Showing posts with label Game News. Show all posts
Showing posts with label Game News. Show all posts

GameXplain - Trinity - Souls of Zil Review

Trinity: Souls of Zill O’ll is one of those games you don’t expect to be good. Most people have never heard of the game, it has a weird title, and the cover art is goofy. But I have to say, I was pleasantly surprised by Omega Force’s action RPG effort. Though it’s definitely no masterpiece, this game has an irrepressible charm to it, and the gameplay is well-polished and satisfying. That said, the experience suffers from a repetitive and excessively dragged out main quest.
You set off as a half-elf named Areus who’s itching to get revenge. His grandfather, the emperor of Dyneskal, is one of those self-fulfilling prophecy types who murdered his son because he heard his grandson might kill him one day. Areus managed to escape Dyneskal's assault along with his brother and elven mother, but his father was killed in the battle. Since then, Areus has been training as a gladiator and biding his time in the Arena. After beginning his quest for revenge, he is quickly party joined by Dagda, a hulking but easy-going adventurer, and Selene, an agile combatant with a chip on her shoulder. The narrative is not particularly well-crafted, and the characters never become all that interesting in their own right due to an unfortunate lack of development that keeps them from becoming anything more than caricatures. The story’s main problem is that it’s way too long. It drags on and on, and it frequently feels as if plot points were added in on the fly just to extend the game’s length. The dialogue is laughably bad at times, but the voice-acting is surprisingly adequate, though you’ll only hear it in cut-scenes which are few and far between.       
 



Trinity takes the button-mashing approachability of Omega Force’s Dynasty Warriors series and adds surprisingly deep RPG elements. You can only control one person at a time, but you’re allowed to switch between the three main characters freely. Each adventurer has three different skill sets with four or five skills comprising a set. Skills are either active or passive, and the actives are mapped to three different buttons. New skills are acquired either by completing quests or purchasing skill scrolls, and each skill can be increased to a maximum of three levels.  The system is simple but has a satisfying amount of depth. Some skills react differently based on the type of environment you’re standing in and what sort of objects inhabit that environment. For example, Dagda can pick up broken pillars and swing them around while Areus can set brush on fire with his magic. This mechanic was pushed as one of the game’s main hooks, but the concept isn’t fully fleshed out. For most of the game, it simply wasn’t necessary for me to take advantage of the environment because enemies could be taken down by simpler means.

Certain attacks throw enemies off-balance, allowing you to deal massive damage. Once the difficulty spikes, you’ll absolutely need to use the appropriate attacks to take down tougher monsters. Fairly late into the main quest, you’re also granted the ability to switch characters while performing a skill attack, which theoretically enables you to chain most of the skills together. I never really took advantage of this mechanic, mainly because it was introduced so late in the game. By the time I gained the ability to switch characters mid-combo, I had already figure out a system that worked best for me, so the addition was too late to be relevant. There’s also a boost gauge that fills up as you land successful blows, and once it fills you can use all three characters to unleash a powerful combination attack. This attack translates to a finishing move of sorts that becomes available once you’ve weakened an especially powerful monster. The finishing sequences are basically the same for every enemy, and since you’ll be killing a lot of monsters, you will inevitably see the same sequence over and over again with little variety.
 


The world map is split between towns and areas in which you can quest. In towns, everything is handled in menus rather than the third-person view. Most towns include an adventurer’s guild, a shop, a mage’s guild and a tavern. You accept quests at the adventurer’s guild, shop at the shop (imagine that) and the mage’s guild, and gather information over cocktails at the tavern. Liberdam, the first town you’ll encounter, also includes an Arena in which you can fight goblins, orcs, dragons and the like in timed battles.  



Ensuring your characters are well-equipped is a satisfying endeavor. Each adventurer has his/her base stats: strength, defense, magic attack and magic resistance. You can equip weapons, bracelets, rings, and amulets which affect each stat respectively. The kicker is that each piece of equipment can have up to three different effects attached to it, which range from status immunities to skill boosts to better item drops. Furthermore, each effect has a specific percentage or level attached to it that describes the strength of said effect. Suffice it to say, the range of loot possibilities is almost infinite so you’re always looking for the perfect piece of equipment for the perfect situation. And if that’s not enough to keep you busy, there’s a ton of extra stuff to do. My final play time clocked in at about thirty-six hours, and that was pretty much just the main quest. In addition, there’s a solid variety of rescue, retrieval and hunting quests that could keep anyone busy for hours upon hours.
 



Trinity’s aesthetic has more to offer than just extremely aggressive cleavage shots (of which there are an abundance). The graphics aren’t particularly sleek and shiny, but the characters and environments have a soft, appealing style that resembles a painting. In addition, certain details contribute significantly to the visceral experience, like the birds and clouds that drift across the world map as you choose your next destination. The scripted events are another example: there’s one in which you can see goblins climbing up the side of a cliff before they jump out to attack you. The effect is one of anticipation, then immersion. The musical score complements the visuals well, featuring string-heavy, orchestral arrangements.



