Posts Tagged ‘London’

news: Access TV Episode 23

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We’re never happy about the weather in Britain are we? Just as the sun perks up a bit, we’re neglecting the shades and flip-flops in favour of loads of snow thanks to EA’s trick-spinning reboot, SSX; which is Game of the Week on Access TV episode 23. As well as a mountain’s worth of gameplay footage, there’s also an interview with SSX guru Todd Batty, who delves into the all-new online modes.

Elsewhere the show is stuffed full of PS Vita-fuelled excitement, with exclusive coverage from the console’s midnight launch from both London and Birmingham. There are interviews with some truly dedicated fans, who in some instances queued for upwards of 72 hours to be first in line when the clock struck midnight on February 22nd.

And that’s without even mentioning the final leg of the Access Vita Rooms tour from London, which features performances from rap aces Wiley and Tinchy Strider as well as PS Vita impressions from you lovely lot.

To top it all off there’s the usual flick through the week’s biggest news and PlayStation Store content, including a first look at Spec Ops: The Line and a run through PS Vita’s free-to-play augmented reality titles. Happy viewing!

Access TV is available on the PlayStation Store every Wednesday, free to download for all UK PSN users.

To sign up for future Access events or to hang out and chat with other members of the Access community, then visit us on Facebook at facebook.com/PlaystationAccess, or follow us on Twitter at twitter.com/PSAccess. 

Slim-PS3 is updated several times per day with the latest Free Slim PS3 news and reviews.

Posted on February 29th, 2012 by  |  No Comments »

JRPG legend Hironobu Sakaguchi – interview

The man who defined the Japanese RPG genre describes his latest mould-breaking opus, The Last Story

In the earliest days of games development, there was a Gold Rush vibe – pretty much every game invented a new genre. Then games developed and matured, settling into a fixed set of genres.

In their earliest days, video games were a blank book – pretty much every one that came out was different to what had gone before. But they quickly settled down into a familiar collection of genres (some of which, like point-and-click adventures, fell by the wayside).

One venerable genre which remains hugely popular is the Japanese RPG, characterised by stunning, anime-influenced artwork, strong storylines and turn-based battling, and exemplified by Square-Enix’s Final Fantasy franchise. The man who created the Final Fantasy games, Hironobu Sakaguchi, can claim to be the man who wrote the book on JRPGs, and we caught up with him on a rare visit to London.

Sakaguchi was in London to demo his latest game, The Last Story, to no less an august establishment than Bafta, before fielding a question-and-answer session. In a typically wry manner, he says: “There’s a Japanese saying: I’m a koi carp in the kitchen, waiting to be cooked.”

Why the Wii?

Sakaguchi’s breakthrough game was the first Final Fantasy in 1987, and he explains that it got its name because he had endured two flops and decided that if his third attempt hadn’t been a hit, he would have gone back to university.

Now he can point to a quarter of a century’s-worth of experience at crafting games. So it seems a bit strange that The Last Story should be coming out on the Wii, a console at the end of its life-cycle whose replacement, the Wii U, is already looming.

It’s especially considering that when Sakaguchi split from what was then Square in 2003, and handed over the Final Fantasy reins, he formed his new developer, Mistwalker, with very public backing from Microsoft. His next two games – 2006′s Blue Dragon and 2007′s Lost Odyssey – were Xbox 360 exclusives, and the former was a rare Sakaguchi flop.

Counter-intuitively, Sakaguchi explains that The Last Story is a Wii game because he wanted to step outside of his comfort zone and experiment with it.

“I have a formula from the 25 years experience I have in the industry – an RPG formula,” he says. “Which is a turn-based, orthodox JRPG. But for The Last Story, I wanted to completely change that formula and come up with something new.

“Around that time, Shinji Hatano at Nintendo, who is high up in the ranks there, said: ‘Why don’t we try this new type of RPG together?’ When creating new things, there are always risks – you never know whether it will be accepted by gamers.

“So I was extremely thankful that he offered to collaborate. So the game was born not from the feeling that I wanted to create a game for the Wii, but rather from the trust that I have for Hatano-san.”

