Little League World Series Baseball 2009 Review

Enter any game shop today, and take a glance at the vast rows of software titles. One thing becomes instantly clear: franchises reign supreme. Whether it’s a shooter sequel or a movie-to-game adaptation, companies seem to throw around substantial money getting such licenses slapped on the covers of their games. Has this franchise frenzy made our games any better? Probably not. With the legendary brand recognition of Major League Baseball being controlled by a larger company, the folks at Activision have found some degree of relief in an often overlooked source – Little League.

You may laugh, and ask yourself “Why would I play a Little League baseball game? If I’m going to experience a baseball fantasy, it should be in the Big League!” This is a perfectly sound line of thought. However, to discard this title merely because of its league would mean ignoring an excellent game. Another potential excuse to avoid buying Little League 2009 would be the game’s cartoonish art style. No self-respecting adult could be seen purchasing such a childish-looking game, right? This is nonsense, of course – anyone who has ever taken a look at the graphic styles of Zelda or Mario (two of the most successful video game franchises of all time, mind you) knows that a game’s visual style has absolutely no impact on the level of fun you’ll have with the game.

Little League World Series Baseball 2009 actually utilizes its unique visual design to revitalize the baseball gaming genre. Rather than being forced to stare at a bunch of square-jawed pretty boys, frowning their way throughout the entire season, you’ll be treated to vibrant display of color, lively animations, and perhaps even the occasional display of emotion. Little League manages to achieve that rare balance of accessibility for younger audiences and enjoyable gameplay for veteran players. This extends far beyond the cosmetic surface of the game, however. The controls scheme is adaptable for several styles of play. An inexperienced player can choose a setting that enables simple swings with the Wii mote in order play most of the game. More advanced users can take advantage of the more extensive controller functionality, which can be used to manipulate the subtlest of angles when batting and pitching. There’s even a special skill meter than will reward players for their success in the game by letting them unleash outlandish maneuvers that may turn the tide of a rigorous play session.

The casual observer might be quick to point out the similarities between this title and the popular Wii Sports baseball game. However, there’s a lot to be said of a game that devotes itself entirely to this great American pastime. One of the immediately noticeable differences is the level of customization available to the player. It’s not quite on the level of some fancy baseball simulations, but adding these personal touches really does help to foster a sense of pride with the team that you helped design, from logos to uniforms. It’s certainly a deeper baseball experience, although it is worth noting that this is not intended to be hardcore game for players to get heavily entrenched in. It is simply good, clean fun that doesn’t require tremendous commitments or hours of training. This makes it particularly appealing for groups of people or parties, with up to four-player gameplay supported.

Speaking of training, Little League offers a set of challenges that will greatly help players hone their skills. Some of these can get rather grueling at higher levels, but for the most part, they can help to raise the player’s confidence and comfort with the game’s mechanics before setting foot in the league itself. Perhaps more important than their purpose is the fun they offer, and this is truly the core of the entire game. Little League World Series 2009 may not be the next revolution in baseball gaming, but its charm and style certainly earn it a distinctive spot within the library of sports games on the Wii.


Review Scoring Details for Little League World Series Baseball 2009

Gameplay: 8.0
Perhaps a bit too simple for some tastes, but the fun factor is difficult to ignore.

Graphics: 8.0
Clean and colorful, and extraordinarily exaggerated in every way.

Sound: 7.0
A bit more variety would be nice, but overall pleasing to the ear.

Difficulty: Medium
An adequate array of training challenges to make them feel as fair as possible.

Concept: 7.0
An interesting spin on the classic baseball genre.

Multiplayer: 7.0
Nice and simple for party play, there’s little to complain about here.

Overall: 8.0
The Little League has never looked this good. Given the amount of fun you can have without getting caught up in a bunch of complicated mechanics, this is a great pick for casual ball fans.

Call Of Juarez: Bound In Blood

Publisher: Ubisoft

Developer: Techland

Category: Action

Release Dates

N Amer - 06/30/2009

Official Game Website

Call Of Juarez: Bound In Blood Review

When the first game to bear the Call of Juarez name hit the scene back in 2007 all the wide range of critical responses could agree on two things: the game introduced one of the coolest main characters in recent memory, and that it failed miserably when trying to induce stealth and puzzles into the gameplay.

Two years later the sequel has been released, and while Techland has addressed and fixed just about every complaint laid against the first installment, they seem to have forgotten to spend as much time including many of the things that made the first game so memorable.

The result is a game that while fun and fairly unique, still struggles with mediocrity at times and still can't be included in the pantheon of great first person shooter sagas.

Call Of Juarez: Bound In Blood Screenshot


Whereas in the first game we were treated to the main character Reverend Ray spouting off verses from a Bible in his left hand while he struck down his enemies with a six shooter in his right, the second game is sorely lacking in personality. He's still one of the main characters in the game, but his personality isn't nearly as developed as it was before. In the second game that awesome juxtaposition is replaced by the banter of two brothers bickering throughout the entire adventure.

For the most part though, even the incessantly repeated lines aren't too much of a bother because the voice acting on all three of the brothers McCall is quite good. The third brother, the young pastor does a more than competent job providing a great set up for the up coming level as he narrates scenes in between playable segments.

Early on the dynamic works well, and I was genuinely impressed by Bound in Blood's ability to make me actually like these despicable men. But it doesn't last very long, and soon you'll grow tired of them calling each other “brother” in every single sentence they speak to each other, just in case you forgot.

Call Of Juarez: Bound In Blood Screenshot


The single-player campaign progresses with very little deviation from the standard events that take place in a first person shooter. They're done very well, but they're just not all that remarkable. You'll flank enemy positions, man turrets, and gun down enemies on horseback. In some of the levels in Bound in Blood the area has a distinctly “open” feel to it, even though it really is not. It's refreshing to at least feel like I have a choice in how I tackle a situation even if I truly do not. This is a technique that more linear first person shooters should adopt.

