The thrill of first-person parkour can be a game changer to zombie-killing action games, but developer Techland needs to work out its technical kinks.
Dying Light is quite a surprise; it blends the first-person free-running mechanics of EA's Mirror's Edge with a zombie apocalypse open-world concept. Combining the two may seem unorthodox, but the game's day and night cycle gives it a good reason to do so.
While your player character is out in the day, he performs a supply drop collection here and a stash-recovering objective there to get supplies and weapons, as well as gain skill points to bolster his current abilities. Melee options aren't in short supply, as you have access to a baseball bat, a machete, and a sledgehammer to take down zombies coming after you.
Be it a big one that can dish it out as much as it can take it, or a green pus-filled one that explodes upon death and unleashes corrosive goo, swinging at enemies and knocking them down is satisfying thanks to responsive controls. However, you can't swing irresponsibly because doing a melee attack drains your stamina meter bit by bit. When it's empty, you can't even deal a full-brunt swing on even the slowest of walking corpses.
Running, jumping, sliding while running, and dropkicking a zombie while doing a running jump feel great too, though the gamepad controls have taken us a while to get used to. You get access to handguns too, but their loud booming gunshots will alert nearby undead that will relentlessly pursue you.
All of the above may remind you of Techland's other zombie game, Dead Island. When nighttime hits, however, that's when it differentiates itself from its cousin. Your free-running skills are put to the test; the zombies become more aggressive, slightly more intelligent, and tougher to kill.
With ammo being scarce and weapons not having much of an effect, you don't have much of a choice but to run like hell. Fleeing from the undead horde to your safe house is really thrilling and tense, as zombies can pop up wherever and whenever, as well as pursue you to kingdom come. A couple of tricks come in handy: you can push away zombies by holding the X button while up close to an enemy and then flick the left analog stick to any direction, or you can use a zombie as a platform by double-jumping over its head.
Even with the thrill of the chase, we had some trouble with the game's camera. While a game like Mirror's Edge reduced head-bobbing effects and had a white blip in the centre of the screen to minimize potential nausea from the free-running, there is no such luxury in Dying Light. We foresee players getting motion sickness easily with the constant motion your player character has to go through to survive and complete story objectives in the game.
Dying Light's melding of gameplay ideas could make it a surprising success, thanks to its day and night open-world mechanic. This being the studio that did Dead Island: Riptide and Call of Juarez: The Cartel, however, it may be dealing with an uphill struggle. Zombie game fans can expect this undead genocidal concoction in 2014 for next-gen consoles, the Xbox 360, the PS3, and the PC.
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Guiding your dog, shooting at fish, and playing your part in Call of Duty: Ghosts.
Activision has been showing off the first gameplay for its revamped Call of Duty game at E3 2013. The story in Call of Duty: Ghosts takes place more than a decade after an as-yet-unspecified event dethrones America as a world superpower. As a result of the incident, you and your brother grow up a product of this new age, taking up arms as part of a resistance force. While developer Infinity Ward says that this turning of the tables means you'll no longer have the juicy military gadgets you normally would at your disposal, the demo we saw definitely didn't have us fighting with pointy sticks. Read on for five things we noticed during our demo of Call of Duty: Ghosts.
Plenty of jokes have already been made about the inclusion of a dog in this year's instalment, but after seeing the game in action, it's clear that the addition adds a stealth helper as much as it does a fighting sidekick. Riley, your canine companion, is fitted with its own tactical vest, which includes a periscope-style camera you can deploy in the field to scout ahead before wading into combat. There will still be plenty of time to go in with guns blazing, but in at least one section, it was useful to pull out a tablet controller, take control in pup view, and issue commands to mark targets before launching our attack.
Like any good member of the team, Riley is equipped with an earpiece and is wired for sound. This allows you to whisper sweet nothings and orders during tense moments. These include commands to sneak in and scope out the scene, or go straight for the jugular, biting at opponents' arms and tearing out their throats. Just pretend every bad guy is the mail carrier.
