Monday, 20 June 2011
Rumor: New PS3 revision coming, new copy protection along with BD-J for BD-3D
According to a well-placed industry source who wishes to remain anonymous, developers were recently notified that a new revision of the PlayStation 3 is in the testing process that will feature a new copy protection system not on the motherboard but inside the BD-ROM drive itself, similar to the Xbox 360.
Presumably this would at least prevent these newer consoles from running copied games with an additional layer of authentication. It’s likely that there will be some kind of watermark on genuine PlayStation 3 discs that the drive is looking for. All of these measures are in response to the acquisition of the PS3 root encryption key earlier this year (2011) by hacker GeoHot which allows unlicensed code to be run on the PlayStation without restriction.
This new hardware revision will be accompanied by a firmware upgrade that contains newly optimized Blu-ray playback drivers that can now handle BD-Java during Blu-ray 3D playback, at least on the 2D level.
This is a godsend for Blu-ray authors because they no longer have to author discs 3 times. Once for 2D, once for PS3 and once for full power BD3D.
There is no news whether or not this new firmware will also bring lossless audio to PS3 3D playback but our source indicates they doubt that this feature will be added any time soon due to the number of SPEs decoding the additional 1080p stream occupies.
This hardware revision is expected to accompany a price drop on the system hardware that could come as early as the Tokyo Game Show this September (2011)
E3 2011: Street Fighter III: 3rd Strike goes online this summer
LOS ANGELES--Last July, Capcom producer Yoshinori Ono announced Street Fighter III: 3rd Strike Online Edition, but cautioned fans that the downloadable Xbox 360 and PlayStation 3 rerelease of the classic arcade fighter would not arrive anytime soon. After nearly a year of silence about the project, Capcom today confirmed a launch window for the game, saying it would be out this summer for Xbox Live Arcade and PlayStation Network.
3rd time's the charm?
More than just a port of the 1999 arcade game, 3rd Strike Online will feature a revamped user interface to take advantage of the systems' HD capabilities and a handful of visual filtering options. Beyond changing the way gamers see the game as they play, 3rd Strike Online will change the way others see them play with YouTube replay sharing. Capcom is incorporating YouTube functionality into the game that will let players upload their match replays to the video streaming service "with the click of a button."
Capcom is incorporating GGPO technology for the game's online functionality, the same netcode under the hood of the Final Fight: Double Impact package released last year. The publisher has also promised unlockable rewards, but did not specify exactly what form they would take.
Ps3 sales on the rise due to PSN hack
If PlayStation 3 owners were unhappy with Sony because of the PSN hack and the extended downtime surrounding it, or if you were thinking now would be a good time to pick up a used PS3 at a good price, you’d be wrong. Sony reported that PS3 sales actually went up while PSN was unavailable, and said at E3 that the platform was “stronger than ever.”
Sony started off their E3 press event with apologies to the users and customers who have been impacted by the hack and subsequent downtime, but went on to say after the event that they’re doing quite well. Sales of the PS3 are up 14% from this time last year. They also noted that PSN traffic had already gotten up to 90% of traffic prior to the breach, so clearly PS3 owners aren’t worried about going back online.
Sony hasn’t wasted time getting back in the game, either. Patrick Seybold, Senior Director of Corporate Communications at Sony Computer Entertainment America, noted that the launch of Infamous 2 helped get gamers excited about coming back to the PS3 and PSN. He also praised Sony’s upcoming 3D titles, investment in 3D technology, and new PlayStation Move integration as more examples of how Sony is actively bringing gamers back into the fold.
At the same time, no one would expect Sony to have anything but good things to say about the strength and growth of their network after the PSN hack. It does seem clear that gamers are coming back to PSN in droves now that it’s back online, but whether or not that growth is sustainable is another matter.
Some people have said they’re just logging in to get their free games, and others point out that 90% of traffic prior to the hack is still a 10% drop. At the same time, others point out that if you have a quality service, you stand by it no matter what. Regardless of how the numbers pan out in the long run, its unlikely that Sony will suffer any serious long-term damage from the hack, even though it was the fourth largest data breach of all time.
Labels:
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psn
Final Fantasy XIII - 2 Hands On
I am among the minority of people who thought Square Enix's Final Fantasy XIII was a decent game. Flawed in its execution, it still had a lot of good ideas within that deserved fleshing out. I thought that the game could use a sequel, but at the same time felt it shouldn’t get one so as not to restrain any elements to the predecessor’s shortcomings. I decided to look forward to the next game they have been working on, Final Fantasy XIII-2 (13-2), Versus XIII, and wait for it to make up for the traditional numbered entry weak display.
Square Enix apparently thought there was enough of a cry to continue the XIII universe and is prepping a direct sequel to the first HD installment of the long running RPG series. The game is from day-one planned to be multiplatform, heading to Xbox 360 and PS3 once again. I got my hands on the Xbox 360 version demo and went through the entire bit to see if they were actually making improvements.