Telling The Last Story

So, how does The Last Story differ from the rest of Sakaguchi’s oeuvre? It ditches the turn-based battle system, for a start, in favour of a real-time one which, he explains, is unique: “The battle system is probably the most important aspect of the game. We had an experimental phase of about a year, in which we had so many ideas, and the best have been incorporated in the final game.

“For example, the protagonist uses a move called ‘gathering’. This attracts the enemies’ attention towards the protagonist. So, the concept is that on a chaotic battlefield, by using this move, the player can bring order to the battlefield. Or, conversely, by attracting their attention can cause chaos on the enemy side. So that brings strategic elements.”

In practice, gathering works pretty well making boss-battles, for example, a matter of leading your attackers towards your Mage and archers, before going in close to finish the job yourself.

The Mage is clearly the key member of your party in The Last Story: “When your party’s Mage fires a magic attack, it leaves a magic circle. When the protagonist diffuses this with his move called ‘gale’; this causes a secondary effect.

“So, for example, if the Mage attack is an ice attack, it leaves an ice circle, and when the protagonist diffuses that, it creates an effect called ‘slip’, where the enemies slip over. We experimented with different ideas and, in the end, I believe we’ve been able to create a new type of battle system.”

Sakaguchi is keen to highlight other aspects of the game: “We should give credit to Kimihiko Fujisaka, who was in charge of the character design, as well as the design of the whole environment.

“Of course, in my games, I always place much emphasis on the graphics, so I did ask Fujisaka-san to put a lot of effort into that area.”

And he teamed up once more with Nobuo Uematsu, the composer who is as feted as Sakaguchi and with whom he has collaborated for 25 years – leading them to be likened to a married couple, as Sakaguchi acknowledges.

“When it came to requesting music for the game, due to the change in the battle system, the general flow had changed,” he says. “So I wanted him to change the direction of the music accordingly. But when I passed on the story-plot to him and asked him to compose the music, the three pieces of music I received were all rejected, because they didn’t really match.

“There was no contact from Uematsu for about a month – I was worried that, if we were like a married couple, there was a danger of getting divorced. But after a month, he sent over three new pieces of music, which were used in the game.”

Not just single-player

The other unexpected aspect of The Last Story is that it can be played online – players can take part in free-for-all Deathmatches, collaborative Team Deathmatches or co-operatively take on boss-battles.

Sakaguchi elaborates: “The biggest difference between the online game and single-player is that the player can’t use the Gathering system online. One thing that I personally dislike about online gaming is that there will always be people who use dirty words, and therefore, for Last Story’s online play, I came up with the idea of players communicating with each other using the script that is actually used in the single-player game.

“In the game, a lot of small-talk goes on between the characters. So using these scripts, players can have decent conversations with each other. Also, I felt that gives a different experience from just simple voice-chat. One thing that is fun is attacking with bananas – making the other players slip with banana skins.”

No escape from Final Fantasy

Sakaguchi confesses that he is heartily fed up with people asking him about Final Fantasy – but he did create the franchise, and will forever be identified with it.

Recently, Final Fantasy’s veneer of quality has accumulated some unsightly chips: Final Fantasy XIII was criticised for being too linear and predictable, while the MMO Final Fantasy XIV was hideously unplayable, although Square-Enix has worked hard to fix it.

Sakaguchi, predictably, is diplomatic: “I still go out drinking with Yoshinori Kitase, the current producer of Final Fantasy, once in a while, and on those occasions he does tell me that it’s all fine. Sometimes, I personally complain a little bit about certain things about the franchise.

“But when I left Square, I left the franchise in Kitase’s hands, and he promised me he would protect and progress the Final Fantasy brand. He has been my right-hand man since round about the middle of Final Fantasy III, and therefore I have a lot of trust in him.”

Nor, having made a real-time RPG, will he take the opportunity to declare the anachronistic, at least in Western eyes, turn-based RPG moribund.

“Of course, games are a form of entertainment, so new things will always be more exciting than old things,” he says. “Turn-based RPGs are an established form of entertainment, and just like puzzle games never died out, I believe that turn-based RPGs will continue to exist.”

