Saturday, May 8, 2010

Lost Planet 2 : Review

As the follow-up to the critically liked and commercially successful Lost Planet, Lost Planet 2 seems to have everything going for it. Aimed at western audiences, the team at Capcom, headed up by Keiji Inafune and Jun Takeuchi, promised the return of the well received multiplayer mode from the original game, as well as some much-hyped four player co-op for the entire main campaign. Unfortunately, few lessons seem to have been learned from the original Lost Planet's problems. Instead, Lost Planet 2 offers online play that feels dated in 2010 and adds a host of new issues to the series without fixing what was wrong last time, leading to a game that is in many regards worse than its predecessor.

In my Xbox 360 review, I mention that Lost Planet 2 is a beautiful title that really shows off the strengths of Capcom's MT Framework 2.0 engine. From familiar ice fields to jungles and cities and deserts, the world of EDN III is often a sight to behold. Unfortunately, the PS3 version of Lost Planet 2 suffers in comparison. The framerate experiences significant drops whenever the screen is busy, particularly in outdoor stages and during boss fights and hectic combat situations. Occasionally, the game will pause visually for several moments. This can have profound effects on the responsiveness of controls, and there were numerous points where I was nearly killed by an enemy waiting for the game to seemingly catch up with me. The music remains excellent though, with sweeping, epic orchestration punctuating major moments of the game, though it would have been nice to hear it more often. The bulk of many levels lack any musical accompaniment at all, leading to an often quiet monster hunting experience.

Things largely unravel from there. The controls remains as clunky as they were last time around, and deviate from the standard third-person layout in perplexing ways. Want to melee? That's the Circle button. Want to run? Well, that's also the Circle button. Want to activate that data post or Vital Suit? We've got a Circle button for that. The grappling hook (or anchor) can still only be used with feet planted firmly on the ground, and your character jumps like his pockets are full of rocks. Every animation is over-emphasized to the point of getting in the way of playing the game. Even worse, you'll often be forced to endure agonizing waits as you hammer the Circle button at data posts, or impatiently sit in a Vital Suit while it goes through an activation sequence that repeats every time you enter it. Lost Planet 2 is fixated on elaborate activation sequences, and there's generally at least one section per chapter that forces you to wade through some kind of convoluted Rube Goldberg machine in order to complete your objective - that is, when the game is good enough to tell you how you're supposed to complete that objective in the first place.

The story is, remarkably, even less coherent than the previous game's focus on amnesiac Wayne and his quest for identity. Lost Planet 2 takes place 10 years later, as the formerly frozen EDN III has begun to thaw and even more pirate factions are fighting for territory. Meanwhile, military organization NEVEC has plans to exploit the massive alien Cat-G Akrid that have begun to appear for their valuable thermal energy, even if their goals destroy the planet in the process. The game's six episodes take place from several perspectives -- including an extended and ill-advised jaunt through some semi-offensive ethnic stereotypes toward the end -- though the focus sits mainly on a squad of NEVEC commandos that quickly realize, to quote the cliche, that they're in for more than they signed up for. As this squad and everyone else realize what NEVEC is up to, they... well, they pretty much all make their way in a prescribed direction without talking or communicating with each other, and only one group of pirates actually does anything meaningful. While each episode manages to show something different, the game feels disjointed and hard to follow, and eventually bogs down in anime and old-school videogame cliches.
Another problematic area is the game's level design. Lost Planet 2 is split into six episodes each with multiple chapters, and each chapter has several missions. There are no checkpoints between missions, meaning you'll need to complete a full chapter to save your progress in Lost Planet 2, which can often take more than an hour to play through. This means that should you die near the end of a chapter trying to figure out what the game wants you to do, which it never really tells you, you'll have to play the whole thing over again. There's also no jump-in co-op, as new players will be forced to wait in a lobby until the other players in the game reach the next mission in a chapter before they can join the session. Campaign levels feel like multiplayer maps populated by enemy soldiers and akrid, and little attention to balance difficulty or fairness is apparent. Expect to die over and over at certain points as enemy akrid or vital suits camp your spawn points. The giant akrid bosses and mini-bosses return, as does their tendency to knock you down and never let you back up. There is some satisfaction to be found from conquering these enormous monsters, but it's always grim; the kind of satisfaction that comes from an end to frustration rather than a sense of accomplishment.

