Archives for January, 2008
Posted on 2008 under Games for windows |
30
Jan

Over the course of the Sins of a Solar Empire Beta Diaries, we covered what this game has to offer. We’ve discussed various topics including its technical aspects, the game as a casual experience, and the various strategies with which to crush your foes.
Considering this will be my last post for these beta diaries, I decided to talk about my personal experiences playing Ironclad Games and Stardock’s Sins of a Solar Empire with my fellow bloggers and what we now expect to see in the full version of the game.
Most players who have tried the game already know that there are multiple ways of approaching the game. The fellow bloggers who were also assigned to this project were very interesting adversaries to say the least.
Charles tended to lean towards using (and abusing) the various exploits in the game. Sally on the other hand, showed all the inventiveness of a newcomer to the RTS scene by pulling off tricks that I wouldn’t have considered trying out.
Sometimes, Charles would be able to set up his LRM batteries of doom getting him a quick victory over both Sally and me. Other times, Sally would “pull a Sally” by surprising us with an unorthodox mix of units allowing her to secure a win. Then there would be those games when I’d be able to outmaneuver both of them and trade units at a ratio of two to one, needless to say there was much dancing (at least on my part) in the end-zone.
Considering the amount of fun we had playing, it might be safe to assume that the guys from Stardock and Ironclad Games are taking the game in the right direction. However, there are still a few things that we hope will be implemented to make this already good game even better.
While the game is pretty balanced in its early (well, not so early) stages, we couldn’t help but notice that there are still a few broken elements in the game like the economy of the Vasari.
It seems a little weak considering the prices of their ships and structures. We understand that the race is the token militaristic faction but being able to churn out one ship to the TEC’s three is a bit lopsided don’t you think?
Hopefully, the developers decide to spend some time tweaking Sins of a Solar Empire and polishing it up to avoid problems such as these in the full version of the game.
Another thing that we expect to see is better artificial intelligence. This means smarter ships and smarter computer opponents. At this point in the game’s development, Charles, Sally, and I agree that the ships still make rather questionable decisions and the computer is a bit too easy to beat.
We want to go up against the computer in a game and actually feel like the computer opponents are putting up more than a token defense. In addition, it would also be nice if the non-combat oriented ships were to try and avoid combat unless specifically directed to engage.
I know that the changes we’re asking for might be a bit hard to pull off at this point in the development cycle. However, I personally believe that, if these changes were made, it’d bring the game to stellar proportions.

It’s hard not to have very high expectations from Stardock and Ironclad Games Sins of a Solar Empire considering the quality of the Beta version. When all is said and done though this blogger hopes that the game lives up to the high-standards and expectations of the biggest critic in the market, the gaming community.
That said, there’s nothing left for me to do but wait for the release of this game on February 4. Be sure to check back here for the last Beta diary entry from Sally which should be coming up pretty soon.
Originally posted Jan 26, 2008 at 02:28PM
Posted on 2008 under Games for windows |
30
Jan
With all the assorted information being released by different retailers about the release of Pivotal Game’s Conflict: Denied Ops (PC, Xbox 360, PlayStation 3), Eidos Interactive has finally set its foot down by stating the official release date of the game.
If you’re itching to know about the date, here it is. The game will be released on February 8, 2008. That’s roughly about two weeks from now so ready yourselves for it.
This intense two-player co-op first person shooter is definitely going to hit the shelves in the very near future folks. Mark your calendars then. Meanwhile, we’ll be keeping you posted on more developments on this game.
Buy: [Conflict: Denied Ops (PC)]
Buy: [Conflict: Denied Ops (360)]
Buy: [Conflict: Denied Ops (PS3)]
Posted on 2008 under Wii |
30
Jan
In Alone in the Dark 5, you’ll be more “alone” than ever before. The game won’t have an HUD so you won’t have any instant visual confirmation of your health or ammo. This and other details are revealed in a new video interview with Todd Slepian.
Slepian is the producer of the latest installment to the Alone in the Dark franchise. In the video, he reveals new features in Alone in the Dark 5. We’re also shown gameplay clips, some which show off the game’s realistic fire graphics.
The game’s looking pretty impressive, and the creepy audio track playing in the background gives us a bit of goosebumps. Here’s hoping it’s part of the game’s soundtrack. Alone in the Dark 5 will be released for the PS3, Xbox 360, Wii, PS2 and PC (and supposedly for the PSP, and DS too). Here’s the video:


Posted on 2008 under PSP updates |
30
Jan

Homebrew developer genevois has dropped by our forums to announce The Newton War, the newest release from the RealtechVR team, the same guys behind No Gravity and EyeLiner.
The game mixes arcade and maze elements. Like their other games, The Newton War is pretty impressive, and supports both 3.xx custom firmwares and firmware 1.50. Here are the details of the game as provided by genevois:
Story :
- After the 3rd World War, the Earth’s surface has become uninhabitable… but war continues…
Rules of war :
- You need to enable all slabs numbered by pushing blocks… activating them in the order
- To disable your enemies, you must attack them in contact mode by activating the “red” mode
- To open gates, You must projecting above enemies disabled
Authors :
- Code - Quadrizo
- Gfx - Romuald Genevois
- Music - Alexel
Controls:
- Joystick : Move
- TRIANGLE : “red” gravity
- CROSS : “blue” gravity
- START : Pause/Menu
Users are advised to go through the readme for installation instructions. Please visit our forums for questions or discussions on the homebrew game.
Download: The Newton War
Visit: QJ.NET PSP Development Forums


Posted on 2008 under Wii |
30
Jan
One gaming magazine called Nmag Gamepro reportedly has juicy details on Mario Kart Wii, but Nintendo was quick on the trigger and tagged everything on its pages as pure rumor and speculation.
For those who’ve been keeping tabs on any developments pertaining to this wildly anticipated kart racer, that means drivers Baby Peach and Boo are actually not yet confirmed to be in the game. Nmag Gamepro’s claim of Mario Kart Wii having 32 courses with 16 brand new and 16 old, while exciting, will also remain in the rumor bin for now.
According to Eurogamer, a spokesperson from Ninty said, “Nintendo has not announced any further information on Mario Kart. We’ve spoken to the magazine and it’s just pure rumor and speculation on their part.”
Among the rumored details debunked are the return of sliding and snaking techniques, unique vehicles for each driver, and controls similar to Excite Truck. Then again, Nintendo did not refute anything, so sliding and a good selection of tracks are very likely. If they ever get confirmed or if official Mario Kart details ever see the light of day, we’re sure to keep you updated so watch this space!


Posted on 2008 under Xbox 360 |
30
Jan
The official website of Sega and Monolith Productions‘ hair-raising first-person shooter Condemned 2: Bloodshot (Microsoft Xbox 360, Sony PlayStation 3) is now online for everyone’s viewing. Those keeping tabs on the game might not find anything new, but if you’re in a mood to familiarize with Condemned’s atmosphere, look no further.
Details pertaining to the creepy FPS and its unique multiplayer modes come in good doses on the Game Info section. Currently, media available only include a few screenshots, artwork, and a trailer. The entire website is entertaining enough with disturbing background noise coupled with footage and images from the game, though making your way through the pages may not be as fun as smacking the Influenced with mop buckets as Ethan Thomas.
Through Condemned 2: Bloodshot’s website, you can also place a pre-order to bag one of those limited edition multiplayer handbooks. Characters, Attacks, and Downloads sections should be filled with content soon. We’re sure to keep you posted on any new goodies, so watch this space for updates!
Buy: [ Condemned 2: Bloodshot (PS3) ]
Buy: [ Condemned 2: Bloodshot (Xbox 360) ]


Posted on 2008 under PSP updates |
30
Jan

Sony PlayStation Portable owners looking to get more out of their PSPs, rejoice! The highly-anticipated official firmware from Sony, PSP Firmware 3.90, is now out, and with it comes the feature to use Skype. Yes, that Skype, the one that lets you talk over the internet free. Awesome!
So, just what sort of services from Skype are we talking about? Communication over the internet, as well as on mobile phones, baby! Of course, while talking to your Skype buddies is completely free, other types of calls need some moolah to happen. Below is a list of services that you can use upon installing PSP Firmware 3.90 on your Slim & Lite:
- Outgoing calls between Skype ID (Skype ID) (free)
- General and the outgoing phone calls (dialer, SkypeOut ) (paid)
- General mobile phones in the phone (Phone receiving, SkypeIn ) (paid)
- Voice mail exchanges (some paid)
Besides some online dough, you’ll also have to abide by certain conditions to use Skype. The list of requirements, again verbatim:
- PSP console (PSP-2000 series)
- Memory Stick Duo (capacity needs at least 1MB)
- Wireless Internet access environment
- PSP Skype to respond to the voice input and output devices
- Earphones attached remote control (PSP S140 G-G-270) headset (PSP).
- 1 headset connected to the remote system to connect to the PSP.
Tough luck for PSP-1000 model owners, then - but definitely a huge bonus for those of us who upgraded to the Slim & Lite. So go on ahead and fire up those Network Updates!
Thanks to HeLRaZR, jj_ob, and Mickey_424 for the tip!


