Previews

Dragon Age: Origins – Awakening PC preview

Picture from Dragon Age: Origins   Awakening PC preview

Publisher: Electronic Arts
Developer: BioWare
Genre: RPG
Release date: March 16, 2010

On March 5, X-Fire hosted a sneak-peek demo of Dragon Age: Origins–Awakening with lead designer Ferret Boudoin.

At the end of Origins, you slay the Archdemon and suffer the consequences of your actions, and the world “should” have returned to normal. Apparently, the returning-to-normal part failed to occur. At the beginning of Awakening, it’s discovered that instead of retreating underground to lick their wounds, the darkspawn are increasing in number and have spawned a new flavor that both speaks and strategizes.

(...)
Read the rest of Dragon Age: Origins – Awakening PC preview on the site


© Michele White for The Adrenaline Vault, 2010. | Permalink

Dragon Age: Origins – Awakening PC preview

Picture from Dragon Age: Origins   Awakening PC preview

Publisher: Electronic Arts
Developer: BioWare
Genre: RPG
Release date: March 16, 2010

On March 5, X-Fire hosted a sneak-peek demo of Dragon Age: Origins–Awakening with lead designer Ferret Boudoin.

At the end of Origins, you slay the Archdemon and suffer the consequences of your actions, and the world “should” have returned to normal. Apparently, the returning-to-normal part failed to occur. At the beginning of Awakening, it’s discovered that instead of retreating underground to lick their wounds, the darkspawn are increasing in number and have spawned a new flavor that both speaks and strategizes.

(...)
Read the rest of Dragon Age: Origins – Awakening PC preview on the site


© Michele White for The Adrenaline Vault, 2010. | Permalink

Dragon Age: Origins – Awakening PC preview

Picture from Dragon Age: Origins   Awakening PC preview

Publisher: Electronic Arts
Developer: BioWare
Genre: RPG
Release date: March 16, 2010

On March 5, X-Fire hosted a sneak-peek demo of Dragon Age: Origins–Awakening with lead designer Ferret Boudoin.

At the end of Origins, you slay the Archdemon and suffer the consequences of your actions, and the world “should” have returned to normal. Apparently, the returning-to-normal part failed to occur. At the beginning of Awakening, it’s discovered that instead of retreating underground to lick their wounds, the darkspawn are increasing in number and have spawned a new flavor that both speaks and strategizes.

(...)
Read the rest of Dragon Age: Origins – Awakening PC preview on the site


© Michele White for The Adrenaline Vault, 2010. | Permalink

ModNation Racers: Things We Learned Today

Calling it Little Big Kart Racing is a bit unfair to ModNation Racers, which is the upcoming kart racing game from Sony and developer United Front Games. That said, the game shares a great deal with the Create, Play, Share ethos of Media Molecule's Sackboy-starring darling. Nearly everything you can play with in ModNation, you can customize to your heart's content or create from scratch, including your character, your kart, and even the tracks you drift and zip through. Back in December, my fellow editor Shaun McInnis got a hands-on look at the track creator in the game. Today, developers from United Front dropped by GameSpot HQ where we got a chance to check out the game once again. Here are a few things I learned:

CREATION IS COOL
Track creation tools in other games are often powerful, and the end results can be thrilling. Unfortunately, track creation hasn't really been fun until now. ModNation looks to find a happy marriage with easy-to-use tools that are simple in execution but don't sacrifice the depth that the hardcore will appreciate. Even better, the tools are fun to use. For example, instead of linking sections of track together on a piece-by-piece basis, all you need to do to create a track in ModNation is simply drive. By piloting a steamroller around the playable area, you build the track as you go--making turns where you turn and adding elevation at will.

Once you've got your track together, the game will automatically populate it with environmental scenery (such as buildings and trees), as well as on-track necessities like pick-ups, turbo boosts, and illuminated chevrons indicating tight turns, among other things. Naturally every bit on the track can be minutely edited--during my demo, the producers created a sweet banked uphill corner that would become my favorite drift spot in the game. You can also easily and quickly add things like shortcuts and obstacles to the track. Using triggers that are tied to objects on the track, you can create more complex on-track behaviors. For example, producers created a shortcut that was blocked off by movable walls. Then, they connected a trigger to the wall that, when engaged, would lower the wall and allow a brief window of access to the shortcut.

There are plenty of examples of detailed editing for the obsessive track creator but what impressed me nearly as much was the simplicity of everything. You can paint a section of track to automatically add a tunnel or change the texture of the road. You can even press a button to automatically finish a track if you're short on time.

CONTENT, CONTENT, CONTENT
Beyond the track editor, there's also a ton of content to fool around with when it comes to your kart and driver. And I do mean a ton of content. According to producers, the recently released multiplayer beta of ModNation contained about 15 percent of the total content that will be in the final version of the game.