One of the few deviations Bound in Blood makes from its genre brethren is that it allows you to choose which brother you want to play as during each level. Before the level begins you'll be asked to choose to play as either Ray or Thomas McCall. Each one has his own individual advantages. Ray is tough, and can dual-wield pistols which makes him deadly at close range, and Thomas can get to out of reach areas with a lasso as well as use his throwing knives to take out enemies without all the ruckus of a six-gun.

You may have expected a Call of Juarez game to have a good single-player campaign, but much more surprising are the deep and wonderfully fleshed out multiplayer modes. Bound in Blood is one of the few and the proud to stray away from the laziness of deathmatch and capture the flag game types, and invent all new game types that fit within the context of the game's setting, as well as offer a really good time. These modes are fantastic and are well worth your time.

Call Of Juarez: Bound In Blood Screenshot


In addition there's also 12 unique classes to explore in multiplayer all with their own specific strengths and weaknesses. Five are unlocked from the start, but you'll have to earn money in multiplayer matches to buy the other classes. These classes can then be leveled up themselves. For the most part the large number of classes are pretty well balanced, save for an overpowered sniper class. Though it's never enough to ruin the fun. All told it's a great addition to the package, but it's not exactly going to steal you away from Team Fortress 2 if class based shooters are your thing.

Bound in Blood is a game that has its issues, but is still undeniably fun. Mostly this is due to the great work Techland has done to craft a convincing setting. From the aforementioned voice acting talent, to the convincing visuals and consistent aesthetic, Bound in Blood never falters in its pursuit to create a wonderful realized world for the game to take place in. That makes it much easier to overlook some of the more minor flaws.

The entire package emerges as greater than the sum of its parts, and becomes a game that is just on the brink of greatness, but stumbles. That doesn't mean it isn't worth your time, though. Especially, in the dull summer months, Bound in Blood will more than serve to tide you over until the holiday release onslaught if it's an FPS fix you're craving.

Game Play:

Gameplay: 7.5
Not much is new in this latest installment, but it's still fun old-west action. Duels in the town square are still as epic and fun as they used to be, and they offer a tough challenge for even the most skilled of gunslingers.

Graphics: 8.5
Some of the backgrounds weren't very impressive, and looked like a JPG superimposed. Character models were good looking though. Multiplayer maps were in dire need of some variety though, and the “dusty old town” type map got old quickly.

Sound: 9
Great voice acting from our lead characters, and good sound effects on all the different weapons in the game. There's also a bevy of good ambient effects that really work to ground you in the game world.

Difficulty: Medium
The difficulty is in a pretty good place. You'll die a few times here and there, but doesn't break up the action. It offers a decent challenge. Regular gun fights can be a breeze, but the duels really amp up the challenge.

Concept: 9
The Western setting is as awesome as it ever was and that gives this game a big boost. There's still not nearly enough westerns in gaming which gives this game a big boost over the next 25 sci-fi shooters.

Multiplayer: 8.5
The biggest surprise of the package. A lot of unique modes, tons of classes and a leveling system to boot. Though communication and team work aren't really very necessary. Snipers can dominate in the right hands.

Overall: 8
While the game itself is better than the original by far, the western aesthetic isn't as fresh as it once was. If you're not interested in the multiplayer then this game will probably feel short and empty.


Mirror's Edge (PC)


Introduction:

Mirrors Edge.One of those top class games thats ready to hit the top spots on Gamespot and other web review site lists.Whats so special about Mirrors Edge?.And why did I even bother getting the game for myself?.Well for the special thing you can read on ahead.But I'll tell you the second one.Why i got it.I was visiting a game video website when I saw a really nice video.I did some research on it and found something about it.It had a very special engine and was supposed to be a really great and impressive game with stunning graphics and a very addicting and "want to play" storyline.So yes I was actually impressed by not the trailer, but by the graphics.Never had such a game been invented in which such hard work had been put into to make sure that even the tinest to object be very clear and detailed.Then I waited some more till the coverart was released.And when I first saw the coverart I was like "Sweet!.Awesome looking characters!.Its gotta be a great game!".And so it was.

Plot:

Mirror's Edge plot is quite very simple and yet so very fascinating and interesting.The game takes place in an unnamed city where information is monitored very closely.All kinds of electronic communication are put under surveillance to reduce chances to crime.A mayoral election is up ahead in which two mayors are candidates.One is Mayor Callaghan and the other one who is quite a favoured one is Robert Pope.Faith's sister Kate a police officer works in one of Pope's offices.One day the Pope is murdered and the blame is put onto Kate and is arrested for the crime.Will she save her sister?.Or will her happiness be destroyed?.Play the game to find out.Till then read on ahead to discover other unique aspects of the game.


Menu:

Whoa!.I was totally stunned when I first saw the menu.I have never seen such a great and simple menu with such a blending colour scheme.Not only the menu but the starting videos are no less.They are so very excellent that it actually makes you feel like “Hey.This game looks great!”.The menu actually potrays a city in the background but the city is not coloured but is actually something like a premade 3D version of the city with a white material or filter applied over it.But even so it looks great (see screenshot).The text is so very clear and the options are actually quite very easy and not difficult and it has not many options but simple ones such as e.g: Resolution,graphic quality and Anti-Aliasing.

Character:

Faith Connors or just Faith is a protagonist and also a "Runner".A "Runner" for your information is a person trained to use the rooftops and other means to deliver messages between people without being caught by the police or any person.A really charming and fast character.Shes quite trained in jumping from one building to another without her bones being broken.She is also very agile and can easily slide under pipes and shes fast like hell!.Not only can she jump from one place to another but can also perform many disarming and “Prince” (Prince of Persia) style moves.Other than Faith we have Celeste,Kate and Mercury.Celeste is just another female runner like Faith and is also a friend of her.Kate is Faith’s sister and is probably the main reason for the game.Mercury is the guy who gives you radio support and all the information you need about your current and next objective.He is kind of like who guides you through the missions and keeps you up to date with the latest happenings and all.

