Renegade Kid Founder and Creative Director Jools Watsham on the DS-Exclusive FPS, Moon

"The heart of Moon is certainly a FPS, but we’ve also focused a lot of our attention on the story aspect of the game, which we hope results in an enjoyable blend of action and adventure."


It's not everyday that a developer chooses to create a new first-person shooter for the Nintendo DS. Though the dual-screened handheld has been hugely successful, it isn't as powerful as PSP, and certainly cannot compare to the latest consoles. But when it came time to develop Moon, Renegade Kid didn't look at the other guys. This developer went straight to Nintendo DS.


"We chose to develop Moon for the DS for a number of reasons," said Jools Watsham, Founder/Creative Director of Renegade Kid. "We love the DS. We wanted to build upon the technology we created for Dementium: The Ward, and we wanted to work with Mastiff. We approached Mastiff and they were onboard with the idea straight away. Having an opportunity to develop an original FPS title for the DS was something we were all instantly excited about."


Moon is being called an action/adventure. Does this mean you don't think of it as an FPS?


Jools Watsham: The heart of Moon is certainly a FPS, but we’ve also focused a lot of our attention on the story aspect of the game, which we hope results in an enjoyable blend of action and adventure.


Does Moon use the touch screen at all, or do the controls have more of a traditional console feel?


JW: Yes, we have utilized the touch screen to provide an intuitive control scheme that is very close to what you would expect from a mouse control scheme on a PC title.


What engine does Moon use?


JW: Moon utilizes the Renegade Engine 2.0, Renegade Kid’s proprietary 3D engine.


Moon has a very futuristic view, with what appears to be different visors. Is that correct, and if so, what can you tell us about them? If not, what exactly am I looking at?




http://gamesevolutions.blogspot.com

Cheyenne Mountain’s Dan Elggren talks about bringing Stargate Worlds to life


“…with Stargate Worlds I feel we had a great vision from the beginning”


When you build a game on a pop culture icon, there are certain expectations. When you build it on a license such as Stargate, well, cast aside the expectations and get ready for a wild ride through the imaginations of developers. Why? It’s simple, actually; while Stargate – as a license – has certain parameters in terms of races and behaviors, the portals that give the license its name can lead to virtually anywhere.


Cheyenne Mountain Entertainment is the driving developmental force behind the title. According to the press release, Stargate Worlds Online:


“… provides players with a form of ranged combat unique to MMORPG that will take full advantage of modern and science fiction weaponry, cover, and terrain. Players will be able to form squads with their friends or use bots for players who want to go solo. Squad leaders will control maneuvers and objectives through an innovative combat control interface. Players may choose to create characters that are members of either the SGC (the Good Guys) or the System Lords (the Bad Guys). Characters are equipped with varied and mixed skills, with the choice to form such classes as Research, Combat Marine, Medical, Scientific, Diplomatic, Engineering, Archeological, and Exploration. PVP will be possible between the two alliances on many contested worlds, actually swaying the balance of power on those planets, and unlocking hidden content. Cooperative play will also be possible, and players will be encouraged to forge temporary alliances to deal with greater threats, such as the Ori.


“The universe evolves as players inhabit and vie for control over alien worlds. Local populations will shift their allegiance between the two alliances. Outside threats, such as the Ori, will conspire to further change the face of these worlds. Players will be able to tip the balance of power on these worlds, beating back the Ori invasion, and swaying the local populations to their side through quests, combat and trade. Whether you are a solitary explorer, master tradesman, or commander of a massive armed force- your every action will alter the worlds of the Stargate universe.”


All in all that sounds like a very deep and expansive online gaming experience. Of course, GameZone wanted to know more and contacted the good folks at Cheyenne Mountain. Dan Elggren, Stargate Worlds studio head, took time to chat with GameZone about this upcoming MMO.


Question: You are working with an IP that in many ways allows for a lot of creativity, yet initially you have to establish that bond with the movie and television show. What sort of challenge does that present to establish the IP as well as move it forward into new realms?


Dan: You’ve really touched on the most important issues that we face when building on an existing IP like Stargate. You can’t rely on the IP as a crutch to carry you. You have to concentrate on building a good game. The Stargate IP is a wonderful background and gives us a ready-made palette on which to paint our stories.


We do need to create a bond with Stargate early on, and there are a few ways we do that. First, we’re telling a story that from very early on, fans will recognize as part of the Stargate universe. Second, it won’t take long for players to get to a Stargate, and there aren’t many icons in science fiction that are as instantly recognizable as the gate.


In the end, however, it doesn’t matter how strong a connection we make with the IP if our game doesn’t live up to expectations. And that’s why our number one job is to build a fun game.


Typically the sci-fi genre has not fared really well in MMOs, especially when they are focusing on a shooter element to drive the combat and action. Yes, some games out there do well, but do not enjoy the overwhelming success that fantasy MMOs seem to have. What elements are you bringing to the genre that should have players sitting up and taking notice?


Dan: Well, for one thing we have the Stargate license and I think this is a franchise that is just crying out for a video game.


But overall, I think the market is just waiting for the right game to come along. As for the overwhelming success of fantasy MMOs, we obviously think it’s just a matter of time before there’s a breakout sci-fi title. Gamers want a quality, fun game, and that’s what we have to deliver to be successful.


We really don’t want to over think this and over analyze it. If you build a stable, fun product, you’re probably going to be more successful than a buggy, boring product.


The MMO genre, as a whole, seems to be revolving around game play elements that have not varied much in the past four years or more. What have you changed with the mechanics of the SGW title?


Dan: First of all, I don’t believe in discarding play elements just because they’ve been around for a while. We are building an MMO and MMO players will feel at home when they step through the gate. But it’s the way we implement these systems, especially in combat, that makes all of the difference in the world. One playtester who had about 15 minutes of game time commented that Stargate Worlds plays like an MMO, but feels like a tactical shooter.


It’s a tough concept to explain, but once you get in and play, it all snaps into place.


Another area where we’re looking to innovate is with mini-games. We’re getting the player more involved in activities like opening locks, sabotage and translation by creating mini-games that they have to complete to accomplish their goal. These are Bejeweled-like games that scale with the character’s level. We’re aware that some players out there aren’t interested in this kind of gameplay, so we have given them the choice of “calling in help.” Characters get XP for completing mini-games, and it’s possible to advance through level cap, kicking back in the major cities and fielding calls for mini-game help.


How much personal customization will players have in terms of looks, clothing and weapons?


Dan: Players will have a choice of multiple heads, hairstyles, scars and bling at launch to personalize their characters, but much of the customization will come through the gear they pick up over the course of the game. We’re going to have enough weapons, armor and other gear to keep players satisfied.