At Bafta, Sakaguchi’s demo and Q&A session was rapturously received. The Last Story is clearly up there with his best work, so it constitutes something of a last hurrah for the Wii.

He remains tight-lipped about what we can expect from him in the future, beyond three games for Apple’s iOS: “I am a big fan of Apple’s products. They are small projects and fun for me. The first one is a surfing game”.

But, with the benefit of 25 years’ experience in the industry, he offers some advice to aspiring developers: “Looking back, my pre-Final Fantasy games failed because I kept copying what was on the market. So free yourself, and do what is good for the game.”

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Steve Boxer

guardian.co.uk © 2012 Guardian News and Media Limited or its affiliated companies. All rights reserved. | Use of this content is subject to our Terms & Conditions | More Feeds

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Posted on February 25th, 2012 by  |  No Comments »

World’s biggest NES controller and other giant tech in video


The world’s largest video controller has been unveiled at London’s Liverpool Street Station. The controller is an exact replica of an old NES joypad, scaled up 30 times in each dimension. Hit play on our video to see the massive pad in gigantic action.

The working humungopad, which is 4m long and weighs 120kg, was created by British engineering student Ben Allen and collaborators from Delft University of Technology in the Netherlands. It takes two people to play with and has to be transported in a lorry.


“We built the controller to celebrate the 105th anniversary of our student association,” Allen told us. “We’re all electrical engineering students, and every five years we like to do something crazy.

“The actual build took around four weeks. There were plenty of sleepless nights, especially before the big reveal. I fell asleep under the controller for about half an hour at one point. It’s not necessarily hard, it’s just a lot of work. You need to saw the MDF, you need to paint it, you need to get the circuitry organised, and then bring it all together.”


We went to chat to the team behind the controller and play some epic-scale Super Mario Bros. We’ve also scoured the Internet for more gargantuan gizmos, including the world’s largest mobile phone and the world’s biggest electric guitar. And because we were hungry, we also put in the world’s biggest cake, a monstrous 12-tonne, 50-metre long dessert made for the president of Azerbaijan’s 50th birthday. See it and much more by clicking play on the video.


Would you like to see more gigantic gadgets? Or do you think making huge versions of normal-sized things is a pointless waste of time? Do let us know in the comments below, or on our perfectly proportioned Facebook page.







Slim-PS3.com is updated frequently every day with all very latest video game news and gaming reviews.

Posted on January 23rd, 2012 by  |  No Comments »

Doctor Who: The Eternity Clock coming soon to the PS3 and Vita



The clock is ticking for Doctor Who landing on the PlayStation 3. Doctor Who: The Eternity Clock is coming soon, featuring timey-wimey gaming thrills pitting you against the Daleks, Cybermen and Silurians.



In the game you take contol of both the Doctor and companion River Song, voiced by Matt Smith and Alex Kingston, to unravel the mystery of The Eternity Clock. Players sneak, run, swing and jump across rooftops and fog-shrouded London streets, heading “into the belly of the beast” to defeat the nefarious plans of the new-look Cybermen, Daleks, and Silurians, as well as the Silence. Er… what were the Silence supposed to be again?

The trailer offers little clue to the latest travails of the Time Lord, aside from telling us that the TARDIS is at the heart of the maelstrom. Ruined London streets and what looks like a mission into a vast Dalek spaceship have got us a wee bit excited about the game: Allons-y! Er, we mean, Geronimo!




There’s no sign of Amy Pond in the trailer — sorry dads — but you do see plenty of River Song. Press play below to see the action:







There are a bunch of options for Gallifreyan gaming, including cartoony online game Worlds in Time, iPhone and iPad puzzler The Mazes of Time, and various interactive episodes.



You can also play Evacuation Earth on the Nintendo DS and Return to Earth on the Wii.


For all your gaming goodness, check out our button-bashing buddies at GameSpot UK. They may not wear bow-ties very often but they all look great in a fez.



Doctor Who: The Eternity Clock materialises on the PS3 and PS Vita via the PlayStation Network in March 2012, with a PC version to follow later.