Sound:

The sound in the game are no less to be talked about.Electronic Arts (EA) has surely done a great job with the sounds present in Mirror’s Edge.Most of the ambience sounds are present and perfect like when you go closer to birds they flap their wings and fly away.Then when you climb a netted fence you can hear the rattle of the fence.If you are being bored of your “running” life then jump off the roof to hear yourself breaking through the air and then hear the breaking of the bones like snapping of twigs.After that the radio sounds and other sounds are great.The gunshots make a very realistic sound when they hit the netted fence or any other object.After that comes your character sounds which are quite real.After running like hell your character starts panting which sounds very real.Then the running footsteps also make a very realistic sound adding its touch to the game.Not only are the game sounds great but the soundtrack present in the game is totally mind blowing.With soft music and great beats!.Its one of the best game soundtracks I have heard in a while.

Controls:

Looking at the screenshots and other stuff might make you think that the game is either difficult or boring?.The answer: no.The controls of such a game are actually quite simple and I assure you that if you play the tutorial once then you will be quite happy with the control system and also be very easy with it.Mirror’s Edge doesn’t utilize many keys for its unique gameplay.It actually excluding the movement keys only involves 3 keys and also the 2 mouse buttons.Simple eh?.Its been some time since I have seen such an easy controllable game with an addicting storyline.For the unique graphics and top notch gameplay read on ahead.

Graphics:

The most important and anticipated part in the whole review.How are the graphics?.They are actually amazing.Since the game does use PhysX it has many goodies in it.Lets discuss about character graphics first then we shall come onto the environment.First of all the shadows are quite impressive.Suppose if a character is standing and another one comes over and casts its shadows over the other one the shadow will become more darker.The skin is no less with great graphics and amazing shadows.The anatomy of the body is correct and well a nose is a nose and not a squished pancake or something and a face is a face.Atlast!.The clothes they wear are actually quite nicely rendered.You can easily see the stiching somewhere and and even the strands of that material can be seen.The hair is quite impressive though it looks like some 3D made hair and not much rendered though it does go very well with PhysX as when its windy atleast the hair is moved by it.If by somehow you see her pants which you do (see screenshot) you can easily make out that she has this set of pockets and also you can make out the creases in the pants.Really realistic and interesting I would say.Now for the environment and the outside world in Mirror’s Edge.Great environment I have to honestly say.Its quite very impressive and has a great set of details bind to it.The sun shades are blocked from the other buildings shadow and the shadows are just nicely reflected.Window reflections are totally unique and I would have to say that this game would potray the best reflections ever to be reflected in the gaming history.The streets are not very detailed but the rooftops are.You can make out the cars and people and a bit more stuff but not more than that.Water is totally top notch quality.Clouds are done well and are not like other games that they are all the same size and shape and don’t move.But actually are sometimes only wisp’s and some times there are huge clouds over the city.The details are given quite nicely on the rooftops since you can clearly make out the netting of the fence,stairs and almost everything.Its a very big and colourfull environement but actually it looks beautiful from above.After that the last thing that I would say is the PhysX on the rooftops.Now suppose there is a blue cover over a building and its very windy.So it will be moving in creases and that’s excatly how it goes in Mirror’s Edge (see screenshot).

If you wanted to see the most beautifull game that has a very playful environment and also has breath-taking graphics then I would have to see without any hesitation that I would say its Mirror’s Edge.

Soundtrack:

As I have said before.The game has a really touching soundtrack and it has been made into many version by many famous Dj’s like Benny Benassi,Paul van Dyk and Armand Van Helden.Heres the list of Standard songs released of the soundtrack.
The whole soundtrack comes to a total of 37 minutes of worth brilliant music by fantastic Dj's

# Title Length

1. "Still Alive (The Theme from Mirror's Edge)" (radio edit) 3:38

2. "Still Alive" (Benny Benassi mix radio edit) 3:42

3. "Still Alive" (Armand Van Helden mix) 5:25

4. "Still Alive" (Paul van Dyk mix short version) 6:48

5. "Still Alive" (Benny Benassi mix) 8:26

6. "Still Alive" (Junkie XL mix) 4:38

7. "Still Alive" (Teddybears mix) 4:37

Gameplay:

The gameplay in the game is quite fun.All you gotta do is run from one place to another and dodge obstacles.But don’t think that if all you gotta do is run its boring.Its actually fun.Thats what makes the game different from other games.With sets of obstacles and a very big and nicely made city top you can do whatever you want.Now its not always the running.Sometimes you have to disarm enemies and steal their guns and then well throw them away.Yes that’s right, you just cant have a gunfight and cant carry a gun either since carrying a gun will slow you down and thus making your jumps more difficult to be made.So its better to be not carrying a gun and jumping.Now for the animations a bit.This might surprise you a bit but the game actually uses anime style and cell shaded animations to display the cutscenes.Sweet isnt it?!.But no worries the cutscenes actually look so much better in anime style drawings that you wont want a real animation made.If you don’t believe me then look below for the screenshots.

Final Thoughts:

I have clearly mentioned a lot of times that the game is excellent and would not require much more graphics or anything.The plotline is totally amazing and the gameplay is just out of bounds and yet so very interesting.The character is really great looking and does great jumping.I assure you gamers!.This one game wont disappoint you so I really urge you people to try the game out.For a list of screenshots I have not used in the review can be seen below.

Screenshots:



HAWX (PC)

HAWX takes a pass on pilot doodz, excessive brand placement, and the indie soundtrack. But don't expect a serious flight simulator either. HAWX wantonly bends aerodynamic laws in the name of having a good time. Its X-factor comes from making you feel like a top gun fighter-jock in every mission; Goose, Merlin, and Iceman optional.

To keep this an experience accessible to virtual pilots of all skill levels, HAWX strikes a balance described better as believable than realistic. Recognizable planes from modern air forces give newcomers something familiar from recent newscasts to take to the skies in, while the extensive collection in the hanger should satisfy most military aviation buffs. It includes some experimental planes, but you won't find outlandish fantasy craft that break the illusion of the game's near future setting. Each plane feels different as well: Heavy ground attack planes respond more sluggishly and are able to take a heavier beating than the nimble, but more fragile, dedicated air-to-air fighters. Flight basics apply equally across all of them, though, making it easy to hop from cockpit to cockpit and fly whatever suits the mission at hand.