Another mission we saw had us as part of a three-man team, stealthily infiltrating a high-rise office block in Caracas, Venezuela. After firing bolts to secure ziplines, we slowly slid our way down the outer glass of the building, allowing us to pick off groups of guards. Some sat facing away, oblivious to our presence, making for easy targets, while others loitered around, playing poker in an adjacent room. It's clear the game wants you to be the one pulling the trigger, rather than simply being along for the ride, so expect to do the majority of the heavy lifting, even when shoulder-to-shoulder with a teammate with a clear shot.
Yep, you read that right. While plenty of previous games in the series have seen you don a wetsuit and mask to go for a swim, it has typically been under the premise of simply getting behind enemy lines before ascending to the surface. COD: Ghosts will give you a chance to do full underwater warfare. In another mission that took place in the Caribbean, we began by navigating a coral and seaweed playground, while colourful fish darted around us. A warning from our partner said that while we could fire our rifle, we'd need to put twice as many bullets into our victims as we would on dry land--he was right.
Spotted and targeted by a roving submarine, we pulled out a hand-launched guided missile. Just as was the case when shooting down the enemy helicopter early in the Black Ops II campaign, once out of the tube, we steered it in manually, homing in on the red targeting reticle. And no, before you ask, the dog was not paddling along with us in a fishbowl diving helmet; he'll only join you for certain missions from the looks of things.
For more on Call of Duty: Ghosts, check out GameSpot's live stage demo.
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We fill in a few gaps from Bungie's gameplay debut.
Amid all the announcements about used-game policies and hardware pricing, one of the other highlights of Sony's E3 press conference was finally getting the chance to see Destiny in action. Sure enough, Bungie's new game looked fantastic. One day later, we just had the opportunity to see the demo a second time behind closed doors and managed to pick up on a few details you might have missed in last night's gameplay debut.
At one point, the player-controlled Guardians find themselves exploring a pitch-black hallway in dire need of some light. Fortunately for these intrepid explorers, one of the players came equipped with a floating orb companion named Ghost. This little guy not only acts as a beacon in the darkness, but provides some cheeky commentary to boot. But listen closely, and you'll hear a familiar voice. Bungie wouldn't confirm this, but we're fairly certain Ghost is voiced by Peter Dinklage. In other words, Tyrion Lannister from Game of Thrones might just be your floating robo buddy. Now that's a casting decision we can get behind.
After the players defeat that first boss-level enemy, a hulking beast dubbed an archon slayer, their reward is a loot drop consisting of a couple of rare weapons. One of them is a slick blue light machine gun glowing with electrical energy called the Thunderlord. The other? A sniper rifle that has clearly seen better days, patched together with all manner of makeshift repair methods. Naturally, the name of this gun--as relayed by Bungie itself--is "Duct Tape Fixes Everything."
Onstage, there was a big shootout that required the two players to take out a group of Fallen, those creepy four-armed aliens who leap about while brandishing not one but two swords at a time. What we saw in this second playthrough revealed an interesting detail about how the group AI of these enemies might function. Basically, the two players manage to carve through the entire enemy onslaught save for one remaining Fallen. Rather than surrender himself to certain death, this enemy decides it would make a whole lot more sense to hightail it out of there and thus preserve his own life. Yes, enemies can actually sense their odds dwindling and act accordingly. Sadly for him, the Bungie rep playing the game let this poor chap think he'd succeeded in taking the coward's way out just before popping him in the head with a pistol for a critical hit.
Sure, Destiny is hardly the only first-person shooter to employ this type of adaptive enemy AI--but it's always refreshing to see an action game that recognizes that enemies can be a whole lot more interesting when they're not simply flinging themselves into certain death for the sake of the player's enjoyment.
When we took a trip up to Bungie a few months ago to hear about the ideas driving this new franchise, one of the most frequently repeated phrases was this concept of a "hopeful world." We weren't really sure what to make of it at the time. How does hope play such a central role in a ravaged vision of earth where the few vestiges of humanity are caught in a perpetual struggle against all manner of nasty aliens?