Is the leveling plan similar to what players are used to – as in, kill “X” things, gain XP, level and invest skill points, or have you done something a little different?


Dan: That basically covers the gist of it, except for the “Kill X things.” Stargate Worlds is based on a license with a rich history, and “Kill 10 Jaffa” just isn’t very Stargate! That was never Jack O’Neill’s mission. That’s not to say you won’t ever kill 10 Jaffa in the course of a mission, just that the MOBs are obstacles, not objectives. Your mission will be something along the lines of “disable the Ha’taks over Hebridan before they destroy our base.” There will certainly be a number of Jaffa willing to die to prevent you from completing your mission, but you don’t have to kill the Jaffa along the way. You just have to get past them.


The MMO genre is rife with players that tend to be transitory. They will jump into a new game, muck around a bit and then either return to what they have been playing or go off in search of other pastures. What do you think will be the draw that keeps them in SGW?


Dan: I think more and more people are playing multiple titles these days, and Stargate Worlds is likely to look and especially play differently from other titles, so we feel good that our game will stand out from the crowd and be a permanent part of the rotation.


One other thing that I think weighs in our favor is our aggressive content update plan. We’re going to give players new content on a regular basis. We’ll be adding new story, new levels, new archetypes and, obviously, new worlds about every three months post launch. This will be free content that we’re giving away on an aggressive schedule. We believe that this kind of content is part of what gamers are paying for with their monthly fees and we will deliver on this promise in a big way.


Let’s talk about the graphic engine … what are you using and what does it allow you to realize within the game’s visuals? Do you use recognizable characters from the TV series or are all the NPCs new to the game? Did you use motion capture for the animations, or are they all computer rendered?


Dan: We’re using Unreal 3 for our graphics engine and Big World for the back end. Unreal is an incredibly flexible tool with great sliders. Our goal is to build a game that looks great on low-end systems and scales up to look breathtaking on high-end boxes.


We will have all of the main characters from Stargate SG-1 in the game in one way or another. Our game is set between seasons eight and nine, so you’ll get to see everyone from Jack O’Neill to Vala Maldoran.


We are using key frame animations for Stargate Worlds. The final animations haven’t been implemented in the game at this time, but I’m confident that they will please our fans.


Sound is an element that is often overlooked unless it is bad. Tell us a bit about the musical score of the game?


Dan: Stargate has a great musical tradition from Joel Goldsmith, and that’s something we want to bring to Stargate Worlds. Our Sound Designer Nick LaMartina is operating under the assumption that when you go through the gate and come out in a location where you’ve never been before, the music you hear helps set the identity. Each planet has its own identity and we’re using the big lights and the trumpets to tell a story.


Nick’s a bit of a mad genius. Once you get him talking about the sound of falling dirt, you’ll never think about it the same way again.


Will the game have PvP?


Dan: Yes! At launch we’re going to have PvP servers and opt-in PvP. In one of our upcoming episodes we’ll add a much deeper and more extensive system that we’ll be creating based in part on how people play the game. When you’ve got Archetypes like Scientists and Archeologists running around, you’ve got to find innovative ways to balance that against something like a Jaffa warrior or a stealthy Commando. So, we’re going to keep a close eye on how people play PvP and any issues that may arise before we put in platoon-on-platoon large scale PvP events.


After having worked on this game for the past several years, what do you personally like the most about it?


Dan: That’s really one of the most difficult questions for me to answer. As studio head I’ve got to be a big picture kind of guy, and I can honestly say that the sum is more than the parts. We’ve talked about sound, combat and mini-games just in this Q&A and I get to watch all of these incredible pieces come together to make a great game. So it is not often that you see a vision of a game come to life early in the development process and have it be the same vision of the game at launch. Yet with Stargate Worlds I feel we had a great vision from the beginning and have spent the development of the game iterating on that vision.


Producing a Legend: Q&A With Legendary’s John Garcia-Shelton


“We’ve designed our multiplayer around one of the most unique aspects of Legendary, which is the three way battle that happens between the monsters, the Black Order, and you.”


There will be several battles fought this year, but only one of them will be Legendary. Legendary's world is turned upside down after Charles Deckard, a talented art thief, is duped into stealing and opening Pandora's Box. "To Deckard, his mission is to simply sneak into the New York Metropolitan Museum of Art and use the key he's been given to open up a box that they have in storage," said John Garcia-Shelton, Producer of Legendary. "Seemingly, it's just another job. He has no idea that what he's opening is Pandora's Box, nor what will happen when he does open it.


"On the flip side, those that hired him (a group known as the Black Order) don't know exactly what will happen either, but they do expect Deckard to die when it's opened. Obviously, this doesn't happen, and it's the signet that's branded on Deckard's hand when he opens the box that becomes a key plot point in the game."



After Deckard endangers the world (accidentally), how does he come to realize that he's the only one who can right this wrong? Or is it a matter of redemption: he feels he must be the one to fix it?


John Garcia-Shelton: With Deckard having the signet on his hand, he gets mixed up in an secret war that's been waged behind the scenes for thousands of years. The war is between the Black Order, who have always believed that opening Pandora's Box represents a new power for mankind to control, and the Council of 98, who have vowed to keep Pandora's Box and the horrors within contained forever. It's members of the Council of 98 who inform Deckard of the role in this battle that he's been inadvertently thrown into, and he is the only one who can fix it.


How will Deckard's skills as an art thief affect the gameplay?


JGS: There's many points in the game where gates and doors will be locked, and Deckard has to use his skills to get through. For the most part, though, Deckard's life as an art thief is put behind him the second he opens the box. He's got a new mission ahead of him as a solider and a savior. Plus, there's not much call for an art thief when the world is going through an apocalypse.


Does he have any special abilities or powers?


JGS: He does, and these come from the signet that gets branded on his hand. Right away, players learn how to use the signet to absorb animus from creatures. Animus is the life energy of the mythical beasts, and Deckard can use absorbed animus to heal himself. Later on, he learns how to emit an animus pulse - which is a force that can shove enemies back, as well as do some other special things which I'll let players discover for themselves.


Can you detail the weapons lineup?


JGS: I absolutely can. We wanted to get a good mix of weapons in, with each having its own unique place in the game. For example, weapons that deliver a solid punch such as a shotgun or heavy machine gun are more useful against the creatures, but assault rifles and SMGs are more effective against the human opponents you'll face. There's also a flamethrower that's good at burning up everyone and everything, and a high caliber pistol which is very powerful at short ranges. And of course, whenever you're out of ammo or in a tight place, you'll always have your trusty fire axe to do some chopping.


Gryphons and werewolves are among the creatures you'll battle in the game. What else will we encounter?