While teaser trailers had depicted FF13-2 lead Lightning to return, the demo put me in control a new guy named Noel (pronounced “Nole”). I was partnered with Lightning’s younger sister Serah and a Moogle. I stared at the graphic quality as it was a huge matter of debate with the previous edition of FF13. It didn’t seem like the engine had been improved for Xbox optimized fidelity. Finer points of hair were noticeably pixilated and textures appeared muddier. I later looked at the PS3 version and noticed that it did appear much smoother than the 360 version I had played. However, the build I played was in Alpha, so there is still plenty of time for SQEN to spruce up both versions. Regardless, I viewed it as an early warning sign.
I had direct control over Noel and quickly found I was now able to freely jump. There weren’t too many places that benefited from its use, with certain places marked where jumping would be necessary. Serah and Moogle followed me as I walked around and found some treasures. The town was not linear by any means. It seemed I had plenty more nooks and crannies to explore, and at times wasn’t sure which direction I should head. I took this to be a good shift from the overly-linear design of the predecessor.
The character customization menus weren’t active and I couldn’t look in my inventory, but I still thought I might gain some items useful in battle. And I did. A few potions were picked up along with a Phoenix Down. Since the demo didn’t have a difficulty level, I figured I may struggle in the first few battles. I had no idea what Paradigm combinations I would have or how character growth would be structured this time.
During exploration, I reached a check point from which I was quickly launched into a sub-boss fight I couldn’t “win”. Seeing that Noel was my character, I looked to see if I had any more advanced control over my partners; I did not. Paradigm shifting was in effect and some of the combination names weren’t familiar, but the classes were. Commando, Ravager, Medic, and Sentinel were present between my four preset arrangements. I found I didn’t actually need to switch my paradigm in the fight. The break gauge was also visible, and I was having a hard time filling it up.
After a few attacks were exchanged, my HP dipping into low levels, a cut-scene began. The first tweak to the battle system became apparent. A few quick-time events were mixed in to demonstrate enhanced battle scenes. I’m not sure if my accuracy in the QTE’s reflected in doing more damage or what effect it would have besides moving the scene forward. I wondered if I had triggered it myself or I was simply victim to circumstances.
A gunship came in and performed an air-raid on the invisible arm of beast called Atlas, ending the fight. A brief amount of dialogue explained that we have to find a way to weaken Atlas, directing me to traveling outside the town. As I walked towards a dungeon area, I had my first taste of random encounters. Unlike FF13, enemies are not always visible on the field. Instead, they now spring up in groups randomly and sit on the field for a few seconds. A new mechanic called the “Moogle Clock” begins ticking down once the enemies appear. There are three color zones on the clock as time ticks down. I am tasked with striking enemies to engage them in combat. If I strike early, the Moogle Clock will be in the green zone and my party receives a battle bonus (like starting with Haste effect). If I strike after a few seconds, the clock will be in the yellow zone, with no bonuses going to either side. Wait too long and the clock will be in the red zone, where I’m put at a disadvantage.
Once in battle, I experimented with my paradigms. When looking at the paradigm shift menu, I found that Noel and Serah were not accompanied by Moogle, but instead another monster. I had three different monsters each assigned to a class. I had a behemoth for commando, a flan for a ravager, and a tortoise for a sentinel. The monster battled along side me and built up a separate meter called “Feral Strike.” After that gauge filled, I could freely trigger the monster to begin a super powerful assault, in which I had to accomplish QTE button presses to continue the attack and deal more damage. Each monster had its own type of Feral Strike and QTE combination within.
At first, I thought the monsters were simply a placeholder for a character not yet available, but the Feral Strike meter convinced me I was dealing a legitimate mechanic (to my chagrin).
During the fights, it seemed more monsters could randomly jump in to perpetuate the battle. A few times this worried me, but I got back my paradigm shifting groove and found battles to be simple. I still had only two commands per class and relied on the auto-battle button mostly (also disappointing).
The battle ended and I would gain crystal points and few dropped items. I couldn’t use either. The battles were still rated by the 5-star system, meaning better spoils for better battle performance. While I couldn’t use any of the random items I won, they hinted at the previous style of weapon customization coming back in this game.
Continuing through the dungeon, I found a sprawling layout. When I didn’t reach my goal, I found treasure or an NPC to chat with to gain some insight to my events. I’d go into details about what they say, but my perspective on the game’s overarching premise is still vague at best. I just knew that Atlas was the main threat at this time and I had to find the secret to defeating/weakening him.
I eventually reached the next check point, coming across a glowing crystal-like object. The voice of a new character chimed in, saying that the device before me may be able to stop Atlas or at least hinder him. Before I could use it, I had to clear a “Paradox” that was preventing the device from operation.