Once you select which one to take, HAWX wastes little time getting to the action; the emphasis remains sharply focused on putting those planes to use. After a briefing, scenarios start with you -- and any assigned wingmen -- at the station and then thrusts into battle almost immediately. Not only do you not have to worry about taking off (or landing later), you don't even see it happen. Nor will you fly long legs to waypoints on patrol or rendezvous with air tankers to refuel. Most every moment at the controls in HAWX gets spent in the heat of the fight.

Otherwise HAWX falls into the conventional design pattern established by the long list of air combat games that came before it. Missions progress through the usual assignments, such as escorting special planes across a map while under constant attack, and taking out fortified bases. The Tom Clancy canon provides its trademark by-the-book story of a fictional conflict roughly a decade from today as a backdrop. It also allows for some crossover with the special operations teams from the Ghost Recon series. As seen from the cockpit of a Mach 2 Fighter at 5000 feet, it fails to develop much tension and flames out in an unremarkable ending. Though predictable, the individual levels present a target-rich mix of air and ground units and force you to prioritize among them based on the objectives in order to succeed.

Ground support missions deliver some of the best moments by building a sense of urgency that, without your help, all would be lost. But it's hard to beat the raw thrill of air-to-air dogfights, and HAWX makes them particularly dramatic with its signature OFF system. OFF combines a dramatic shift in the perspective you play the game from and a generous relaxation of realism to let you toss planes around the sky like toys. In practice, OFF mode lets you throw on the brakes and slip the plane in a radically new direction, much the way you would emergency brake and powerslide a car.

To keep up with the action, the camera pulls way out so you can see your plane as it flips around the sky. The first time it does this, and probably many times thereafter, the effect is disorienting. But, if you can come to grips with it, you'll be rewarded with a unique aerial ballet. Being able to watch a missile approach, flip the plane at the last second to dodge it, and then tuck in behind your pursuer and line up a shot gives quite a rush. And it does require developing a skilled touch. Unrealistic though the whole idea may be, the game keeps some semblance of reality by forcing you to keep up your airspeed or risk falling in a stall. This simple limit effectively balances the OFF system into the game.

Take it all online and that enemy you're dancing with becomes a real person. In competitive multiplayer the OFF system turns dogfights into frantically swirling masses of planes. Fun in short doses, the chaos of it all detracts from the potential, with kills often being traded in such rapid succession that they lose some of their satisfaction. Playing the single-player campaign cooperatively online prompts the opposite result. Live partners reinvigorate missions that otherwise start to seem repetitive. Having others to split the objectives among creates a stronger feeling of being in a dynamic battle, particularly when you get a full group of four together and can fly in two two-man wings.

For the work put into developing these strong online modes, their inconsistent incorporation into the game comes as a surprise. HAWX does co-op right, with the entire campaign available as you unlock it. Friends can even join games in progress, but only if you remember to create your game as online at the start; there's no way to allow them in midway if you didn't. The biggest source of frustration comes from the poor integration with the system for advancing your pilot in the game. Throughout HAWX you earn experience to level up and unlock planes and special weapon packages, but in multiplayer only the host receives the extras awarded for completing the level. If everyone is on their first play through, this creates an annoying situation where the second, third, and fourth chairs each need to host and play through that level again to get the rewards the game presumes you have after that stage.

Despite these annoyances, the online play -- particularly co-op -- gives HAWX significant replayability. Everything from the picture-perfect planes to the stunning real world environments looks great, even after multiple passes. And the flyability afforded by the well-executed controls makes you feel like a pro -- it immerses you in the world of being a fighter pilot without ever taking off. Return trips stay fresh too, because you'll find yourself playing out unique mini-stories as each enemy-dogfighting encounter unfolds anew. HAWX is a remarkably exhilarating entry in a genre that seemed to have been stuck in a rut.

MLB 09

With continued growth in the online sector, developers are becoming increasingly interested in this new form of distribution. Shooters and RPGs may be the typical games developed in this area, but MLB Dugout Heroes is here to show us that great online baseball can be done.

"MLB Dugout Heroes is the first fully licensed and online-based PC baseball game in North America," said Jonathan Stypula, Community Manager. "You’re able to draft your favorite players from any MLB era, level up, complete missions, compete in tournaments, and purchase new uniforms, bats, pitches, and more! We [had] a short Closed Beta Test [on] Friday, March 13, from 3pm-6pm. We’ll be following that up with our Open Beta launch on Thursday, March 19!"

What are some of the benefits of being an online-only release?

The biggest benefit is that by being online-only, everyone playing the game is connected, creating a persistent online community.

Right, it also allows us to consistently update the game via stats, missions, and items. It also increases the accessibility of the game. You don’t have to go to the retail store the purchase it for a console you may or may not have. All you need is a computer and an internet connection and you’re set to play!

Which market are you trying to hit with this game? Those who love the MLB 2K/MLB The Show style of games (simulation), the The BIGS style (arcade), or some other group?

We’re catering to both baseball fans and gamers. Unlike the other games you’ve mentioned, you’re able to level up your team and players in MLB Dugout Heroes, much like MMORPGs.

It’s good that you bring up the MLB 2K, MLB The Show, and BIGS series because we’re all big fans of those games here. We incorporate the best aspects of those games in MLB Dugout Heroes. At first glance it’s easy to see that our game has arcade style looks and gameplay, but it’s also much deeper with realistic statistics, management, and ratings.

With Dugout Heroes being online from the start, I assume the game is strictly multiplayer. If not, what single-player features are available?

The online multiplayer is definitely the soul of MLB Dugout Heroes. It’s definitely the most fun and involved part of the game.

However, for those who want to hone their skills or are extremely shy, we do have a variety of single-player features available. We have pitching and batting tutorials which we encourage everyone to use to learn. We also have a homerun derby, AI exhibition and pennant race where you can play against the computer and earn prizes.

Tell us about the multiplayer content -- modes, number of players, etc.

All online multiplayer games are 1 on 1 with your team against another person’s team. Online multiplayer can be divided into 2 modes, ranked and unranked. Unranked mode, or Online Exhibition, is where you can play against a player but it doesn’t affect your stats or rank. In ranked mode, you play against a player, and depending on how well your team does, your players level up. For example, if your designated hitter on your team was able to hit 2 homeruns during a game, your power stat might go up.