Are you hoping to get your hands on a copy of the game? Let us know in the comments below or head over to our Facebook page.

Our blog is updated frequently per day with all latest Slim PS3 news and gaming reviews.

Posted on January 23rd, 2012 by  |  No Comments »

PS3 news: Try PS Vita before launch

Visit the PS Vita Rooms in Glasgow and try the next generation in portable gaming for free.

PS Vita Rooms is coming to Glasgow, giving you the chance to try out PlayStation®Vita before it launches in February. The event is completely free of charge and there’s no need to register. Just turn up and get playing!

Where:

211 Sauchiehall Street, Glasgow, G2 3EX.

Map:

http://g.co/maps/pja2a

When:

Tuesday 24th January: 2PM – 8PMWednesday 25th January: 12PM – 8PMThursday 26th January: 12PM – 8PM Friday 27th January: 12PM – 8PM Saturday 28th January: 10AM – 4PM Sunday 29th January: 10AM – 8PM

Can’t get to Glasgow? PS Vita Rooms is also coming to London from 17th February – 23rd February. Click here for details.

Join us on the PlayStation Access Facebook page to invite your friends to the PS Vita Rooms and chat with other attendees.

See you there!

Slim-PS3.com is updated several times per day with the latest Free PlayStation news.

Posted on January 23rd, 2012 by  |  No Comments »

Slim PS3 news: Get Involved with the FIFA Interactive World Cup!

Live Qualifiers available in Manchester, Glasgow and London.

Fancy a shot at $20,000? Of course you do, read on…

Every year PlayStation, EA and FIFA host the FIFA Interactive World Cup (FIWC). This tournament sees gamers duke it out on the latest EA SPORTS FIFA title to determine which player is the greatest in the world. The prize? $20,000 USD and an invite to the FIFA Ballon d’Or Gala 2012.

This year there’s 2 ways to get started in the competition. First, you can try your luck competing in online matches, using EA SPORTS FIFA 12 and a PS3. The second is by participating in a Live Qualifier event.

At a Live Qualifier you’ll be pitted against 32 fellow FIFA players in a knock-out tournament. Reach the final fixture of the Live Qualifier tournament and you go through to the UK FIWC Final. Win the UK final and we’ll fly you out to NYC to face finalists from the rest of the world. Beat them all and the $20K is all yours!

Details of this year’s UK Live Qualifiers can be found below:

16th January 2012: Manchester | 63 Deansgate, Manchester28th January 2012: Glasgow | 211 Sauchiehall Street, Glasgow19th February 2012: London | Venue TBC

To register you’ll need to drop us an email during the registration periods listed below. If you’re selected, we’ll reply to your email with an invite to the Live Qualifier!

Manchester registration window: 12PM – 1PM Thursday 12th JanuaryGlasgow registration window: 12PM – 1PM Wednesday 18th JanuaryLondon registration window: 12PM – 1PM Wednesday 1st February

You should send your email to accesslive@scee.net with the subject line FIWC [VENUE] (replace VENUE with the venue you wish to register for – Manchester, Glasgow or London). Emails sent before or after the registration periods, or which don’t use the correct subject line, will not be counted!

You should join us on the PlayStation Access Facebook page and we’ll remind you when the registration windows are about to open, as well as provide you with loads more information about the FIWC Live Qualifiers: http://facebook.com/playstationaccess

A whole host of other information about the live qualifiers can be found on the FIWC website: http://www.fifa.com/interactiveworldcup/index.html and you can keep up with the FIWC on twitter by following http://twitter.com/FIWC

Good luck!

Slim-PS3.com is updated several times every day with the very latest Free PlayStation 3 news.

Posted on January 11th, 2012 by  |  No Comments »

Barcraft lets you watch pro gamers in your local boozer – Console news


Is online gaming coming out of the bedroom and into the boozer? We went along to a pub in North London to investigate the new ‘Barcraft’ trend that began in Seattle and has spread throughout North America and Europe. Landlords are turning off the footy and streaming tournaments of strategy blockbuster Starcraft II instead.