Posted on 2008 under Xbox 360 |
30
Jan
Just recently, Team Ninja leader Tomonobu Itagaki made it clear that the Path of the Acolyte mode in the Microsoft Xbox 360 exclusive Ninja Gaiden 2 is not like the first Ninja Gaiden’s Ninja Dog difficulty. According to what he said in another interview, he actually planned to make the easiest difficulty something his wife could beat.
Itagaki did say he feels proud when someone can’t beat his creation, but speaking as a producer leading Team Ninja, he stated, “it’s important we allow people to see as much of the game as they possibly can.”
Itagaki also ensured that Path of the Acolyte isn’t just about making the game silly enough for newbies to play. If an enemy ninja is moving slowly, it’s not because of the difficulty setting, but most likely due to a missing arm which inflicts pain that can render even the greatest warriors unable to act as if in perfect condition.
On the other hand, Team Ninja’s head honcho also talked about Ninja Gaiden 2 as a fulfilling single-player experience than something that relies on online play for gaming time. “I had entertained notions of creating ‘Ninja FPS,’ for all of those people who want to play online,” he said. “But this is still Ninja Gaiden, so we’re still following that [single-player] framework.”
Co-op play is apparently out of the picture. To further explain, Itagaki said:
One important point: You look at a game like Gears of War, where basically the entire game is structured around co-op play–the story, the characters, even how the levels are organized are designed around co-op play. But we have a concept in our game where we have a single ninja who s out on a journey of revenge.
What I don’t want to do is spoil the key concept and story of the game by artificially tacking on co-op elements. So I won’t be doing it for this game, but it’s certainly something I’ve put a lot of thought into.
Speaking of a replay feature in Ryu Hayabusa’s latest appearance, Itagaki made mention of Team Ninja’s expertise in fighting games which often involve post-fight replays, and said he’s considering to allow players save videos and take screenshots as Halo 3 did.
For the full interview with GameTap, click on the via link below.


Posted on 2008 under PSP updates |
30
Jan

If you remember the simple yet addictive homebrew game that developer andyauff rolled out via the QJ.NET forums, Jewel Thief, then prepare to get a blast from the past as he has just churned out an updated version of the game. Sporting a set of new features, as well as a complete code overhaul, this one should be right up your download list if you’re one who enjoys simple yet fun time-wasters.
Here’s the changelog:
- Can now control player with d-pad as well as analog nub
- Code overhauled: now just one, much more efficient script
- Backgrounds appear randomly
- Unlimited levels
- Gradually increasing difficulty up to level 20
- Pause function
A new control scheme, a cleaning-up and tightening of the code, unlimited levels? Sweet. As always, consult the readme first if you have any questions regarding play or installation. Enjoy!
Download: Jewel Thief v0.25
Visit: QJ.NET PSP Development Forums