Competitive multiplayer is largely unchanged from the last game. While the thrill of jumping into a giant robot suit to pound your friends into mush remains, the controls and weapons lack the finesse and balance players expect from triple-A shooters in 2010. More often than not, you'll have the most success throwing an electrical grenade and killing the enemy it temporarily incapacitates. There are a number of different modes, but the Akrid Egg capture mode - which sees each team fighting to bring an Akrid egg to a goal while preventing the other team from reaching theirs - stands out as something fairly unique and interesting amidst an otherwise "by the numbers" multiplayer menu that seems to have taken all of the features popular in big shooters today but none of the logic behind them.
Closing Comments
Lost Planet 2 plays like it was never put in front of a member of its intended audience at some point during its development, someone who might have asked "why?" Why can't I pause the game unless I make my game unjoinable? Why can't I join a co-op game in progress? Why can this monster kill me in two hits? A little "Why?" may have taken this game in a different, more compelling direction. Unfortunately, for PS3-only owners, it's harder to recommend due to some pronounced technical issues that detract from its biggest selling points. If you've burned through other multiplayer or co-op options, then there might be something for you in Lost Planet 2. The single-player campaign is lengthy at around 14 hours with full co-op support, and the multiplayer has plenty of maps and modes. Just do yourself a favor: buy some insurance for the controller you'll invariably throw across the room at one of Lost Planet 2's seemingly endless design and interface issues.

you can see rtings at IGN's website here

Credit : ps3.ign.com

Sony Sued Again For Removing PS3 Linux Feature

Two more class action lawsuits have been filed against Sony Computer Entertainment America for removing the 'Other OS' feature from the PlayStation 3.

The first lawsuit, filed on Wednesday, May 5 by Todd Densmore of Cumming, Ga., and Antal Herz of San Francisco, Calif., claim Sony has rendered several PlayStation 3 features they paid for "inoperable" as a result of the release of firmware 3.21. The update, released on April 1, 2010, disabled the ability to install the Linux operating system. By choosing not to update their console, users couldn't access separate, non-related features, such as signing onto PlayStation Network.

The suit states Sony allegedly failed to disclose to customers that it reserved the right to remove advertised, built-in features. The suit also states the right to remove the 'Other OS' feature is not disclosed in Sony's Terms of Service or System Software License Agreement.

Densmore and Herz are seeking damages and other relief the Court deems just. The class includes anyone who purchased a PlayStation 3 from November 17, 2006 to March 27, 2010 and folks who continue to own their console as of March 27, 2010.

A complete copy of the lawsuit in PDF form can be viewed here.

The second class action suit, filed on April 30 by five individuals across the United States, claims, among other things, that the plaintiffs "lost money by purchasing a PS3 without receiving the benefit of their bargain because the product is not what it was claimed to be - a game console that would provide both the Other OS feature and gaming functions."

The group is seeking compensatory damages, restitution, and injunction relief.

A complete copy of the lawsuit in PDF form can be viewed here.

The total number of lawsuits filed against Sony in the last two weeks for removing the feature is now at three. On April 28, a similar lawsuit was filed by Anthony Ventura of California. That case is still ongoing.

Credit : ps3.ign.com

PES 2011 : Goalkeepers to be improved in PES 2011

In this week's US press release announcing Pro Evolution Socce..., an extra paragraph appeared talking about the improvements to be made to goalkeepers.

"Improved Goalkeepers: In keeping with the basis of total freedom of movement, players now have more control over their keeper. This greater control allows for quick roll-outs, instinctive saves, pinpoint accuracy with goal kicks, and precision ball distribution to make quicker breaks or playing down the clock easier."

Thanks to WENB and prorevo for the heads up.

Credit : www.pesfan.com

PES 2011: Football Evolved

Total revamp, total freedom, total football

Konami Digital Entertainment GmbH will deliver a completely new footballing experience later this year with the advent of
PES 2011, for PlayStation�3, Xbox 360, PC-DVD, Wii, PlayStation 2 and PSP™ (PlayStation�Portable), which sees the publisher’s long-running series undergo the most radical revamp in its history.

The PES range has long been regarded as offering incredible realism and control, but PES 2011 will reinvigorate the series with the most advanced raft of gameplay additions, control options, and animations to meet the evolution of real-life football. Central to its total freedom of play, PES 2011 introduces a power bar for each player that allows the user to determine the exact strength and placement of every pass and shot. Balls can now be spread absolutely anywhere with utter precision, with long balls into space, short passes to feet and intricate one-twos allowing the player to dictate play and control the tempo of a match.


This freedom of play is also extended via new AI routines designed to place every move and decision in the player’s hands. No longer will assisted AI intervene during matches; users will now need to sense and react to threats; and passes will not automatically reach the nearest player. Instead, all-new routines facilitate complete control both of the player and their chosen actions in every respect to give the player sublime control over every movement.


"It was time for PES to transform, and PES 2011 represents the most ambitious redesign in the series’ history," commented Jon Murphy, European PES Team Leader for Konami Digital Entertainment GmbH. "We’ve continued to work closely with the fans to pinpoint what it is about football that PES didn’t do. Total freedom was the priority and all-new animation a must. PES 2011 does both – indeed, they are directly linked to each other – and while the new game is recognisably PES at its heart, it is also the most radically improved version ever."


Key to PES 2011’s new approach is a specially-designed control system that allows total control over every element of play. The triangulation of passes and making space using clever runs becomes paramount, and build-up play is everything. Likewise, dribbling and close control are tougher to master, and the days of making streaking runs through the centre of the park are over, as PES mirrors the real-life football.