Hundreds of fans packed out the Assembly House pub in Kentish Town last weekend for a marathon two-day viewing session. They watched pro players compete in the Major League Gaming Starcraft II tournament held in Providence, Rhode Island. At stake was a $50,000 first prize and a serious buff to their reputations.

Competition among elite Starcraft II players is fierce, with top-ranking gamers such as Huk, Idra and Leenock performing upwards of 300 in-game actions every minute. But putting in the hours to master the game can reap great rewards, with the best players earning hundreds of thousands of pounds in prize money and endorsements.


Barcraft London organisers say convincing pubs to show their sport wasn’t easy. They approached 40 establishments in the capital before they found one willing to put Starcraft II on their plasma screens. But the landlord who said yes is reaping the benefits — he says Starcraft fans are better behaved and stay longer than fans of other sports. Since Starcraft tournaments are screened free of charge, he can also avoid licensing fees.


But what is it about Starcraft II that makes it such a popular spectator sport? How do the pub’s regulars react when they stumble upon hundreds of fired-up fans screaming at a computer screen? And should traditional sports be worried about this new trend? Find out all this and more by watching the video. You can hear more on this week’s CNET UK podcast, where we’ll be discussing the future of digital sports.


And if you want to attend or set up a Barcraft event in your area, you can contact the organisers on Facebook or Twitter. Let us know what you think down in the comments, or over on our own Facebook page.




Our site is updated several times every day with all latest gaming system news and console reviews.

Posted on November 30th, 2011 by  |  No Comments »

Uncharted 3: Drake’s Deception – review

PlayStation 3; £39.99; Naughty Dog/Sony; 16+

Games exclusive to a single console have apparently been subjected to 1940s-style rationing these days, but rumours of their death have clearly been exaggerated. In recent years, the burden of providing a reason to buy a PlayStation 3 rather than Xbox 360 or Wii has been shouldered by Naughty Dog’s action-adventure franchise Uncharted, so the third iteration, subtitled Drake’s Deception, is the company’s great white hope for this Christmas. So it’s a good job that, like a polar opposite of the England football team, it seems able to feed off the pressure and achieve new heights.

As ever, Uncharted superficially adheres to the blueprint established by the Tomb Raider games, in that the game’s protagonist, Nathan Drake, divides his time between acrobatic leaping, climbing and swinging around, shooting and solving puzzles. That’s where the resemblance ends though. Uncharted 3 has a cinematic grandeur that would make Lara Croft choke with envy.

Talk of adhering to blueprints, commendably, is slightly misleading in Uncharted 3′s case. From the beginning, it makes clear its intention to avoid the predictable and obvious, mixing up its gameplay and exotic locations cleverly. It begins with Drake and his mentor Sully, unarmed, taking part in a great brawl in a London pub. Which illustrates two things: first, the game’s hand-to-hand combat engine has been massively improved (although it takes a back seat once weapons enter the equation). And second, that the franchise has raised its game in terms of virtual acting to a level only previously occupied by LA Noire. Those tiny incongruities that remind gamers they aren’t actually controlling a Hollywood movie have been ruthlessly eradicated, and the dialogue is vibrant rather than clunky.

The game’s narrative flow, as tortuous as we have come to expect, also provides an extra level of immersion. It soon busies itself by filling in a crucial chunk of back-story, as you flash back to control a teenage Drake in Cartagena, Colombia – where he first encounters Sully. The game then returns to the present day, apparently competing with itself to take you to ever more exotic locations as Drake’s treasure hunt takes shape.

You wouldn’t say that Uncharted 3′s gameplay is fantastically innovative. It’s very much a traditional game, and takes care to be forgiving for those who wouldn’t describe themselves as hardcore gamers. It does, nevertheless, feel fresh and ground-breaking. It flows magnificently, and is much more tightly plotted than the average movie, despite lurching across the globe. Drake and Sully’s banter compares favourably with that of the best-buddy movies, and is leavened by the occasional reappearance of various allies from previous Uncharted games. The (British, and nicely observed) baddies dog you every step of the way, so bouts of adventuring are usually followed (or even preceded) by shoot-outs. Drake even gets to show off his horsemanship skills at one point. As ever, the shooting places great emphasis on plundering guns and ammo from dead enemies, and different classes of enemy (including heavily armoured tank characters), keep that side of the game interesting. Uncharted 3 is gratifyingly keen to make its shoot-outs more challenging and hectic than its predecessors.