Trinity: Souls of Zill O’ll probably won’t win any awards, but this title shouldn’t be dismissed simply because you’ve never heard of it. Most of the game’s drawbacks are redeemed by its endearing quirkiness, and its biggest flaws are excessive repetition and a main quest that’s too long. With personality and polished gameplay, Trinity offers a decent, if repetitive, experience for anyone looking to fill their action RPG void. 

First Person Shooter In Real Life 3 Game

Play game First Person Shooter In Real Life 3 Game in full screen


Download: http://quyetpro.googlecode.com/files/First_Person_Shooter_In_Real_Life_3_Game.swf

Deus Ex: Human Revolution Combat Trailer

The devs at Eidos Montreal are back and ready to talk combat in their upcoming sci-fi shooter, Deus Ex: Human Revolution.

In the third installment of Human Revolution dev diaries, the team focuses in on combat and how players will scout areas, craft a plan of attack, equip the right weapons and augmentations, and then send Adam Jensen into action to clean house. See for yourself below:
More Deus Ex: Human Revolution


Deus Ex: Human Revolution is in development for Windows PCs, Xbox 360, and PlayStation 3. The game is set to ship on August 23.

Game iphone: AlexPanda 1.0

AlexPanda 1.0
Released: Apr 02, 2011
Version: 1.00
1.00 (iOS 4.0 Tested)
Size: 18.6 MB
Language: English
Seller: GAMEISLIVE CORPORATION LIMITED
© Lakoo, 2011.

Rated 4+

Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.1.3 or later

 
 
 
 





AlexPanda 1.0
ID: accvip
pass: accvip
pass YH soibien2303

Sound Byte: Meet the Composer of Captain America - Bill Brown

Come listen to some music from Super Soldier and read what composer Bill Brown has to say about video game music.
Sound Byte3Many composers get their feet wet with film and television before exploring the world of video game music, but Bill Brown's career began with a few games you might have heard of, such as Rainbow Six and Ghost Recon. His latest video game project is Captain America: Super Soldier, which comes out July 19. Spread out in the interview below are a few music samples from the game, so have a listen and let us know what you think! Also, be sure to follow us on Twitter @gs_soundbyte for a chance to win a copy of the game on the Xbox 360, PlayStation 3, Nintendo Wii, and Nintendo DS! For more music from Captain America and other video game tunes, be sure to listen to Sound Byte Radio.

GameSpot: What is your musical background?
Bill Brown: I wrote a lot of music growing up, through high school, and then went to Berklee College of Music in Boston and graduated with a degree in film scoring. The Berklee education was key because (1) I made friends who helped me in my career later and (2) It gave me a starter set of tools I needed to meet the opportunities I've been given. Since then, my education has been my own. I strive to continue to stretch and learn and grow with every cue I write. I noticed that after doing that for 15 years, I've gotten better at what I do.
GS: What was the first instrument that you picked up?
BB: Piano.
GS: Is there an instrument you wish you knew how to play?
BB: I'd like to spend more time playing classical and jazz guitar, actually; but I'm constantly writing using the piano instead. GuitarViol is something I'm focusing on recently as well. It's more complex trying to use the bow and play guitar chords at the same time. It's great to pick up new instruments because your fingers can't go where they are used to going all the time. Good for finding fresh sounds and melodic ideas.
GS: What is your fondest memory when it comes to music?
BB: Listening to Jerry Goldsmith's music in the theater years ago. I remember watching The River Wild and just being in this euphoria about how incredible the score sounded in the theatre at the time. I fell in love with the orchestra because of those incredible composers and the wonderful musicians that performed those scores. Those performances have a soul of their own. The way John Williams, John Barry, JNH, or Tom Newman, etc., etc., shape their music on the stage. They and so many other composers have brought me such a depth of joy that it's difficult to even understand completely myself. I think that's why I go into the studio every day and keep striving and pushing myself. So I can be closer to that experience of film music I fell in love with all those years ago. Sometimes I'm able to rekindle that excitement…quite often actually. And that is a huge gift.
GS: How did you get into making music for video games?
BB: After graduating with a degree in film scoring from Berklee College of Music in 1991, I interned for a couple years in New York, worked in a music store in New Jersey, and then finally moved to Los Angeles in 1994 after being offered a job as a sound editor. After two years, a friend introduced me to Scott Gershin over at Soundelux. Scott was just creating a music division there and hired me to help. Early on, while we were still in temporary offices there, I did a demo for a DreamWorks Interactive PC game called Trespasser: The Lost World and then another demo for a new game called Tom Clancy's Rainbow Six. Both demos were hits with the developers, and I was on my way. I was in the right place at the right time with those projects. I worked really hard for years on a lot of AAA titles and had a lot of fun creating all of that music. I had no idea I'd be writing music for games before I wrote those first demos! And luckily for me, the different groups at Soundelux were working on feature films and commercials as well, which helped open doors for me into scoring for television. Now, I'm working on more films and looking forward to bigger and better opportunities with every project I'm fortunate enough to work on, including writing more music for games.