Entering the Paradox took Noel to a new area. This area was strictly a zone for a puzzle. The puzzle required me to reach an end point while collecting all the crystals on various platforms. The catch was that each platform I stepped on would disappear after I stepped off it, meaning no backtracking. The zone had three of these puzzles for me to clear before I could exit the Paradox. I failed a few times on the last one and didn’t notice any penalty for repeated attempts. I was happy to see that FF13-2 was adding in some diversity in its gameplay that the predecessor was desperately lacking.
Once out of the Paradox, I was given the choice of how to proceed with the device. I was warned that we weren’t sure if the device would actually help. I could choose to go straight to the fight with Atlas, activate the object, or keep looking around. I could also ask my two partners (Moogle and Serah) for their opinions. I chose to activate the machine and take my chances. That was the right choice as the scene shifted to show Atlas becoming completely visible and slowing in his approach on innocent civilians. It was then up to me to go to his location and fight him.
The battle ensued, requiring clever paradigm shifting on my part to stay alive and build up the break gauge. Some time later, through a few more QTE’s, my demo ended. I was then left to ponder what I had played and how I felt about the changes.
Currently, I feel FF13-2 is a mixed bag. For what improvements are being made, the best feature of the previous game, the battle system, is receiving clichéd add-ons instead of new strategic options. Expanded exploration, actual puzzles, and player choices are good additions, if they pan out to more than just a few small areas of the game. The QTE’s and monster partners are sad sights.
The QTE’s seem like a shameless way to increase the cinematic elements of the game. The battles were already very dynamic, and more command choices would have allowed for enhanced strategy while keep players engaged having to constantly pick new moves and shift roles. Instead, I get locked into (admittedly cool looking) scripted events that do not reflect my skills as a player. It feels less interactive at this point. Perhaps if some sequences can be triggered by the player willingly, they could be a tactical element.
The Monsters seem to be locked to specific roles, although this may be different in the final game. Other preview information told me that 200 some monsters would be usable in the game. I immediately drew the comparison between this game and the Wii exclusive Tales of Symphony: Dawn of the New World. It seems that SQEN is simply adding monster hunting/collecting to the game in order to attract that crowd of gamers. The Feral Strike mechanic was interesting, like a limit break, but neither Noel or Serah had a similar mechanic in affect.
I wouldn’t mind the addition of QTE and Monster collecting if SQEN was demonstrating their application in a unique way. My play time made the game feel more like a rushed rehash aimed at getting a few more bullet points on box, rather than a thoughtful expansion of previous concepts.
Still, the preview build was in Alpha stage and the sequence being very early in the game’s progression. There is time for SQEN to add more features and refine the experience that was on offer. In comparison to the other spin-offs from main entries (Crisis Core, FF10-2), this seems like the least ambitious creation, being rushed to fill a void for games announced but not yet finished (Versus 13, Type-0). I hope more details in time will prove that the game was under-selling itself.
Square Enix apparently thought there was enough of a cry to continue the XIII universe and is prepping a direct sequel to the first HD installment of the long running RPG series. The game is from day-one planned to be multiplatform, heading to Xbox 360 and PS3 once again. I got my hands on the Xbox 360 version demo and went through the entire bit to see if they were actually making improvements.
While teaser trailers had depicted FF13-2 lead Lightning to return, the demo put me in control a new guy named Noel (pronounced “Nole”). I was partnered with Lightning’s younger sister Serah and a Moogle. I stared at the graphic quality as it was a huge matter of debate with the previous edition of FF13. It didn’t seem like the engine had been improved for Xbox optimized fidelity. Finer points of hair were noticeably pixilated and textures appeared muddier. I later looked at the PS3 version and noticed that it did appear much smoother than the 360 version I had played. However, the build I played was in Alpha, so there is still plenty of time for SQEN to spruce up both versions. Regardless, I viewed it as an early warning sign.
I had direct control over Noel and quickly found I was now able to freely jump. There weren’t too many places that benefited from its use, with certain places marked where jumping would be necessary. Serah and Moogle followed me as I walked around and found some treasures. The town was not linear by any means. It seemed I had plenty more nooks and crannies to explore, and at times wasn’t sure which direction I should head. I took this to be a good shift from the overly-linear design of the predecessor.
The character customization menus weren’t active and I couldn’t look in my inventory, but I still thought I might gain some items useful in battle. And I did. A few potions were picked up along with a Phoenix Down. Since the demo didn’t have a difficulty level, I figured I may struggle in the first few battles. I had no idea what Paradigm combinations I would have or how character growth would be structured this time.
During exploration, I reached a check point from which I was quickly launched into a sub-boss fight I couldn’t “win”. Seeing that Noel was my character, I looked to see if I had any more advanced control over my partners; I did not. Paradigm shifting was in effect and some of the combination names weren’t familiar, but the classes were. Commando, Ravager, Medic, and Sentinel were present between my four preset arrangements. I found I didn’t actually need to switch my paradigm in the fight. The break gauge was also visible, and I was having a hard time filling it up.
