A game that has been confirmed for October 21 in US has been kicking around in the public consciousness since the Game Developers Conference last year, LittleBigPlanet takes a novel approach to hyping an entertainment product--simply let the concept speak for itself. At every one of its public showings--GDC, E3, Tokyo Game Show, Leipzig's Game Convention, and Sony's own London Gamers' Day--crowds of gamers and media have been enraptured by this unique product.
The team at developer Media Molecule has finished putting the polishing touches on the 50 or so levels that will ship on the game disc. Here is a little of the single-player campaign but spent most of our time mucking around with the level creator, attempting to build something from scratch.
If you can think it up, chances are you can create it in LittleBigPlanet from your own sackboy, which acts as your in-game avatar to a Final Fantasy villain Sephiroth, complete with miniature wooden sword or a subdued Solid Snake for an onscreen character, with a camo suit and cardboard-box headgear.
You have the creative freedom to go as minimalist or over the top as you like.LBP is an incredibly social game, so it makes sense that the team at Media Molecule is including trophy support to let gamers show off to their friends onlline.Switching out a few items of clothing was enough to unlock a trophy in play. Rewards play a pivotal role in LBP, and throughout the game you'll come across bubbles containing unlockable items. Collecting these will grant you new costumes, premade items that you can place in your own levels, and objects that can be used in the creation of custom levels, such as backgrounds, music, and templates. You'll even have the option to create custom items and share them with your friends and with strangers by offering them as prizes for completing your homemade levels, for achieving a certain score, or for finishing within a certain amount of time.
The early part of the single-player game is ostensibly a glorified tutorial, giving you an indication of what you'll be doing in the remainder of the game. Here you get a chance to familiarise yourself with the three planes of depth--the foreground, middle ground, and background of any given level--that you'll need to traverse between using the analog stick. Your sackboy is also clever, so jumping between two planes will see you land safely where you intended.The sticker beast--who looks like Henry the Eighth wearing sneakers--follows you until he reaches a trigger point, which causes a collectible item bubble to be released. Once you pick it up, it unlocks a new costume element for you to try on.
LittleBigPlanet imposes very few restrictions on you as the creator, though it's worth mentioning that even with a relatively small palette of objects and materials at your disposal, it can be a daunting experience. Having so much creative control and being able to complete goals using many different approaches is a bit like being given the keys to the city and then told you can do anything. Where do you even start? Our first hour was spent considering what we wanted to make and then attempting to make a prototype of a couple of ideas.
Because LBP is so heavily physics driven you'll need to think a few steps ahead and at times work in reverse to build platforms for other items to sit on.Pressing down on the D pad engages the hover mode, which you'll use to zoom around your level untethered. One or both can be disabled when you're ready, and you can try out your physics playground in real time to make sure everything is working as intended.
Custom items, such as images captured using the PlayStation Eye camera and then placed in your level, will attract a higher space charge, although the sheer size of the levels we saw being made in both height, width, and complexity shouldn't leave too many of you wanting for more space.There is a material list spanning cardboard, wood, rubber, metal, sponge, stone, glass, and dark matter. But between these and the freedom to pick and alter shapes, you'll be able to start building your jumping puzzle, trebuchet, or skateboard ramp in no time.
LittleBigPlanet's October 21 birth on the PlayStation 3 is beginning to loom,from what was presented before,it is faithfull to say that the development team at Media Molecule to ship a cracker of a title.
While Media Molecule is a new outfit, its founders have a history of working on ambitious or innovative games. They first struck out on their own with the procedurally animated Rag Doll Kung Fu, and before that worked for Peter Molyneux's notoriously ambitious Lionhead Studios.So i guess this October will be GREAT !
Little Big Planet Can't be Real !
Posted by K9 at Monday, September 22, 2008 0 comments
Labels: Previews
FIFA 09 - Updated Impressions
Now another game from EA thats released annually , but will it
make it big or it will still have that graphics that gamers did'nt liked
(The players have lost their plastic look.)and those AI shortcomings that could get on to your nerves sometimes is still to be addressed for sure... but as EA told that those AI glitches will be handled for sure and with improved graphics.Gamers are still divided on whether PES 09 will be better or EA will steal the show from Konami.
FIFA 09 features the most realistic player physics to ever grace the series, while the ability to augment your team’s tactics provides greater customization.
Player physics are a major focus in this year's game. FIFA 09 will, for the first time in the series, have players jostling for position and headers. During collisions and jostles, each player's size and physical attributes will dictate how the animation plays out.Generally, larger players will be able to hold off smaller defenders, while smaller players will be able to use their speed to avoid contact.
