Archive for January, 2010

Forget Testing for Steroids

A prime-time trailer for BioWare’s Mass Effect 2 wasn’t the only easter egg for gamers in Sunday’s AFC and NFC championship games. NFL fans that tuned in and saw New Orleans Saints Tracy Porter’s interception on Brett Favre at the end of the fourth period of the NFC Championship can acknowledge that it was a great defensive play. But gamers know Porter’s hidden strength — a Pac-Man power pellet.

Fox’s sideline cameras caught images of Porter sitting on the Saints’ bench without his helmet on, revealing shaved sprites of Inky, Blinky, Pinky and Clyde on the cornerback’s head. The haircut even got a response by Fox’s commentators. Does the league test for power pellets?

Special thanks to Bitmob for the image. Slim PS3 is updated frequently each day with all latest general console news and reviews.

Posted on January 25th, 2010 by  |  No Comments »

Capcom & Microsoft Partnership: Top 10 Wish List

Article on what Microsoft could have up their sleeves and weighs in on the possibility of it all.

"You all know by now that Capcom & Microsoft have partnered to reveal something on the 26th. All signs it pointing to a new game. These are my predictions on what it could be in no particular order. (Please Note The Following Are Predictions And Are No Way To Be Considered Confirmed).." Slim-PS3 is updated frequently every day with all very latest games console news.

Posted on January 24th, 2010 by  |  No Comments »

news: Weekend Essentials – Issue 11

Latest PS3 news:

Heavy Rain and Just Cause 2 bring some exclusive fun and games to your PlayStation 3 screens this weekend.

Hunt in the rain

PlayStation 3 action thriller Heavy Rain is set to immerse you in a murky world of crime and mystery, and now you have the chance to dip in before its February release with the launch of heavyrainps3.com and the Four Days Challenge.

By registering at heavyrainps3.com  you can enter the Four Days Challenge, which tests your ability to analyse documents for clues, delve into the mind of the potential Origami Killer and uncover surprises that will tantalise you in the run-up to Heavy Rain’s launch. The first email from the Four Days Challenge starts on 26 January 2010, so keep checking your inbox…

Start your journey into the intense world of Heavy Rain now by heading over to heavyrainps3.com.

Capture your best Just Cause 2 moments exclusively with PlayStation

Ever wanted to show off some of your more spectacular videogame stunts? Just Cause 2 – an open world action adventure by Square Enix London Studios – will give you that chance when it launches on 23 March 2010, thanks to a built-in video capture feature.

Exclusive to the PlayStation 3 version of Just Cause 2, you’ll be able to use the video capture feature to record your favourite moments from the game and upload them directly to video sharing website, YouTube. With up to ten minutes of possible recording time, you’ll be able to create in-game mission walkthroughs, speed-run competitions and more, with the greatest videos linked from justcause.com so you can vote on your favourites. Prizes will even be awarded to the best ones.

So from 23 March 2010 you’ll be able to show off your best BASE jump, capture the moment where you parachuted off a cliff onto a passing jetfighter before crashing it into an oil rig, or any other mad stunt you may concoct.

Whatever it is, you can save, upload it and publish it for the world to see in Just Cause 2.Have you raced ahead of the pack?

Have you raced ahead of the pack?

Were you fast enough to be among the lucky few who got into the free ModNation Racers Public Beta Trial? The Trial launched on 22 January 2010, and ends on 14 February 2010, with only 100,000 slots getting the chance to play the fun filled karting game early.

Don’t worry if you missed out – there will be other beta trials for many exciting PlayStation 3 titles within 2010, so keep checking eu.playstation.com for information as it comes to make sure you’re up to date on the latest opportunities.

This blog is updated frequently every day with the latest Free Slim PS3 news.

Posted on January 23rd, 2010 by  |  2 Comments »

Top 5 Upcoming PSP Exclusives in 2010

Latest news: Despite the declining hardware sales, the PSP is getting a healthy dose of exclusive games this year, especially from Japanese companies. Slim-PS3.com is updated several times each day with the latest games industry news and reviews.

