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Speaking with VideoGamer, BioWare’s Casey Hudson described what we can expect from the next batch of Mass Effect 2 downloadable content: a warm-up of sorts for the next game!
“So, for the time being there’s going to be a continued stream of DLC for people. We’ll start to have packs that’ll tell the story between Mass Effect 2 and 3. But beyond that,” says Hudson, “we kind of have to see how people are responding to what we have and go from there.”
Sounds like a smart move to me. Who knows what the fans want better than the fans themselves? Personally, new missions that feel important in the long run are what I want more than anything else.
I don’t know about the rest of you, but after hearing about the recent patch for the Xbox 360 version, I have been seriously considering dropping everything else and getting sucked back into Mass Effect 2 yet again. Perhaps it’s worth waiting a while longer for more add-ons to hit first.
Speaking with VideoGamer, BioWare’s Casey Hudson described what we can expect from the next batch of Mass Effect 2 downloadable content: a warm-up of sorts for the next game!
“So, for the time being there’s going to be a continued stream of DLC for people. We’ll start to have packs that’ll tell the story between Mass Effect 2 and 3. But beyond that,” says Hudson, “we kind of have to see how people are responding to what we have and go from there.”
Sounds like a smart move to me. Who knows what the fans want better than the fans themselves? Personally, new missions that feel important in the long run are what I want more than anything else.
I don’t know about the rest of you, but after hearing about the recent patch for the Xbox 360 version, I have been seriously considering dropping everything else and getting sucked back into Mass Effect 2 yet again. Perhaps it’s worth waiting a while longer for more add-ons to hit first.
Ubisoft’s Prince of Persia: The Sands of Time stands as one my favorite games. At the time of its release, the game’s re-imagined beauty and control was like nothing we had seen. Go back and play it today and it still holds up, a magical journey with crafty platforming and puzzles that set a new bar for the genre.
In 2008, Ubisoft completely turned the series on its head with a new game in the series, simply called Prince of Persia. With this new approach came a completely new Prince, a remarkable visual style, and a fresh adventure. It wasn’t The Sands of Time, and it wasn’t what I expected. But I loved it.
Not everyone agrees with me, longing for a return-to-form and a more familiar Prince. The Forgotten Sands is Ubisoft’s answer, taking a more classic approach to the series, and returning with the familiar Prince for an all new tale. But does the publisher hit the mark, or is this simply rushed fan-service hoping the cash-in on the buzz surrounding the upcoming Hollywood film?
Prince of Persia: The Forgotten Sands (PlayStation 3, Xbox 360 [reviewed], Windows PC)
Developer: Ubisoft Montreal
Publisher: Ubisoft
Released: May 18th, 2010
MSRP: $59.99
Instead of continuing where it left off with its The Sands of Time trilogy, Ubisoft takes The Forgotten Sands as an opportunity to fill in narrative gaps in the series. Set between the events of the original The Sands of Time and its follow up The Warrior Within, the title finds the Prince traveling to meet with his older brother, Prince Malik. A formidable commander and leader, Malik has taken command of a contested territory on the outskirts of their father’s land. When the Prince arrives, he finds that his brother’s army is already engaged in a heated, overwhelming battle. With his back to a wall, Malik unleashes the fabled army of King Solomon as a last resort. Thing don’t quite go as planned when the army turns on him , leaving the Prince responsible for helping defeat said army.
In many ways The Forgotten Sands feels like an apology for 2008’s Prince of a Persia, a “back to the roots” title that borrows heavily from the original The Sands of Time in a number of ways that will most certainly please fans. The first and most welcome return is in the game’s pure platforming and movement controls. Ubisoft doesn’t play with that original formula much, adopting nearly all of the Prince’s skills here, from wall running to swinging on poles to tearing into a banner with a blade for a sound descent. It all feels both familiar and tight, with Ubisoft providing some remarkably calculated and enjoyable environments to hop, jump, and shimmy around.