JGS: Players will face off against a pretty big array of mythical monsters – some of which they might not have heard of. In addition to gryphons and werewolves, you'll battle Minotaurs, Nari (demonic babies with wings), Echidna (a huge creature which lives below the earth that uses its tentacles to attack things on the surface), Firedrakes (huge lizards that can breathe fire), and a lot more.


Will there be any boss battles or boss battle equivalents?


JGS: You bet. The two that come immediately to mind are the golem and the Kraken. The golem is a mindless creature of destruction the size of a building that's formed from cars, rubble and other non-living debris. The Kraken is a creature known for dragging huge ships underneath the water, and when Deckard crosses paths with it, it's dragging national landmarks beneath the waves. Both these creatures can't be defeated by conventional methods, but if I say any more than that I'll be ruining surprises!


Tell us about the level architecture. What kinds of worlds/environments will we battle through?


JGS: Most of the game takes place in either New York City or London. There are parts where you'll be in more remote areas, but we wanted to project to players the apocalyptic changes that opening Pandora's Box has had on the world. There's no better place to show this than a big city.


A couple of the screenshots remind me of the movie Cloverfield. Coincidence? Or was this movie or others inspiring?


JGS: It is a coincidence. When I went to see the movie, I was thinking how Legendary-esque it was. Great minds think alike, I guess! We did watch a lot of monster movies and disaster movies when we were putting together the ideas and storyboards for Legendary, so I can see how there's similarities between the two.


How will Legendary's multiplayer mode fit the unique situation Deckard caused, and what multiplayer types can we expect?


JGS: We’ve designed our multiplayer around one of the most unique aspects of Legendary, which is the three way battle that happens between the monsters, the Black Order, and you. While playing through single player, you’ll constantly be asking yourself, should I go after the monsters for some animus or the people for some ammo. With multiplayer, each team has to collect animus from wandering beasts that are more than happy to rip your throat out, and use it to fill containers. The first team to fill their container wins. However, each team can also attack the other, stealing animus for their own containers. It can turn into quite the heated brawl.


GTR Evolution - Demo Coming Next Week


SimBin has announced that they will be releasing a demo version of GTR Evolution sometime within the next 5-10 days. The demo features multiplayer capabilities, so potential GTR Evo fans can get a full taste of what the online gameplay is like. The guys have also included a spanish supercar called the Sunred SR21 Supercar. You can check out this car in the picture to the right. They have included the Brands Hatch racetrack, so stay tuned for more.


Microsoft Announces Halo: 3 Recon at Tokyo Game Show 2008


Halo 3: Recon, TEKKEN 6, RESIDENT EVIL 5, Star Ocean : THE LAST HOPE and THE LAST REMNANT Headline Blockbuster Xbox 360 Lineup at Tokyo Game Show



Against the backdrop of one of the world’s largest video games events, Tokyo Game Show 2008, Microsoft Corp. today unveiled a blockbuster portfolio of games for Xbox 360 video game and entertainment system from many of the world’s most renowned developers. The lineup, which features a variety of high-profile titles coming this holiday season as well as in 2009 and beyond, was headlined by “Halo 3: Recon,” an exciting new chapter in the legendary “Halo” franchise from acclaimed developer Bungie, as well as the announcement of “TEKKEN 6” coming to Xbox 360, which brings the “TEKKEN” franchise from Namco Bandai Games to Xbox 360 for the first time in history.


During his keynote address, John Schappert, Microsoft’s corporate vice president of LIVE, Software and Studios showcased the best blockbusters Japan has to offer from the most popular genres. Cementing the reputation of Xbox 360 as the premier home for great storytelling and the industry’s best role-playing games (RPGs), Schappert provided an exclusive look at the widely anticipated “Star Ocean: THE LAST HOPE” and “THE LAST REMNANT” from developer Square Enix. Action-adventure fans were also given a new look at the latest trailer for “RESIDENT EVIL 5,” slated to launch on Xbox 360 in March 2009. Finally, Schappert thrilled the capacity crowd by announcing that fighting franchise “TEKKEN 6” would be launching on Xbox 360 for the first time, releasing worldwide in 2009.


“Xbox 360 continues to be the destination of choice for the best and broadest games from the world’s biggest and best developers,” Schappert said. “With the latest incarnations of the ‘Halo’ universe, as well as global hits like ‘TEKKEN 6,’ we continue to deliver on our commitment to provide the caliber of entertainment and games that capture the imagination of people across the globe.”


A New Look at the “Halo” Universe


To the delight of devoted fans across the world, Microsoft debuted “Halo 3: Recon,” developed exclusively for Xbox 360 by acclaimed developer Bungie. “Halo 3: Recon” is a new chapter in the “Halo” saga that lets gamers experience events leading up to the epic story told in “Halo 3” through the eyes of a new hero in the “Halo” universe. The stand-alone expansion, set to release in fall 2009, extends the award-winning “Halo 3” experience with hours of new campaign excursions and multiplayer gameplay. In addition, attendees were given an all-new glimpse of the Xbox 360 exclusive strategy game “Halo Wars” from Ensemble Studios. By showing campaign mode for the first time, the live demo provided viewers with a thrilling taste of the revolutionary gameplay and new perspective of the “Halo” universe. Players will be able to enjoy the full experience when “Halo Wars” hits retailers in early 2009.


Japanese Developers Gain Worldwide Momentum


By partnering with the best and brightest Japanese developers and publishers, Microsoft is committed not only to providing an unparalleled gaming experience on Xbox 360 to Japan, but also to helping Japanese games reach new audiences worldwide. During his keynote address, Schappert announced that Xbox 360 has the most top-selling, third-party Japanese titles among all other current games platforms. He also noted that Japanese publishers have sold more than $800 million worth of games thus far on Xbox 360 and are on track to see lifetime revenue of more than $1 billion by the end of this holiday.


To underscore that point, Schappert unveiled dramatic new titles from Japan, including “NINETY-NINE NIGHTS II*” produced by Q Entertainment and developed by Feelplus. The title will join the “Ninja Gaiden” franchise and the just-announced “Ninja Blade” in making Xbox 360 the best place for Japanese action games. Schappert also declared that the release of “Star Ocean : THE LAST HOPE” and “THE LAST REMNANT” are further proof that Xbox 360 is the best console for RPGs, citing a rich portfolio of global blockbusters including “Infinite Undiscovery,” “Fable II” and “Fallout 3.” Additional Japanese-developed blockbusters debuting this holiday and 2009 include the following:


“THE LAST REMNANT” (Square Enix). “THE LAST REMNANT” is a new role-playing game crafted using the finest artistry and technology Square Enix has to offer. Set in a fantasy world, war-torn and scarred by years of conflict, gameplay revolves around mysterious artifacts — Remnants — that possess magic powers. Groundbreaking graphics possible only on Xbox 360 bring the intensity to a whole new level. “THE LAST REMNANT” is launching worldwide on Nov. 20 and will be available only on Xbox 360.