The rest of that 85 percent will come in the form of a ridiculous number of textures and objects you can use to personalize your kart and character in ways that continue to surprise the United Front developers. For example, beta fans were creating unique hairstyles for their drivers by piling multiple goatees on top of existing hairstyles. Whether you're adding tomatoes to the side of your car, cardboard and duct-tape spoilers to the rear, or recliners as your car seat, you'll have lots of choices. In fact, all of the objects in the game have been designed to work together--for example, you can drive an F1-style car with supersize tires and the parts won't overlap unnaturally.

GET THE DRIFT
When you aren't neck-deep in the creation tools, you'll be driving in the 12-player races that look to be a lot of fun. In fact, one of the biggest surprises for me was how fun it was to drift in the game. You press the X button to drift around corners and easily steer or countersteer in mid-drift with the left stick. The controls are tight and responsive, and when you get a great corner like the one described earlier, you can rack up huge boosts in the process. Let's face it, drifting usually sucks in racing games; so it's nice to see it work to your advantage in ModNation.

SMALL IS BIG
Considering the huge size of some of the tracks in ModNation, you might expect to see huge file sizes. Fortunately, that's not the case; according to producers, a track file size will only run a few hundred kilobytes, thanks to some clever development that has kept those files to a minimum. That means you'll be able to save lots of tracks locally and also download new tracks at will with minimal wait time. After all, even despite all the creation tools, it's all about getting to race and across the start/finish line as quickly as possible.

ModNation Racers is due for release this spring on the PlayStation 3.

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"ModNation Racers: Things We Learned Today" was posted on Thu, 04 Mar 2010 20:34:36 -0800

Vanquish previews emerge from Tokyo

It seems like a whole mess of outlets took a trip to Tokyo recently to play Platinum's upcoming Vanquish. ... What? Oh, well, no, we weren't there. It's fine though, it is. We're pretty sure that our invitation just got lost in the mail. (Our mail guy's a total Japanophile, so we'd believe it.) Besides, we were really busy that week. Just really busy with various things that we were doing.

... Anyway, we've read all the preview coverage that went up today and these are the broad strokes:

You'll play as a government agent named Sam who's using his futuristic battle suit, large arsenal and martial arts skills to recapture a solar-powered space station just used by Russia to blow up San Francisco. (Side note: If you want to make an armor guy mad, attack San Francisco.) As for what its third-person action feels like, we're seeing a lot of descriptors like "intense" and "frenetic," perhaps a move away from bulkier action heroes like Marcus and the Chief. The only character detail we know about Sam is that he smokes mid-fight, which is pretty much all we need to know. One sad note: No online multiplayer. Well, maybe in Vanquish 2: Still Vanquishin'.

What's that? You still want more? Well, maybe try Sega's blog or Game Informer or Eurogamer or basically anywhere but here. No, we told you, it's fine. *sniff*

JoystiqVanquish previews emerge from Tokyo originally appeared on Joystiq on Thu, 04 Mar 2010 18:20:00 EST. Please see our terms for use of feeds.

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Five reasons why Split/Second will race to the top of the charts

Finished the latest Forza? Bored of Burnout? Given up waiting for the new Gran Turismo? Well, there’s a glut of upcoming new racers in the next few months that will be fighting for pole position in the gaming charts… and I reckon Split/Second: Velocity from Black Rock Studio – part of Disney Interactive – has a good chance of coming out on top.

Put your pedal to the metal

It’s a refreshing change for a racer on the current crop of consoles to not be overly concerned about realism and physics; for those of us who don’t care whether we’re using the correct tyres, have suitable suspension or sufficient understeer, a solid arcade racer is much more fun. Certainly this takes the tried and tested genre by the scruff of the neck and gives it a good, much-needed, shake – focusing on the far more important issue of making it through a race in one piece!

Boost your powerplays and blow away the opposition

Set under the guise of a fictional reality TV show, winning and survival is all important. Split/Second is fast and furious, gorgeously detailed and more than a little reminiscent of some of the more popular driving games from yesteryear such as Destruction Derby and Carmageddon. In fact, if you cross the scenery smashing elements of Flatout Ultimate Carnage with the adrenaline-fuelled carnage of the Burnout series, you’re pretty close to imagining Disney’s latest offering.

Players don’t just race around the track but trigger explosive events that alter the course, wiping out opponents or creating timesaving short cuts.

Make your mark on the city!

It’s scheduled for a May 21 release on the Sony Playstation 3, Xbox 360 and PC – and here are five reasons why it’s likely to race to the top of the charts.