Ubisoft’s Prince of Persia: The Sands of Time stands as one my favorite games. At the time of its release, the game’s re-imagined beauty and control was like nothing we had seen. Go back and play it today and it still holds up, a magical journey with crafty platforming and puzzles that set a new bar for the genre.
In 2008, Ubisoft completely turned the series on its head with a new game in the series, simply called Prince of Persia. With this new approach came a completely new Prince, a remarkable visual style, and a fresh adventure. It wasn’t The Sands of Time, and it wasn’t what I expected. But I loved it.
Not everyone agrees with me, longing for a return-to-form and a more familiar Prince. The Forgotten Sands is Ubisoft’s answer, taking a more classic approach to the series, and returning with the familiar Prince for an all new tale. But does the publisher hit the mark, or is this simply rushed fan-service hoping the cash-in on the buzz surrounding the upcoming Hollywood film?
Prince of Persia: The Forgotten Sands (PlayStation 3, Xbox 360 [reviewed], Windows PC)
Developer: Ubisoft Montreal
Publisher: Ubisoft
Released: May 18th, 2010
MSRP: $59.99
Instead of continuing where it left off with its The Sands of Time trilogy, Ubisoft takes The Forgotten Sands as an opportunity to fill in narrative gaps in the series. Set between the events of the original The Sands of Time and its follow up The Warrior Within, the title finds the Prince traveling to meet with his older brother, Prince Malik. A formidable commander and leader, Malik has taken command of a contested territory on the outskirts of their father’s land. When the Prince arrives, he finds that his brother’s army is already engaged in a heated, overwhelming battle. With his back to a wall, Malik unleashes the fabled army of King Solomon as a last resort. Thing don’t quite go as planned when the army turns on him , leaving the Prince responsible for helping defeat said army.
In many ways The Forgotten Sands feels like an apology for 2008’s Prince of a Persia, a “back to the roots” title that borrows heavily from the original The Sands of Time in a number of ways that will most certainly please fans. The first and most welcome return is in the game’s pure platforming and movement controls. Ubisoft doesn’t play with that original formula much, adopting nearly all of the Prince’s skills here, from wall running to swinging on poles to tearing into a banner with a blade for a sound descent. It all feels both familiar and tight, with Ubisoft providing some remarkably calculated and enjoyable environments to hop, jump, and shimmy around.
Eidos has held back on explaining a couple of features of Lara Croft and the Guardian of Light until yesterday at a showing in Santa Monica. We saw that the item-based power up system uses both Artifacts and Relics, found items that can be applied to your characters to enhance their abilities and stats.
All of the Artifacts are assigned to different statistics, and some can combine more than one. You can equip them and use them to boost your character, giving them different powers than their co-op partner. For example, one artifact could add +2 to your speed, making your character move around faster. Another could be both additive and subtractive, adding to speed, but taking away from something like defense. You can equip two at a time, affecting up to four stats at once.
Relics are like Artifacts, but relate to abilities rather than stats. Relics can give you more powerful shots, larger bombs, ammo regeneration, health regeneration and more. Unlike Artifacts, you’ll only have access to your Relic powers by having your power meter charged. Something to note is that you’ll only have access to your Relic powers and your power bar as long as you do not take damage. In other words, you’ll really have to watch your ass if you want to do some real damage.
Check out Hamza’s recent preview for more on Lara Croft and the Guardian of Light.
Eidos has held back on explaining a couple of features of Lara Croft and the Guardian of Light until yesterday at a showing in Santa Monica. We saw that the item-based power up system uses both Artifacts and Relics, found items that can be applied to your characters to enhance their abilities and stats.
All of the Artifacts are assigned to different statistics, and some can combine more than one. You can equip them and use them to boost your character, giving them different powers than their co-op partner. For example, one artifact could add +2 to your speed, making your character move around faster. Another could be both additive and subtractive, adding to speed, but taking away from something like defense. You can equip two at a time, affecting up to four stats at once.
