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Sun, Feb 6, 2011
4:07 pm
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There is something deeply satisfying about relying on a steady hand, not agile thumbs, to win a gun battle in a graphically stunning world.

Killzone 3 is shaping up to be a powerful achievement for the Playstation 3 in its own right, but what it proves for the future of motion games is much more meaningful: The marriage of high visual fidelity and deep gameplay with precise motion controls can work and it can work very well.

First-person shooters never really sat well with me on the Wii. There is something lacking. The controls never feel as solid as I would like. But what really bothers me is that the Wii isn’t able to deliver the high-end graphics I have come to expect of my shooters on the PC and console.

When the first shooters hit the Playstation 3′s motion-sensing Move, I was excited and then quickly disappointed. What I wanted was SOCOM or Killzone with motion. What I got was a light gun game.

With the arrival of Killzone 3 we all finally get a chance to play a solid first-person shooter as either a traditional console gamer, grasping a controller in two hands, or as a motion gamer, pointing at the television and gently squeezing off shots at distant enemies.

For my first play through of Killzone 3 I chose the latter.

Why I Played Killzone 3 With Move

We’ve decided not to run our full game review of Killzone 3 today, despite the embargo lifting, because the review code we received is not the final retail box copy. Often that isn’t an issue, but in this case we noticed quite a few odd, seemingly fixable, problems. The sound in cut scenes was distant and lacking in bass. Lines stuttered or repeated. The game paused ever so slightly when streaming in new levels. These are often the sorts of things fixed when a game hits that final box copy. But we don’t want to assume that nor do we want to take issue with problems that could be fixed before you buy a copy.

Instead we’ll be running our full review of Killzone 3, off a retail copy, slightly before the game hits. This will be our look at playing Killzone 3 on Elite with the Move controller.

It starts with a quaver, a slight shake in the reticule floating, bobbing around the center of the screen. It’s a little disquieting, like a voice in the back of your head telling you that this isn’t the way you play a shooter.

You play a shooter with a keyboard and a mouse. Using all of those DPI to pinpoint and pick off enemies. You play a shooter like an accountant, sitting at a computer desk, at a monitor, at a keyboard and mouse.

Or maybe you play a shooter like a console gamer, leaned back in your couch, feet up perhaps. You play with the two thumbs pressed against two sticks. Something that first felt like juggling knives while balancing on a bowling ball. But you got used to it and you loved it.

You don’t play a shooter like this: Leaned forward, shoulders tense, squinting a little as you aim down the length of an imaginary rifle. Reloading with a twist of your hand. Sighting down the virtual gun with a pull of a trigger on the Playstation 3′s Navigation controller.

I turn slowly, too slowly, by pointing to the edge of the television. On screen my hard-ass character must look like he’s just had a stroke, slowly pivoting in place, looking up, looking down. Nearby characters wait, silently.

I tinker with the controls, adjust the speed, the box that controls how precisely the Move controller will track my movements. Things start to adjust, in my brain, on the screen.

By the time I make it to the gun range I feel like I can move where I want to move. By the time I leave, I almost feel as if I can hit what I aim at.

The game opens in a world almost free of colors, whites and greys, maybe some browns only. It’s tragic. I sluggishly move through the battles, feeling as washed out as the game looks.

But then there’s a glimmer of hope: An exoskeleton. Strapped in, the controls feel somehow right. My characters’ hands jut out in front of him as he controls the suit. My hands jut out in front of me as I control the character. Suddenly things sync. It’s as if someone’s thrown a switch. The Move controls aren’t just keeping out of the way, they’re augmenting my experience. I feel like I’m really controlling this thing. And it feels good.

Short-lived, the mech suit level makes way for more surprises. A world of color. A strange world. An alien world that actually feels alien. Lost in the bizarre botany of Helghan I forget to remember that floating reticule. Instead I play. Killzone 3 offers up a bounty of new techniques and surprises like exploding plants and spiders that can kill. It’s a sumptuous section I don’t want to leave.

Killzone 3 doesn’t feel like a Move game anymore, it feels like a shooter, a solid shooter. I duck and cover. I steady my hand. I find myself holding my breath slightly to cut down on the slight waver of my gun as I snipe Helghast with headshots from across the battlefield.

When I pick up a machine gun I discover that the rumble of my controller, the real rumble, causes my aim to slightly bounce around, jitter up and down the screen. I squeeze down and try to steady the stream of bullets chewing through enemies and terrain.

Not everything is wondrous in Killzone 3. It has its weak points. There is the story which is somehow one of my most and least favorites of any recent shooters. It’s the characters, specifically those emaciated, sickly pale Helghast leaders that make this game’s story sing. But the ISA good guys are walking cliches, stomping around yelling at each other about orders and how stupid command is.