Posted on January 23rd, 2010 by  |  No Comments »

Green Man Gaming Offers Trade-In Digital Platform News – Console news

With the likes of Steam, Xbox Live Marketplace and the PlayStation Network, digital distribution is rapidly becoming the platform of choice for buying new games; who wants to walk in the rain or deal with shop assistants when you could be playing instantly?  However there’s one problem, when you’ve finished with the game what can you do with it?

Green Man Gaming appears to have come up with the solution, providing such a platform that will allow gamers to purchase games digitally and then trade them back in once their finished.

Gian Luzio, COO for Green Man Gaming says, “Previously the minute you had paid and downloaded your game it had no resale value. This is extremely expensive for the gamer and does not encourage the consumer to try new genres or franchises. Our leading edge technology gives downloaded games a value that gamers can trade-in at any time.”

Not only is it beneficial to gamers, but it seems the platform will benefit publishers who’ve continually struggled to accept they don’t make a penny from second hand sales.

“We will pay significant royalties to the publisher each time the game is traded in perpetuity.” Luzio claimed.

TVG expects further details to appear on the service in the forthcomign weeks, although early details suggest the service will launch with 400 titles by the end of Q1 2010 and with over 2000 available by the end of the year.

Slim-PS3.com is updated several times every day with all very latest Free PS3 news, reviews and features.

Posted on January 22nd, 2010 by  |  No Comments »

news: Get ahead of the pack in ModNation Racers

Latest PS3 news:

Drive your friends crazy by being one of the lucky few to get a slot in the ModNation Racers Public Beta Trial.

Want to get a head start on forthcoming PlayStation 3 racing game, ModNation Racers? Then strap yourself in for the free Public Beta Trial and rev up for a fun filled course of creative karting. The Beta Trial gives you the chance to craft your own character, kart and tracks and share them with other Beta Trial testers. You’ll also be able to race on four pre-made tracks.

The Public Beta Trial begins on 22 January 2010, and ends on 14 February 2010. There are only 100,000 slots available which are sure to go fast, so don’t miss your chance to get behind the wheel of one of the most creative racers going – speed over to PlayStation Store now and download the Beta Trial for free.

This site is updated regularly per day with the latest Free PlayStation news and hardware reviews.

Posted on January 21st, 2010 by  |  No Comments »

Resonance of Fate – Hands On Preview

With much ado about the popularity of JRPGs in the West, tri-Ace and SEGA’s Resonance of Fate certainly has a challenge ahead of it to gather the required publicity for a successfully marketed, big budget game. The perception held by many gamers, developers, and publishers throughout the Western hemisphere is that JRPGs simply don’t innovate enough; that they’re bogged down in age-old gameplay dynamics that don’t inspire players as much as they used to. Even BioWare’s Greg Zeschuk recently weighed in on this debate, telling Destructoid, “The fall of the JRPG in large part is due to a lack of evolution, a lack of progression.”

During a recent hands-on session with Resonance of Fate, we were given the rare opportunity to speak with tri-Ace developer, Takayuki Suguro on this very issue. He reminded us that while Western gamers might assign negative traits towards the awkwardly termed ‘traditional JRPG’, this isn’t necessarily the way that these types of games are perceived in Japan. “With Resonance of Fate we have tried to be innovative, but in the Japanese market in particular the traditional JRPG does have a very good fanbase and there is still the demand for those type of games,” Suguro-san told us.  “That’s because those types of games are perceived as tradition, rather than being viewed in a negative way.”

In a marketplace of spiralling multi-platform development costs though, having a worldwide audience for your titles is fast becoming a necessity, forcing JRPGs to reach beyond the niche Western market that they’ve relied on in the past. Western release dates have to be more closely aligned with the Japanese launch (Resonance of Fate will come out simultaneously in the US and Europe later this year, similarly to FFXIII), while the games themselves are under increased pressure to cater for an action-orientated Western game player. Despite the huge success of the DS-skewed Dragon Quest IX in Japan last year, Suguro-san was quick to point out that Japanese gamers are starting to lose interest in the genre as well.