“NINETY-NINE NIGHTS II” (Q Entertainment). Set amid a dramatic, epic backdrop of a warring world, “NINETY-NINE NIGHTS II” blends strategy and action, allowing players to take control of massive armies to defeat thousands of enemies in massive-scaled battles never before seen on Xbox 360.


“RESIDENT EVIL 5” (Capcom Entertainment Inc.). Destined to bring new fans to the series, “RESIDENT EVIL 5” is the sequel to one of the highest-rated video games in history (according to Metacritic.com and GameRankings.com). Promising to revolutionize the series by delivering an unbelievable level of detail, realism and control, “RESIDENT EVIL 5” unleashes an unprecedented level of fear for the next generation. New technology developed specifically for the game, as well as incredible changes to both the gameplay and the “RESIDENT EVIL” world, will make this a must-have game for gamers across the globe.


“Star Ocean: The LAST HOPE” (Square Enix). “Star Ocean: THE LAST HOPE” is the long-awaited continuation of the celebrated science fiction and fantasy role-playing game series. Slated for release on Xbox 360 in spring 2009 and published by Square Enix, this prequel set during the aftermath of World War III combines science fiction and fantasy elements spanning multiple planets and the vastness of space itself to recount the origins of the “Star Ocean” universe. Exhilarating combat expands upon the franchise’s famous real-time battle system, introducing the amazing graphics and visual effects possible only on Xbox 360.


“TEKKEN 6” (Namco Bandai Games). The latest chapter in one of the most popular fighting franchises in the world, “TEKKEN,” a series that has sold 33 million units worldwide, is coming for the first time to Xbox 360. “TEKKEN 6” is the newest addition to the 3-D fighting series “TEKKEN,” popular for its immersive storyline with characters featuring distinctive personalities as they fight it out at incredible speeds. Starting with the launch of the arcade version in 1994, “TEKKEN” has evolved into a highly acclaimed worldwide franchise, and “TEKKEN 6,” appearing on Xbox 360, is the first multiplatform title in the “TEKKEN” series.


*Final title name is subject to change


Xbox LIVE Arcade Debuts New Lineup


Xbox LIVE Arcade continued momentum built during the summer of arcade as Microsoft announced seven new titles to the already robust lineup of classics and original titles. With the power of Xbox LIVE Arcade, a new generation of gamers can now experience some of the most beloved games of all time from Japan’s most legendary developers. Classic titles showcased at Tokyo Game Show include the following:


“ARKANOID Live!” (TAITO). First appearing in the 1980s as a block-breaking game, the next evolution will now be available on Xbox LIVE Arcade. Gamers can enjoy “Arkanoid” in high definition with beautifully choreographed background movies and background music. “Arkanoid” is loaded with 120 stages and colorful cooperative and versus modes.


“The King of Fighters ’98 Ultimate Match” (SNK PLAYMORE). The original “dream match” comes to Xbox LIVE Arcade with new features, characters and game modes. Gamers can face their favorite “The King of Fighters” characters to determine the ultimate champion.


“Metal Slug 7” (SNK PLAYMORE). Gamers can join Marco, Tarma, Eri, Fiolina, Clark and Ralph as they prepare to take on Modern’s Forces across seven new missions. “Metal Slug 7” will also feature new weapons, colossal new bosses, new gameplay modes, and new Slugs to pilot.


“Meteos Wars” (Q ENTERTAINMENT). Take a ride through this intergalactic journey where you slide, stack and ignite your blocks to blast away the world-ending meteors! Only you can stop them from falling and crushing your planet. Master the combo links and power-ups to challenge your friends in intense multiplayer sessions.


“R-Type Dimensions” (Microsoft). “R-Type Dimensions” combines the genre-defining coin-op classics “R-Type” and “R-Type II,” with a twist. For the first time ever, “R-Type Dimensions” allows multiplayer co-op play locally or over Xbox LIVE for up to two players. Gamers fight through all 14 Bydo-infested stages in the original 2-D or all-new 3-D graphics, and can swap between the two seamlessly.


“SPACE INVADERS EXTREME” (TAITO). Gamers can experience “Space Invaders” in fully immersive sound and vivid high definition on the next-generation system, with visuals that will excite their senses.


“Tenchu: Shadow Assault” (FROMSOFTWARE). Tenchu, the world-famous ninja action game, is now on Xbox LIVE Arcade. Gamers can control their favorite characters as they use a variety of ninja weapons to defeat their enemies and complete their missions. They can use traps in multiplayer mode to kill their friends for massive points.


Microsoft Announces Halo: 3 Recon at Tokyo Game Show 2008

Halo 3: Recon, TEKKEN 6, RESIDENT EVIL 5, Star Ocean : THE LAST HOPE and THE LAST REMNANT Headline Blockbuster Xbox 360 Lineup at Tokyo Game Show


Against the backdrop of one of the world’s largest video games events, Tokyo Game Show 2008, Microsoft Corp. today unveiled a blockbuster portfolio of games for Xbox 360 video game and entertainment system from many of the world’s most renowned developers. The lineup, which features a variety of high-profile titles coming this holiday season as well as in 2009 and beyond, was headlined by “Halo 3: Recon,” an exciting new chapter in the legendary “Halo” franchise from acclaimed developer Bungie, as well as the announcement of “TEKKEN 6” coming to Xbox 360, which brings the “TEKKEN” franchise from Namco Bandai Games to Xbox 360 for the first time in history.


During his keynote address, John Schappert, Microsoft’s corporate vice president of LIVE, Software and Studios showcased the best blockbusters Japan has to offer from the most popular genres. Cementing the reputation of Xbox 360 as the premier home for great storytelling and the industry’s best role-playing games (RPGs), Schappert provided an exclusive look at the widely anticipated “Star Ocean: THE LAST HOPE” and “THE LAST REMNANT” from developer Square Enix. Action-adventure fans were also given a new look at the latest trailer for “RESIDENT EVIL 5,” slated to launch on Xbox 360 in March 2009. Finally, Schappert thrilled the capacity crowd by announcing that fighting franchise “TEKKEN 6” would be launching on Xbox 360 for the first time, releasing worldwide in 2009.


“Xbox 360 continues to be the destination of choice for the best and broadest games from the world’s biggest and best developers,” Schappert said. “With the latest incarnations of the ‘Halo’ universe, as well as global hits like ‘TEKKEN 6,’ we continue to deliver on our commitment to provide the caliber of entertainment and games that capture the imagination of people across the globe.”