Relics are like Artifacts, but relate to abilities rather than stats. Relics can give you more powerful shots, larger bombs, ammo regeneration, health regeneration and more. Unlike Artifacts, you’ll only have access to your Relic powers by having your power meter charged. Something to note is that you’ll only have access to your Relic powers and your power bar as long as you do not take damage. In other words, you’ll really have to watch your ass if you want to do some real damage.
Check out Hamza’s recent preview for more on Lara Croft and the Guardian of Light.
In the good ol’ USA, NASCAR is in our blood…sorta. Much like American football and baseball, NASCAR is a sport that people here tend to view as better than the rest. When it comes to sports, we tend to ignore everything else that enraptures the rest of the world. Cricket and soccer are two of the best known examples, but another sport is straight-up Formula-1 racing.
You know what I’m talking about, those weirdly shaped racecars that look like torpedoes with some wheels and spoilers attached that look like Indy cars but are obviously foreign, F1 racing has a marginally small following in the States. It’s probably easy to explain, as F1 Racing is so established abroad that US racers are entering at a disadvantage. When was the last time American’s really did something when they were at a disadvantage?
I probably don’t want you to answer that. However, what I’m implying is that F1 racing has a barrier in the States, and any developer to make a game from this license has an uphill climb to appeal to American tastes. Codemasters decided to take the challenge with F1 2010, and I was shown the upcoming fruits of their labor, so follow the jump to see if they might have a chance.
F1 2010 (PC)
Developer: Codemasters
Publisher: Codemasters
To be released: September 2010
Now, look, I know that when I talk about F1 2010 like it’s some sort of world-sport pandering to the ethnocentric whims of American tastes, it’s a little offensive. I mean, Codemasters is a trusted developer, and they know how to make a racing titles. All they would have to do is slap the F1 license on a game case and be done with it. Fans across the world will eat up a decently made Formula-1 title. However, more than that, Codemasters really wants to bring American gamers into what many people consider “the most glamorous sport in the world.”
In the good ol’ USA, NASCAR is in our blood…sorta. Much like American football and baseball, NASCAR is a sport that people here tend to view as better than the rest. When it comes to sports, we tend to ignore everything else that enraptures the rest of the world. Cricket and soccer are two of the best known examples, but another sport is straight-up Formula-1 racing.
You know what I’m talking about, those weirdly shaped racecars that look like torpedoes with some wheels and spoilers attached that look like Indy cars but are obviously foreign, F1 racing has a marginally small following in the States. It’s probably easy to explain, as F1 Racing is so established abroad that US racers are entering at a disadvantage. When was the last time American’s really did something when they were at a disadvantage?
I probably don’t want you to answer that. However, what I’m implying is that F1 racing has a barrier in the States, and any developer to make a game from this license has an uphill climb to appeal to American tastes. Codemasters decided to take the challenge with F1 2010, and I was shown the upcoming fruits of their labor, so follow the jump to see if they might have a chance.
F1 2010 (PC)
Developer: Codemasters
Publisher: Codemasters
To be released: September 2010
Now, look, I know that when I talk about F1 2010 like it’s some sort of world-sport pandering to the ethnocentric whims of American tastes, it’s a little offensive. I mean, Codemasters is a trusted developer, and they know how to make a racing titles. All they would have to do is slap the F1 license on a game case and be done with it. Fans across the world will eat up a decently made Formula-1 title. However, more than that, Codemasters really wants to bring American gamers into what many people consider “the most glamorous sport in the world.”
LET’S GET READY TO RACE SMALL CARS AROUND A TRACK AND THEN MODIFY THEM OR POSSIBLY DO THAT IN THE REVERSE ORDER!
That doesn’t quite have the ring to it that I wanted it to. Oh well, the point is delivered; it’s almost time to play some ModNation Racers on your PS3. In case you weren’t quite sure how good the game is going to be or you don’t believe you’ll be winning our little contest for it, the demo will be landing on May 18 so you can… wait for it… wait for it… take it for a test drive! BU DUM DUM CHING!
Thank you. Here all weekend. Try the steak.