After a few attacks were exchanged, my HP dipping into low levels, a cut-scene began. The first tweak to the battle system became apparent. A few quick-time events were mixed in to demonstrate enhanced battle scenes. I’m not sure if my accuracy in the QTE’s reflected in doing more damage or what effect it would have besides moving the scene forward. I wondered if I had triggered it myself or I was simply victim to circumstances.
A gunship came in and performed an air-raid on the invisible arm of beast called Atlas, ending the fight. A brief amount of dialogue explained that we have to find a way to weaken Atlas, directing me to traveling outside the town. As I walked towards a dungeon area, I had my first taste of random encounters. Unlike FF13, enemies are not always visible on the field. Instead, they now spring up in groups randomly and sit on the field for a few seconds. A new mechanic called the “Moogle Clock” begins ticking down once the enemies appear. There are three color zones on the clock as time ticks down. I am tasked with striking enemies to engage them in combat. If I strike early, the Moogle Clock will be in the green zone and my party receives a battle bonus (like starting with Haste effect). If I strike after a few seconds, the clock will be in the yellow zone, with no bonuses going to either side. Wait too long and the clock will be in the red zone, where I’m put at a disadvantage.
Once in battle, I experimented with my paradigms. When looking at the paradigm shift menu, I found that Noel and Serah were not accompanied by Moogle, but instead another monster. I had three different monsters each assigned to a class. I had a behemoth for commando, a flan for a ravager, and a tortoise for a sentinel. The monster battled along side me and built up a separate meter called “Feral Strike.” After that gauge filled, I could freely trigger the monster to begin a super powerful assault, in which I had to accomplish QTE button presses to continue the attack and deal more damage. Each monster had its own type of Feral Strike and QTE combination within.
At first, I thought the monsters were simply a placeholder for a character not yet available, but the Feral Strike meter convinced me I was dealing a legitimate mechanic (to my chagrin).
During the fights, it seemed more monsters could randomly jump in to perpetuate the battle. A few times this worried me, but I got back my paradigm shifting groove and found battles to be simple. I still had only two commands per class and relied on the auto-battle button mostly (also disappointing).
The battle ended and I would gain crystal points and few dropped items. I couldn’t use either. The battles were still rated by the 5-star system, meaning better spoils for better battle performance. While I couldn’t use any of the random items I won, they hinted at the previous style of weapon customization coming back in this game.
Continuing through the dungeon, I found a sprawling layout. When I didn’t reach my goal, I found treasure or an NPC to chat with to gain some insight to my events. I’d go into details about what they say, but my perspective on the game’s overarching premise is still vague at best. I just knew that Atlas was the main threat at this time and I had to find the secret to defeating/weakening him.
I eventually reached the next check point, coming across a glowing crystal-like object. The voice of a new character chimed in, saying that the device before me may be able to stop Atlas or at least hinder him. Before I could use it, I had to clear a “Paradox” that was preventing the device from operation.
Entering the Paradox took Noel to a new area. This area was strictly a zone for a puzzle. The puzzle required me to reach an end point while collecting all the crystals on various platforms. The catch was that each platform I stepped on would disappear after I stepped off it, meaning no backtracking. The zone had three of these puzzles for me to clear before I could exit the Paradox. I failed a few times on the last one and didn’t notice any penalty for repeated attempts. I was happy to see that FF13-2 was adding in some diversity in its gameplay that the predecessor was desperately lacking.
Once out of the Paradox, I was given the choice of how to proceed with the device. I was warned that we weren’t sure if the device would actually help. I could choose to go straight to the fight with Atlas, activate the object, or keep looking around. I could also ask my two partners (Moogle and Serah) for their opinions. I chose to activate the machine and take my chances. That was the right choice as the scene shifted to show Atlas becoming completely visible and slowing in his approach on innocent civilians. It was then up to me to go to his location and fight him.
The battle ensued, requiring clever paradigm shifting on my part to stay alive and build up the break gauge. Some time later, through a few more QTE’s, my demo ended. I was then left to ponder what I had played and how I felt about the changes.
Currently, I feel FF13-2 is a mixed bag. For what improvements are being made, the best feature of the previous game, the battle system, is receiving clichéd add-ons instead of new strategic options. Expanded exploration, actual puzzles, and player choices are good additions, if they pan out to more than just a few small areas of the game. The QTE’s and monster partners are sad sights.
The QTE’s seem like a shameless way to increase the cinematic elements of the game. The battles were already very dynamic, and more command choices would have allowed for enhanced strategy while keep players engaged having to constantly pick new moves and shift roles. Instead, I get locked into (admittedly cool looking) scripted events that do not reflect my skills as a player. It feels less interactive at this point. Perhaps if some sequences can be triggered by the player willingly, they could be a tactical element.
The Monsters seem to be locked to specific roles, although this may be different in the final game. Other preview information told me that 200 some monsters would be usable in the game. I immediately drew the comparison between this game and the Wii exclusive Tales of Symphony: Dawn of the New World. It seems that SQEN is simply adding monster hunting/collecting to the game in order to attract that crowd of gamers. The Feral Strike mechanic was interesting, like a limit break, but neither Noel or Serah had a similar mechanic in affect.