The improvement in player physics translates to the goalkeepers as well. Long-standing issues with inaccurate goalkeeper reactions (goalies making incredibly hard stops at times while at other times allowing the easiest of goals) have been addressed in FIFA 09. Goalkeepers seem to have more realistic reaction times, and their animations play out more smoothly.
These smoother player animations apply to other positions as well. Improved player trapping (bringing the ball down to control) and runs limit the amount of time your player is caught in an animation and out of your control. The result is that controls are more responsive and offenses are more dynamic than in years past.
Despite the improved controls, chaining together multiple superstar moves is still difficult to do. EA asserts that this is by design so as to limit their use to only skilled players.
One move the offense won't be able to ride this year is the "through ball from a sideline sprinter" technique; it isn't nearly as overpowered as it was in FIFA 08. Though the move will still yield goals, defenders can disrupt interior passing more effectively, making this a riskier move.
Another major addition debuting in FIFA 09 is the custom team tactics.There are three phases to tinker with--defense, buildup, and chance creation. These tactics are essentially a compilation of various sliders dictating AI reactions during buildup play and scoring opportunities, and they will let you augment your team's strategy around your strengths. The slider menu includes a chalkboardlike diagram showing you how your players will now react based on the settings you choose. Although it's a powerful tool, the mechanic still works on the basis of risk and reward. For instance, you could increase your team's aggression slider to relentlessly attack the ball, but doing so may place defenders out of position.
The Adidas Live Season is set to be a huge deal for people who have their machine connected to the Internet. Every Wednesday, you'll be able to download new, up-to-date stats for every player in your chosen league. These stats will reflect the latest performance changes over the past week, and if players get injured their stats will simply drop rather than their being forced out of the game. The FIFA 09 box will come with a code that you can use to register online and pick one country for updated stats. The choice for launch will include England, Italy, Germany, Spain, Mexico, and France.
Posted by K9 at Tuesday, September 16, 2008 2 comments
Labels: Previews
Generation SPORE is here! and released
This is the dawn of a new genre or what!!! This is a revolutionary game , with all new concept
put to it and the production guys really worked hard to make it interactive.
But as they say Spore is a multi-genre "massively single-player online game"developed by Maxis and designed by Will Wright. It allows a player to control the evolution of a species from its beginnings as a unicellular organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation.
This game gives an in depth knowledge about the ecosystem and how an organism plays
its role in shaping it!!!! Guess what ..you can fully customise your organism with
Spore Creature Creator and Uncover information about each creature's origin in the
Sporepedia and other in-game activity.
The Cell phase. The monstrously large creatures in the background will come to the foreground as the player's organism slowly grows and evolves.
The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular, or microbial phase. The player guides simple protean microbes around in a 3D environment on a single 2D plane where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. The player may choose whether the creature is an herbivore or a carnivore prior to starting the phase.Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove some part from the microbe, which will refund some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game.The player must also seek out special "golden shields" from meteor fragments and other organisms that provide new parts for the player to use in the editor, such as spikes, mouths or limbs.The phase consists of five stages, which are halved themselves; every half-stage, the creature grows larger, and former predators become harmless or even prey to a player's carnivore cell creature.
Creature phase: Venture onto dry land and help your creature learn and evolve with forays away from your safe haven. Carnivore or Herbivore? Social or Independent? The choice is yours.
Tribal phase: Instead of controlling an individual creature, you are now caring for an entire tribe of your genetic craftwork. Give them tools and guide their interactions as you slowly upgrade their state of existence.
City phase: Bring your creatures' race into a new golden era by building up the technology, architecture, and infrastructure of their city.Civilization phase: Once your city is established, your creatures begin seeking out and interacting with other cultures. You can have them do so with an olive branch or a war cry-either way, the goal for your creatures is to unify the planet.
Space phase: The time has come to move on to other worlds in your solar system. Make first-contact, colonize, or terraform, then venture further to find other solar systems scattered throughout a magnificently rendered galaxy. A 'mission' structure provides new goals and paths to follow as you begin to spread through the universe.
# A suite of flexible, intuitive creation tools leverages the creative imagination of the player. Creating an entire universe of creatures, plants, buildings, vehicles and planets has never been so easy or so fun. An infinite variety of design choices is just the beginning.
The world you explore is populated with creatures, plants, buildings and vehicles developed by other gamers and downloaded from a central database. The server chooses creatures and civilizations that best match your chosen environment, your experience level, and your creature's ability. In turn, your creatures are uploaded to the server to be shared with other gamers.