A New Look at the “Halo” Universe


To the delight of devoted fans across the world, Microsoft debuted “Halo 3: Recon,” developed exclusively for Xbox 360 by acclaimed developer Bungie. “Halo 3: Recon” is a new chapter in the “Halo” saga that lets gamers experience events leading up to the epic story told in “Halo 3” through the eyes of a new hero in the “Halo” universe. The stand-alone expansion, set to release in fall 2009, extends the award-winning “Halo 3” experience with hours of new campaign excursions and multiplayer gameplay. In addition, attendees were given an all-new glimpse of the Xbox 360 exclusive strategy game “Halo Wars” from Ensemble Studios. By showing campaign mode for the first time, the live demo provided viewers with a thrilling taste of the revolutionary gameplay and new perspective of the “Halo” universe. Players will be able to enjoy the full experience when “Halo Wars” hits retailers in early 2009.


Japanese Developers Gain Worldwide Momentum


By partnering with the best and brightest Japanese developers and publishers, Microsoft is committed not only to providing an unparalleled gaming experience on Xbox 360 to Japan, but also to helping Japanese games reach new audiences worldwide. During his keynote address, Schappert announced that Xbox 360 has the most top-selling, third-party Japanese titles among all other current games platforms. He also noted that Japanese publishers have sold more than $800 million worth of games thus far on Xbox 360 and are on track to see lifetime revenue of more than $1 billion by the end of this holiday.


To underscore that point, Schappert unveiled dramatic new titles from Japan, including “NINETY-NINE NIGHTS II*” produced by Q Entertainment and developed by Feelplus. The title will join the “Ninja Gaiden” franchise and the just-announced “Ninja Blade” in making Xbox 360 the best place for Japanese action games. Schappert also declared that the release of “Star Ocean : THE LAST HOPE” and “THE LAST REMNANT” are further proof that Xbox 360 is the best console for RPGs, citing a rich portfolio of global blockbusters including “Infinite Undiscovery,” “Fable II” and “Fallout 3.” Additional Japanese-developed blockbusters debuting this holiday and 2009 include the following:




  • “THE LAST REMNANT” (Square Enix). “THE LAST REMNANT” is a new role-playing game crafted using the finest artistry and technology Square Enix has to offer. Set in a fantasy world, war-torn and scarred by years of conflict, gameplay revolves around mysterious artifacts — Remnants — that possess magic powers. Groundbreaking graphics possible only on Xbox 360 bring the intensity to a whole new level. “THE LAST REMNANT” is launching worldwide on Nov. 20 and will be available only on Xbox 360.




  • “NINETY-NINE NIGHTS II” (Q Entertainment). Set amid a dramatic, epic backdrop of a warring world, “NINETY-NINE NIGHTS II” blends strategy and action, allowing players to take control of massive armies to defeat thousands of enemies in massive-scaled battles never before seen on Xbox 360.




  • “RESIDENT EVIL 5” (Capcom Entertainment Inc.). Destined to bring new fans to the series, “RESIDENT EVIL 5” is the sequel to one of the highest-rated video games in history (according to Metacritic.com and GameRankings.com). Promising to revolutionize the series by delivering an unbelievable level of detail, realism and control, “RESIDENT EVIL 5” unleashes an unprecedented level of fear for the next generation. New technology developed specifically for the game, as well as incredible changes to both the gameplay and the “RESIDENT EVIL” world, will make this a must-have game for gamers across the globe.




  • “Star Ocean: The LAST HOPE” (Square Enix). “Star Ocean: THE LAST HOPE” is the long-awaited continuation of the celebrated science fiction and fantasy role-playing game series. Slated for release on Xbox 360 in spring 2009 and published by Square Enix, this prequel set during the aftermath of World War III combines science fiction and fantasy elements spanning multiple planets and the vastness of space itself to recount the origins of the “Star Ocean” universe. Exhilarating combat expands upon the franchise’s famous real-time battle system, introducing the amazing graphics and visual effects possible only on Xbox 360.




  • “TEKKEN 6” (Namco Bandai Games). The latest chapter in one of the most popular fighting franchises in the world, “TEKKEN,” a series that has sold 33 million units worldwide, is coming for the first time to Xbox 360. “TEKKEN 6” is the newest addition to the 3-D fighting series “TEKKEN,” popular for its immersive storyline with characters featuring distinctive personalities as they fight it out at incredible speeds. Starting with the launch of the arcade version in 1994, “TEKKEN” has evolved into a highly acclaimed worldwide franchise, and “TEKKEN 6,” appearing on Xbox 360, is the first multiplatform title in the “TEKKEN” series.


*Final title name is subject to change


Xbox LIVE Arcade Debuts New Lineup


Xbox LIVE Arcade continued momentum built during the summer of arcade as Microsoft announced seven new titles to the already robust lineup of classics and original titles. With the power of Xbox LIVE Arcade, a new generation of gamers can now experience some of the most beloved games of all time from Japan’s most legendary developers. Classic titles showcased at Tokyo Game Show include the following:




  • “ARKANOID Live!” (TAITO). First appearing in the 1980s as a block-breaking game, the next evolution will now be available on Xbox LIVE Arcade. Gamers can enjoy “Arkanoid” in high definition with beautifully choreographed background movies and background music. “Arkanoid” is loaded with 120 stages and colorful cooperative and versus modes.




  • “The King of Fighters ’98 Ultimate Match” (SNK PLAYMORE). The original “dream match” comes to Xbox LIVE Arcade with new features, characters and game modes. Gamers can face their favorite “The King of Fighters” characters to determine the ultimate champion.




  • “Metal Slug 7” (SNK PLAYMORE). Gamers can join Marco, Tarma, Eri, Fiolina, Clark and Ralph as they prepare to take on Modern’s Forces across seven new missions. “Metal Slug 7” will also feature new weapons, colossal new bosses, new gameplay modes, and new Slugs to pilot.




  • “Meteos Wars” (Q ENTERTAINMENT). Take a ride through this intergalactic journey where you slide, stack and ignite your blocks to blast away the world-ending meteors! Only you can stop them from falling and crushing your planet. Master the combo links and power-ups to challenge your friends in intense multiplayer sessions.




  • “R-Type Dimensions” (Microsoft). “R-Type Dimensions” combines the genre-defining coin-op classics “R-Type” and “R-Type II,” with a twist. For the first time ever, “R-Type Dimensions” allows multiplayer co-op play locally or over Xbox LIVE for up to two players. Gamers fight through all 14 Bydo-infested stages in the original 2-D or all-new 3-D graphics, and can swap between the two seamlessly.




