Thursday, 1 December 2011

viedogame: PC | The Book of Unwritten Tales Review

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PC | The Book of Unwritten Tales Review
Dec 1st 2011, 22:16

Playing The Book of Unwritten Tales is like opening a game preserved in a time capsule for the past two decades. This traditional point-and-click adventure originally released in Europe in 2009 harks back to the days when Sierra and LucasArts ruled the world with legendary franchises like King's Quest and Monkey Island. German developer King Art has crafted a lighthearted fantasy grounded in an earthy sense of humor and grown-up story themes and has avoided the impossible, illogical puzzles well known to plague other games in the genre. In short, this is a great achievement in both story and design that should be played by anyone who appreciates an old-school adventure.

While The Book of Unwritten Tales is a striking name for an adventure, it doesn't make a whole lot of sense when you start thinking about it. How exactly does one put together a tome filled with "unwritten" stories anyhow? Thankfully, the plot makes more sense than the title. The cinematic saga on tap here tells the story of a medieval fantasy land embroiled in a war between the good-guy Alliance of humans, dwarves, gnomes, and the like, and the evil Shadow Army stocked with the usual trolls and goblins. The bad guys are on the offensive as the game begins, with the monstrous Munkus, son of the Shadow Army's boss witch Mortroga, kidnapping the rather Yoda-like Professor MacGuffin.

This wizened old archaeologist may just know the whereabouts of an arcane gadget called the Artefact of Divine Power that could change the course of the war. After a brief escape aided by the shenanigans of a sexy, scantily clad wood elf named Ivo (she's more Lohan than Lothlorien), MacGuffin hands the fate of the world (and a golden ring) off to a geeky gnome kid named Wilbur Weathervane, and you spend the rest of the game swapping between this duo and a rakish rogue named Captain Nate Bonnett. Resemblances to hero-saga myths from King Arthur to Star Wars are entirely noncoincidental.

But even though the story weaves together a lot of familiar themes, it does so in entertaining ways and lasts a just-right 12 to 15 hours of play time. The art is gorgeous and cute, but not cutesy. Some scenes are reminiscent of a cartoon speckled with unicorns and rainbows, while others feature grim reminders of war, such as executed enemies strung up from trees. There is a great balance to the game's settings. All of the characters are interesting and voiced by competent actors. Wilbur, for instance, could have been either a wide-eyed innocent or a total smart-aleck, but he's played with real balance and given dialogue that is self-deprecatingly admirable without tipping over the edge into cloying territory. The game also mixes a sense of wonder common to playing-it-straight fantasy with a fair number of wink-wink, nudge-nudge moments that almost break the fourth wall.

Thankfully, the laughs aren't played up too much. You're treated to the odd crack about things like not feeding gremlins after midnight and the sudden arrival of the shrieking strings from the shower scene in Psycho when Wilbur takes scissors to his dwarven boss. Musical references are fantastic here, particularly the use of Grieg's famous "In the Hall of the Mountain King" early on. These little reminders are just enough to let you know that the developers are in on the joke, without going so far that the whole game is turned into a farce.

Gameplay in The Book of Unwritten Tales sticks tightly to the template established long ago and far away by the likes of Sierra's Roberta Williams. So you collect a lot of objects. The story is pretty much a progression from one puzzle to another, where your way is blocked by something like a locked door or a particular set of circumstances such as a crazy grandfather who wants you to make a bunch of goofy gadgets before he fires you off in his giant cannon. All of these obstacles are overcome by scouring the scenery for various items ranging from piles of trash to top hats to bags of gold. You can cram just about everything and anything into your pockets, so feel free to hoover up all that you find. Accoutrements are used both on their own and in combinations to solve problems. And you are never hit with one problem after another in succession. So you don't have to deal with those incredibly annoying adventure-game situations where you run around fetching a dozen objects only to then have to figure out how to turn on the power, or get something running and then find that it quickly breaks down, and so forth. Those sorts of frustrating surprises are mercifully left out.