I for one will be downloading avidly the moment I can as any game purporting to be a good kart racer gets my skeptical eye of doom until I try it out. I’m sorry, but I’ve been screwed over one to many times by kart racers that aren’t Mario Kart to approach anything involving tiny cars on wacky tracks without a solid dose of skepticism.
LET’S GET READY TO RACE SMALL CARS AROUND A TRACK AND THEN MODIFY THEM OR POSSIBLY DO THAT IN THE REVERSE ORDER!
That doesn’t quite have the ring to it that I wanted it to. Oh well, the point is delivered; it’s almost time to play some ModNation Racers on your PS3. In case you weren’t quite sure how good the game is going to be or you don’t believe you’ll be winning our little contest for it, the demo will be landing on May 18 so you can… wait for it… wait for it… take it for a test drive! BU DUM DUM CHING!
Thank you. Here all weekend. Try the steak.
I for one will be downloading avidly the moment I can as any game purporting to be a good kart racer gets my skeptical eye of doom until I try it out. I’m sorry, but I’ve been screwed over one to many times by kart racers that aren’t Mario Kart to approach anything involving tiny cars on wacky tracks without a solid dose of skepticism.
No one knows when Gran Turismo 5 is actually coming out, but we do know this: the famous Nürburgring racing complex will be playable in the game. All three of Nürburgring’s tracks — the Grand Prix, the Nordschliefe, and the Nürburgring 24 Hours course — are being included as part of the 70+ courses in the game. The Nordschliefe track appeared in Gran Turismo 4 and Gran Turismo PSP, but this is the first time either of the other two tracks will show up in the series. Check out eight screenshots in the gallery.
Polyphony Digital is definitely excited about Nürburgring in GT5 — as CEO Kazunori Yamauchi put it, “For a car enthusiast, the Nurburgring is the equivalent to what places like the ‘Eiger Nordwand’ or ‘Mount Everest’ means [sic] to a mountaineer.” And if you happen to be going to Nürburgring for this weekend’s Nürburgring 24 Hours race, you can get your hands on a new demo of GT5. Is anybody checking it out?
No one knows when Gran Turismo 5 is actually coming out, but we do know this: the famous Nürburgring racing complex will be playable in the game. All three of Nürburgring’s tracks — the Grand Prix, the Nordschliefe, and the Nürburgring 24 Hours course — are being included as part of the 70+ courses in the game. The Nordschliefe track appeared in Gran Turismo 4 and Gran Turismo PSP, but this is the first time either of the other two tracks will show up in the series. Check out eight screenshots in the gallery.
Polyphony Digital is definitely excited about Nürburgring in GT5 — as CEO Kazunori Yamauchi put it, “For a car enthusiast, the Nurburgring is the equivalent to what places like the ‘Eiger Nordwand’ or ‘Mount Everest’ means [sic] to a mountaineer.” And if you happen to be going to Nürburgring for this weekend’s Nürburgring 24 Hours race, you can get your hands on a new demo of GT5. Is anybody checking it out?
Remember us telling you about the Yakuza series game that would come to the PSP? It was codenamed “Project K,” and we knew very little about it. Now we know the game’s name and even have a release date.
Guess what? The game keeps with the Japanese series name Ryu ga Gotoku. This new one is called Kurohyou Ryu ga Gotoku Shinshou, or Black Leopard: Ryu ga Gotoku New Chapter. If it comes out here (please?!) then it will be called something like Black Leopard: New Yakuza or something.
We have a few new details from the latest Famitsu story. The game will release on the PSP in Japan on September 22, which means we’ll likely see a heavy push during Tokyo Game Show. It is priced at 6,279 yen on UMD and 5,600 yen in downloadable form. The game will include 300 minutes of voice in story scenes. While no specific gameplay details were given, Famitsu does say that the game will try to recreate the harshness of fighting, whatever that means.
Expect to hear more from Sega very soon. Sega, please release this in North America!