  • “SPACE INVADERS EXTREME” (TAITO). Gamers can experience “Space Invaders” in fully immersive sound and vivid high definition on the next-generation system, with visuals that will excite their senses.




  • “Tenchu: Shadow Assault” (FROMSOFTWARE). Tenchu, the world-famous ninja action game, is now on Xbox LIVE Arcade. Gamers can control their favorite characters as they use a variety of ninja weapons to defeat their enemies and complete their missions. They can use traps in multiplayer mode to kill their friends for massive points.


New Patch for Dark Horizon Released


Paradox Interactive today released a new downloadable patch to further improve the playing experience for the space action combat simulator Dark Horizon.




Set in the dark and beautiful galaxy of Enosta, Dark Horizon calls upon heroes from every corner of the universe to determine the fate of a galaxy plagued by the all-consuming, dark force known as the Mirk.







Combining strategy and action game elements, along with RPG features, Dark Horizon includes two specialized combat modes, advanced ship customization, and explosive space battles.




Dark Horizon was released in North America on September 23rd and on September 26th in Europe.



Activision Announces Big League Sports for Wii


Activision Publishing, Inc. announced today that it will release Big League Sports for Wii this holiday season. Developed by Koolhaus Games exclusively for Wii, the game offers instant access to the most action-packed moments in sports. The result is a title with a singular focus on putting players in the most thrilling situations while competing in their favorite sports.




“Big League Sports evolves the family friendly 'pick up and play’ sports gaming experience on Wii,” said Dave Oxford, Activision Publishing. “Featuring some of the world’s most popular sports in one title, ‘game night’ will take on a whole new tone as up to four players swing, kick, dunk, charge and skate their way to victory.”




Six sports are represented for a combined total of 22 events, each using instinctive controls that mimic real athletic movement with the Wii Remote. Each sport – tennis, basketball, football, soccer, lacrosse and hockey – has its own kind of “hit the shot at the buzzer” kind of heart-pounding action, and this is exactly what Big League Sports captures.




This is the perfect party game or family activity. Big League Sports allows up to four players to compete in a variety of modes, including single game, marathon and tournament modes that offer hours of non-stop action. Players can also view their statistics and overall progress, as well as the trophies they have won. A character creation feature allows players to craft a character to their liking with dozens of customization options.



Microsoft Announces Upcoming Xbox 360 Milestones


Microsoft announced this morning that it will deliver a completely new user interface for the Xbox 360 on November 19, the New Xbox Experience, an update that will result in a "completely new Xbox 360." The company also revealed that it will be extending its most popular game franchise with a new release called "Halo 3: Recon" that will ship in late 2009 and extend Halo 3 with new single and multiplayer missions.




"Our industry is defining the future of entertainment," says Microsoft corporate vice president John Schappert. "When the New Xbox Experience launches in just six weeks, we will be inviting the whole world to play. We will also have the games that everyone will want."




The New Xbox Experience dramatically redefines the interface that users are presented with when they boot up their Xbox 360 consoles. It utilizes a look and feel similar to that of the Flip 3D feature in Windows Vista, where games, movies, TV shows, and other entertainment items live side by side. Users can customize the experience with cartoonish avatars (clearly modeled after the Mii characters in Nintendo's popular Wii console), personal pictures, and music.




Microsoft is also expanding its Xbox 360 service options with a new feature called Xbox LIVE Party, which allows you to create a virtual party on the console with up to seven friends. These virtual parties include voice chat during games, real-time photo sharing, and more, according to Microsoft. (It should be big hit with the shut-ins.) Microsoft is also opening up a Community Games channel in Xbox LIVE Arcade where "students, hobbyists, and average people all around the world" can upload their own Xbox 360 games for others to play. So get moving, average people. We want to play those games.




Hard-core Xbox 360 fans may be more interested in Halo 3: Recon, which will be developed by Halo creator Bungie and ship in Fall 2009. The single-player Halo 3: Recon experience is a "side story" that takes place before the events in Halo 3 and involves a "new hero" (i.e. not Master Chief) in the Halo universe. Halo 3: Recon will be a standalone game that does not require the original Halo 3. It will include single player campaign levels as well as new multiplayer maps and customization options.



PS3

Games Evolutions




Sony believes that "the best [software] line-up of any PlayStation generation" will help the PS3 remain competitive this Christmas, despite the console carrying what's increasingly looking like a heavy price tag around its neck.
As previously discussed we aren't making any price moves this holiday season," Patrick Seybold, director of corporate communications at Sony Computer Entertainment America told Edge."In my opinion," he added, "we have the best line up of any PlayStation generation going into this holiday and consumers will be very receptive to it."
Sony's managed to cut the sales gap between PS3 and Xbox 360 during 2008, saying last week that PlayStation sales for the year are 30 percent ahead of target, but Microsoft recently responded by cutting the price of its console for the second time this year, leading to a surge in 360 sales.
Nevertheless, Sony says it's confident that PS3's software line-up, along with upcoming virtual space Home and the console's multimedia features, will see the system prosper over the coming months.
"With PS3 titles for this including Resistance 2, LittleBigPlanet, SOCOM, MotorStorm: Pacific Rift to name but a few of our multiple exclusives, combined with PlayStation Home and increasing multimedia features for the hardware, we expect to have continued momentum going into and beyond this holiday season," Seybold said.

FIFA vs. PES – The Great Debate


As regular as clockwork, that time has come again where football fans the world over must make the call on which simulation of their favourite sport, FIFA or Pro Evolution Soccer, to invest in. For the better part of this decade, the choice has been quite easy with Konami’s PES providing a far superior gameplay experience. But this year EA and their FIFA game have made some great improvements to their title that has rattled the faith of even the most hardened PES fanatic.



Gameplayer’s Editor-in Chief Chris Stead, a PES veteran, still fancies Konami’s effort despite the inroads made by FIFA. Official PlayStation Magazine Deputy Editor Mark Serrels is also a long-time PES player, but this year has found FIFA to be the game of choice. Why? Read on…


Chris Stead: I really wanted to like FIFA this year. I’ll happily admit being a huge fan of Pro Evolution Soccer and would have easily played more of that game in the last decade than any other… times ten. But Konami has treated their fans like shit of late. Last year’s Pro Evolution Soccer 2008 is probably the worst in the series’ history. Yet I stuck with it. For all its glorious graphics, screens-worth of modes and licenses out the ying yang, FIFA’s gameplay speed just didn’t cut it. And in the end that’s all I truly want, to play soccer like the world’s best stars, not play like the world’s best star’s grandmothers. And while FIFA has again moved forward significantly from its 2008 iterations, it’s still second in the most important compartment - gameplay.