Fortunately Malcolm MacDowell steals the show, delivering such a memorable character in Helghast’s Jorhan Stahl that all else is easily forgiven.

The twin plots are sometimes so disjointed that I forget what I’m fighting for, or who I’m supposed to be rooting for. The gameplay too, suffers a bit from this issue. It drops you in a bleak world of mundane battlefield fights, and then pushes you through an alien Vietnam. It has you taking down city-sized walking tanks, and then piloting mech suits or riding gunner in a space battle.

This is a game with something for everyone, but perhaps not enough of any one thing for anyone. But it’s still a stunning sequel to a game that had already blown away its predecessor.

The game’s wonderfully different approach to jetpacks, for instance, are only sampled once, very briefly from the pilot’s seat. It’s a great moment that breaks up the monotony of ground battles, but it’s so limited it feels lacking.

That doesn’t mean Killzone 3 itself feels lacking, just that it sometimes comes across as a bit of a smorgasbord of gaming; letting you sample just about everything you can think of for a shooter, but not letting you go back for seconds.

This is why the game works so well as a Move game. It gives you so many different experiences, each with seemingly perfect motion controls. The motion controls for flying a jetpack feel as natural, as expansive as do the controls for moving around in a mech suit. It doesn’t just work, it improves the experience.

Later, when I discover what has to be one of my favorite first-person shooter weapons of all time, the natural motion of both liquefying an enemy and turning them into a vaporous cloud feels more powerful when done at the end of my Move controller.

Killzone 3, Multiplayer and Move

But the real test for any shooter is how it behaves online. Can Move versus thumbsticks survive online multiplayer against other people?

The answer is “Yes” and in some ways playing with the Move online almost felt like cheating. In other ways, it felt like I was being cheated.

Played from a position with no risk of flanking, the Move controller offers a level of precision almost akin to the mouse and keyboard. You can quickly, efficiently move your aim around the screen and pick off enemies with headshots. You can hose down entire groups of bad guys with a stream of fire that is surprisingly accurate.

But caught off guard with a need to quickly turn, you’re out of luck. I’m still tinkering with the settings, but it feels like the ability to look around beyond the view the screen affords you, doesn’t work quite as well as with a controller.

Another big issue: Melee attacks. While landing one of the game’s many brutal up-close attacks with knife, boot or gun is immensely more satisfying when delivered with a jab of your controller, if you miss your view kind of goes crazy for a few seconds. I suppose that’s similar to what would happen in the real world, but it’s not expected the first few times it happens.

Killzone 3 played as a motion game is proof that motion games don’t have to sacrifice. They can deliver the meaty, deep gameplay Playstation 3 owners have come to expect from their big-game releases, and do so with a new control scheme that isn’t just adequate, it sometimes feels like an improvement.

Check back later this month for our full review of Killzone 3, this time played with a Dualshock 3 controller.

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Wed, Dec 1, 2010
3:33 pm
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Starcraft is on the PC. It’s also on the Mac. And Nintendo 64. And that’s it. So how is somebody playing the strategy hit on a touch-screen Apple iPad?

It’s not through magic, nor is this a bootleg copy of the game. It’s actually a program made by a company called iSwifter, who normally stream simple Flash games to handheld devices through the “cloud“, but who in this case have made an exception and got a custom version of Starcraft running instead.

Some controls are accessed via the “buttons” along the side of the screen, while others are done by using more iPad-like gestures like pinching and dragging on the game screen itself.

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Sun, Nov 21, 2010
6:58 pm
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After going on sale earlier this month in North America, Kinect finally launched in Japan. How’d it go? Just like you’d think.

There was at least one long line for Kinect, which is good news. Why is it good news? Because if Kinect is successful in Japan, hopefully that means more Japanese developers will make software for it.

If Kinect isn’t successful, that means Japanese developers could be at a disadvantage, because the product looks like it is going to be a hit worldwide, putting Japanese game companies in the position of trying to figure out what players outside the country want to play on Kinect.

Besides the obvious space issue, the real difficulty Microsoft has in Japan with Kinect is the install base. For many consumers, buying Kinect means buying an Xbox 360. In the West, where the install base is high, consumers can purchase Kinect to enrich their Xbox 360 experience.

At electronics stores and toy shops, there were clear notices on windows for customers lining up for the Kamen Rider toys going on sale on November 20. At the stores that carry Kinect, there weren’t such notices — it’s as if Japanese retail has given up. That’s a shame, because Kinect seems to be a truly interesting product.

The surprising thing was how the Kinect displays were set up. In some stores, such as where Microsoft held the Kinect launch in Akihabara, there were obvious Kinect displays, and consumers could easily find the product.