So adventure-game logic is front and center. But nothing will break your mind by demanding bizarre leaps of imagination. You generally follow common sense, doing things like combining a rabbit and a top hat to demonstrate a magic trick, making a butterfly net from a broken tennis racket and some spare netting, or using flint with paper and wood to start a fire. If anything, the game's puzzles veer too much to the side of caution and can be a little too easy. Many times, the only serious challenge is in scanning the busy scenery to see what objects can be picked up, because most of them are blended into the backdrops so perfectly that it can be impossible to tell what is important and what is just there for color. One or two extreme problems requiring serious out-of-the-box thinking would actually be welcome, although it is awfully pleasant to be able to play a traditional adventure game without being forced to resort to an online walkthrough.

You could call The Book of Unwritten Tales a sort of comfort food for anyone who hungers for a good old-fashioned adventure, but that compliment doesn't fully describe just how charming this game is. King Art has done a great job crafting this point-and-click adventure, while also remaining pleasantly self-aware of its own conventions. It's just a shame that it took two years for this outstanding game to come to North America. Still, better late than never.

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viedogame: PC | Assassin's Creed: Revelations Review

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PC | Assassin's Creed: Revelations Review
Dec 2nd 2011, 00:58

Even the greatest heroes can't live forever. And so it goes for Ezio Auditore di Firenze, who finally steps aside to make room for new champions in Assassin's Creed: Revelations. This is another quality entry in a quality series, and it unleashes you in a visually stunning re-creation of 16th-century Constantinople. Additions to the movement mechanics make exploring the city a joyous exercise in high-flying parkour, with you as Ezio leaping across rooftops and flinging yourself up exterior walls like a Renaissance superhero. Like many sequels, Revelations giveth, and Revelations taketh away, so you lose certain elements (horses) in favor of a slew of new ones (bomb crafting). Lots and lots of new ones. Assassin's Creed: Revelations is sometimes a lumpy Frankenstein's monster of a game, half-formed appendages stitched into place regardless of whether they belong there or not. Thankfully, when Revelations remembers to be an Assassin's Creed game, it soars into the Turkish skies, reminding fans why they fell in love with this freewheeling series.

The master becomes the student.

Expectedly, Revelations isn't all Ezio's story. It's also Desmond's. You remember Desmond, the bartender-cum-assassin whose mind is probed to discover truths that could potentially prevent the earth's destruction. Desmond looks different than you might remember: faces have been redesigned, features elongated, making your old comrades-in-conspiracy feel a bit unfamiliar, as if they have had plastic surgery since you saw them last. In any case, Desmond's mind is a prisoner within the Animus, the machine that allows his associates to tap into his ancestral memories. This computerized sanctuary is presented as an island, where shimmering doors leading to who-knows-where punctuate a virtual seaside. Here, Desmond and the enigmatic Subject Sixteen explore the bartender's memories and regrets in long conversations that illuminate Desmond's former life.

In Assassin's Creed: Brotherhood, Desmond was becoming a full-fledged assassin, and you guided him through dank caves and across rooftops as a sort of Ezio-lite. The character arc matched the gameplay arc: Desmond was gaining confidence, and this was reflected in his ever-improving abilities. Revelations tries a more thoughtful approach but falls short. Subject 16 starts as a mystery and remains one, making for an unsatisfactory replacement for the team with which Desmond has typically interacted. Meanwhile, Desmond passes through those shining portals and into his own memories. These memory levels are made of gray columns and tiled floors that glisten and undulate like digital rivers. You move through them in first-person view while Desmond talks himself through the pain of his past. This synthetic cyberspace makes for an effective backdrop, but the accompanying gameplay is anything but fun. You create blocks and ramps out of thin air to pass through these levels, but moving across them feels flat, and jumping is inexact. The flatness turns to frustration as you encounter gusts that move the blocks you create, and deal with energy fields that cause them to dissipate. These levels are one of Revelations' many attempts to force elements into a game that doesn't benefit from them.