We also have daily and weekly missions that can only be completed in the ranked mode. An example of a mission would be to make 2 steals in a game, or hit a homerun in a game. By completing these missions, you’ll receive some in game currency which you can use to purchase additional players or items.

Are there any customization or team building features?

Yes! It’s all about customization! You decide your team’s batting order and pitchers and have the ability to draft additional players to your team.

You can also purchase equipment like bats and gloves that will enhance your batting, fielding, or pitching stats. We also have alternate and historical uniforms and the ability to upgrade new pitches for your pitchers.

Of course, the gameplay is the most important feature. So tell us about the batting, pitching, fielding and base running mechanics.

Batting and pitching are deceptively simple to control as it is just aiming and clicking on the mouse. However, when playing against another player, it’s hard to read what the other player is throwing at you, especially if they’re throwing a breaking ball.

Fielding and baserunning is controlled by the keyboard. Throwing to a base is as simple as holding down a base’s corresponding keybutton. The longer you hold the button down, the stronger the throw. Baserunning is also controlled by holding down the base’ corresponding key.

Is it hard to make a baseball game work using a mouse and keyboard setup when most of us are used to playing sports games with a controller? How do you determine what to simplify (if anything)?

We actually think the keyboard controls are easier than a console game and allow for better control of the game.

I agree, using a mouse to aim your pitches and your bat is so simple to learn yet hard to master.

The beta images look pretty good. Did the development team create their own engine for Dugout Heroes?

Yes, the game engine was developed by WiseCat Inc. in South Korea. They are a great team to work with and we are very pleased with the look and feel of the game.

As a free game, how will you profit from Dugout Heroes? In-game ads?

We will have items for sale in our Item Mall. We will sell bats, gloves, uniforms, and more that give you increased stats. If you want to draft another player from another team or era, we have draftcards that give out a new player.

However, most of our items will be available to purchase with Nuts, our in game currency. Nuts can be earned by playing online games, completing missions, and trading players.

Anything else you'd like to tell us about Dugout Heroes?

Our Open Beta will start on March 19 and we will be having lots of exciting events with giveaways so be sure to come and play! We’ll be giving out real, tangible MLB gear from your favorite team, as well as awesome in game items! If you ever see us in the game, be sure to challenge us!

Curving Bullets With Wanted: Weapons of Fate's Nick Torchia

“Wanted was a perfect candidate because it had bullet curving, an entirely amazing and fun-looking mechanic that to me makes total sense to do a game based off the film.”

Wanted, last summer's most unusual action flick, drew in millions of viewers with a trailer that presented one crazy idea: that it is humanly possible to curve a bullet. Not everyone possesses the ability to perform this stunt. But those who do are a unique bunch that will ultimately kill one to save one thousand. Or make the ultimate sacrifice, if absolutely necessary.

Wanted: Weapons of Fate goes beyond the film's story and action sequences by bringing a new chapter – as well as gameplay mechanics that were inspired by the film – to Xbox 360 PS3 and PC. "[Wanted] is not your run of the mill movie-based game," said Producer Nick Torchia. "We do some really nice things in this game and think players are going to enjoy it. We made a third-person action game that is a great game first…and it happens to be based on a movie from last year."

Our interview follows along with an exclusive look at new screenshots from Wanted: Weapons of Fate.

Start by telling us about yourself: what you do, how you got involved with Universal Pictures and game development, and how you are specifically involved with the Wanted game/movie creations.

Nick Torchia: I am the producer of Wanted: Weapons of Fate. I got involved with Wanted over a year ago when I joined Universal from Warner Bros. Games. The company was looking for someone with next-gen gaming experience who would believe in doing something special for a movie-based game, so they brought me onboard to help run the project.

The funny thing is, I started my career with Universal Interactive Studios back in 2000. And here I am again, just on a different floor.

My job is to manage the developer, GRIN, on a day-to-day basis. I deal with game design, scheduling, testing, and all other facets of game development. There are just way too many of them to list.

Could you talk about the process of selecting a license (such as a comic book like Wanted) for use in a game and/or movie? What are the things that you look for as a producer?

NT: The first thing you have to look for is inherent gameplay mechanics. That is – by far – the most important thing to look for. If a movie or comic book doesn’t have some form of gameplay “hook” that you can instantly identify, then your job is going to be that much more difficult and it probably makes sense not to do it.

Wanted was a perfect candidate because it had bullet curving, an entirely amazing and fun-looking mechanic that to me makes total sense to do a game based off the film. No other game to date has this mechanic, so we knew that the game would stand out, not only from other more traditional movie-based titles, but also from other 3rd person games and action games in general. You always want to be doing things that innovate for the core gaming audience, so that when they look at the game, they see something compelling beyond just a movie-based licensed title.

What is the research process? Focus groups seem to be popular. Are you asking people: "Should we make this into a game, movie or both?" Do you conduct other forms of research?

NT: When we think about what films to turn into games, we try to approach such decisions with equal parts business rationale and creative passion. Obviously, a game needs to make business sense, and we will review sales of competitive games and talk to retail partners about what is working and what is not.

On the creative side, we want to make games that our in-house game producers are passionate about it. If you are going to spend two years or more of your life on a project, you want it to be something you really care about, and that is also where the innovation can come from.

That, in combination with what I spoke about above – proving that the license has something to offer that is different and exciting.

We do, however, have focus group tests on the concept of the game. We test features and mechanics to see which ones gamers like the most. It helps use with the blueprint for the final game.

Talking about the game now, Wanted: Weapons of Fate is going to bring some of the film's cool effects, such as bullet-curving, to the game world. Tell us about this, both from development and gameplay standpoints.

NT: Bullet curving was the most challenging aspect of development since, as I said, there are no other games that have this feature. We started from scratch with this mechanic and worked really hard through several iterations to find a way to make it a bit more challenging yet fun at the same time. The developer – GRIN – experimented with lots of ways to make curving fun for the player and we spent a great deal of time on making sure it is fun yet at the same time, accessible for all players.