I wouldn’t mind the addition of QTE and Monster collecting if SQEN was demonstrating their application in a unique way. My play time made the game feel more like a rushed rehash aimed at getting a few more bullet points on box, rather than a thoughtful expansion of previous concepts.
Still, the preview build was in Alpha stage and the sequence being very early in the game’s progression. There is time for SQEN to add more features and refine the experience that was on offer. In comparison to the other spin-offs from main entries (Crisis Core, FF10-2), this seems like the least ambitious creation, being rushed to fill a void for games announced but not yet finished (Versus 13, Type-0). I hope more details in time will prove that the game was under-selling itself.
Labels:
final fantasy,
playstation,
ps3,
square enix
Saturday, 18 June 2011
This Is Why Street Fighter III: 3rd Strike Online Edition’s Budget Is So High
Capcom has made a big deal about how much time, effort, and cash they’ve been pouring into the development of Street Fighter III: 3rd Strike Online Edition, and after my hands-on with the game, I can tell why. Associate producer, Derek Neal, says that the game is "everything that the community wants," particularly stressing that that included implementation of the very popular GGPO netcode. However, even without being able to test the titular feature on the show floor, the changes and additions that have been made to 3rd Strike are impressive.
From the main menu screen alone, it’s apparent that Capcom went all out on this overhaul, commissioning new character art from >Stanley "Artgerm" Lau, which is randomly chosen to add a bit of flavor to the main menu whenever it is opened. Even cooler is that the game looks at your play history to give your most-used characters a higher chance of being in the background. It’s a totally unnecessary, but cool little addition indicative of the love that Capcom and Iron Galaxy have poured into this new edition.
If you’re at all worried that Artgerm’s new stuff would replace Daigo Ikeno’s artwork, don’t be. For the character select screen, Capcom has taken the original artwork and re-scanned it, so it looks incredibly crisp. Now that we’re on the subject of the character select screen, Capcom has taken one of my favorite features from BlazBlue: Continuum Shift and added it to 3rd Strike Online. You can now press Select (or Back, if the 360 is your preferred console) on the character select screen and map your buttons on the fly (which, from experience, is really helpful if you keep have two friends over and one prefers a pad and the other an arcade stick and they keep swapping with each other). They’ve also finally added a random select option to the game, mapped to the start button.
There are a ton of options that can be fiddled with mid-round, too. You can adjust display options from the in-game menu for switching from a standard 4:3 aspect ratio, to a wide one, to one that’s even further stretched to fill the whole screen, and (my personal favorite), one that bows the screen to look like an arcade cabinet monitor. You can even add scanlines to it to further the arcade feel. Honestly, I’m partial to scanlines, but if you like your sprites looking smooth, there are also a two sprite filters in the game, Crisp and Smooth. I spent most of my time on Crisp, which gave the sprites kind of a painted look. Honestly, I’ll probably keep the sprites unfiltered, but the filters both seem pretty nice, if you’re into that sort of thing.
This Is Why Street Fighter III: 3rd Strike Online Editions Budget Is So High
If you happen to be in a non-widescreen aspect ratio, you will see "Dynamic Challenges" in the sides of the screen. These challenges will start out simple, such as winning a short streak or getting a single perfect, but as they are completed, they level up, becoming more and more challenging the more the player completes. Each completed challenge yields "Vault Points," which (appropriately) allow players to buy unlockable stuff from "the Vault," that features over 200 pieces of unlockable artwork (some fanart, some official), and new remixed character themes by Super Sledge with vocals by Adam Tensta.
This Is Why Street Fighter III: 3rd Strike Online Editions Budget Is So High
Then (there’s still more stuff!) there’s the Trials mode. While there are trials that teach you combos for each character a la Super Street Fighter IV, there are also trials to help players get to grips with universal game mechanics like parries. While these start simple (parry a one-hit hadouken), the challenges get pretty in-depth (such as recreating Evo moment #37). While I probably couldn’t ever do some of the later challenges, the fact that they’re even included in a downloadable game is pretty cool.
Bear in mind, this is just the offline stuff. From what Derek told me, the online modes will have matchmaking, tournament support, the ability to record matches and upload them directly to YouTube, and the ability to search for other peoples’ matches. Street Fighter III: 3rd Strike Online Edition will be out this summer for $15 on Xbox Live Arcade and PlayStation Network.
From the main menu screen alone, it’s apparent that Capcom went all out on this overhaul, commissioning new character art from >Stanley "Artgerm" Lau, which is randomly chosen to add a bit of flavor to the main menu whenever it is opened. Even cooler is that the game looks at your play history to give your most-used characters a higher chance of being in the background. It’s a totally unnecessary, but cool little addition indicative of the love that Capcom and Iron Galaxy have poured into this new edition.