Now things are a lot clearer. Take one look at the opening shot from that Destiny demo, and you'll see what they meant by a hopeful world. The glowing sunset, the trees dotting snowcapped hills, the mountains towering in the distance--Bungie's penchant for creating gorgeous atmospherics is present here more than ever. Humanity may have been pushed to the brink of extinction, but the Earth is making a pretty convincing case that this is a place worth fighting for.
For more on Destiny, be sure to check out GameSpot's live stage demo.
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Sweeping changes to Final Fantasy XIV may surprise and delight fans, but the new additions are old hat to those who have played other recent MMOs.
In 2010, the release of Final Fantasy XIV Online was met with heavy criticism. Impressive presentation aside, the MMO was riddled with issues, so much so that Square Enix eventually apologized for the quality of the game. The company promised a complete revamp, and hired a new producer who worked on the online-focused Dragon Quest X to spearhead development.
The result is Final Fantasy XIV: A Realm Reborn. After our lengthy journey through the closed beta sessions of this new version of FFXIV Online using a Lalafell lancer, it's obvious that the producer and his team meant serious business in wiping the slate clean. A Realm Reborn is a completely different experience from the original Final Fantasy XIV. A new story, new gameplay, and a new graphics engine will make this title feel fresh to Final Fantasy fans, particularly those who were longtime players of Final Fantasy XI. However, the new additions to A Realm Reborn may not be eye-openers for MMO veterans, especially those who have played recent releases like Guild Wars 2 and Rift.
While the concepts of random encounters and daily quests aren't new, they are fresh ideas if your experience with the genre is limited to the Final Fantasy MMOs. Take the FATE (Full Active Time Event) system, for example, which is similar to random quests found in games like Guild Wars 2. While players are wandering around the enchanted hollows of Gridania, random FATE events will occur, such as an outbreak of monkey-like Opo-opos stealing coffee beans from a village or a gargantuan horde of Ixali insurgents storming a nearby fort. Players in the game world can jump in and earn more experience or loot by joining in the slaughter of these mobs. To reap the benefits, however, players will need to be about the same level as the requirements stated on the FATE event. High-level adventurers who complete a low-level FATE will get absolutely nothing for their troubles.
Another feature that's reworked is the Levequest system, which works exactly like daily quests in World of Warcraft. Once players have been to their first Guildleve club, they can start doing Levequests. These are entirely optional and do not come with a fatigue system like in the original FFXIV. The objectives for Levequests come in multiple consecutive forms; once a task in a Levequest is completed, players move on to the next until the entire mission is over or time runs out. Players can get bigger rewards if they complete these, though these quests can take up more time than usual and are meant for large groups.
A Realm Reborn also introduces a system called the hunting log, a feature that's familiar to anyone who's played Ragnarok Online 2. Players go through a checklist of enemies they need to kill for the log. Killing a required set of enemies will net adventurers extra experience. Players can take their sweet time and wander around Gridania at their leisure while doing these logs, as they're meant to reward those who explore the sights of the game world.
The new game play additions may be familiar, but they still make for an enjoyable experience. Our play session during the beta weekend was filled with similarly-leveled pugilists and spellcasters joining in unison as we beat down the aforementioned Opo-opos and Ixali birdmen until we had fulfilled the required amount of mob deaths. The up-close offensive capabilities of the lancer we used help complement the ranged attacks of our temporary partners during several FATE missions. Visually, Square Enix again show that they are masters of their craft. The sights of Gridania's huge forest areas and towns are easy on the eyes, while the background music that plays during exploration are relaxing to the ears.
Players seeking for something new in an MMO may not find the FATE and Levequest systems groundbreaking. However, the developers promise that there are more changes to come, like Chocobo-back battles, new player-versus-player options, and other nostalgic additions like enemy Behemoths and Iron Giants (from past FF titles), as well as Magitek Armor mounts (from FFVI). The new additions have done a lot to raise A Realm Reborn closer to modern standards for MMOs, now the challenge remains to elevate it even further.
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Why the latest entry in the block-building franchise engenders a serious case of deja vu.