Mark Serrels: Any other year I would be agreeing with you, slapping you on the back with good grace, and inviting you for another ‘smashing old time on the Pro Evolution machine, old bean’. If this was 2007 you’d be right on the money – FIFA, despite looking like a million bucks dipped in honey and stuck over Scarlett Johansson’s buff naked body – didn’t really play to the same standard. This year, however, the worm has turned my friend – FIFA’s physics based animations, and awesome momentum system pushes it past Pro Evo into pole position, and without the gameplay edge, Pro Evo is lagging worse than it’s shitty online play…


Chris Stead: There is no doubt FIFA has tuned the animations nicely to provide a more free flowing experience than previous games. In particular I was impressed by the speed of the first-touch, and the physicality in the collisions. But PES has also sharpened its game sweetly. The frame-rate in particular – one of my biggest frustrations with last year’s iteration – is now far smoother which merely acts to enhance the already blistering pace of the gameplay. And characters look less like sprites, and have a more organic feel about them which gives the action an authentic feel, even if by comparison to FIFA it’s visually more like vegemite gunked on Sigourney Weaver’s gut than you’re prick-tickling imagery.


You can talk online and licking honey off Johansson’s nipples all you want, but that just sounds like you’re making up excuses for the gameplay: we know it looks good, that has never been a problem. FIFA is great, make no mistake, but PES is just better. When I want something to happen in PES, it happens. In FIFA it also happens, just a few ticks of the clock later and that’s enough to rob an attacking raid that spills suddenly from an intense midfield battle from being as truly rewarding. Plus the offensive A.I is lame.


Mark Serrels: Sigourney Weaver… gross. Alright beardy, the delay thing I’ll grant you – but even that’s just a feature of FIFA’s gameplay, and a perfect way to distinguish FIFA as a less arcadey and more in depth experience. It gives you a second to more precisely judge the strength of your pass/shot/whatever, whereas Pro Evo just assumes everything. As for the A.I, I think you’re wrong – just chuck on FIFA’s Be Pro mode, to get a real feel for how good FIFA’s A.I really is.


To be honest, I think it’s just a case of players being used to certain style of videogame football. Players have become accustomed to A.I making certain types of decisions in-game that don’t necessarily reflect soccer accurately – it’s just the way Pro Evo has always done it, and hence what people expect. So when gamers make the move across to FIFA and their players don’t make the runs expected of them, it’s not bad A.I – it’s just different A.I… if you get my meaning.


Chris Stead: That’s like saying that Manchester United and Middlesbrough are both good, just a different type of good… yeah not quite. When playing FIFA 09, I would always work a gap in the midfield, play a ball through to a running winger and then go to swing the ball into the box only to find it empty of my knucklehead forwards who were, presumably, off by the halfway line somewhere contemplating what they were going to do with all that licensing money EA gave them.


And often it becomes a hassle just to get out of the midfield, with players passing you the ball and then just standing there star-gazing – run, fatboy, run! I realise you can tweak the team’s strategies and the way individuals play if you’re dedicated enough to master such things but why bother when PES just delivers that intelligence out of the box. Not perfect mind you, just better.


You’re comment about being used to one game or the other is interesting, mostly because you admitted you were a PES player all along. This would seemingly contradict your statement. I think it is fair to say that if you had never played PES and had only played FIFA then you would love the latter blindly: it is an awesome game. However, jump from one to the other and back again a few times and the feel of PES in your hands – arcadey or not – is just better fun.


I also don’t see FIFA as being any more-or-less arcade than PES: its A.I lets it down too much. Not to mention that the styles of the real players have not been accurately mapped to their virtual counter-parts, turning diverse midfield rosters into one generic line of clones. In the end it’s a matter of perspective. For me the world’s best players can think, act and do on a dime. They don’t need to get the ball and then go on the Net to search forums for anyone who might have had the ball in that situation before to find out what they did, so they can go and make the same play. And let’s not forget that said delay rapes multiplayer.


Be A Pro mode, as distinct from the standard football game experience, I have a lot of respect for. I think the idea is great and I also think it is the mode to which EA sees not only the future of the series, but also the way to break out from under PES’s gameplay shadow. In fact, Konami’s Legend mode rips it off in this year’s PES. If you’re a single gamer, it may even be enough to persuade you to the dark side, but for me sport titles remain the last great domain of the two-mates-on-the-same-couch gaming that ruled the nineties and for that PES’s gameplay is irresistible.


Mark Serrels: Alright we’ll agree to disagree with the A.I, but if you want to talk game mechanics, let’s go there. Controls – I’ve spoken to you about this before, and you, plus a couple of other Pro Evo fans (mainly our James Ellis) have confessed to me that when busting out some matches on the PS3 you still used the bloody d-pad.

The bloody D-PAD!


This is the perfect example of how dated Pro Evo is – even ISS 64, released over 10 years ago, had a better grasp of how to utilise analogue controls, so in many ways Pro Evo has moved backwards. Here’s my real beef – when I’m playing FIFA I feel like I have proper control over my player, not the eight directional bull that should have been thrown out with the SNES. If I want to run at a gentle pace and survey my options like a virtual Riquelme I have to stop moving the analogue stick entirely…


What the hell is that? Is it 1993? Did we lose a war? The analogue stick is analogue for a reason – more precise controls. Oh, and another thing – Pro Evo’s new trick system is now mapped to the d-pad, which means that if you want to bust out some tricks you have to actually stop moving, or slow down to a pedestrian pace! In FIFA I can choose Ronaldo and flip flap to my hearts content at full speed, just like he does. I can play as C. Ronaldo, and do those pointless step overs he does (even though I would never choose C. Ronaldo cause he’s a crybaby bitch, but whatever).


You see my point – even if PES 2009 has better off-the-ball A.I than FIFA 09 (which I think it doesn’t) it sure as hell doesn’t control as well…

Gears Of War MMO Found In Project E


All right, so what if you were playing an MMO RPG-shooter based on the gameplay likes of Gears of War? Would it not be the coolest thing ever? Well, in some regards that’s exactly what an upcoming project, code-named Project E, is doing. So you want to take a look? Of course you do.



Project E is an upcoming project (duh) by Game Hi. The game mirrors the likes of most online RPGs via quests and leveling, but has all the fast-paced, intense action of a third-person shooter. To be more exact, Project E is almost an exact replica in the playing-style of Gears of War. What’s more, though, is that this is one of six projects currently under the development wing of Game Hi, a southeast Asian company.