Graphics-wise, Uncharted 3 is beyond impeccable – it is one of the finest looking games ever. The trademark rich, colourful and vibrant environments are present and correct, and the cities are better populated, and therefore much more convincing, than before. And there are a couple of unexpected aspects to the game. At times – thanks to a baddie with a habit of firing darts filled with mind-bending drugs – proceedings become positively psychedelic. And Drake and his cronies have become much more humorous than before, never knowingly sparing the wisecracks.

Decades ago, all the talk in the world of games centred on beating Hollywood at its own game – but what we got, instead, demonstrated how difficult that was. But Uncharted 3, perhaps for the first time, represents what we all hoped games would eventually evolve into. Its production values are sky-high, and it puts you at the centre of a gloriously rich and irresistible world, controlling a character who is heroic, but also convincingly human. It’s also mildly didactic, and feels less dumbed-down than any mainstream movie we’ve come across in years. For once, you’re able to forget that it’s a mere collection of ones and noughts: the sheer slickness and believability of Uncharted 3′s production and characters ought to induce widespread self-flagellation in Hollywood.

Rating: 5/5

PlayStation

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Steve Boxer

guardian.co.uk © 2011 Guardian News and Media Limited or its affiliated companies. All rights reserved. | Use of this content is subject to our Terms & Conditions | More Feeds

Slim-PS3 is updated regularly every day with all latest gaming news and games reviews.

Posted on October 25th, 2011 by  |  No Comments »

PS3 news: Weekend Essentials 95

Experience the chilling thrill of a near-future wasteland in RAGE and the dank fear of Dark Souls on PlayStation 3 this weekend.

RAGE against the machine

A grim and gritty first person shooter awaits you in the desolate streets of RAGE on PlayStation 3. The only things between you and the deadly grip of a tyrannical government are your wits, weapons and a range of customisable vehicles. It’s a wasteland out there, with mutants, bandits and other dangerous factions – can you survive?

A dark battle of souls

If the brutally challenging Demon’s Souls wasn’t enough for your skills, then you’re ready for the brilliant sequel, Dark Souls. A PS3 action adventure that delights at putting you to the sword, Dark Souls is a shadowy fantasy where every turn could lead to your doom. Customise your character and explore a universe full of gloomy castles, labyrinthine catacombs and haunted forests. Is your soul ready for the darkness?

Grow with Eufloria

Refreshingly different, Eufloria takes you on a journey of space exploration and plant growth. This original game on PS3 sows the seeds of a classic that you’ll never forget.

Download Eufloria from PlayStation Store and discover its charms for yourself.

Evil comes with a discount

Yet to experience the terror of Resident Evil 5: Gold Edition on PS3? There’s no excuse now – you can enjoy this storming survival horror with 25 per cent off when you download it from PlayStation Store this weekend. The only question you need to ask yourself is whether your nerves are up to the task of playing one of the scariest games ever created… grab your PlayStation Move motion controller and find out.

Never bored with Borderlands

The unmissable Borderlands: Game of the Year Edition on PS3 is available at a discounted price on PlayStation Store. Now you can get this deep and entertaining blast of first person shooter action and all four frenzied downloadable adventures in one package at an unbeatable price. Head over to PlayStation Store this weekend and check it out.

Go Ape

It’s a crazy case of monkey business on PlayStation Store this weekend – join in the fun and download Ape Escape from PlayStation Store for PS3. Use your PS Move motion controller to go bananas with a variety of great gadgets and take part in madcap mini-games.

Crysis point

Intense blaster Crysis is ready for you to download from PlayStation Store so now’s the perfect time to jump on board its blistering blend of sci-fi and enhanced sandbox gameplay. Featuring stereoscopic 3D support for some dazzling visuals, Crysis transports you to an action-packed world you won’t want to leave.  

