce new lines of dialogue as well. Depending on how much time you invest, you can flesh out the world in impressive and intriguing ways that could be ignored by someone who rushes through.

For the most part, the story is expertly told, but there is one stumbling block along the way. At one key juncture, control is wrestled away from you, and the transition is immensely unwelcome. After spending hours unraveling the tale at your own pace, this is a jarring intrusion that hurts the suspension of disbelief. It's a shame a more creative solution couldn't have been implemented since this one scene ultimately couldn't end any other way.

Dear Esther's somber tale is a fine companion to a stormy evening and a hot beverage. In the right setting, with the right mindset, it can be engrossing in a way that few games can. Going in, you may question if Dear Esther should even be classified as a game. But that question slowly fades the more hours you sink into this adventure. Instead, you question the existence of your character and the fate of the island, showing that semantic inquiries aren't nearly as interesting as a well-told tale.

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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: Order Up!! Ready for Pickup on PlayStation Network February 28

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Order Up!! Ready for Pickup on PlayStation Network February 28
Feb 13th 2012, 18:43

Critically acclaimed cooking game from UTV Ignition Games and SuperVillian Studios Announced for PlayStation 3 system and PlayStation Move.

Marina Del Rey, Calif. - February 13, 2012 UTV Ignition Games, with SuperVillian Studios today announced that Order Up!! will be released for the PlayStation 3 computer entertainment system on February 28th, 2012.

Order Up!! on PS3™ is the first time the popular franchise will be released on the console. The game works with the PlayStation®Move motion controller, as well as the standard SIXAXIS™ wireless controller, utilizing the tilt features and dual analog sticks. Order Up!! also supports the 3D capabilities and 3D-enabled HDTVs.

Players experience the dizzying life of a top-notch chef and restaurateur as they prepare all manners of exotic food, serve hordes of demanding patrons, and build their own restaurant empire from the ground up.

Order Up!! features:
• New restaurants, characters, and music, plus re-sampled audio, visuals, and full support of stereoscopic 3D.
• Split-screen co-op and competitive turn-based multiplayer for up to two players.
• Whimsical humor offers a balance to the manic table-juggling gameplay.
• SIXAXIS™ wireless controller and PlayStation®Move motion controller compatibility.

“We believe that Order Up!! has a universal appeal that any gamer will enjoy playing, so it was only logical to bring it to the PlayStation 3,” said Lokesh Dhar, Global Publishing Head of UTV Ignition Games. “SuperVillian Studios listened closely to the fan feedback and have included new restaurants, features, and game improvements.”

Order Up!! will be available for PlayStation 3 system on February 28, 2012, for $29.99.

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viedogame: Rhythm Heaven Fever Now Available for Wii

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Rhythm Heaven Fever Now Available for Wii
Feb 13th 2012, 17:42

More Than 50 Fun Rhythm Games Challenge Players to Stay in the Groove.

REDMOND, Wash.â€"(BUSINESS WIRE)â€" Starting today, video game fans and music lovers across the United States can use theWiiâ„¢ system to keep the beat in dozens of entertaining new ways. The Rhythm Heavenâ„¢Fever game is now available, inviting players to enjoy a fresh lineup of more than 50 unique rhythm games. Easy to pick up and play but challenging to master, each minigame tasks players to tap buttons on the Wii Remoteâ„¢ controller in time to catchy musical themes while completing a variety of quirky tasks. Rhythm Heaven Fever carries a suggested retail price of $29.99 in the United States.

Rhythm Heaven Fever takes the action to the living room for big beat-keeping fun. By rhythmically pressing the A and B buttons on their controller in time with the music, players might find themselves playing golf with a monkey, swinging a samurai sword or building robots on an assembly line. No matter what the activity, the game’s infectious soundtrack will keep heads bobbing and faces smiling as players test their rhythmic skills.

“If you’ve ever tapped your feet to the beat of your favorite song, you’ve already got what it takes to play Rhythm Heaven Fever,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “What makes the experience really unique is the wild mix of in-game activities coupled with the catchy music that appeals to a wide variety of players.”