  • No game is ever the same. The key selling point of this game is destruction – and there’s plenty of that to be had; players’ interaction with the environment plays a major role. Whereas most racers feature certain elements that can be driven into or knocked down, in Split/Second most of the track can be destroyed or manipulated to improve your chances of winning and beating your opponents. That means that each and every playthrough is completely unique. Fill your powermeter by drifting or jumping about the track and then detonate a tower block so it falls into the path of one of your foes, make a crane collapse, blow up a road… it’s every boy’s dream. Alternatively, for the less vengeful out there, why not leave your opponents alone and simply blow open up a shortcut to get ahead in the race?
  • It looks lovely. We all like nice graphics, eh? And these are bright, brash and beautiful. The discreet HUD at the rear of your car ensures nothing distracts from the scenery whizzing past you – shame you won’t get much chance to admire it all as you avoid all the explosions and debris!
  • Varied maps and cars. Race around an airport, dockyard or cityscape – and wreck just about everything. Besides a plethora of maps to get to grips with, you also get to choose whether you race round in a supercar, good old fashioned musclecar or a racing truck. Each looks suitably different and boasts its own attributes.
  • Multiplayer. Be a shame if all this havoc and speeeeeeeed were restricted to playing on your lonesome, wouldn’t it? Well, those nice guys at Black Rock have ensured you won’t be lonely racing round that track. Why not get your friends over and take them on with the splitscreen mode? Haven’t got any mates? Then play online with other people’s friends in eight player races! Multiplayer is certainly not a new concept for racers but the promise of mass destruction and a few uber-competitive friends sounds like a winning formula.
  • The critics already love it. Split/Second has already picked up the award for Best Racing Game in the Games Critics Awards: Best of E3 2009. If they’re impressed, what more reason do you need to part with your hard-earned cash in May???

(Picture credits: Disney Interactive Studios)

Supreme Commander 2 PC preview

Picture from Supreme Commander 2 PC preview

Publisher: Square Enix
Developer: Gas Powered Games
System requirements: Windows XP/Vista/7; 2.6 GHz CPU; 256 MB DX9 compliant videocard with Pixel Shader 3.0; 1GB RAM (1.5GB for Vista/7); 5 GB hard drive space; broadband connection for multiplayer
Genre: RTS
Release date: March 2 for PC, March 16 for Xbox360

This weekend I had an opportunity (and an obligation) to look at the demo of Supreme Commander 2. As someone who generally enjoys the real time strategy genre, I am always interested in taking a look at new iterations of past franchises. Right now, for instance, I am enjoying my time with the Starcraft II beta, while waiting for Chaos Rising, an expansion to Dawn of War II, my 2009 game of the year. My relationship with the Total Annihilation/Supreme Commander series is somewhat complicated, however. Both games impressed me so far as innovation went, but I didn’t really enjoy playing them when they came out.

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Read the rest of Supreme Commander 2 PC preview on the site


© Alaric Teplitsky for The Adrenaline Vault, 2010. | Permalink

Din’s Curse PC preview

Picture from Dins Curse PC preview

Publisher: Soldak Entertainment
Developer: Soldak Entertainment
System requirements: Windows 98/ME/2000/XP/Vista or Mac OS 10.4; 1.5 GHz Pentium IV (or AMD equivalent); 256MB RAM; 3D graphics card; 200MB of hard-drive space
Genre: Action RPG
Release date: Q1 2010

Wandering into a dark, dangerous dungeon might not always sound like the best idea. You get some crazy thoughts in your head when you’re at the dungeon entrance. Because you might never come back alive, you kick yourself for not talking to that hottie at the tavern last night. You tap your pouch a couple of times to remind yourself of the expensive health potions you purchased. You grip your short sword tighter because you thought the long sword cost too much. You feel the cold breeze through your cloth armor and curse at the monopoly prices the armorsmith charged back in town. Din’s Curse from Soldak Entertainment brings us another interesting dungeon-crawling action adventure RPG for the PC.

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Read the rest of Din’s Curse PC preview on the site


© Patrick Watts for The Adrenaline Vault, 2010. | Permalink

Din’s Curse PC preview

Publisher: Soldak Entertainment Developer: Soldak Entertainment System requirements: Windows 98/ME/2000/XP/Vista or Mac OS 10.4; 1.5 GHz Pentium IV (or AMD equivalent); 256MB RAM; 3D graphics card; 200MB of hard-drive space Genre: Action RPG Release date: Q1 2010 Wandering into a dark, dangerous dungeon might not always sound like the best idea. You get some crazy thoughts [...]

Crysis 2 – first look (Crysis 2)


Forget Far Cry 2. The real sequel to Crytek’s tropical PC-only shooter was Crysis, a game so powerful it could only run on a nuclear-powered PC the size of a semi truck. Until now.

For the past twelve months, Crytek have, through a series of tech demos, been floating the very real possibility of a Crysis sequel running on consoles as well as PC. CryEngine 3 videos seemed to point towards modifications – but not many. ...