The good news is that you spend the bulk of your time as Ezio, though he isn't the only historical presence taking center stage. Altair from the original game returns as a playable character, and Revelations makes good use of the parallels between the heroes' lives, and scenes near the conclusion resonate with great emotion. Yes, there is a "holy cow!" moment near the end, as expected for an Assassin's Creed game, and the final shot will have fans--once again--wondering what comes next. But it's the calm before the storm that ties two lives together and thus impresses most; there's a moment when you realize you will miss these assassins of centuries past. As for Ezio's story, well, the man is older and tired, and the story reflects this weariness. It introduces new characters, the best of whom is Sofia, an Italian bookseller who welcomes Ezio's formidable charms. But the main plot, involving political unrest among the sultan and his family members, is merely serviceable, lacking the personal touch that made Assassin's Creed II's narrative so enthralling.

Nevertheless, Revelations is as absorbing as its predecessors, because it's so much fun to move through Constantinople and other key areas. This is due in part to the world's sheer beauty. Deep golds and reds make a stroll through the grand bazaar a feast for the eyes, and famous landmarks like Hagia Sophia cut striking silhouettes against the night sky. Row a boat across a strait, and you marvel at the authentic wake that ripples behind. On the PC, the smallest details are as impressive as the grand, sweeping vistas. The scars criss-crossing Ezio's weathered face; the finely crafted designs threaded across Yusuf's gauntlets; and the deep-green ivy climbing the worn face of a domed mosque: these elements are uniformly impressive. At high resolutions, certain technical imperfections stand out more than they did on consoles, such as some object clipping and animation glitches. (Some asynchronous sound effects can also prove distracting.) But overall, Assassin's Creed: Revelations' presentation is dazzling.

The other reason exploration is so joyous is that the simple act of moving from place to place is so satisfying. Animations remain generally great. Ezio doesn't grab some unseen outcropping as he scales towers: he reaches for actual ledges and outcroppings, which makes his impossible acrobatics feel authentic. Climbing a tower reaching into the heavens, admiring the view, and then making a leap of faith into a hay bale hundreds of feet below is a delight, as it always has been. But Revelations expands the parkour aspect of the game by giving you use of a handheld hook. With this hook, Ezio can scale upward more quickly and glide down ziplines--and even assassinate rooftop guards as he skims past.

The hook also allows you to reach out and grab walls as you fall--walls that would be out of reach in previous Assassin's Creed games. You can also buy parachutes and activate them in midair, which feels free and easy, like wafting downward on a cool breeze. Revelations makes it more fun than ever to stay on the move. In fact, some of its best moments focus on fluid parkour, such as an atmospheric trek through a dank cave and an exhilarating escape from a flaming boat. The best set pieces are those that focus on movement. How unfortunate that other such events are less successful--and that the game leans on the lesser ones so early on. Avoiding rocks as you are dragged behind a careening carriage isn't fun, nor is bashing other carriages as you drive one. Another carriage-focused mission is more entertaining and has you activating a parachute and flying behind the vehicle as a sort of Renaissance-era parasailer. It's nice to have the variety in between long stretches of fighting guards and wandering among crowds, but earlier games simply did such diversions better.

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viedogame: Obsidian developing South Park RPG

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Obsidian developing South Park RPG
Dec 1st 2011, 19:41

Fallout: New Vegas dev teaming with THQ on Comedy Central-licensed 360, PS3, PC game, due in 2012; Parker, Stone writing, voicing, overseeing.

Obsidian Entertainment has been teasing its next project since March, when CEO Feargus Urquhart called it a no-brainer of a licensed property. Today, GameStop-owned Game Informer magazine put all of the speculation to rest, pegging Obsidian's "leading animation franchise" as Comedy Central's South Park.