As they improve their beat-keeping acumen, players earn medals that can be used to unlock a variety of bonus games and special sections to keep the groove going on and on. Unlockable content also includes two-player games that friends and family members can enjoy together. (Multiplayer modes require additional controllers, which are sold separately.)

Remember that Wii features parental controls that let adults manage the content their children can access. For more information about this and other features, visit http://www.nintendo.com/wii.

For more information about Rhythm Heaven Fever, visit http://rhythmheavenfever.nintendo.com.

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viedogame: Kingdoms of Amalur: Reckoning conquers UK chart

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Kingdoms of Amalur: Reckoning conquers UK chart
Feb 13th 2012, 12:51

RPG Reckoning is the first new IP to hit the top spot in 2012, while Catherine saunters in at 20.

Kingdoms of Amalur: Reckoning went straight to number one of the UK all-formats chart this week, knocking fellow RPG Final Fantasy XIII-2 off the top spot. Released in co-operation with Big Huge Games, the first title from independent developer 38 Studios is the first new IP to reach the top of the charts since Dead Island back in September last year. The last time an original RPG was at number one was way back in 2000 with Pokémon Red.

The Darkness II, Jackie Estacado's latest demon-fuelled rampage, is new in the chart at number three this week, failing to match the number two debut obtained by its predecessor back in 2007. Previously available on Wii and DS, the release of Mario and Sonic at the 2012 Olympic Games on 3DS pushed the title up to 10 on the all-formats chart.

Almost a year after its initial release in Japan, the positively positively received horror puzzler Catherine was finally made available in Europe last week, going straight in at 20. Grand Slam Tennis 2 rounds off the new entries to the chart, coming in at 26. Despite being the only tennis game with all four Grand Slam venues, it received lukewarm reviews for its weak career mode.

UK All-Formats Chart for Week Ending 11 February 2012:
1. Kingdoms of Amalur: Reckoning - Electronic Arts
2. Final Fantasy XIII-2 - Square Enix Europe
3. The Darkness II - Take 2
4. Metal Gear Solid HD Collection - Konami
5. FIFA 12 - Electronic Arts
6. Battlefield 3 - Electronic Arts
7. Call of Duty: Modern Warfare 3 - Activison Blizzard
8. Assassin's Creed: Revelations - Ubisoft
9. The Elder Scrolls V: Skyrim - Bethesda Softworks
10.Mario & Sonic at the London 2012 Olympic Games - Sega

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viedogame: Sony spending $50 million on PS Vita marketing

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Sony spending $50 million on PS Vita marketing
Feb 13th 2012, 14:02

"Never Stop Playing" campaign for upcoming portable is Sony's largest platform launch marketing spend ever; ads to reach YouTube, Facebook, television, and billboards in major cities.

Sony's PlayStation Vita will ship in North America next week, and with it will come the company's biggest-ever marketing campaign focused on a platform launch.

A New York Times report reveals that Sony invested $50 million to market the PS Vita, representing, "the largest platform launch in terms of marketing investment we've ever had," according to Sony's John Koller.

According to the Times, Sony worked with marketing firm Deutsch to create a string of advertisements for the PS Vita, with a theme of "Never Stop Playing." These include online advertisements on 26 websites including Facebook, YouTube, and Twitter, as well as on television, during The Simpsons, South Park, Tosh.O, and NBA and NCAA basketball games.

Additionally, Sony will promote the PS Vita on Sirius XM radio and through billboard advertisements in major United States cities like New York, San Francisco, and Chicago.

The PS Vita launches in North America on February 22 in two flavors: a $250 Wi-Fi model and a $300 3G version. The system will also launch with more than 20 titles, including Uncharted: Golden Abyss, WipeOut 2048, and Little Deviants.

For more on the PS Vita, check out GameSpot's latest hands-on coverage of the portable device.

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viedogame: PlayStation Vita | Wipeout 2048 Review

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

The Video Review

Watch this video

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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