Remember us telling you about the Yakuza series game that would come to the PSP? It was codenamed “Project K,” and we knew very little about it. Now we know the game’s name and even have a release date.
Guess what? The game keeps with the Japanese series name Ryu ga Gotoku. This new one is called Kurohyou Ryu ga Gotoku Shinshou, or Black Leopard: Ryu ga Gotoku New Chapter. If it comes out here (please?!) then it will be called something like Black Leopard: New Yakuza or something.
We have a few new details from the latest Famitsu story. The game will release on the PSP in Japan on September 22, which means we’ll likely see a heavy push during Tokyo Game Show. It is priced at 6,279 yen on UMD and 5,600 yen in downloadable form. The game will include 300 minutes of voice in story scenes. While no specific gameplay details were given, Famitsu does say that the game will try to recreate the harshness of fighting, whatever that means.
Expect to hear more from Sega very soon. Sega, please release this in North America!
f a random (preferably attractive) person on the street approached me and asked me if I thought the Mario platformers were difficult games, I would most likely answer “no.” Granted, I am a super mega-fan of the Mario series, so my years of experience may make the games feel easier than they really are, but, when you think about it, the Mario games are actually designed to be accessible to everyone. Why do you think the original Super Mario Bros. was so popular in the first place?
Because of this flawless, revolutionary design, the Mario series can sometimes be viewed as kids’ stuff, too easy for the “hardcore” gamers of today. But to this I say “HOGWASH!” Sure, there are plenty of stages I can breeze through with my eyes (half) closed, but every once and a while a Mario level comes along that is so brutal — so infuriating! — that it continues to challenge me no matter how many times I play it.
This feature is all about those levels. Those magnificent, @#!#$-inducing levels.
Oh, and a quick disclaimer: These are my picks for the top ten most difficult levels from actual, Nintendo-approved Mario platformers — none of those crazy, masochistic ROM hacks or mods. As cool (and crazy) as they are, I am sticking to the official levels in the Mario series.
Grab onto a stress reliever and hit the jump for the ten most beautifully difficult Mario levels … EVER!
f a random (preferably attractive) person on the street approached me and asked me if I thought the Mario platformers were difficult games, I would most likely answer “no.” Granted, I am a super mega-fan of the Mario series, so my years of experience may make the games feel easier than they really are, but, when you think about it, the Mario games are actually designed to be accessible to everyone. Why do you think the original Super Mario Bros. was so popular in the first place?
Because of this flawless, revolutionary design, the Mario series can sometimes be viewed as kids’ stuff, too easy for the “hardcore” gamers of today. But to this I say “HOGWASH!” Sure, there are plenty of stages I can breeze through with my eyes (half) closed, but every once and a while a Mario level comes along that is so brutal — so infuriating! — that it continues to challenge me no matter how many times I play it.
This feature is all about those levels. Those magnificent, @#!#$-inducing levels.
Oh, and a quick disclaimer: These are my picks for the top ten most difficult levels from actual, Nintendo-approved Mario platformers — none of those crazy, masochistic ROM hacks or mods. As cool (and crazy) as they are, I am sticking to the official levels in the Mario series.
Grab onto a stress reliever and hit the jump for the ten most beautifully difficult Mario levels … EVER!
One of my least favorite trends in modern gaming is the move towards predictability. In order to reach out to a more mainstream audience, many of today’s games make an effort to look and feel like accessible, easily digested, Hollywood action movies. That may be all well and good for your average guy on the street, but it can leave a longtime fan of videogame weirdness feeling a bit cold.
Enter Sin and Punishment: Star Successor for the Wii. The first minute-and-a-half of this video has more surprises than you’ll find in an entire play-through of more conventional games. The English voice work is appropriately strange and off-putting, and even when the characters have stopped talking, the game isn’t shy about defying logic.
What’s that giant fire breathing chicken doing in the middle of the highway? Why am I flying upside down? And why am I not dead? These are all questions that Sin and Punishment: Star Successor will beg you to ask, though I doubt the game cares much for providing answers. I wouldn’t have it any other way.