Announced via this month's cover story, South Park: The Game is in development for the Xbox 360, PlayStation 3, and PC, with THQ handling publishing duties. GI characterized the game as a "full-scale" role-playing game, where players assume the role of a new kid in town tasked with making friends and defending South Park from a "wide range of threats."

The magazine cover features the show's iconic principle characters--Kyle, Stan, Cartman, and Kenny--surrounded by the quartet's supporting cast. The pond's reflection alters the scene, showing the boys in fantasy-inspired garb among a handful of different presumed "threats," including a dragon, Satan, Manbearpig, and more.

In addition to writing the game's script and performing voice-over work, show creators Trey Parker and Matt Stone are overseeing development. South Park: The Game is set for release sometime in 2012.

[UPDATE] Following the publication of this article, THQ officially announced South Park: The Game, confirming that it will be available during the back half of 2012 on the Xbox 360, PS3, and PC.

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viedogame: EA mustering Army of Four?

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EA mustering Army of Four?
Dec 1st 2011, 20:39

Next entry in publisher's co-op shooter franchise may double up its cast; powered by Battlefield 3's Frostbite 2 engine.

Source: Day two of Kotaku's "insider" leaks on EA's upcoming plans.

What we heard: EA's Army of Two franchise says it all in the title: two guys doing the work of an entire army. However, for the next installment in the franchise, EA may be calling in reinforcements, if Kotaku's latest rumor from an "insider" proves true.

Following on from yesterday's alleged leaks concerning Dead Space and Dragon Age, Kotaku's source claims EA will be rebooting its co-op-centric third-person shooter franchise to include four principle characters. The so-called Army of Four is purportedly being developed at EA's Montreal studio, with help from a few members of DICE's Battlefield 3 team.

In addition to four-player co-op gameplay, Kotaku's source said that Army of Four will be powered by DICE's Frostbite 2 game engine. This engine, which has been seen in Battlefield 3 and Need for Speed: The Run, is also said to be powering BioWare's rumored multiplayer Dragon Age effort.

The official story: EA had not responded to GameSpot's request for comment as of press time.

Bogus or not bogus: Looking not bogus. In April, EA job listings indicated that a new Army of Two installment is in development at Visceral Games' Montreal studio, so it's no surprise that this "multimillion-unit-selling" franchise will live on. Whether or not that includes four-player co-op remains to be seen.

As for Army of Two's next installment using the Frostbite 2 engine, there's no real surprise there. EA is clearly looking to get as much use out of DICE's praised proprietary engine as it can, as evidenced by its initially perplexing, but ultimately successful, implementation in the latest Need for Speed.

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viedogame: Skyrim soars past Battlefield 3 on XBL activity

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Skyrim soars past Battlefield 3 on XBL activity
Dec 1st 2011, 21:19

The latest entry in The Elder Scrolls franchise only bested by Call of Duty: Modern Warfare 3, Black Ops in most recent Xbox Live stats.

Earlier this week, EA offered an update on Battlefield 3's sales figures, saying the multiplayer-centric first-person shooter has now sold some 8 million units. But despite those lofty figures, the game hasn't been able to keep up with Bethesda Softworks' latest role-playing game The Elder Scrolls V: Skyrim on Xbox Live.

As revealed by Microsoft's Larry "Major Nelson" Hryb via his blog, Skyrim was the third most-played game by Xbox 360 users connected to Xbox Live for the week of November 21. Bethesda's latest RPG fell in just behind Activision's Call of Duty stalwarts Modern Warfare 3 and Black Ops. Battlefield 3 logged a fourth-place performance.

Skyrim's success has not been limited to the console space. In November, Bethesda parent company ZeniMax Media boasted that the game had set a new Steam record with more than 280,000 concurrent players logged in on Skyrim's launch day.

