Archive for the ‘E3 2012’ Category


God of War: Ascension Impressions

Sunday, June 10th, 2012

We were able to play two rounds of the multiplayer mode for the upcoming God of War game at E3.  It was essentially a 4-vs-4 capture the points mode where players for Sparta and Troy are trying to capture various points around the map that when captured pull the cyclops Polyphemus toward either faction’s side of the map.  Once enough points have been captured long enough, the gods grant a spear to the side that “won” the point capturing, but the catch is that the spear has to be more or less captured itself before it can be used on Polyphemus to end the match.  So, not only could the team that captured less points still steal the spear and win, they can also make the spear disappear by capturing other points and dragging Polyphemus away.  During our play time, neither of those eventualities occurred, though, as the Game Usagi Krew managed to best the opposite team both times in both capturing the points and the game-winning spear itself.  Combat is kept fresh and strategic by the placement of special items around the map like boots that increase your speed and time-limited super weapons, as well as the ability to set or activate traps near the capture points to keep enemies on their toes.

For a game that isn’t due out until March 2013, the God of War: Ascension (GoWA) multiplayer felt very robust and complete.  There were no mechanical or graphical glitches to be found and everything looked great (not really better than God of War III, but about the same).  The best part, though, is that it was quite fun to play.  I normally steer clear of the God of War games because I’ve never been able to conquer it’s more complicated 3D platforming sections and I just don’t have fun playing games that repeatedly drop me off the same cliff no matter what I do for an entire afternoon; the multiplayer in God of War: Ascension, on the other hand, was platforming-free and allowed the players to experience the raw PvP combat potential that is inherent in the GoW battle system.  I never mastered the controls entirely, so there were some very cheap moves of which I was constantly on the receiving end that I think could translate into balance issues in the release version of the game.  Balance issues aside, I was pleasantly surprised with the multiplayer in GoWA, and even if what we’ve seen so far of the single player campaign currently smacks of Sony just trying to turn GoW into more of a cash cow, the multiplayer seems fresh enough that this game shouldn’t be too far off any PS3 owner’s radar.

Not Quite Yet…

Saturday, June 9th, 2012

Impressions are still forthcoming!  Our plane departure from LA was delayed due to heavy air traffic, so my lovely four hour layover that was going to give me time to post impressions has turned into me boarding my next plane in about 20 minutes.  Tomorrow, I will totally rock your world with impressions and videos, sorry for feeling like an usagi riding a turtle lately, but there is much goodness to come.

E3 Videos and Impressions Inbound Soon

Friday, June 8th, 2012

Our flights back to good old Canada commence (and take up much of) tomorrow.  While we’ll be in the air for the most part, we have a 4 hour layover in Calgary during which time I plan to find some airport WiFi and start getting down to the brass tacks of my E3 2012 game impressions.  So, look out tomorrow for some more of our thoughts on both the big and little games shown off at this year’s E3.

E3 Day #3 – Picture Gallery

Thursday, June 7th, 2012

So, on the final day of E3 we were able to visit the Activision, Bethesda, Sony, 2K Games, and Video Game History Museum booths, as well as go back to the Nintendo booth one last time to play ZombiU, New Super Mario Bros. 2, Project P-100, and see Assassin’s Creed III running on the Wii U.  Oh yeah, and I saw the Regginator in person!  Check after the jump to see a whopping 96 pictures to round off our photo coverage of this year’s E3.

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E3 Day #3 – R-E3-Vengence

Thursday, June 7th, 2012

The last day of E3 is already here.  It’s been quite a ride as we’ve played a large selection of the biggest games coming out within the next year.  Today we have booth tours with Bethesda, Sony, and 2K Games.  We’ll also be trying to check out Activision’s booth a perhaps get hands-on impressions of Black Ops II.  Come back to us this evening for another image gallery and more impressions on the games that we’ve played.

PlanetSide 2 Impressions

Thursday, June 7th, 2012

SOE was nice enough to get us into a presentation about PlanetSide 2 as well as give us some quality time with the game running on a nice PC gaming rig.  It’s been nearly a decade since the world’s first MMOFPS PlanetSide was released in 2003 and what its sequel intends to do is update the concept of the three warring factions with modern FPS sensibilities and graphics.

In our admittedly fairly brief hands-on time with PlanetSide 2, I have to say that it played both played and looked better than I was expecting it to.  The game’s graphics have naturally seen a huge boost since 2003 and stand shoulder-to-shoulder with all of the other standard FPS games to have come out in the last couple of years.  There were some animation hiccups and foliage pop-in in the alpha footage we were shown before actually playing the game and I’m happy to say that none of the issues I observed in the trailer reel are currently present in the working build of the game.  Each time you respawn you are given the option of playing as one of six different classes of the standard FPS archetypes like snipers, medics, and heavy soldiers.  These classes all feel quite different from one another and seem to be balanced pretty well.  Vehicle operation required more finesse than we were prepared for and our stints in aircraft and tanks were almost always short-lived.  There were people zooming around, though, that seemed to have reasonable control of their vehicles, so I guess we’re just particularly bad drivers.

As a free-to-play MMOFPS, there’s really not a lot bad to say about PlanetSide 2.  It looks and plays as well as any full-priced FPS title on the market as is set to offer CoD Elite-levels of online stat/clan tracking and sharing (including iOS apps and an API for sharing stats in other ways).  SOE is planning to make money from this game through the sales of item “side-grades” and a plethora of visual customization options (including much touted zebra-/leopard-print camos, and tank spoilers).

We received more beta invite cards than we are planning to use from the SOE booth, so we’ll host a give-away contest in the coming week to give you a chance to join us in the beta for this very playable and promising MMOFPS.

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.

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