The result is the most complete and realistic PES to date. PES 2011 delivers an evolved experience that still has the key PES ehthos of skill and realism at its core. Likewise, every other aspect of the game has been totally reworked, including:


Total Control:
PES Productions has enhanced the 360-degree passing ratio, offering unprecedented levels of control over every pass, shot, throw-in, through ball and lofted through balls. This allows users to pass the ball into space, and move their play with total freedom. Players must precisely weight their passes and second-guess the runs of their team-mates and exploit their movement. Players even can apply pressure on opponents to force them off the ball.

Shot & Stamina Gauge:
In addition to the generic power gauge, the Shot & Stamina meter details the player’s exact level of fitness. Constantly sprinting will affect the player’s movements and will have an adverse affect on his stats, with passes going awry and a loss of pace.

New Defender AI:
Defenders now hold their positions naturally, no longer chasing any ball that enters their area; preferring to close down the attacker and force them into a mistake.

Animation and Player Physics:
PES Productions has totally reworked every element of in-game animation. These additions will become clear before even kick-off, with the players enjoying fluid, natural movements, with more realistic acceleration and inertia than ever before. The physicality between players is also improved, which was a priority requested in PES forums. Jostling and blocking now looks stunning, while there is a larger variety of convincing tackling styles. Ambient animation also adds immensely to the in-game atmosphere, as players behave realistically when off the ball, and walk and run with a variety of individual styles.

Speed of Play:
The new level of control means that PES 2011 enjoys a more considered pace of play, which varies dependent on situations. The game will burst into life as counter-attacks come into play, but players can dictate the pace via slow build up or exploiting available space to surge forward. It is harder to make long runs from midfield, and successful play will depend on making quick passes to make room.

Aesthetics:
PES 2010 showcased the best likenesses in a football game, and PES 2011 ups the ante further. Facial animation has been enhanced, but the key advances are over 1000 all-new animations which have been recreated from the ground up using over 100 hours of motion captured footage. Every aspect of player movement has been reworked, with more organic runs, turns, throw-ins, tackles, and interaction. The way players speed up and slow down is also more natural, while replays display elements of motion blur that bring your saved goals to vivid life.

Tactical and Strategy:
The sheer number of options available in the PES series has established it as a remarkably flexible simulation, allowing players to stamp their playing style on each match. The PES Productions team has implemented an all new ‘Drag and Drop’ mechanism that can be used in every aspect of team management, not just substitutions or formation changes. These settings are also animated to promote better understanding of the plays that have been altered.

Feint settings:
PES has always offered a wide range of subtle skills, feints and turns, but PES 2011 allows users to map their favourite move sequences to the right stick, making them more accessible than ever before.

Master League Online:
Master League will offer an all-new challenge, as users are invited to try their hand against other managers online. PES 2011 will mark the online debut for its much-loved Master League element, with players bidding against each other for the world’s best players, and attempting to build a squad that can compete with the best against online peers all over the globe.

PES 2011 also features a myriad of smaller additions, all designed to enhance the overall experience. The game’s difficulty level has been upped thanks to the greater control on offer, while new camera angles showcase the game’s stunning visuals and animation. Likewise, in accordance with the strong wishes of the fan base, both referees and goal keepers have been improved in both aesthetic and AI terms, while an all-new commentary process has been implemented that offers a better and less repetitive overview of the proceedings.


The game will also see the return of Lionel Messi – arguably the greatest player in the modern game – as its cover star, and the expansion of its UEFA Champions League and UEFA Europa League elements, and the addition of the Copa Liberadores, South America’s most influential and important club-based competition.


"This is just the tip of the iceberg for PES 2011," concluded Murphy. "We have some significant announcements still to come regarding game modes and gameplay functions. The first footage of the new game perfectly showcases the new animation and freedom elements that beat at the heart of the new game. We are confident that PES 2011 will both surprise and delight football fans. They are going to have to relearn how they play, as this is a very different game, but I am confident it will blow them all away."


PES 2011 will be released for PlayStation�3, Xbox 360, Wii, PlayStation�2, PSP™ (PlayStation�Portable), and PC-DVD in the Autumn.



To see the PES Fans' reaction, and to join in the discussion, please visit:
http://forums.pesfan.com/showthread.php?t=230212

Credit : www.pesfan.com

Tuesday, January 12, 2010

MAG: Early Intel

We don't have too much longer to wait before we can jump into Zipper Interactive's MAG, the 256 player online shooter. If you've been lucky enough to take part in the beta, you'll know that there's a whole lot to Zipper's latest. Between the various game types, numerous PMC careers and leadership abilities, this is a title that'll require some time and practice to find your niche. Fortunately, with all of these options, it looks like there will be something for everyone.

To give you a taste of what's to come, and perhaps even an early advantage in knowing what you're doing and how you should be doing it, we're running a series of How To videos up until the game's late January launch.

We'll be updating this page with all of the latest content, so keep this page bookmarked to stay on top of the game. 

Credit : ps3.ign.com