“Traditional Japanese RPGs do have a strong demand in the Japanese market, but it is also true that those people are actually losing interest in the traditional Japanese game, which means even if you want to succeed in the market you have to come up with something new,” he said, and it’s no surprise to us that the Director of a game like Resonance of Fate is so aware of these varying demands across the global market. The central theme of acrobatic mercenaries who wield guns like a character out of the Matrix is clearly geared as much towards the West as it is Japan. Similarly, the blend of real-time and turn-based combat is a balance that’s been struck to appease a broad range of very specific demands across what can often appear to be diametric gaming cultures.

What’s most notable about Resonance of Fate is that it appears to be pulling off this monumental balancing act. The steampunk setting is stunningly realised with painstaking attention to detail and sharp execution, enough to eagerly please hardcore Japanese fans of the fiction, while also inspiring enough memories of Star Wars’ Cloud City that it might just turn the attention of Western gamers away from Modern Warfare 2 for a second or two. Likewise, the combat is just about fast enough that the action is frenetic (with guns… did we mention that there are guns?), although there’s also plenty of allowance to slow down the action and consider strategy. It’s character movement, however, that does the best job of binding these seemingly contradictory gameplay approaches together.

Playable characters start a battle in the traditional style: lined up and ready for prompted attacks. From here, Resonance of Fate’s ‘Tri-Attack’ system comes into play, allowing players to draw a line across the battle arena for the selected character to automatically run down. As the character runs, it’s then up to the player to choose when they vault into the air for an acrobatic flurry of gun-slinging attacks. While one face button commands the acrobatic leaps, another allows players to decide when the character unleashes their guns and a charge system for these fired weapons rewards attacks that are timed for the last possible moment. Alternatively, one fully charged attack can be exchanged for multiple smaller ones, depending on the amount of shots players manage to get out in their character’s allocated run.

On top of these ‘Tri-Attack’ basics are the more strategic ‘Invincible Action’ moves. By choosing the attack lines of other characters so that they overlap with previous lines, players can form a triangle within the arena between the attack lines of all three playable characters. These ‘Invincible Action’ moves build up Resonance Points that can then used to make all three characters travel across the path of this triangle and co-ordinate simultaneous attacks. Although characters can be freely controlled between attacks, doing that essentially voids any previous ‘Invincible Action’ moves, which thereby provides the option of manual control but conversely rewards fixed attack routines.

While it might sound complicated, it’s actually not as complicated as it sounds. A brief tutorial is all that’s required to get used to a system that soon feels natural and, although it might not be quite as freely controlled as tri-Ace’s previous titles (e.g. the most recent Star Ocean), it somewhat paradoxically ends up being more innovative because of this. Japanese games, in general, are best left to the creative directing skills of their designers, rather than a manual camera that can be controlled by the gamer (Bayonetta is a perfect example of this), and Resonance of Fate is at its best when tri-Ace’s camera direction is allowed to skilfully capture a piked-backwards-summersault combined with more gunfire than an NRA convention.

Beyond this, the combat appears to be based on luck as much as it is strategy. Special attacks such as ‘Smackdowns’ (performed while directly above an enemy) can cause the target to drop valuable items, which playable characters can then pick up using the manual controls. However, these ‘Smackdowns’ occur randomly and are not necessarily dependant on player skill. Similarly, hits on an enemy can occasionally launch them into the air and – with equal randomness – this can prompt a mini-game that unleashes extra damage on the target. Stopping a reticule between specified points on a roulette wheel around the enemy enables this, although the reticule moves dizzyingly fast and the specified points vary, making the result a bit of a lottery in practice.

On the other hand, weapon choice demands considerable strategic thinking. Our previous first look at Resonance of Fate spoke about the difference between ‘Scratch’ and ‘Actual’ damage in the game (the former being recoverable while the latter isn’t) and, predictably, certain weapons such as sub-machine guns are better at inflicting ‘Scratch’ damage, while pistols are more useful for inflicting ‘Actual’ wounds. Special bullets then add to the strategic equation, allowing characters to either ignite their enemies (fire bullets) or freeze them (ice), while grenades can be used to launch enemies into the air for special attacks that cause them drop precious items (such as additional Resonance Points).