Will you be able to control the bullet's path, or merely the angle at which it is shot?

NT: You control the angle and curve of the shot. We tried looking into controlling the entire bullet’s path, but it got really boring after ten minutes and was too gimmicky so we ditched it. It just takes too much time and is too clunky.

How will players take advantage of the Assassin Time feature?

NT: This is something I like to refer to as a “super bomb.” Meaning, in classic video games when the player was in deep trouble, there was always some sort of “super bomb” you could get that would destroy all the enemies on the screen, but you had to use it sparingly. Example: think about the special attacks in the old-school X-Men co-op side-scrolling arcade game – when you and your buddies got inundated with the spitting flowers, who didn’t use Storm’s whirlwind or Colossus’ roar to clear ‘em all out at once? We all did!

With assassin time we treat it kind of like that -- when the action gets too heavy and intense and you find yourself completely overwhelmed by enemy forces, you can use Assassin Time to take out multiple enemies in a bad-ass, slow-mo acrobatic way. But be warned, you should use it only when you have to because you can’t use it all the time.

Can you detail some of the acrobatic moves we'll be able to perform?

NT: In Wanted, the characters move from point-to-point in a very graceful, yet acrobatic manner. This is how the top assassins move so they can’t be hit and can surprise enemies and targets.

In the game, you can mimic this quick movement from point-to-point with a simple press of the button through our chaining cover system. We wanted to make the player feel like they can do anything and go anywhere, so you can slide over objects, around and move from side to side. We really give the player a nice sense of freedom when moving.

What are the finishing mechanics?

NT: We kept this mechanic very simple and straightforward for the player. In most 3rd person games, it gets frustrating when enemies are right next to you – you have to back off, find your line of fire and then shoot them.

So, we added in the knife and some sweet close-range finishing moves to allow players - with the simple press of the button – to execute a killing move. We have a nice variety of moves, such as stabbing in the nuts as well as kneeing in the face. You know, all the core specialties!

Are there any other moves/mechanics being included that are uniquely from the world of Wanted?

NT: Besides the curve mechanic, the idea of cover was inspired from the film. There were parts in the film where the assassin appeared out of nowhere, so we used that idea for fast chaining cover where the player moves from cover to cover, while at the same time gathering up speed and momentum. It is a nice twist on the cover mechanic.

How are the stealth aspects going to work? Is it somewhat of a Metal Gear Solid/Splinter Cell experience?

NT: This is a run-and-gun game. We wanted to make a fast-action shooting title that is really in your face. Those games like Metal Gear have done a tremendous job on making stealth games, so we leave that for those guys. We just want lots of action, lots of motion and big explosions. Our stealth isn’t about sneaking around and hiding in shadows for five minutes counting the seconds until an enemy turns his back. Frankly, that’s not the way the assassins in Wanted operate; Fraternity assassins bust your ass quickly, not by putting you to sleep.

In our game, “stealth” – if you can even call it that – is about using your advanced abilities in concert with one another. For example, you can get into cover, blind fire over the top to force your enemies behind their own defenses and then explode out of your spot using chaining cover, moving from point-to-point so quickly that the enemies lose track of your position until your are suddenly directly behind them, sliding your knife across their throat or using them as meat shields.

What will the cover system be like?

NT: I’ve covered this a little bit, but cover in Wanted: Weapons of Fate is very fast and smooth. Gears of War has the best cover-based system in the business, and we’d love to have been able to just copy it (kidding!), but it just doesn’t fit Wesley, our lead character.

Wesley is light, fast and acrobatic while Marcus is gigantic and bulky. We knew we had to innovate on cover to create something different and the franchise demanded that movements of our assassins be fast and totally unique. We didn’t want to just copy another cover-based title, all of us wanted to do something fresh and new so players will find our game to be different and compelling.

How will the Wanted video game expand on the film's storyline?

NT: Think of this as Wanted 1.5. It is what we call a fiction extension and takes place about five hours after the end of the film. Games that do the whole “play the move and see the movie” routine need to get with the times and go in a different direction. Players want something new, something that will make the feel part of this world and you can’t do that when you keep the same story. So we went in a new direction for this game and that also allows us creative freedom with level design, new characters and new enemies. The film’s plot followed Wesley as he tried to uncover information about his father; the game follows him as he searches for the truth surrounding his mother.

Which villains are returning? Are there any new threats?

NT: There are characters from the film, not necessarily villains, returning the film. Thomas Kretschmman is back as Cross and Terence Stamp as Pekwarsky.

As we are telling a new story in Wanted mythology there are plenty of new villains from rival Fraternity chapters introduced in the game. We have a very dangerous, very sexy assassin called Arana, who is played by Paz Vega. And our main boss, The Immortal, who is the head of the Paris Fraternity, is also a very intriguing new character. He is played by Peter Stormare.

Almost 98% of our game is packed with new characters. That was really fun to make new characters in this Wanted universe.

Evolving Dragonball: Namco Bandai's Bryant Green Talks Dragonball: Evolution

“There will be some classics familiar to the Dragonball fans, as well a whole mess of new special moves that are not only Dragonball: Evolution-specific, but are exclusive to our particular game!”

The Dragonball series has seen many evolutions. From anime to toys to video games and a ridiculous number of branded merchandise, Dragonball is all but inescapable. Though the long-running Dragonball and DBZ series are no longer leading the airwaves, their characters, stories and unique battles still enthrall millions of fans all over the world.

This spring, Dragonball will have the chance to expand its audience even further with Dragonball: Evolution, a live-action adaptation of the popular franchise. Evolution is also being turned into a fighting game for PSP. "The characters in our game, which follows the film story exclusively, will take on their film personas," said Bryant Green, Assistant Localization Producer. "Dragonball: Evolution was designed from the beginning with the idea of bringing such a classic story to life through film, and in our [Namco Bandai’s] case, this is expressed through a PSP game, based on the Fox theatrical interpretation of the Dragonball story.

"While the characters do not have their classic anime appearance, fans of the series will hopefully be delighted to find that many of the character traits that made them so endearing in the animated series are present in their on-screen (and of course in-game) personas as well."