Skyrim recently received a 1.2 patch that was set to fix various issues experienced by players on all platforms. Notable problems included progressive game saves causing frame-rate issues on the PlayStation 3 version of the game and a reduction in texture resolution when installed to the hard drive on the Xbox 360. Response to the patch has been mixed, with players reporting continued problems and new issues including backward-flying dragons.

For more on The Elder Scrolls V: Skyrim, check out GameSpot's review.

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viedogame: South Park: The Game Turns Series Into Role Playing Adventure; Coming Later 2012

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South Park: The Game Turns Series Into Role Playing Adventure; Coming Later 2012
Dec 1st 2011, 20:24

Matt Stone and Trey Parker Collaborating with THQ and Obsidian Entertainment.

AGOURA HILLS, Calif., Dec 01, 2011 (BUSINESS WIRE) â€" THQ (NASDAQ:THQI) today announced that they are collaborating with South Park Digital Studios LLC, the joint venture between "South Park" creators Matt Stone and Trey Parker and Viacom Media Networks and Obsidian Entertainment, Inc. to develop the next chapter in South Park entertainment: "South Park: The Game."

"South Park: The Game" is an epic role-playing adventure that will allow the user to befriend Stan, Kyle, Cartman and Kenny and explore the quiet little mountain town like never before.

"Our goal is simple: to put creative talent first," said Danny Bilson, EVP Core Games, THQ. "Matt and Trey are arguably two of the most important comedic talents of their generation. Bringing their vision of South Park to the interactive space is a dream-come-true."

The first details of "South Park: The Game" will be revealed in the exclusive cover story in Game Informer(R)’s January issue, shipping to subscribers in early December 2011.

"South Park: The Game" is scheduled to be available for the PlayStation(R)3 computer entertainment system, the Xbox 360(R) video game and entertainment system from Microsoft, and Windows PC in the second half of calendar 2012.

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viedogame: Jaws: Ultimate Predator Takes a Bite Out of Nintendo 3DS and Wii Today

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Jaws: Ultimate Predator Takes a Bite Out of Nintendo 3DS and Wii Today
Dec 1st 2011, 19:29

Unleash the Ultimate Predator inside you and cause havoc under the waves!

Edison, New Jersey - December 1, 2011 - Majesco Entertainment, an innovative provider of video games for the mass market, announced today that JAWS: Ultimate Predator is now available for the portable Nintendo 3DSTM system and the WiiTM system. Based on the iconic movie franchise, JAWS: Ultimate Predator lets players become the world’s most famous and deadliest shark, giving players a chance to wreak chaos and destruction as nature’s deadliest predator. The games have been developed through a license agreement with Universal Partnerships & Licensing.

Jaws returns to terrorize the ocean and its inhabitants in this re-imagined, underwater action-adventure game. Players take on the role of JAWS â€" hunting and killing prey, roaming the depths of the sea and battling fearsome new bosses.  Replete with hidden collectibles and upgradeable special abilities, players can tear their opponents to pieces with intense power and speed.

JAWS: Ultimate Predator is a visceral experience with a slew of satisfying combos, finishing moves and deadly special attacks! The ocean is rife with deadly enemies, and as JAWS, it’s your task to remain on top with skills like the Rage Meter that maxes out with each kill so you can perform brutal stealth attacks and shark frenzies. Set to the original score by John Williams, players will experience real life environments with lush underwater settings from Hawaii and Isla Guadalupe - to the infamous locale where it all started: Amity Island.

Both games are executive-produced by Microprose.  Developed by n-Space, JAWS: Ultimate Predator on Nintendo 3DSTM is rated M for Mature and now available for the suggested retail price of $29.99. Developed by Tectonic Studios, a subsidiary of Collision Studios, JAWS: Ultimate Predator for WiiTM is rated T for Teen and now available for the suggested retail price of $29.99. For more information on JAWS: Ultimate Predator, please visit www.majescoentertainment.com/jaws.

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