If you’re at all worried that Artgerm’s new stuff would replace Daigo Ikeno’s artwork, don’t be. For the character select screen, Capcom has taken the original artwork and re-scanned it, so it looks incredibly crisp. Now that we’re on the subject of the character select screen, Capcom has taken one of my favorite features from BlazBlue: Continuum Shift and added it to 3rd Strike Online. You can now press Select (or Back, if the 360 is your preferred console) on the character select screen and map your buttons on the fly (which, from experience, is really helpful if you keep have two friends over and one prefers a pad and the other an arcade stick and they keep swapping with each other). They’ve also finally added a random select option to the game, mapped to the start button.
There are a ton of options that can be fiddled with mid-round, too. You can adjust display options from the in-game menu for switching from a standard 4:3 aspect ratio, to a wide one, to one that’s even further stretched to fill the whole screen, and (my personal favorite), one that bows the screen to look like an arcade cabinet monitor. You can even add scanlines to it to further the arcade feel. Honestly, I’m partial to scanlines, but if you like your sprites looking smooth, there are also a two sprite filters in the game, Crisp and Smooth. I spent most of my time on Crisp, which gave the sprites kind of a painted look. Honestly, I’ll probably keep the sprites unfiltered, but the filters both seem pretty nice, if you’re into that sort of thing.
This Is Why Street Fighter III: 3rd Strike Online Editions Budget Is So High
If you happen to be in a non-widescreen aspect ratio, you will see "Dynamic Challenges" in the sides of the screen. These challenges will start out simple, such as winning a short streak or getting a single perfect, but as they are completed, they level up, becoming more and more challenging the more the player completes. Each completed challenge yields "Vault Points," which (appropriately) allow players to buy unlockable stuff from "the Vault," that features over 200 pieces of unlockable artwork (some fanart, some official), and new remixed character themes by Super Sledge with vocals by Adam Tensta.
This Is Why Street Fighter III: 3rd Strike Online Editions Budget Is So High
Then (there’s still more stuff!) there’s the Trials mode. While there are trials that teach you combos for each character a la Super Street Fighter IV, there are also trials to help players get to grips with universal game mechanics like parries. While these start simple (parry a one-hit hadouken), the challenges get pretty in-depth (such as recreating Evo moment #37). While I probably couldn’t ever do some of the later challenges, the fact that they’re even included in a downloadable game is pretty cool.
Bear in mind, this is just the offline stuff. From what Derek told me, the online modes will have matchmaking, tournament support, the ability to record matches and upload them directly to YouTube, and the ability to search for other peoples’ matches. Street Fighter III: 3rd Strike Online Edition will be out this summer for $15 on Xbox Live Arcade and PlayStation Network.
Final Fantasy XIII-2 E3 2011 Preview
It's been quite a while since Square Enix has attempted a true sequel to a Final Fantasy title. While many will argue Final Fantasy X-2 was a dud, it looks as if SE is preparing to redeem themselves with Final Fantasy XIII-2. I sat through the E3 demo play through with the developer and got a first hand look at the sequel.
The story takes place a few years after our heroes save Cocoon, and finds Serah searching for Lightning who is misssing in action. The first thing you will notice is that Cocoon is being rebuilt, and looks quite different from the original game. The world is much more colorful this time around, with many of the ruins already rebuilt since we last laid eyes on them.
We're introduced to a new character, Noel, who is a melee fighter. He assists Serah in her search for Lightning, and immediately begins after Serah is confronted by a giant arm from the monster, Atlas. The battle system in FFXIII-2 is similar to FFXIII and includes the pardigm shifts. There is, however, a major difference in how you approach enemy encounters.
Engaging in battle consists of a meter appearing on the screen which ranges from green to red, and includes a battle circle -- a ring that surrounds the field of battle. If you attack the monster while the meter is in the green you will receive preemptive attack bonuses, whereas if you attack in the red you will be penalized. Attacking or being attacked while in the yellow apparently has no effect. In order to avoid battle altogether you simply avoid the battle circle until the gauge runs out.
Some enemies will drop crystals which allow you to use the monsters you defeat in the empty party slot. This was by far my favorite feature, as the monsters not only assist you, but they will also change depending on the Paradigm that you have selected. Therefore you can utilize various monsters in a single battle to play various roles depending on your needs. To top it off, a new "Feral Link" ability fills up a meter that allows your monster party member to perform unique attacks when full.
Also along for the ride is a moogle companion. He has the ability to show hidden treasures and other various items to the player. As for a larger role, this was not discussed in great detail. The potential is obvious, though, assuming the developers have plans to take this feature further.
Another new feature is the inclusion of the "Temporal Rift". This is a dimension that includes puzzles consisting of collecting crystals from platforms which disappear as you walk across them. The goal is to collect all of the crystals without getting yourself stuck on a floating platform. As interesting as it was, the full purpose isn't completely understood. I have a feeling that Square may be holding back, perhaps planning to release further information at a later date.
