Archive for the ‘360’ Category


Opinion: Your Game is Boring

Monday, June 25th, 2012

Fable III has been included as a pack-in title with many versions of the Xbox 360 console for a long time, so for a lot of newcomers to this console generation Fable III may have been their first Xbox 360 experience.  For anyone out there curious about this game, be forewarned!  Let me save you the trouble, because this game is about as exciting as doing the laundry.  I’d even go so far as to say that it’s the most boring current generation title that I have ever had the misfortune of playing.

Let me start by offering a brief disclaimer that this article is simply the rant of a single frustrated gamer and this is not the official Game Usagi Fable III review (which happened to be favourable).  A few years ago I had great fun playing through Fable II, which is why I was so eager to dive into the next title in the series ? big mistake.  My busy life (also known as a day job) does not afford me much opportunity to kick back and play video games, so when I do find an hour of free time here and there, the game had better darn well be amazing.  I get supremely insulted when I feel like an awful game is recklessly wasting my precious time, so why does Fable III get my bloomers in a knot?  Read on…

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Quantum Conundrum Impressions

Thursday, June 14th, 2012

Before we even arrived at E3, Quantum Conundrum was the game (for systems that are already out) that I wanted to play the most.  When we started our rounds of the Square Enix booth, out first stop was a presentation from the two-person art team of Quantum Conundrum (QC).  The brain-child of Portal lead Kim Swift and the 16-person elite dev team of Airtight Games, QC promises to once again revolutionize the first-person action puzzle genre. 

During my hands-on time with the PC version of what will eventually be the demo for the game, I first noted that the mouse/keyboard controls were a bit different from what I am used to.  Since there is no shooting in the game, the item carrying and interaction button as been delegated to the left mouse button and the two main dimension shifting keys are assigned to “Q” and “E”.  Standard Valve game controls have me used to using “E” to pick-up and drop things, so I had a pretty considerably difficult time wrapping my mind around “shooting” to pick things up/interact with levers and switching dimensions with my usual interaction key.  For games like Half-Life 2 and Portal I have always preferred the keyboard/mouse control combination to using a game controller, but I think that even though I have Quantum Conundrum preordered on Steam, I’m probably going to do most of my dimension-swapping using an Xbox 360 controller instead.  Since there are fewer buttons on the Xbox 360 controller, I’ve played games that have made different uses out of most of the buttons and even though the main dimension swapping buttons were LT and RT, it still felt a lot better than the keyboard controls in their demo configuration.

The E3 demo of Quantum Conundrum is apparently at some point going to be an actual demo available on the various systems that its releasing on, as at a couple points during my playthrough little messages popped up saying that I could have unlocked achievements, etc. had I not been playing the demo.  In the part of the demo that I played I was introduced to the Fluffy and Heavy dimensions through various simple puzzles as seen in most of the game’s trailers like throwing a safe in the fluffy dimension, then shifting to normal to break certain windows and alternating between the Normal and Heavy dimensions as a laser passed over four stacks of crates to make sure only certain ones were destroyed to form a line of ascending height so that they could be climbed.  In spite of my control issues using the PC controls as they were set-up on the showfloor, playing Quantum Conundrum was a blast and I’m very much looking forward to playing it in full when it comes out on June 21st.

The game’s two art directors were also holding presentations every half hour at the Square Enix booth to show off more in-depth features of Quantum Conundrum.  A level about three quarters of the way through the game was shown where all of the dimensions were used in tandem to solve really complex puzzles and it looked superb.  One interesting thing that they pointed out is that there is a method to cross gaps that made its way into the game through “emergent gameplay”, meaning that it hadn’t been part of the game’s original design, but came up incidentally during play tests and was so good that they worked it into the game proper.  This method involves using the fluffy dimention to throw a safe (or other object) in one direction, and then riding it across gaps by making it “porpoise” (moving up and down in a sine-like wave) by switching back and forth between the normal and reverse gravity dimensions.  Seeing all of the wonderful things that will be possible once the basics of the game are covered made me even more excited for the game’s release and I think that this is definitely a title that most gamers should have their eyes on.

Assassin’s Creed III Multiplayer Impressions

Tuesday, June 12th, 2012

[cp_youtube id=”xaqTil80Yr8″ points=”20″ width=660]

The first thing we did as the first people in line for the South Hall at E3 this year was make a b-line to the Ubisoft booth to get our hands on Assassin’s Creed III.  I was a tad disappointed when all we could find was a playable demo of the multiplayer mode for the game, but was pleasantly surprised by the gaming experience that ensued.  The AC3 mode that we were able to play was called Domination, and worked basically the same as its namesake in Call of Duty games, only with the same mechanics as found in the multiplayer from Assassin’s Creed Revelations.