With Dragonball: Evolution being the first live-action DB movie, the famed franchise is about to enter a new chapter. What does this mean for the DB game series and the way it will evolve?

Bryant Green: I think that the Dragonball game series will continue to evolve in a fashion similar to how we’ve seen it progress thus far. However, with the new film and film-based game coming out, I think that we will see a rise in interest from a larger cross-section of the public that may have not been aware of the series and its popularity. Our new game and certainly the film will provide an opportunity for new fans (and all of our existing fans, of course) to experience the excitement of the Dragonball storyline in a different context, live action, and I think that this sort of ‘evolution’ per se, will find us with a new group of fans around the world who can voice their own preferences, interests, and ideas for the series to help us develop Dragonball further.

Let's get into the gameplay: is this going to be a fast, arcade-style fighter like the Budokai Tenkaichi games?

BG: You bet! In fact, we had a look at previous Namco Bandai-designed Dragonball titles, and brainstormed about how we could make a better fighter. We spent a lot of time looking at the Dragonball PSP series-based games such as Dragonball: Z Shin Budokai and Shin Budokai: Another Road, and decided that we could make an even ‘speedier,’ more action-packed fighter with loads of combos that are quick to learn and easy to execute.

Tell us about some of the special moves you'll be able to perform, and how they'll differ from the other DB games.

BG: Well, I don’t want to spoil all the surprises, but there will be some classics familiar to the Dragonball fans, as well a whole mess of new special moves that are not only Dragonball: Evolution-specific, but are exclusive to our particular game!

Thus far, the game images appear to be locked into a fixed side view. Does mean Evolution is more of a retro-inspired fighting game? Will we be able to sidestep attacks?

BG: I would describe Evolution’s fighting style as somewhere between the classic 2-D Fighter and a more modern 3-D fighter. So, 2.5-D I guess? (Ha!) But really, when fighting, the characters appear mostly in 2-D, but the depth of the levels and how the camera handles the battles adds an element of depth and allows for the player to take in more of the stage and backgrounds. I think Dragonball fans will also find the fighting system to be intuitive and familiar—regardless of their preference for 2-D or 3-D fighters.

With regards to sidestep attacks you’ll be able to avoid an enemy’s attack by side-stepping from their combos.

How will the characters' flying abilities be utilized, if at all?

BG: Since this was a fighting game, we felt that we should focus more on the fighting engine. We would have liked to have added the flying abilities feature, but it would have been hard to even out the characters if some could fly and others could not. However, all Evolution characters have the ability to ‘hover’ in a 360-degree manner around their respective opponents to give an edge for combat and combos.

Does Evolution include a combo system of any kind? If so, talk about it and the different kinds of attacks you can string together.

BG: Dragonball: Evolution does include a variety of combos and a combo-based system; all players will find that there is a great deal of skill involved with mastering the combos. We have some special techniques that appear only in this game. Without saying too much, many of our combos and attacks also tie together with the film. There will be a variety of fun kick-and-punch combos, as well as some that utilize each of the character’s unique talents and skills. No spoilers, but I anticipate our players will have a great deal of fun stringing together deadly combos and ending them with some pretty cool moves!

Ki management is going to be an essential part of every battle. Tell us why.

BG: Since Ki is basically your life force, it would be wise to maintain a standing level of Ki; running out completely leaves you exposed to your enemies. Having to charge your Ki back to a reasonable level will take time and when you are in the heat of battle, there is no time to step out and regain Ki. So it is the player’s responsibility to manage what Ki they have, and to use it effectively and efficiently. I believe a great deal of Ki management is based on timing; the player who knows when to use and hold on to it will become the strongest; not because of the character selected, but because of timing and management of the Ki gauge.

Can you tell us which characters are going to be included in the game?

BG: I can give you a few clues: Goku, Master Roshi, Bulma, Mai... and maybe a few surprise guests will be present.

As a game based on a movie, how will Evolution's story differ from the DB sagas we've already experienced? Will the game feature any scenes from the film?

BG: Dragonball: Evolution follows the original story of Dragonball, the story that started it all. Our game does not go into the details or storylines of other, existing Dragonball-related stories. But our tale does offer some excellent background info for those who might be new to the story. With regard to content from the film, and without giving away too many spoilers, I can say that there are indeed a lot of elements from the film in the game that are certain to please both our old and new fans alike.

Driving Through RACE Pro's Development with SimBin's Diego Sartori

“A SimBin racing game should be 'easy to learn and hard to master' and I really do think RACE Pro offers exactly that gaming experience.”


SimBin is well known for GTR, GT Legends, RACE 07: The WTCC Game and many other simulation racing games. But if you're strictly a console gamer, chances are you haven't played a SimBin racer before. That should change with RACE Pro, the studio's first title for Xbox 360.

"When we first set out to do a racing game for console, we looked at what game engines were available," said Diego Sartori, Creative Director of RACE Pro. "After researching them all, we found that we would be better off creating our own engine – Lizard. We focus on the physics simulation and driving feel more than anything else, and Lizard has been built to support this philosophy.

"When doing a racing game you must compromise, there is no way to make the consoles or a gaming PC run 'full on bling bling' and our type [of] simulation at the same time. Especially on consoles this means that you need to decide on what you want; we wanted the physics controls, sound and AI to get all the 'power,' so we had to compromise a little on the visuals. Others choose to focus on the visuals and do very little with the simulation part of the game."

SimBin has worked on PC racing games for many years, but only now are you making the jump to consoles (for now, it seems, just Xbox 360). What made this the right time to make a console game?

Diego Sartori: The decision to make a console game was taken a long time ago, during the production of our very first PC game (GTR) in fact. It was made due to the small market share of racing games on the PC platform.

It is more or less a requirement to be featured on console and PC if you as a developer want to be able to get your projects published. This fact and the company’s vision of growth led us to pursue a multi-format game engine and of course to develop a SimBin racing game for console.

Console gamers tend to have different expectations than PC players. Has this influenced your development on RACE Pro?