In other stores, such as a very large electronics store in North Osaka, there were only Kinect pamphlets in the bottom row of the Kinect aisle. Consumers had to ask at the counter if the store had Kinect in store — something that doesn’t exactly make for easy shopping — and clerks then had look in the stock room. Several clerks I asked weren’t even quite sure what Kinect was and had to check with their supervisors.

Even though the Japanese Kinect launch looks like a bit of a bust compared to the Times Square blow out, it probably will move more consoles in the weekly hardware sales charts and, who knows, maybe it’ll catch on via word of mouth. While Microsoft gauges hardware sales in North America in the millions, it gauges them in the thousands in Japan. Every little bit helps.

はちま起稿, Famitsu, Getty

[Pic, Pic, Pic]

Send an email to the author of this post at bashcraft@kotaku.com.

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Sun, Nov 21, 2010
6:57 pm
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Sure you can download the Red Dead Redemption soundtrack – get it on CD even! But if you want authentic pop, crackle and hiss coming over your wild west soundtrack, only Rockstar has what you need, a double vinyl LP.

The studio partnered with Wax Poetics to present the limited edition RDR soundtrack “on blazing red vinyl,” packaged in a deluxe gatefold jacket and carrying a track exclusive to the release.

Rockstar says the album is perfect “for DJs, vinyl collectors, and Red Dead fans who would like to add this to their stash.”

Red Dead Redemption Original Soundtrack Double Vinyl LP [Rockstar Warehouse]

Send an email to the author of this post at owen@kotaku.com.

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Sun, Nov 21, 2010
6:57 pm
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Oh man, the Hall of Doom … that thing that looked like a cross between my elementary school principal and Darth Vader … Well, it’s different in DC Universe Online, as this latest batch of screens attest.

Looks a lot more serious and threatening in this set of 11 screengrabs, which also includes Bane’s Venom Lab, Area 51 and Amusement Mile.

The game’s coming to PS3 and PC after the new year.

DC Universe Online Screens

Send an email to the author of this post at owen@kotaku.com.

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Sat, Nov 20, 2010
12:16 pm
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The PSP screen is beautiful, and PSP games look great on it. But let’s say you want to play your PSP games in HDMI on a big screen television.

Then you can get this new HDMI UpScaler for the PSP. Sure, this is a bit of snake oil, as while it says the game will play in 720p, it won’t be true 720p. Just upscaled.

This means PSP game resolution won’t look exactly fantastic on a flat screen at 720p, but still, if you are interested, the PSP Converter is out this month and priced at ¥6980 (US$84). It does not include the Hello Kitty speaker.

Send an email to the author of this post at bashcraft@kotaku.com.

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Sat, Nov 20, 2010
12:10 pm
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Another five screens for NASCAR The Game 2011, due next year from Eutechnyx and Activision, show off the wear and tear on the cars, walls, and pavement – such as the patch job at Phoenix International Raceway.

NASCAR 2011 The Game Screens










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Fri, Nov 19, 2010
12:49 pm
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Have you ever created a character in your own (or somebody else’s) likeness in a game? Oblivion, perhaps? Or FIFA? If you have, no matter how good it looked, it suddenly looks like crap next to this.

This is the new character creation suite for space MMO EVE Online, currently being tested out by the game’s players. What you’re seeing is not a pre-rendered trailer, nor an “idealised” vision of a character that will be simplified once you’re actually in the game.

No, what you see here is what you’ll see in the game, which when you consider EVE will soon let players leave their ships and wander around space stations is really something else.

[YouTube, thanks Jon!]

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Fri, Nov 19, 2010
12:48 pm
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What happens when you take the magical world of Harry Potter, mix in a little Gears of War shooting and Splinter Cell stealth gameplay, and shake vigorously? Things go boom.

Dumbledore is dead, the evil Lord Voldemort has risen to power, and Harry, Ron, and Hermione are on the run, searching for four magical artifacts known as Horcruxes, the keys to Voldemort’s immortality. Thus opens Harry Potter and the Deathly Hallows – Part 1, the video game of the movie of half of J.K. Rowling’s final Harry Potter novel. There’s a much more mature story happening here, and Harry has no time for wandering around Hogwarts School playing mini-games as in games past. Put away your Quidditch brooms, friends: This Harry Potter is a cover-based third-person shooter.

Ideal Player

The ideal player for this game is a fan of the Harry Potter books and films that doesn’t mind doing away with the fluffery of previous games to get down and dirty with some Death Eater slaying.

Why You Should Care

The tale of Harry Potter is quickly approaching its grand video game conclusion, and if you’ve followed it this far, you might as well see things through to the end.