The actual gameplay is an over-the-shoulder style experience, with frantic action that takes place in deathmatch-esque environments. The only difference between this and Gears of War appears to be the armor variations. But given that this is an RPG-shooter, what else would you expect? Info on the game has been kept to a minimum due to the fact that the game isn’t due out until 2010. I’m shocked Epic and Microsoft have yet to make a move on this project and streamline it into an actual Gears of War MMO.



But until an actual press release appears from MS regarding a Gears of War MMO, you'll have to make due with the two trailers of Project E, below. The first trailer is a CG video that looks fan-darn-tastic and the second trailer is of the actual gameplay. Be sure to stay tuned in with Game Solutions for more info and news, or drop by the Game Solutions Forum for the latest discussion on your favorite titles.

EA Is Working To Reclaim Your Trust


In 2007, PlayStation 3 owners weren't too happy with Electronic Arts. In fact, according to what we saw in terms of feedback, many PS3 users were downright furious. EA admitted they were slow to get their heads around to Sony's new architecture, and that resulted in plenty of mediocre PS3 ports. Some may say it culminated with the Madden 08 debacle (love that 30fps in the PS3 version, thanks!), but it went well beyond that.



However, while EA certainly lost a lot of trust on the part of PS3 owners, it seems the publisher has taken significant positive strides in 2008. Sure, they've gone on record by saying they've finally "caught up" with the rest of the development community in terms of PS3 understanding, but we didn't put much stock in that. After all, the report sounded a lot like a typical PR statement. But perhaps surprisingly, EA appears to be backing up that claim with actions: the 20th Madden Anniversary event in New York was entirely PlayStation exclusive, this year's Madden turned out to be equally solid on both the Xbox 360 and PS3, and they have emphasized their desire to provide gamers with successful new IPs. Furthermore, Dead Space is already raking in the high praise, and with their multiplatform next-gen games no longer sucking it up on the PS3 (for the most part), we should probably start to take notice.



We'll be the first to admit we were pretty hard on EA last year, and while we still believe they deserved it, we're man enough to admit when a company takes the appropriate steps to fix the situation. So really, don't swear off EA just yet, PS3 owners. From what we've seen so far, it seems they're on the right track.

New controls for Res Evil 5


Over the course of its development Resident Evil 5 has seen its fair share of hiccups and controversy. The trailer at E3 2007 was widely panned by kneejerk critics who felt that a depiction of a Caucasian protagonist defending himself against attacking African villagers was imagery that 'dovetailed with classic racist imagery'.


Thankfully, these complaints and fears were allayed when in 2008 Capcom revealed much more racially diverse enemies and an African agent who assists in a much more politically correct, family friendly slaughter.


For a while, everybody seemed happy, until the topic of controls entered into the debate. According to some naysayers, the control system used in the Resident Evil series is no spring chicken and, as a result, critics have been widely speculating on whether said controls would be looked on favourably by new fans to the series - fans who have been enjoying the sideways joy of third person strafing for several years now.


Speculation can now be brought to an end it seems, because the new Australian Official PlayStation Magazine is reporting that Resident Evil 5 has seen a complete control overhaul. According to the mag the game now sports a secondary 'Gears of War' style control system that enables strafing and evasive manoeuvres such as rolls.


Will this newfound freedom of movement set players free? Or does it neuter the frantic survival horror tension that went hand in hand with the old control scheme? Only time we tell...


The magazine also features a massive five page piece on the game including all new info, and an exclusive interview with Resident Evil Producer Jun Takeuchi. The mag goes on sale on the 8th of October (i.e. tomorrow), be sure to grab it for the much finer details.

Review Fable II


Late October is turning out to be an incredibly rich few weeks in the videogame world. I now have in my possession review copies of (what look to be) three of the most exciting games of the year: "LittleBigPlanet," "Dead Space" and "Fable II."(Not to mention "Fallout 3," which I haven't received yet.)


Like most such review copies, all three came with information about the game, tips for reviewers to make sure they don't get stuck and see all the best stuff, etc. But "Fable II" comes with something more unusual -- A letter from Peter Molyneux with a specific request for reviewers:


I have a favour to ask you -- we build this game not only to appeal to gamers like yourself, but to appeal to anybody. So please, please, please, please, pleae find somebody who doesn't play games, watch them play it and see how their world turns out, because I think it's only when you see those differences that the unique experiences comes through.


It's a good suggestion. Then again, I think it's a good suggestion for most games, at least if you're writing for a publication like Variety where a good number of our readers are not avid gamers. On the other hand, I think reviewers (at least for non-core publications) should be able to analyze how a more casual player would experience the game. It's kind of part of the job. And while I sometimes do and probably will in the case of "Fable II" get a casual player to try it out, I can't realistically ask them to play it for 10 or 20 hours in order to "see how their world turns out."


Molyneux also devotes two paragraphs to explaining how great online co-op is going to be, but how we won't be able to review that until after the game comes out, perhaps in the first week, via the promised Xbox Live update. Which brings up an interesting question: Should reviewers wait until online co-op is enabled to run their reviews? Or run a review with the caveat that an important feature isn't yet working? I'm actually not sure of the answer. On the one hand, it seems like readers would be well served by a review that includes an analysis of one of the game's key features. On the other hand, reviews (at least online) can be updated just like games and wouldn't readers be well served by a review that's available when the game comes out, perhaps with an update when that feature is added, rather than having to wait a week or even longer to get a review?


On a related note, I've played most of the campaign of "Fracture" and am ready to review it, but I'm going to wait to see if I can find anybody online to play with tomorrow in multi-player. I haven't been able to find any of my fellow reviewers (or anyone else who has the game) so far. Not to give too much away, but the multi-player would really have to wow me for "Fracture" to get more than an "enhhh" after what I've seen of the campaign.

PS3 lead format for Skate 2 due to Skate 1 criticisms


Black Box has confirmed that the PS3 will be the lead format for Skate 2, due to criticisms levelled at its predecessor.


Speaking to GAMER.tm recently, Black Box producer Jason DeLong confirmed that the PS3 version of Skate 2 would be the lead version of the game, after the PS3 version of Skate 1 was criticised for not being as good as its 360 counterpart.


“The PS3 has been our lead platform,” DeLong confirmed.


According to DeLong, this was due to “the PS3 version Skate not being as good as the 360 version,” adding that it “was something we learned very quickly that we had to remedy on the second one.”


Despite this, DeLong reckons gamers will be hard pushed to tell the difference.


On the topic of whether there’ll be any noticeable differences between the two versions, DeLong said “not so much.”


“We’re definitely been developing [both versions] in parity.


“The goal is that if you put both versions side-by-side, you will not be able to tell the difference.”


So in a nutshell then, followers of both consoles will benefit. Skate 2 is due out sometime next year.