DS: On a personal level, I tend to disagree actually. If you look at how the market is today, you will notice that most games are designed to work on both console and PC without too many design differences. Most shooters are, apart from controls, identical on PC and console and if some of the major racing game titles from console were also featured on PC, I am sure the same would apply to those.

When you analyze how console gamers treat their games and their gaming, I think there is very little to differentiate them from PC gamers. There is the same dedication and surely the same skill level. So in terms of physics simulation, there is very little we feel we have had to do differently for RACE pro if you compare to our latest release on PC. It is this mindset we have used during the development of RACE Pro. We trust that there is market for a pure racing game alongside the more arcade oriented car games on console.

RACE Pro runs on our Lizard game engine and currently our PC titles run on the ISI engine and that in itself creates some differences in feel and handling. But we have not made any console oriented changes to our philosophy of racing games to accommodate the console.

A SimBin racing game should be “easy to learn and hard to master” and I really do think RACE Pro offers exactly that gaming experience.

RACE Pro is going to offer three different race classes. What is the significance of each?

DS: I am not sure if you refer to the car classes or the three levels of difficulty.

RACE Pro features 15+ race classes. There are classes for production cars and classes for race cars. In these classes all the content is matched in order to offer the best possible racing experience.

We have three GT classes where GT Club is the “slowest” of the three and GT Pro is the fastest. There are faster classes of cars and there are slower classes of cars. They do all however, present the player with a different challenge and demand some level of skill before being able to race them at their full potential. WTCC, the official FIA World Touring Car Championship class featured in RACE Pro might not seem much of a challenge with its 280+hp engines. But being fast in these cars is to some extend an even harder challenge than with the GT cars.

RACE Pro also features three different levels of difficulty, each level featuring its own restrictions on driving aids and AI strength.

On the lower difficulty levels where driving aids are at their maximum, even a 1018hp Koenigsegg becomes manageable and relatively easy to drive. Take the driving aids off and it becomes an outright challenge to handle all of that horsepower.

Tell us about the 13 real-life tracks that are planned for the game.

DS: The tracks are from locations all over the world and RACE Pro features some world exclusive tracks. We have a world exclusive track from Macau in Asia, a fantastic city track and only featured in its accurate race layout by RACE Pro. In addition to Macau, we also have the Pau and Porto city tracks, both exclusively featured by RACE Pro and both offering some super intense city racing. We have Laguna Seca and Road America from the US, two wonderful tracks, each offering some quite unique challenges, the Corkscrew of Laguna Seca to name just one. Then we have the Valencia circuit from Spain, Brands Hatch from the UK, Curitiba from Brazil and many more.

Each track is modeled around real world data collected by the SimBin reference team.

Are there any additional courses: fictitious, mirrored, or multiplayer-specific?

DS: There are no fictional race tracks and there are no reverse tracks, nor are there any tracks made exclusive for multiplayer racing.

There are tracks featuring alternate layouts in real life and some of these may or may not be featured through the DLC plan for the game – you’ll have to stay tuned!

With 48 manufacturers represented, there are going to be a lot of vehicles in this game. Go over the process of designing some of these vehicles, ensuring they handle different, that they look and sound like the real thing, etc.

DS: Once a car has been decided upon, the reference team begins collecting the needed data. The physics and sound team begin to investigate the car; this is done by watching videos of the car in motion both from inside the car and track side.

Then as soon as we can, we go to a race track to see the car live and to talk to the team and the drivers. We look at how the car behaves on and beyond its limits and we always try to see the car early during the race weekend and during the race. This gives us some good insight into how the car behaves when the setup is not ideal and how it behaves when it is. During these visits to the track we also try to get our recording gear into the car, as well as record it track side.

When we have collected all the data we need, we begin developing the base of the car and when possible we let a driver try the car in its base form. Based on feedback from the driver and our own internal test team, we begin to tweak all the small details that ultimately end up defining the car. Each car handles differently due to all of them being developed based on real life data, so no need to artificially add tweaks or changes in that aspect.

That was the extremely short version!

What is SimBin's take on body damage? Will we see any in RACE Pro, and if so, what limitations are being applied?

DS: SimBin’s take on damage is that we like it as much as anyone else [smiles].

RACE Pro features both visual and physical damage. The visual damage system supports deformation of the chassis as well as detachable parts and the physics damage system supports amongst other things, bend suspension and steering arms as well as detachable parts. The player can adjust the damage sensitivity to suit their needs, within the limitations of each difficulty level. The game can also be configured to show the visual damage without the physical damage being active.

RACE Pro goes online with 12 players, a first for the series. What else can we expect -- the different modes, play styles, etc.?

DS: Everything featured in RACE Pro is a first for the series, as this is the very first game in the series.

The multiplayer experience in RACE Pro is all about pure racing so we have not added any out of the ordinary game modes as such. As a host, you can choose between hosting a ranked or an unranked game. Once a session type has been chosen, the host can configure the game to the hosts liking, this with the exact same options as during an offline session. When the host launches the session it will appear in a state called “waiting for players” and during this phase players on the server will be able to drive around the track as in practice mode. The host dictates when to change to the race session

Sometimes, players decide never to go into the actual race session and simply stick to online practice instead. There is much to learn from each other and with the communicator in use, players can talk about and test car setup changes as well as driving lines and tips on how to improve lap times. RACE Pro supports races of a few laps to races of 75 laps, the host chooses to have brake and tire wear on or off and what level of driving aids to allow. Weather conditions can be set to wet or dry and damage sensitivity set to off, forgiving, intermediate or realistic. The host can add AI opponents to fill up the grid but an AI opponent will never block a human player from entering the session.

Qualification can be set to on or off, if the session does not have a qualification session the grid will be formed randomly. If, however, the race does feature a qualification session this will be a hot-lap qualification where the players have one flying lap alone on the track. The grid is then formed according to lap times. Online sessions are based on class racing so the host decides what class to race.

Racing games tend to use licensed music and generally lean toward a rock-oriented sound. Which direction will RACE Pro take?

DS: RACE Pro leans towards a symphony of V12’s and grunge of V8’s! We have not added music that the player can have running in the background during gameplay because we believe the sounds from the game is music in itself.