Shall we start things off with a Gears of Hogwarts joke? There really is no need. Yes, you’ll spend a ridiculous amount of time casting spells as if you were firing a weapon in third person and ducking behind cover to avoid being killed, any further comparison to Gears of War is frankly an insult to Epic’s franchise. While the shooting itself works well enough, the cover system sometimes works and sometimes doesn’t. Attempting to hide behind a low barrier often ends with Harry sticking awkwardly to the cover while standing, top half completely exposed to enemy fire. There are eight different weapons spells to choose from, but spamming the first spell you receive, Stupefy, seems to be all you really need to get through battles. Death Eaters appear and disappear in puffs of smoke, but also die in puffs of smoke. Coupled with a small number of relatively similar enemy character models, it becomes hard to tell if you’re fighting the same folks over and over or an endless wave of enemies. In summary, it feels like a third-person shooter created by a team used to creating a much more varied experience, which is what Deathly Hallows is.

Ouch. So how about that stealth gameplay? Stealth is a major part of this game. When you aren’t shooting, you’re sneaking. Sneaking switches the game into a first-person perspective with a shimmering cloth effect, while a Deathly Hallows symbol in the lower left hand corner acts as a stealth meter. For basic sneaking around this works just fine. More complex stealth maneuvers suffer from the use of first-person. It’s hard to determine how close you are to an enemy when cloaked, for instance. Certain missions require you sneak up behind a foe and stun them. Nine times out of ten I either got too close and alerted them to my presence, or tried to perform the action too soon and again alerted them to my presence. I figured it was just me, but later while trying to enter an elevator while cloaked the perspective had me moving too close to the wall to see the door open. Making matters worse, Harry has a buggy tendency to suddenly start moving to the left with no input from me, which led to more than one untimely death.

Is Daniel Radcliffe really this hideous looking now?

Well that sounds pretty bad. Will the fans still like it? From what I’ve gathered the game is pretty faithful to the movie, although where the movie had to be split into two parts to cover the entire book, the game features some obvious filler missions to help pad out the plot. Because it’s based on the first half of a two-movie epic, the game also ends at a rather awkward spot. There are very few collectibles to be had and absolutely no free-roaming exploration, so fans of the past two Potter games might be in for a little disappointment.

And the Xbox 360 version supports Kinect control? Not in the main game. Kinect control is limited to a number of special rail-shooter challenges located off the main menu. Harry moves automatically, and the player waves their hands to cast spells. At first I felt silly, flapping my hand like a five-year-old waving bye-bye to cast Stupefy, but then the next level opened up the explosive Confringo. It’s one arm raised, one arm pointed casting stance made me feel like Dr. Allakazam the Mad Disco Wizard. The Kinect challenges really amount to nothing more than extra fluff, and while mildly entertaining, especially with a friend, shouldn’t influence buying one version of the game over the other.

Harry Potter and the Deathly Hallows In Action

A Visual Guide To Harry Potter and the Deathly Hallows








The Bottom Line

After two more light-hearted, adventurous jaunts in The Half-Blood Prince and Order of the Phoenix games, it seems odd that EA Bright Light Studios would take such a darker, more mature turn with Harry Potter and the Deathly Hallows. Perhaps the idea here was that both Harry Potter and his fans are getting older, and it was time for something less whimsical in the video game department. From what I’ve seen of Potter fans, however, it’s that whimsy they thrive on, and now with Harry and friends’ darkest hour upon them, that sense of frivolity is needed more than ever. I’m not sure Potter fans are ready for this sort of game, and I’m definitely sure EA Bright Light Studios wasn’t ready to develop it.

Harry Potter and the Deathly Hallows – Part 1 was developed by EA Bright Light Studio and published by EA for the Nintendo Wii, PC, PlayStation 3, and Xbox 360, released on November 16. Retails for $49.99. A copy of the game was given to us by the publisher for reviewing purposes. Played through the Xbox 360 version of the game completely on medium difficulty. Tried out the game’s normal controller-based challenges, and then waved my arms at the Kinect sensor for an hour to test out the Kinect challenges.

Send an email to Michael Fahey, the author of this post, at fahey@kotaku.com.

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Fri, Nov 19, 2010
12:47 pm
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Wardevil, a game five years in development that was reportedly cancelled last month, is for some reason now being brought back from the dead and given a new name.

British creators Ignition have decided that, rather than develop the game in-house, it will now be built via a combination of local and outsourced talent, and given the new (presumably working) title “Project Kane”.

Now here’s the scary/funny part. “Following a comprehensive audit of the title, assets and internal team, we have decided that a core team responsible for the Project Kane prototype will take the game into full production, led by the key vision holders,” says Hassan Sadiq, Ignition’s group chairman.

You mean, it wasn’t already in full production? After five years of almost nothing? Guys, let this game go. If you truly love it, you will let it go.

Ignition London safe as WarDevil lives on as ‘Project Kane’ [Develop]

Send an email to the author of this post at plunkett@kotaku.com.

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