Posted on 2008 under Nintendo DS |
30
Jan

Some fans of Advance Wars tend to lean toward Dual Strike for its abundant Commanding Officer (CO) powers and unlockables, but after easily clocking in almost a hundred hours playing Days of Ruin’s massive package which contains single player Campaign, multiplayer of up to four through wi-fi, and the Design Room, we made up our minds - Advance Wars: Days of Ruin is no lesser, if not the more refined installment on the Nintendo DS.
Intelligent Systems did a magnificent job in giving what’s known as a series that portrays war in the cutest ways a huge makeover. One quick look at character designs and you’ll already know a new war has started, and that’s just the tip of the iceberg.
What really sets Days of Ruin apart from its predecessors is its dark, post-apocalyptic story engrossed in never-ending conflict among humans who simply can’t settle down. Gone are the days of jolly COs and their subordinates, replaced by veteran soldiers and survivors of an event that could have caused man’s extinction.
Meteors hit earth and almost kill everyone, twisted leaders use the state of turmoil as an opportunity to settle political scores - a big leap from previous Advance Wars has taken the war to an entirely new world kids might not appreciate. Even if nothing along the lines will keep you too emotionally involved and there are no disarming plot twists to speak of, as an Advance Wars title, Days of Ruin is surely a leg up story-wise. A subtle case of boy-meets-girl is present, but not persistent enough to distract you from other events on the war-torn Earth.
Welcome back, Commanding Officer!
Luckily, It’s still familiar territory for fans and easy to pick up for those new to the series. At its core, Days of Ruin is all about solid tactical turn-based action akin to Intelligent Systems’ other works. The fun starts the moment you set foot on Earth’s remains littered with rogue raiders and hungry inhabitants, which is basically right at the start.
Early missions do good in introducing players to rock-paper-scissors style of gameplay, leaving fans right at home. It won’t take long before you get access to various units, so it won’t be just a “planes beat tanks, tanks beat infantry” kind of affair. A few hours into the game, you’ll be rolling Anti-Tanks to beat War Tanks, then learn in harsh ways that mere Mech infantry can shoot down the weapon you just used to beat the strongest unit in the game. There’s helpful info available at anytime regarding a unit’s major and minor weaknesses, so keen eyes will help you be aware that even gigantic Bombers can be annihilated by not-so-scary Dusters.
Speaking of War Tanks and Dusters, one major reason why people often say they prefer Dual Strike is perhaps Days of Ruin’s unit selection. A handful of tanks, boats, and Piperunners have left the scene, but noteworthy combatants joined in to fill the roster. In the end, this dark and gritty iteration of Advance Wars has the same head count of 26 units like what first came on dual screens.
Gone are the Neotank and Megatank to make way for the War Tank, while the Black Bomb and Stealth Bomber are replaced by more versatile aircraft - the Duster and Seaplane. New additions include an infantry unit with extended movement range called the Bike, the Rig which is basically the APC that can now build temporary airports and seaports by consuming materials, and the Flare tank which shoots flares to let you see through fog of war.
As if to ramp up the action, the Battleship can now fire indirectly after it moves and the Carrier can produce all-rounder Seaplanes. Turtling is made more difficult since Black Boats aren’t around any longer to repair damaged ships, leading to hectic naval battles.
The real meat of what has changed in gameplay, however, is the tweak of CO powers. Back in early Advance Wars titles, Commanding Officers could cast their powers more frequently and even learn special skills; this time, they’re limited.
War has changed
COs now have to be picked up from the HQ to make a CO unit before helping allies by improving stats of those within range. These special units initially have very limited range of influence, and the only way to increase that is by letting units within CO range deal or take damage. There’s a gauge that fills up when units close to the CO attack or get hit, and you can only unleash global CO powers when the gauge hits max.
Unfortunately, CO units also only become available in later chapters of the Campaign, and you can’t even choose who to bring. On the other hand, when you manage to get a good grasp of the new system, it does pay off and the satisfying feeling is there when you’re able to fill up those power gauges with ease. Smart use of COs does wonders, and almost a must if you want to be competitive in multiplayer.
New to the series to mix things up a bit is the level up system. A unit that defeats another gains rank and becomes stronger; killing three earns it veteran status and significantly improved combat efficiency. While knowing this is helpful in single player, it’s more important if you’re ever to engage battle with other players because human opponents are not as predictable as Days of Ruin’s occasionally clumsy AI.
Thanks to its updated combat mechanics, multiplayer hot seat is a blast. Waiting for your turn can be frustrating to the impatient, but all the positives ensure a fun experience. Fresh units and the CO system that can no longer be abused provide both newbies and veterans of the series a plethora of strategies that can be put into play. Taking cover under the fog of war is still essential, but this time, it’s not just Recon vehicles that you have to keep track of. The Flare tank, as it name implies, shoots flares to clear areas with fog of war, thus opens up opportunities for more indirect attacks using rockets and artillery.
We could go on and enumerate what many match-ups and tactics we employed and encountered while playing through local network and wi-fi, but we’ll probably still miss something. Days of Ruin has the Design Room for players who want to create their own maps, so every battle could never be the same as the last. Trading maps with other players is also a breeze, and you can store up to 50 of them.
Victory is at hand
There’s not much in Days of Ruin’s soundtrack that you’re likely to put on speakers before going to bed, but music is impressive at times (Will’s theme, for example). Techno metal nails the game’s theme of destruction, though oddly cute tracks in some Free Battle matches are a bit out of place.
Visuals in Advance Wars: Days of Ruin are as good as comic style DS games can get. The models you move on the map are still a bit on the simplistic side, but units as they appear during combat on both screens look nice . Backgrounds, including those of new terrains such as the ruins and wastelands, are pleasing to look at.
The game is not without fault, but no glaring flaws neither. You will often hear people saying the entire single player experience has been narrowed down with the removal of unlockable items from the Shop that you’d want to invest time on, but that’s if you’d rather not have the maps ready for use off the bat. Instead of going back through stages to earn credit for unlocking maps, the main draw in Days of Ruin’s main single player mode outside story related missions which are the often difficult training exercises will be eating up your time. When Campaign battles are too easy for your taste, you can put your skills to the test in these bonus challenges made available as you progress through the story.
To sum it up, Intelligent Systems did a great job in Advance Wars: Days of Ruin. Fans of the series have a lot to like about the game, while those who were previously not interested yet remotely enjoy turn-based strategy should try this out. Rock-paper-scissors type of gameplay is not exactly difficult to learn, though there’s still room for learning if you want something difficult to master.

