Archive for the ‘E3 2012’ Category


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

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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.

E3 2012 Wii U Video Roundup

Monday, June 11th, 2012

We were finally able to finish uploading all of the videos that we took at E3 this year.  You can see the all of the videos on the Game Usagi Youtube page, but we know that you want Game Usagi Points for your video watching efforts too.  So, here at 15 GP a pop is our E3 gift to you, the entire collection of 9 Wii U videos that we took at E3:

New Super Mario Bros. U

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Pikmin 3

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LittleBigPlanet Karting Impressions

Monday, June 11th, 2012

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We were able to play through an entire competitive race in the upcoming LittleBigPlanet Karting (LBPK) at E3, placing first (of course) and winning a small Sackboy plush identical to those found in the Collector’s Edition of LBP2.  The demo started off with everyone in a kind of practice mode where you could zoom about the track getting used to the controls while all of the other players connected.  I mixed up my L1 and R1 and ended up in the bottom of the track — a place where you would normally fall and just be respawned onto the track, but since it was practice mode I was allowed to drive around there.  This is when I ran into the only bugs I experienced with LBPK, as I accidentally bumped into a giant soda can and was immediately swallowed into it while my screen glitched out (you can check it out in the video of our time with the game above).  This area obviously wasn’t meant to be raced upon, I guess they should have just turned on the spawn warping in practice mode too.  The only other glitch I encountered was a hallway that I went down on every lap and always instantly died for no apparent reason, you respawn quickly when this happens by jumping out of one of the classic LBP spawn gates in the ground (plus I ended up winning), so it wasn’t as big of a hindrance as it might have been.

I was so busy concentrating on winning the race that I never figured out which button allows you to drift around corners, but I was otherwise in command of the fairly standard kart-racing controls in LBPK.  The race we played covered three laps around a winding track with pleasant if somewhat pedestrian LBP style.  Interesting spins on the classic kart-racing formula introduced in this LBPK demo included: using the LBP grappling hook to go across large expanses, the ability to melee nearby drivers, and a “speed-up” item that overlays a VHS-like fast-forwarding effect while catching you up.  Pretty much every other item I encountered had a direct equivalent in most other kart-racing games including the standard blue/green/red shell Mario Kart equivalents and standard speed boost items.  Speaking of items, item-balance felt quite a bit off during my play session with the game, and this imbalance is one of the main things I have to thank for my racing victory.  The items are available in standard places like in many kart games (Mario Kart, Joy Ride), but unlike those two games, you can see which item you’re going to get before you get it (like in Blur) instead of activating a roulette.  These pre-defined item locations make it impossible for the developers to balance the items, like giving speed boosts and blue shell equivalents only to those further back, and make it so that people in third (as I was) can get blue shell equivalents (as I did) and essentially destroy the people right in front of them to steal the lead.  Opting for the roulette-like random item assignments would go a long way to making LBPK feel more fair and balanced than it does in its current state.

Overall, I had not a bad time with LBPK, but just the racing mode alone can’t really hold a candle in its current form even to more generic kart racers like Joy Ride Turbo.  Luckily for everyone, there are a ton of other modes announced for the game including a Battle Mode, Waypoint Races, Treasure Hunts, Score Attacks and more in addition to the adoption of the traditional LBP motto “Play, Create, Share” allowing players to customize/share their characters, weapons, and levels.  Even if the racing mode were to be included in the final game in its current form, most gamers will probably be to busy fooling around on custom tracks with custom weapons/karts to notice anyways. With so much content announced for the game and a while before its release, things are overall looking positive for the future of LBPK.

God of War: Ascension Multiplayer Gameplay Video

Monday, June 11th, 2012

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Here’s a gameplay video from our second round of beating the opposing team in the upcoming God of War: Ascension for PS3. For our overall impressions of the game, read the post here.

PlayStation All-Stars Battle Royale (PS3) Impressions

Monday, June 11th, 2012

The Game Usagi Krew was able to play a round of PlayStation All-Stars Battle Royale (PSABR) on the PS3 with two human players and two CPUs at E3.  Sir Shiggy opted for Kratos and I chose the newly announced Big Daddy while the CPUs played as Nathan Drake and Sweet Tooth.  The game mode that we played was the same one showcased during the Sony press conference where you can only get points by killing other players using special attacks that are built-up during the general brawling.  Each character has three levels of specials, but it takes so long to build up a level 3 special that no one used one during our play session.

Compared to the genre-defining all-star fighting game Super Smash Bros. Brawl, what we played of PSABR didn’t stack up too favourably.  The combat in PSABR is generally slower-paced than that in Brawl (which was in turn slower than Melee), and this can make it feel unresponsive at times.  Having the game-type focused on special moves basically eliminated defensive gameplay and any worry Character balancing, which is always a very contentious issue in any fighting game, also felt off.  Playing as the lumbering Big Daddy, I spent most of my time being juggled around in the air by Kratos and Drake.  When Sir Shiggy’s Kratos was focusing his attention on me, my Big Daddy could hardly touch him without being sent flying.  It may have been due to the fact that the game isn’t due out until Q4 this year, but keeping track of your progress during the game was also an issue.  All that each player had along the bottom of the screen was their special bar showing their progress to earning the varying levels of special attacks — at no point were you aware of the score.  This may have been a developmental choice rather than an omission, but either way I felt that it really hampers gameplay when you have no idea who is winning.  The winner is even more thoroughly obscured through the fact that it’s pretty hard to tell at a glance what characters have specials stored or even whether or not they are currently using a special.  Reviewing the footage we took of the game, I was able to see that players with Level 1 specials stored have a mild white glow, but when we were actually playing the game it may as well have not been there at all.  In Smash Bros. and other fighting games, the screen actually zooms in on a player when they activate a special to make sure everyone knows what’s going on, a mechanic like this in PSABR would go a long way to streamlining the gameplay.  Items were much more rare in PSABR than they are in Smash Bros. games and had some interesting effects.  There was one blue glowing orb item that changed our Hades level background to that of Patapon, adding an arrow-dodging mechanic to the Hades-monster-avoiding mechanic already in play as well as a yellow forcefield item that protected the player and an RPG gun that did what they do best, shoot RPGs.

Our first taste of PSABR didn’t leave a terribly good impression and this could be either a warning of worse things to come or just a circumstantial occurrence in a gameplay mode that is still rough around the edges.  If the combo-centric mode in its current form ends up being the primary game mode in PSABR, then its hard to imagine people not comparing it unfavourably to the percentage and ring-out based gameplay in the Smash Bros. series.  Hopefully, SuperBot Entertainment will take to heart all of the issues experienced with the demo at E3 and use them to make the game more robust and more favourable in comparison to the other games in the genre.  As the game’s release date draws near and more characters/maps/items/modes are announced, you’ll be able to see for yourself if you think the game is worth a purchase.  The CrossPlay features including save-file transferability between the PS3 and PS Vita versions of the game are indeed compelling, but if the core gameplay mechanics don’t measure up being able to take the game on the go will basically become a moot point. We hope to play PSABR again as its release draws nearer to see if it can pull its metaphorical socks up or if it’s doomed to dwell in the realm of fighting game mediocrity.

Assassin’s Creed III Wii U Gameplay Video

Sunday, June 10th, 2012

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Here’s a video we took of the single-player campaign of Assassin’s Creed III running very nicely on the Wii U.  Not only does this game look like a worthy entry in the series, it also looks super-great running live on the Wii U, with what seems to be less aliasing and nicer textures than are present in the 360/PS3 versions of the game.

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