"Sand for brain," Abomination mutters angrily under his breath when his partner in crime commits an evildoer's faux pas. The duality of that comment elicits quiet chuckles in the demonstration room. The hulking bad guy insulted Sandman's cognitive abilities and made a factual statement about the makeup of his cerebellum. A delightful pun. Such humor made frequent appearances in the brief demo of the Lego-themed Marvel adventure. Sandman growls, "I've already won, hands down," while trying to smash Spider-Man with his giant, sand-crafted hands. "He threw that car like a toy," Iron Man quips after having a Lego car tossed his way. It's this simple humor that stood out in Lego Marvel Super Heroes, mostly because the action was all too familiar.
The Marvel universe is overflowing with superheroes, evil villains, and innocent bystanders continually scanning the housing markets of cities not overrun with battling bullies. Lego Marvel borrows from comic books (and popular movies) to build its cast of recognizable characters. In the only stage shown thus far, Abomination and Sandman have formed an uneven duo as they hold unfortunate passersby hostage. The police department is obviously no match for the ruffians who rule the roost, which means any disciplinary action falls on the shoulders of those blessed with not only superpowers, but a tendency to stop evil in its tracks.
Hulk and Iron Man team up to smash minifigs, and they make jokes along the way. Later, Spider-Man joins the team, and he is also more than happy to provide some levity while he slings his webbing around. The developers said that combat has been thrust to the forefront in Lego Marvel in an attempt to show what these enhanced people can do, though the focus on bashing doesn't seem radically different from how Lego games are normally structured. Nameless henchmen run toward your powered-up team, and Hulk easily tosses a car or block of pavement their way, or Iron Man unleashes a swarm of homing missiles. Spider-Man likes his criminals sticky, so he wraps them in a tight cocoon before kicking them in their Lego noggins.
Once the good guys' progress is halted, it's time to solve puzzles. In the level shown, sand is everywhere, so you often have to figure out how to pass beach-based barriers. Spray some water toward a wall, and it solidifies, and then you can just bash through it with Hulk. The huge green guy was the focal point of the presentation. He represents a class of giant character called bigfig. These characters are stronger than the average superhero, but lack dexterity. When you need to build a Lego structure, you have to switch to someone with more nimble hands. This could be Spider-Man or Iron Man, or you could just say "Serenity now," become less angry, and turn Hulk into Bruce Banner. What Banner lacks in might he more than makes up for in smarts.
The hands-off demo certainly looked fun, but it also seemed very familiar. The Lego series has existed for eight years (starting with 2005's Lego Star Wars) and hasn't changed much in that time. The action combines platforming, puzzle solving, and combat in colorful worlds. Dozens of characters are available, most of which are squirreled away behind unlock requirements. Building is a side activity: you simply hold a button over dancing pieces that magically form into a predetermined structure. And a lighthearted tone keeps things feeling silly, frequently poking fun at the source material.
Of course, don't forget about the source material. One of the cornerstones of the Lego games is that, aside from Lego City Undercover, they are always based on a popular license. You might be aiding droids in Star Wars, or running from boulders in Indiana Jones. Maybe you're solving the Riddler's puzzles in Batman, or pining for giant eagle rides in Lord of the Rings. Possessing the Boy Who Lived in Harry Potter was fun for a spell, and now you can play around in the Marvel universe. Accessibility meshed with likable portrayals of beloved franchises leads to a winning combination. But how long can that formula be entertaining? Is there a point when bashing enemies and climbing ropes in a familiar world lose their appeal?
Witnessing the single level on display, it appears Lego Marvel doesn't veer from the established formula of its predecessors. However, it does seem to tap into the core appeal that has made the Lego franchise so popular. The humorous take on well-known characters is instantly endearing, and seeing how deep the developers will dive into the expansive cast of heroes and villains is certainly intriguing. The developers said that Wolverine would make an appearance, and would even square off against his (unnamed) nemesis. That Sabertooth might appear in the game created a mild stir in the demo room. And, maybe, those character cameos are just enough to ensure the same formula doesn't get too tiresome.
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