With procedural animation, your creatures and vehicles move based on how you construct them. They behave and interact based on your input and by their in-game encounters. That means there's no pre-determined path you must follow-the game evolves based on your decisions.
The in-depth gameplay video is right here!
Posted by K9 at Tuesday, September 09, 2008 2 comments
Resident Evil: The Umbrella Chronicles Hands-on Again
I've had my doubts about Resident Evil: The Umbrella Chronicles. This past weekend's Tokyo Game Show represented third chance at going hands-on with the survival horror spin-off, with the impression of the game changing very little. Now, with the exception of Wario Ware Smooth Moves ,it features a motion control convert. And the Wii Zapper? I'd rather just not discuss it. At TGS, I finally got to experience the game with the third control scheme, using the nunchuk and Wii-mote sans Zapper.
Game Developer Magazine editor Brandon Sheffield had a opinion that.. 'We worked our way through the majority of the zombie infested train level from Resident Evil 0, ultimately losing to the end-of-level boss, a giant scorpion with a sensitive stinger.'
Along the way,one incounters unceremoniously shot stuff, often confusing one another's reticles for the other's, resulting in loads of wasted effort. The same was true for the last minute evade moves, ones that require rapid button presses or really frantic Wii-mote waving. Eventually,realizing that you were standing on the wrong side of the screen in relation to our players and switched spots. It kind of helped.
There's something about Resident Evil: The Umbrella Chronicles that just makes it difficult to get excited about. I think the most glaring problem is this: it's not fun. There's little sense of danger or feedback from the game that you're unloading hundreds of rounds on hordes of the undead. It's very sterile.
The game's producer, Masachika Kawata, was pressed for something that could get us excited to play it of our own accord. Would there be puzzles? No. Series of quick time events? Nope. There will be cut scenes, however! Ten hours of pointing and trigger pulling may be your thing, though.
I suppose the game will really appeal to those who absolutely love Resident Evil unconditionally. It's going to flesh out the storyline for those who care about the fall of the Umbrella Corporation. But it looks like it will also provide a fresh look at the series for those who are looking for arcade-style shooting using their Wii controllers.
Unfortunately, Resident Evil: The Umbrella Chronicles feels like a "pass" to me.
Posted by K9 at Thursday, September 04, 2008 0 comments
Labels: Previews
Diablo 3 For PC
It was the aural confirmation of what everyone was hoping for: Blizzard is, indeed, working on Diablo III. And while it still looks the same in many ways Diablo III also showed off some new features.
Third installment in the insanely popular strategy-RPG series from Blizzard. Diablo 3 takes place twenty years after the events of Diablo II and a evil has risen again, it is up to the heroes of Sanctuary to defend the world against the powers of the Burning Hells.
Deckard Cain and several characters from previous installments have returned.
Players have five character classes to choose from, Tristam and previous locations are back as well as new areas of Sanctuary, and their are updated visuals with attempts of keeping much of the gameplay the same.
In lead designer Jay Wilson's gameplay demonstration, the first playable class shown was the returning Barbarian. Pretty much everything you remember from the Barbarian remains: a lightly clothed melee badass who can wield two weapons at once. He still spins around with his weapons for the Whirlwind attack, and he can still jump up and land with the mighty Ground Stomp. He remains the most immediately accessible character class.
For instance, the Barbarian serves as the perfect example of the tweaks made to Diablo II's health system -- adjustments that encourage the player to engage in conflict instead of just running away or repeatedly pressing the health-potion button. "A lot of battles in Diablo II were ones of attrition. Sometimes you can beat a boss simply by repeatedly drinking potions during battle," says Wilson. Many types of health systems were tested (in fact, even Halo's regenerative shields and WOW's "sit down and eat 'n' drink" system came up), but they almost all had a degree of nonaggression. The new system adds red orbs that heal you on contact as common drops from slain enemies. "With the red orbs, players are encouraged to fight, because now the best way to heal is to engage in conflict," says Wilson.
Two new gameplay systems -- destructible environments and scripted encounters -- also made their debut through the Barbarian. Since he's such a tough and burly dude, the Barbarian can straight-up smash walls apart. In Wilson's demonstration, the Barbarian smacked a wall hard enough to collapse it onto a hapless group of zombies. Environmental destruction can also be used against you, though, since monsters can grab you through a wall or you can accidentally trigger a trap with your cave-ins. Scripted events where walls are knocked down raised the concern that this might mean the end of randomized dungeons. Not so. Wilson says that much of the game, from dungeons and monster types to loot drops, is still random. Pardo adds that in general, the dungeons remain randomly generated while the outdoor areas have a bit more of a "sculpted feel." In fact, not only are dungeons, loot, and items still randomized -- but with this new system, even quests and events can be randomized as well.