There’s also the option to customise guns by finding one of Babel City’s merchants, who can disassemble the weapon’s items and reassemble them using different configurations to make new items. It may not be the same as one of Modern Warfare 2’s SCAR-H assault rifles with a heartbeat sensor and thermal scope (in fact, it’s probably much more similar to traditional forms of weapon combining in Japanese games), but the option to dual-wield and the resulting pros and cons that this throws up are a clever little nod towards the Western shooter.

All of this combat is then put to work in random-enemy-encounters throughout Babel City, as well as the standard dungeon offerings (a map of enemy encounters in these dungeons allows players to plot their way through, while the random encounters are obviously beyond player choice). Tri-Ace didn’t reveal much more on Babel City itself apart from what we already spoke about in the first look, although there were a couple of very minor details on the elevator system (one main elevator between levels through the city’s central column and smaller ones on the periphery). Unfortunately we can’t go into world exploration here as there’s simply not enough space, but check out the earlier preview if that’s more your kind of thing.

In a way that’s typical of Japanese gameplay, Resonance of Fate is both a slot-machine and a trial of gamer skill at the same time. Despite the challenges now facing the success of JRPGs in the West, this is one title that’s both sticking with tradition and throwing a bone of innovation to Western gamers as well, which makes it one of the most interesting titles of its kind this year.

Our site is updated regularly per day with the latest Free PS3 news.

Posted on January 21st, 2010 by  |  No Comments »

Kane & Lynch 2: Dog Days – First Look Preview – Console news

A life of crime might get you decades in the slammer but, if the plot behind IO Interactive’s Kane & Lynch series is anything to go by, then at least there’s the opportunity for some travelling when you’re on the outside. The Danish developer’s 2007 original, Kane & Lynch: Dead Men, had the pair flip-flopping between Los Angeles and Tokyo in the first half of the game – before they moved on to Havana and Venezuela during the latter stages – while this incoming sequel takes place in the hustle and bustle of Shanghai, China. It’s the city’s population density that’s precisely the reason why IO has chosen Shanghai as Kane & Lynch 2’s setting (not because it has the smallest  range of recorded temperatures of any densely populated area in the world, between 19.4 degrees Celsius at its coldest and 35.8 degrees Celsius at its hottest).

Interesting factoids aside, TVG isn’t a travel website (despite rumours to the contrary), so here’s a lowdown on Kane & Lynch 2: Dog Days’ back-story to explain this location: while the first game placed Kane in the starring role as he attempted to track down the whereabouts of his daughter and escape The7, this sequel focuses on Lynch. During our first look, IO was keen to point out the different character traits that Lynch offers. As was clear from the first game, Lynch is a medicated psychopath (something that troublingly formed a minor gameplay dynamic in Dead Men), which is why IO describes him as a man who improvises under pressure, with little or no military planning; a criminal who’s often irrational and, above all else, is just trying to survive (aren’t we all).

Lynch has been hiding out in Shanghai to lay low from the feds and this is where the city’s population density comes in, as it’s harder for the authorities to track him down there. While taking up residence in the city, Lynch does some work for a British gangster called Glazer. Nonetheless, Kane manages to reunite with Lynch in what IO is describing as “a simple job gone wrong”, and the two of them manage to get wanted by the police. As with the first game, the dynamic duo of Kane and Lynch turns out to be more of an inadvisable mixing of nitrogen and glycerol to form a dynamite partnership that could explode at any moment. The result in Kane & Lynch 2 is a frantic chase that goes on for two days and two nights.

