Archive for the ‘PS3’ Category


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.

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.

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.

Sony E3 2012 Conference Gallery

Tuesday, June 5th, 2012

Here is a gallery of the pictures that we took during Sony’s press conference in addition to two pictures from the fancy reception they held afterward.  See the rest of the pictures after the jump!

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Sony E3 2012 Conference Liveblog

Monday, June 4th, 2012

The Sony conference is over, but you can check after the jump for a replay of our liveblogging coverage.  Thanks again to Sony for the comfy seats that were condusive to proper liveblogginng! Make sure to check gameusagi.com/e3 for the Nintendo liveblog time tomorrow.

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Sony E3 2012 Press Conference Time (And We’re Going!) [UPDATE]

Thursday, May 24th, 2012

[UPDATE: A spot opened up for Game Usagi at the Sony E3 Press Conference this year, so with our last-minute invitation to Sony’s press conference now confirmed we can provide you with the latest and best gaming news from all three major video game companies!]

Sony announced the time of their E3 2012 press conference a couple of weeks ago, but we were holding off on posting anything about it until we heard back from them regarding whether or not we were invited to attend.  We’ve heard the official response, and we have not been invited to attend Sony’s press conference this year!

The conference will be taking place at 7:00 PM CST on Monday, June 4th, and we’ll be able to give you our impressions on whatever Sony unveils then on Thursday, June 7th after our booth tour.  Make sure to visit us frequently during E3 as we’ll have the latest insider info on all of the hottest gaming announcements and impressions on how all of the upcoming games/systems play.

WR: SSX (Xbox 360, PS3)

Friday, April 20th, 2012

Developer: EA Canada
Publisher: Electronic Arts
Genre: Sports
Players: 1 
Console: Xbox 360, PS3
ESRB Rating: E (Everyone)
Hours Played: 15
Progress: 7 (out of 9) deadly descents completed

Extreme sports titles have taken a bit of a holiday recently, FIFA Street, Tony Hawk and yes SSX have fallen off the annual release schedule to something a bit more inconsistent. In SSX‘s case it has been over 5 years since we saw a release in the series with SSX Blur on the Nintendo Wii. Often taking a few years off can do wonders when it comes to reinvigorating a franchise, but is this the SSX we all know and love, or a reworked travesty that has become a mere husk of its former self? Read on to find out…

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