After a few minutes of the Barbarian smashing up zombies and ghouls, Wilson debuted a new class for Diablo III: the Witch Doctor. If you like to use the language of previous games, he seems to resemble the Necromancer but has some additional skills. There even was a bit of the Sorceress' flavor. Like the Necromancer, the Witch Doctor specializes in pets and disease-based spells. Locust Swarm is one early spell that Wilson demonstrated. It basically conjures up little plague pockets that tear apart whatever enemies they encounter. Then he summoned the mongrel, a beast that performs the pretty typical "go claw at things and also be my meat shield on occasion" task. The Witch Doctor can also combine these two disciplines by casting Locust Swarm on his mongrels for a nasty effect -- instead of being torn apart, his mongrels gain additional disease-based damage for their attacks.
SCREENS: Click the image above to check out all Diablo III screens.
Besides his use of disease and pets, the Witch Doctor also has some nice crowd-control spells. Horrify conjures up an ooky-spooky ghost above his head that will scare the bejesus out of most enemies, and Mass Confusion creates a spirit that drives the baddies crazy enough to attack each other. Firebomb brings a heavy-damage option to the Witch Doctor's arsenal with a straightforward fire-based ranged-attack spell that seems to be influenced by Diablo II's Sorceress. Finally, the Witch Doctor's ability to create a wall of zombies is easily one of his most impressive skills; there's nothing like propping up a mass of flailing zombies as a defensive obstacle.
Diablo III looks to have the same visual philosophy of StarCraft II (it looks modern and better but not radically different) when down in the dungeon, but when the two players step outside, the look changes more significantly. Once out of the cave and into the jungle, the outdoors suddenly look much brighter and more vibrant than we remember. Pardo says, "We're aiming for the art to be somewhere between WOW and Diablo, where there's color but still that dark edge. We actually went through two art passes with the original look of the previous Diablos, but it just didn't work for us. Adding the colors, like you see in the outdoor environment, was a big decision that I think will pay off."
One color that that frequently shows up during gameplay is red. From the way zombies get torn apart to how virgins (well, I'm assuming they're virgins, because don't all demonic sacrifices call for virgins?) are sacrificed to form a boss monster, there is quite a lot of blood and guts. "We want it to feel more visceral. We actually took a lot of influence from God of War in having intense, visceral, action-heavy combat," says Pardo. Hence, you get moments such as when the Siegebreaker Assault Beast picks up one of the barbarian players and takes a big bloody (and crunchy) bite out of him à la the rancor eating the Gamorrean Guard in Return of the Jedi.
In fact, the two bosses shown not only demonstrated the abundance of blood and gore but also the larger-than-life battles that you'd expect from God of War. The dungeon boss, a grotesque, dual-mace-wielding fatty, is simply called the Thousand Pounder (with the descriptor "Gluttony Incarnate"). He somewhat echoes the Butcher from the first Diablo in that he's a big intimidating dude that chases you around a dungeon. The second boss (the aforementioned Siegebreaker) reinforces the epic-combat feel by virtue of being freakin' huge. Taking up most of the screen, he charges around or attempts to grab and maim the party (Wilson conjured two additional party members for this bout), killing one party member before finally being put down. Even his death is an epic moment -- the hulking corpse sizzles, bubbles, and then splits open to ooze heated, glowing blood before disintegrating into a nice pile of loot. One nice touch: The loot will be somewhat individualized; each party member sees a pile of loot that only they can take -- no more putting up with one player who clicks fast enough to grab everything before the rest of the party.
Even with all the visceral combat, the new/tweaked classes, and the spiffy looking graphics, there was one moment that instantly made me want to play through the previous Diablos as preparation: a cut-scene where Deckard Cain attempts to say "stay awhile, and listen?" before being cut off by the player, who quips that there's no time to listen to idle tales. Little nostalgia-based jokes like that, along with modern aesthetics and combat, make me want Diablo a whole damn lot -- and leaves me even more bummed out because, knowing Blizzard, it could take a while before Diablo III actually gets released.
You can download Diablo 3 Wallpapers right here!
Posted by K9 at Sunday, August 24, 2008 6 comments
Labels: Previews
The Conduit for Wii FanBoy
An all new FPS The Conduit for the Nintendo Wii FanBoy was spotted
at Games Convention Expo 2008 ,with good Wii graphics that looked
pretty great.