So that’s the back-story. The game itself looks unique, which is a word that’s far too overused in the game industry when, ironically, there are very few games that can be described in that way. In this case however, we can honestly say that we’ve never seen a game that uses a YouTube-style visual filter. As the initial teaser trailers for Kane & Lynch 2 hinted, IO Interactive is going for a kind of CCTV style depiction of the action in this sequel. On top of different forms of camera direction, such as an over-pronounced shaky cam effect that makes Gears of War’s sprint cam look like a Stanley Kubrick or David Lynch flick, IO has adopted a grainy filter on top of the visuals to make the gamer feel like an impartial observer of the action. By the developer’s own admittance, it has been looking at YouTube videos to replicate the kind of blocky artefacting that’s synonymous with the website’s content, and applying this style directly to the game.

This results in something considerably less gimmicky and markedly more immersive than initially expected. On top of this comes other strong improvements to the series in areas such as sound and AI, which make for a lightning fast pace to Kane & Lynch 2 that was lacking in the original. Quite simply, we’ve never heard a silenced weapon sound quite as exquisite as the effects made possible in our first look at K&L 2, while the AI seems much more aggresive than it was in Dead Men with noticeable flanking that applies pressure to move between cover quickly. Similarly, improved destructible environments from the first game (where the destruction was little more than cosmetic) also help to up the ante, ensuring that even if the AI isn’t flanking, then at least it’s quickly destroying any cover that Lynch is cowering behind.

This appears to complement IO’s decision to apply a traditional button-operated cover system for K&L 2, which replaces the Dead Men system that automatically stuck Kane up against nearby walls. Although developers have experimented with these ’sticky’ cover systems with some success on current-gen systems, we’ve got to say that the standard button pressing dynamic is still the most solid and reassuring option for our money. Additionally, promises of a ‘Down not Dead’ feature for K&L 2 should help to make an already frantic looking game even more raucous by allowing players to continue fighting even when they’re crippled on the ground. This, coupled with the adrenaline shot revival system from the first game, guarantees that the game will at least boast some basic co-op features, although we’re hoping for a few more in the final build.

One thing that IO Interactive got more right in Kane & Lynch: Dead Men than any developer has managed since is the inspired Fragile Alliance multiplayer mode. This was one of the most original multiplayer modes to grace any shooter of the last decade, with superbly balanced gameplay and an ingenious risk/reward system to boot. One thing’s for sure, it put the endlessly repeated offerings of capture the flag, king of the hill, and deathmatches to shame. Gamers will be pleased to hear, then, that Fragile Alliance will make a return as an 8 player co-op heist mode (we use the term co-op loosely here) in Kane & Lynch 2 when the series returns later this year. A more genuine co-op experience will also be applied to the main campaign (as it was with the first game), allowing a second gamer to play as Kane alongside Lynch, either on or offline this time around. At this stage in development, Kane & Lynch 2 appears to be shoring up the gameplay elements that were left adrift with the first game. Third-person shooter fundamentals such as cover, AI, and environment appear to have been approached head-on by the developer in an attempt to cast aside the faults of the 2007 original. Although the most significant innovations appear to come from the game’s visuals, it’s reassuring to know that IO is focusing on nailing down the game’s foundations before it goes for the big money, back-of-the-box features.

Our blog is updated frequently per day with the latest console news and reviews.

Posted on January 18th, 2010 by  |  2 Comments »

Slim PS3 news: New God Of War 3 Video Details HipHopGamerShow 1/17/10

1. Splinter Cell Is Coming To PS3
2. Micrsoft Game Room – Request A Game Feature
3. Game Review – Army Of Two 40th Day (8.5 out of 10) Really Good Game
4. Counterpoint’s Mark Remo Guest Stars On The HipHopGamerShow Slim PS3 is updated several times every day with the very latest Free Slim PS3 news.

Posted on January 18th, 2010 by  |  No Comments »

Slim PS3 news: 100 most ugly gaming-covers of all time voted by German gaming-community

Latest PS3 news: The German gaming-community pcaction.de voted the most ugly gaming-covers of all time. They updated their gallery with new entrys. For example "Bobby geht nach Hause" and "Brain Strainers". Slim-PS3.com is updated several times each day with the latest Free Sony Slim PS3 news and reviews.

Posted on January 17th, 2010 by  |  No Comments »