While we were promised there would be a less linear story and much larger maps then found in FFXIII, the demo was a bit too short to reflect any of these grander changes. The map was a bit larger, and there were two options to battle Atlas, but overall, what little we saw still felt pretty confined. Still, given that what I saw was an E3 demo, it isn't too late to hope for more in the final product.
Final Fantasy XIII-2 definitely is shaping up to be a gorgeous game, but I couldn't help but wonder what happened to Final Fantasy Versus XIII and Final Fantasy XIV Online for the PS3. Unfortunately, Square Enix was extremely quiet on the subject. Hopefully more will be revealed concerning their fate later this year. Look for FFXIII-2 in early 2012 for Xbox 360 and the PS3.
The story takes place a few years after our heroes save Cocoon, and finds Serah searching for Lightning who is misssing in action. The first thing you will notice is that Cocoon is being rebuilt, and looks quite different from the original game. The world is much more colorful this time around, with many of the ruins already rebuilt since we last laid eyes on them.
We're introduced to a new character, Noel, who is a melee fighter. He assists Serah in her search for Lightning, and immediately begins after Serah is confronted by a giant arm from the monster, Atlas. The battle system in FFXIII-2 is similar to FFXIII and includes the pardigm shifts. There is, however, a major difference in how you approach enemy encounters.
Engaging in battle consists of a meter appearing on the screen which ranges from green to red, and includes a battle circle -- a ring that surrounds the field of battle. If you attack the monster while the meter is in the green you will receive preemptive attack bonuses, whereas if you attack in the red you will be penalized. Attacking or being attacked while in the yellow apparently has no effect. In order to avoid battle altogether you simply avoid the battle circle until the gauge runs out.
Some enemies will drop crystals which allow you to use the monsters you defeat in the empty party slot. This was by far my favorite feature, as the monsters not only assist you, but they will also change depending on the Paradigm that you have selected. Therefore you can utilize various monsters in a single battle to play various roles depending on your needs. To top it off, a new "Feral Link" ability fills up a meter that allows your monster party member to perform unique attacks when full.
Also along for the ride is a moogle companion. He has the ability to show hidden treasures and other various items to the player. As for a larger role, this was not discussed in great detail. The potential is obvious, though, assuming the developers have plans to take this feature further.
Another new feature is the inclusion of the "Temporal Rift". This is a dimension that includes puzzles consisting of collecting crystals from platforms which disappear as you walk across them. The goal is to collect all of the crystals without getting yourself stuck on a floating platform. As interesting as it was, the full purpose isn't completely understood. I have a feeling that Square may be holding back, perhaps planning to release further information at a later date.
While we were promised there would be a less linear story and much larger maps then found in FFXIII, the demo was a bit too short to reflect any of these grander changes. The map was a bit larger, and there were two options to battle Atlas, but overall, what little we saw still felt pretty confined. Still, given that what I saw was an E3 demo, it isn't too late to hope for more in the final product.
Final Fantasy XIII-2 definitely is shaping up to be a gorgeous game, but I couldn't help but wonder what happened to Final Fantasy Versus XIII and Final Fantasy XIV Online for the PS3. Unfortunately, Square Enix was extremely quiet on the subject. Hopefully more will be revealed concerning their fate later this year. Look for FFXIII-2 in early 2012 for Xbox 360 and the PS3.
E3 2011: Dark Souls Hands-On Preview
E3 2011: Dark Souls Hands-On Preview
Demon's Souls is, without a doubt, one of the biggest surprise of this generation so far. It proved that a game can still be a success even with next to no marketing campaign and it proved that there is still a place in the market for hardcore, punishing games. Seeing this potential, Namco Bandai, the publisher of Demon's Souls in Europe, stepped in to sanction a second title, Dark Souls. Even though FromSoftware, the developer, claims it isn't a sequel, but more of a spiritual successor, it's hard to think of it any other way, as it shares many elements with its predecessor, including its punishing difficulty.
Upon firing up the E3 demo in the Namco Bandai booth, one thing was apparent almost instantly. The graphics have been given a huge overhaul – it's like night and day. Before, the graphics were good, but they lacked any real sheen. Now, everything is much more glossy, much more visceral. It might seem like a minor thing, but the animations have also been reworked and it makes the experience much more entertaining.
The demo offered the chance to play as numerous classes, two of which were new. Soldier, Knight, Witch and Pyromancer were joined by Solitaire of Astors and Black Knight. All for trying new things, Black Knight is where the action was clearly at. He wielded a rather hefty shield, while either using a great sword or spear. It also became apparent that herbs have been replaced. Now, to replenish health, you must consume Est.
The system of Est has been introduced to stop hoarders. Now, you can only carry a limited supply of Est, whereas in Demon's Souls, you could store up herbs like there was no tomorrow. The developers hope this move will encourage more cautious styles of play, stopping players from relying too heavily on curative items as they explore the perils the world presents. To counter this, you will be able replenish Est at the various bonfires scattered throughout the world – you will no longer have to rely on random drops from enemies.