If you’re unfamiliar with the Manhunt mode from ACB/ACR, there are basically two teams of four players who each look like a specific kind of NPC.  The game area is then populated with NPCs of all kinds (including ones that look exactly like members of either team) and your mission if your team is the “Hunter” team is to pick out and assassinate the members of the “Hunted” team without accidentally killing NPCs.  The “Hunted” not only have to stay alive, but they also cannot kill the Hunters, only stun them and then book it to try and blend in with the NPCs once again.  This game-style is maintained in AC3’s Domination mode, but the Hunter/Hunted assignments are now tied to your location: if you’re capturing a point (or trying to steal one), you become “Hunted” and if you’re defending a point, you’re a “Hunter.” able to kill those trying to steal the point.

There were three points to capture/defend and the longer you held them, the more points your team would accrue, just like in any other Domination mode.  I found the combination of the Domination game type with the unique stealth features of the Manhunt modes from previous AC games to be refreshing and fun.  There are now all kinds of items, like a disguise I accidentally activate in the video above, that I didn’t have enough time to learn how to use, but even with all of the new layers of complexity, the fun-ness at this multiplayer mode’s core is still very evident.  I didn’t play multiplayer too much in past AC games, but with all of the ranks, customizations, and modes available in AC3, I may have to give it a proper chance.  Regardless of how good multiplayer is this time around, the meat of the AC series is always in the single-player campaigns, though, so we look forward to seeing more of that side of AC3 too as the game approaches its Oct. 3o, 2012 release.  What we saw of the single-player campaign being played on the Wii U, as you can see in our Wii U video compilation post, was also promising and AC3 is quickly becoming one of our most anticipated games for the fall.  We’ll keep you posted as more AC3 news arises in the coming months.

Epic Mickey 2: The Power of Two Impressions

Thursday, June 7th, 2012

We were able to have a decently long playtime with Epic Mickey 2 on the PS3 at E3 yesterday, and what we saw was fairly promising.  Using the Move controller, I ventured to tackle a boss battle in which I had to paint or thinner-ize various parts of a large robotic dragon while trying to avoid its fire-breathing and circular-saw covered tail.  As is to be expected, the jump from Wii controls to Move controls was indeed a smooth one as the game handled in much the same way as its predecessor.  It was certainly not the easiest boss battle I’ve ever tackled and I’ll even admit to having died once or twice.

As with any game running on the PS3, Epic Mickey 2 wasn’t without some aliasing, but I’m sure most people will take “some” aliasing on their HDTV instead of the giant aliased mess that is the Wii on modern TVs any day.  Aliasing aside, Epic Mickey 2 has graphically benefited from the jump to the HD consoles with higher resolution textures, Havok physics, and cleaner character models.  The gameplay, from what I saw, still involves 3D “hub” worlds connected by 2D platforming levels based on animated shorts and the like from Disney’s rich history.  The improved graphics help these platforming sections look even more like the segments on which they are based, but they may not be able to entirely help out the otherwise fairly average puzzle platforming mechanics.  I was not able to experience the co-op play offered in the game, which may be its saving grace, so you might want to hold out on passing judgement on the game completely until some co-op impressions come out too.

While the time that I had with Epic Mickey 2 was indeed fun, I have still yet to see anything that would bump this game up into the upper echelons of the various games coming out this fall.  Epic Mickey 2, unless some interesting aspects of the game are still kept secret, seems right now to be set to repeat the moderate success of its predecessor and become another slightly above average puzzle platformer appealing mostly to tweens and die-hard Disney fans.

Microsoft E3 2012 Conference Gallery

Tuesday, June 5th, 2012

Here is a gallery of the pictures we took during the Microsoft E3 2012 press conference that was held today.  See the full 41 pictures after the jump!

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Microsoft E3 2012 Conference Liveblog

Monday, June 4th, 2012

The Microsoft conference is over, check after the jump for a replay of our live blogging coverage! Check gameusagi.com/e3 for the next liveblog times.

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Point Review: Joy Ride Turbo (Xbox 360)

Friday, May 25th, 2012

Developer: BigPark
Publisher:
Microsoft Game Studio
Genre: Racing
Players: 1-4 (2-8 online)
Console: Xbox 360 (XBLA)
ESRB Rating: E (Everyone)
Hours Played: 7+
Progress: Placed first in all 100 HP and 200 HP races, had my butt beaten in 300 HP and online, found a little over half of the collectibles in Stunt mode.

Originally announced as a free XBLA title at E3 2009, Joy Ride was retro-fitted with Kinect controls to serve as a full-retail launch title for the Kinect in late 2010.  After lacklustre reviews (and probably lacklustre sales), largely surrounding the controls in Kinect Joy Ride, Microsoft gave the game another year or so worth of development and came up with the non-Kinect sequel Joy Ride Turbo.  Do new modes and controller-based controls bring new life to Joy Ride, or is Microsoft just metaphorically beating a dead IP?  Read on to see what we thought.

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