Don’t miss your chance to meet Kasabian 

There’s only a couple of days left to grab your chance to meet Kasabian at their O2 Arena gig in London on 14 December 2011. Visit eu.playstation.com/competitions and enter our competition which could earn you a pair of tickets to the performance and the opportunity to meet the band backstage.

Level Up!

Fancy a bit of fun to keep boredom at bay and show off your video game knowledge? Try your hand at our new monthly quiz, Level Up. Testing your know-how on game news and releases from the previous month, Level Up teases your brain cells with 10 questions using screenshots, music and videos. How many can you get right? Head over to Level Up and challenge your friends.

Keep an eye on PlayStation.Blog at blog.eu.playstation.com for the latest PlayStation news.

Visit eu.playstation.com/competitions for your chance to win great prizes.

Follow us on Twitter at twitter.com/PlayStationEU.

Join in with a variety of activities on the Official PlayStation Facebook page at facebook.com/SonyPlayStation.

Have your say in the official PlayStation Forums at community.eu.playstation.com.

Sign up to Inside PS Vita at eu.playstation.com/psvita to be first with the news on the revolutionary handheld coming to PlayStation in 2012.

Our site is updated frequently each day with the latest Free PlayStation 3 news and games reviews.

Posted on October 7th, 2011 by  |  No Comments »

Driver San Francisco: multiplayer hands-on

Driver is back with a strange and intriguing new gameplay mechanic and tons of multiplayer options. We have a smashing time testing the thrilling Tag mode

Back in 1999, the original Driver was one of the best games on PlayStation. Created by Newcastle-based veteran Reflections and heavily inspired by Walter Hill’s cult seventies flick of the same name, it was a rollicking cops-’n-robbers adventure, revolving around an undercover detective named John Tanner, on the hyper-accelerated trail of a major crime syndicate.

The single-player mode provided slick driving entertainment, maintaining the riotous sense of fun present in Reflections’ previous PlayStation racer, Destruction Derby. But the real find was the large selection of mini-games and challenges that accompanied the central mode. Of these, ‘Survival’ in which you simply had to drive around the city evading the cops for as long as possible was a demented highlight. Alongside GoldenEye, it became a staple of those all-back-to-mine post-pub gaming sessions many of us enjoyed before online multiplayer came to consoles.

Reflections (now Ubisoft Reflections) has clearly never forgotten those heady days. Its forthcoming return to the series, Driver San Francisco, is set to feature an incredible 19 multiplayer modes – 11 online, and eight splitscreen. Alongside a few straightforward racing options, several are designed to match the thrilling insanity of Survival. At a recent games showcase event in London, Ubi was showing off ‘Tag’, in which eight drivers fight it out to grab a trophy and keep hold of it as long as possible. To take the item from another player, you simply have to smash into their vehicle. Players get a point for every second they retain the trophy and the first to 100 wins.

Of course, the key element is ‘switching’. If you’ve kept your eye on the Driver pre-release hype you’ll know that the main game is no ordinary gangland drive-’em-up. Once again, you’re Tanner, on the tail of crime lord Jericho, but this time a near fatal car accident leaves the cop in a coma, and the game plays out inside his state of unconsciousness. Comparisons have been made to Life on Mars and Inception, and while its proved a controversial feature it has allowed this interesting game mechanic – the ability to instantly switch from one car to another.

In Tag, the concept takes a while to grasp, but the tactical possibilities are immediately obvious. Hitting X on the PS3 controller, draws your view out of the car and into a map screen, which shows the city layout: pushing down on the analogue controller pans out for a wider view, and hitting R1 zooms directly to the trophy car. You can also see every other vehicle on the road – putting the cursor over one and pressing X puts you straight in to it.