Even though playtime was quite limited, especially for a game of Dark Souls' scope, it was clear that exploration is a key part of the experience. From the start of the demo level, there were numerous paths to take, and neither of my fellow editors, who also got to play the game, went about things the same way I did. There will, of course, be a more linear path through the world, but how you get there will vary significantly.
An interesting development though, is that there is no more Soul Form. When you die, and you will die, you still lose all of your souls (which can be regained), but in the previous game, dying made you go into Soul Form. In this form, you had less health, but did slightly more damage. However, when you die now, everything stays the same. It was nice to die have no real repercussions, but this was one of the things which made Demon's Souls unique – trying to stay alive as long as you could.
The game's online mode, something else which made Demon's Souls so unique, also returns. Other players will be able to leave messages and, more importantly, you can still become a Phantom and invade other players' worlds. However, at this time it's still unclear what rewards there will be from performing this action.
The developers will also be expanding the roster of enemies you will face. In the demo, we saw the generic little wretch, but there were also upgrades on some other enemies. Despite it being short, there were dragons, huge warthogs and enemies that don't just stand there to be smacked in the face. They flank, they chase and they drink potions. The level design has also been improved significantly, making tactics even more important this time around.
When Dark Souls arrives later in the year, it looks like we'll be in for one hell of a ride. The developers have stated that they expect the game to be even longer this time around and with new classes, a simplified upgrade system, plenty of new enemies and very polished graphics, this could be one of the experiences of the year.
What's even better is that Xbox 360 gamers can now enjoy this game too, as it's no longer a PS3 exclusive. It's coming out on PS3 and Xbox 360 on the 4th of October in North
Demon's Souls is, without a doubt, one of the biggest surprise of this generation so far. It proved that a game can still be a success even with next to no marketing campaign and it proved that there is still a place in the market for hardcore, punishing games. Seeing this potential, Namco Bandai, the publisher of Demon's Souls in Europe, stepped in to sanction a second title, Dark Souls. Even though FromSoftware, the developer, claims it isn't a sequel, but more of a spiritual successor, it's hard to think of it any other way, as it shares many elements with its predecessor, including its punishing difficulty.
Upon firing up the E3 demo in the Namco Bandai booth, one thing was apparent almost instantly. The graphics have been given a huge overhaul – it's like night and day. Before, the graphics were good, but they lacked any real sheen. Now, everything is much more glossy, much more visceral. It might seem like a minor thing, but the animations have also been reworked and it makes the experience much more entertaining.
The demo offered the chance to play as numerous classes, two of which were new. Soldier, Knight, Witch and Pyromancer were joined by Solitaire of Astors and Black Knight. All for trying new things, Black Knight is where the action was clearly at. He wielded a rather hefty shield, while either using a great sword or spear. It also became apparent that herbs have been replaced. Now, to replenish health, you must consume Est.
The system of Est has been introduced to stop hoarders. Now, you can only carry a limited supply of Est, whereas in Demon's Souls, you could store up herbs like there was no tomorrow. The developers hope this move will encourage more cautious styles of play, stopping players from relying too heavily on curative items as they explore the perils the world presents. To counter this, you will be able replenish Est at the various bonfires scattered throughout the world – you will no longer have to rely on random drops from enemies.
Even though playtime was quite limited, especially for a game of Dark Souls' scope, it was clear that exploration is a key part of the experience. From the start of the demo level, there were numerous paths to take, and neither of my fellow editors, who also got to play the game, went about things the same way I did. There will, of course, be a more linear path through the world, but how you get there will vary significantly.
An interesting development though, is that there is no more Soul Form. When you die, and you will die, you still lose all of your souls (which can be regained), but in the previous game, dying made you go into Soul Form. In this form, you had less health, but did slightly more damage. However, when you die now, everything stays the same. It was nice to die have no real repercussions, but this was one of the things which made Demon's Souls unique – trying to stay alive as long as you could.
The game's online mode, something else which made Demon's Souls so unique, also returns. Other players will be able to leave messages and, more importantly, you can still become a Phantom and invade other players' worlds. However, at this time it's still unclear what rewards there will be from performing this action.
The developers will also be expanding the roster of enemies you will face. In the demo, we saw the generic little wretch, but there were also upgrades on some other enemies. Despite it being short, there were dragons, huge warthogs and enemies that don't just stand there to be smacked in the face. They flank, they chase and they drink potions. The level design has also been improved significantly, making tactics even more important this time around.
When Dark Souls arrives later in the year, it looks like we'll be in for one hell of a ride. The developers have stated that they expect the game to be even longer this time around and with new classes, a simplified upgrade system, plenty of new enemies and very polished graphics, this could be one of the experiences of the year.
What's even better is that Xbox 360 gamers can now enjoy this game too, as it's no longer a PS3 exclusive. It's coming out on PS3 and Xbox 360 on the 4th of October in North
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