Not every Wii fan is an FPS person, and thus we may not be as fully attuned to the nuances of what makes an FPS badical, but we can recognize good Wii graphics when we see them, and we think that The Conduit is looking pretty great.
This trailer, released for the Leipzig Games Convention, is all fancy atmospheric lighting effects and dudes (and alien dudes) getting shot up.
We're a bit troubled to see slowdown in the trailer, but that happens in every FPS running on a system that regular people can afford. It hardly detracts from all the blowings-up.
Here's a photo gallery link for The Conduit.
Posted by K9 at Friday, August 22, 2008 0 comments
Labels: Previews
DEAD SPACE Preview
Now this is big!!!!!
And i mean it BIG.
The darkness of this game will freak you out at the very instant.
The game is soo creapy that it may be disturbing .
Dead Space is a third-person action video game, being developed by EA Redwood Shores for Microsoft Windows, PlayStation 3 and the Xbox 360. It is currently scheduled for Release in October 21, 2008.They decide to release it on Halloween?....Thanks EA, you just made even more people decide to stay inside for one of the best holidays out there!
Now the way the songs sung is so bloddy creepy. With all the ghore and bloodyness
it sure to sell big just like Quake!
The tailer was shown at E3 2008 and the Rating is:10 .. whow it is awesome.
Gameplay:
The players must fight their way through various levels of a stricken mining ship, which has been infested with an alien species known as the 'Necromorphs'. The game features an 'over the shoulder' third-person perspective,similar to games such as Resident Evil 4 and Gears of War. The interface does not feature a traditional 'heads up display'. Instead, information is relayed to the player via lights and translucent screens which hover over Isaac's weapons and armor.
The player will encounter weightless and decompressed environments, which Isaac can navigate using a pressurized suit equipped with magnetic boots. Some levels will even lead out onto the surface of the ship's hull. Floating debris will present a hazard, and Isaac can lose his footing and simply float off into space.In keeping with Isaac's profession as an engineer rather than a soldier, weapons in the game are mostly improvised, and consist of an array of bolt cutters, stasis guns and rudimentary energy weapons.
Combat in the game is complicated by the fact that Necromorphs are not simply rendered 'dead' after a certain number of rounds have been fired at them. Rather, they must be Dismembered a certain way to be dead, but they can adopt new stances and tactics, and even sprout new limbs, based upon where they have been wounded.The game's Executive Producer, Glen Schofield, has said that 'the primary theme of Dead Space is dismemberment',and early previews of the game have noted the high levels of gore.
Posted by K9 at Friday, August 22, 2008 1 comments
Labels: Previews
Prince of Persia Preview (GC 2008)
There were some promising builds of Ubisoft's reinvented prince at Ubidays and E3 earlier this year, and here at the Leipzig Games Convention he was back for another appearance. We saw the same level that was on show at E3 2008, but rather than take the same route as before, our presenter chose to take us through a different area and used it to show off a new ability.
The prince was seen pulling off wall runs and gap jumps and use his hand to slide down walls, but also a new move was shown at Leipzig that allows him to run upside down along roofs for short distances. The section shown had a series of pillars hanging from the ceiling, interspersed with conveniently located iron rings. By running between them the prince and Elika were able to leapfrog across a divide and move to a new area of the game.
Ubisoft also highlighted the compass ability Elika has--she'll show you which direction you need to go if you're unsure what to do next. Hitting the appropriate button will make her point in a specific direction, allowing you to continue your journey, which in this case was to a nearby platform.An encounter with the hunter, a formidable beast made from the corruption of evil that the prince needs to purge from the world around him. In addition to the prince's own impressive skills, Elika is a helpful companion who assists you in pulling off a variety of moves on the hunter. Once the hunter has been dealt enough punishment, he will retreat to the healing well, which becomes the next objective to reach.
While exploring the stage, several pools of the liquidlike corruption can be seen, which will suffocate you immediately if you get too close. Thankfully Elika can come to your rescue as a sort of "rolling savepoint" that will restore you to the last safe point. Arriving at the healing ground, the hunter turned into a corrupted mode, which made it impervious to attack. Elika was directed to perform some sort of magic on it, which broke the corruption barrier, making the hunter vulnerable again. Defeating our foe, Elika activated the well in a cinematic that restored colour and life to the region, with butterflies aflutter and grass springing up to represent the healed state.
Prince of Persia will be available on the Xbox 360, PlayStation 3, and PC--in addition to a separate DS version--in time for the holiday season.

Posted by K9 at Thursday, August 21, 2008 0 comments
Labels: Previews