Obviously, the idea is to scope out the map, pick a vehicle near the trophy car, transfer into it and then give chase. But there are myriad strategic approaches: should you choose a car heading in the opposite direction to your target, thereby allowing you to drive straight into them? It’s a fast, very direct option, but it’s hard to time correctly, and if you hit the trophy car head on, you get the item, but your car is now a mess (and switching out of it will lose you the trophy). Also, do you swap into a sports car for a high speed chase, or opt for a truck or bus that can block off a section of the road? Eventually, it looks like you’ll be able to gradually upgrade your shifting powers, opening up the ability to spawn the types of cars you want, when you want them.

Tag is a brilliant concept, which essentially boils down the entire multiplayer experience into a series of heart-stopping five-second encounters. During the Ubisoft press event, there were players who’d spend ages in the map view, intricately planning attack strategies, while others hopped madly from car to car or stubbornly stayed in one vehicle to give chase on the road. And once you have the trophy, it’s all about evasion – swerving through traffic, making last minute handbrake turns and – vitally – heading down the back alleys where there are fewer vehicles for other players to switch into. All the while, there are players spawning into vehicles around you turning every passive participant the mid-town congestion into a potential smash-happy competitor.

San Francisco, it turns out, provides a sprawling network of wide avenues, snaking rat runs and fraught interchanges, along with its trademark swooping hills. The moderately heavy and unpredictable traffic adds hugely to the action, allowing the trophy car to clip other vehicles and cause mini-pile-ups in its wake. And of course, a robust physics model adds crunching impact to every car-on-car encounter. “A lot of people have said that tag reminds them of Destruction Derby,” says studio founder and the game’s creative director, Martin Edmondson. “There was a similar mode in that called ‘It’, which was you versus 19 AI drivers – it was total mayhem.”

Along side Tag, there will also be team-based co-op modes including a Capture the Flag variant. Here, the car with the flag is weaker than the rest and if it is destroyed the flag is dropped. There are also relay racers, in which the team has to get a torch from one side of the map to another before their rivals – the problem is, the car carrying the item has a rapidly depleting fuel tank, so other drivers have to be ready to grab the torch and take it further. It requires a tactical mix of close-support and the sabotage of opponent vehicles. “You get a lot of moments where you’re shouting ‘I’m running out of fuel, where are you?!’ And they’re busy trying to smash the opponent’s car…”

So, Reflections is soon to be back doing what it has always done – messing about with driving games and providing wonderful little side-modes that are hilarious, destructive and very social. It will be fascinating to see how switching can operate as an integral part of the main game, and whether its use becomes seamless and natural enough to work as a major gameplay addition. After plenty of laughs on Tag, I think I’m one step closer to appreciating the potential.

Let’s shift again

Martin Edmondson on this year’s most intriguing game mechanic…

The idea of ‘shifting’ has provided the focus for much pre-release coverage of Driver: San Francisco – it’s something gamers have struggled to get their heads around. “Four and a half years ago, when we set out to make this game, shift was there from day one, so the whole game’s been designed with the system,” says Martin Edmondson. “We’ve got missions that operate almost like a racing team, where you’ve got to get two cars into two different positions on the map; you’re continually shifting between the two. We have another mission where there are ten trucks around the city with bombs underneath them, so you need to shift into low sports cars all around the city and get underneath the trucks to diffuse the bombs – then you switch it another car on the other side of the city for the next truck…”

Edmondson is keen to point out that there are multiplayer race events in which switching is removed – if purists insist on it. But mostly he wants the feature to be seen as a core dynamic rather than something that’s been tacked on to give it a handy USP – a charge that’s been levelled at forthcoming Need For Speed offshoot, The Run, which has on-foot sections. “Pure racing games are tricky – they don’t have the market share they used to have, so there’s a pressure to innovate,” says Edmondson. “But I’d stress that this studio has a history, all the way back to Shadow of the Beast, Destruction derby and Stuntman, of innovating. For us it’s natural to do something like this. And also innovation for the sake of it is pointless, it’s self-defeating. We really think switching brings something new in. But it’s so hard to explain. You just have to experience it…”

• Driver San Francsico will be released by Ubisoft on 2 September 2 for PC, PS3 and Xbox 360

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Keith Stuart

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Posted on July 16th, 2011 by  |  No Comments »