GS: How is composing for games different from composing for film or television? What do you like or dislike?
BB: The important thing to remember with scoring games is that players are steering it, and they might live with the score for longer periods of time as compared to film or television, so you have to create the score accordingly. Sometimes it's reactive down to the most minute detail, and sometimes you are covering a wide range of events with one piece. That makes it an interesting challenge musically. I've always believed the music has to have a soul regardless. It needs to be connected thematically/texturally, and then it needs to support the action in whatever shape it takes.
GS: What is your process when composing a particular track for a game? What do you have access to in terms of materials to go off of?
BB: It's all about collaboration. And sometimes, that collaboration is as simple as, "Hey Bill, check out this movie (or art, game alpha, etc.)…do your thing, man…we have about five weeks." And then, together we'll agree on a direction musically speaking that fits. I'm grateful that I have already established trust in so many of my director/producer relationships at this point in my career. That trust is really key in bringing myself creatively to the project.
GS: Tell us about the music of Captain America: Super Soldier. What kind of research went into coming up with the right tone and mood for the game and what was your process in creating it?
BB: We started this project over a year ago in May of 2010. Next Level Games (the developer) sent me some preliminary artwork back in 2009--storyboards and that sort of thing--and I started thinking about the palette and tone of the score. They had temped the first demo levels with my score from Wolfenstein (2008), as there were similarities in the location and WW2 era, and it was working well, but it was missing that aspect of the score that needed to support Captain America. I also wanted to bring more of a thematic/motif-based structure to this game where Wolfenstein was more of an atmospheric score.
In June of 2010, I traveled from Los Angeles to Vancouver, Canada, (a really beautiful city by the way) and had the pleasure of meeting the entire staff at Next Level Games. That trip reminded me…actually this whole project reminded me how much fun games can be to work on. I could go on for an hour about how great the people at Next Level are, but let me just say I consider them great friends and am so grateful for how welcoming and enthusiastic they were about the music through the entire process. We had a lot of fun with this project. During that visit, the team took me through the game and their creative vision of it. As they described the levels and the narrative and showed the flow of the game with visuals, I started to come up with some completely new thoughts and ideas for the score right on the spot. I had this idea about how the orchestration would mirror the player's perspective in the game. Where the player is first introduced to a recognizable old castle environment, the orchestration would be more pure, and as the out-of-place futuristic and organic odd science is slowly revealed, the orchestration would become more dissonant and experimental, and more synthetic/ambient textures and percussion would be introduced.
I wrote notes during the meeting and took a photo of them as I was writing them…

Notes.
(Just as a side note, I had this idea that the character Madame Hydra might be represented with a dark, 20th century influenced waltz. As it turned out, that idea influenced the entire score as I ended up writing many of the cues in 3/4, 6/8, and so on, including the initial cue I composed "Above Ground Battle.") This was just the beginning. The next idea that came up for me after we agreed on this general orchestration direction was the larger idea of splitting the score into blocks of motivic/thematic material. The idea was that for action cues (which comprise over one-third of the score), I would create individual motifs for all of the characters, and as the characters were spawned into the environment, their motif would begin to show up in the score reactively. I'm sure this isn't a new concept, but I hadn't really gone into this level of detail with a game project up to this point, and I knew it was going to be a lot to keep track of, but it was so exciting…this idea of the counterpoint of characters going back and forth reactively to the gameplay was too exciting to pass up!

Interview with Runic Games

Erich Schaefer, Brock Jones, and Wonder Russell answer our questions about Torchlight for 360 (achievements!), Torchlight 2 (new pet!), and what to do with PC gaming doomsayers.


CS: For anyone that hasn’t heard the news - Torchlight is coming to Xbox 360. How long has that been in the works and when will it hit?
RG: We’ve been working on the new game since Fall of 2010, and are very happy that it will be launching on Wednesday, March 9th 2011.

CS: What about Torchlight makes it a good game for a move to console?
RG: Xbox doesn’t have a game like Torchlight; the Action-RPG market is really underserved. Tons of fans told us they wished they could just play Torchlight on the couch instead of curled over their PC, and we agreed. The fast paced combat and the fact that it’s save-anywhere are just two reasons Torchlight is really well suited for the console.

CS: Can you tell me about what the process of getting the game on the console was like?
RG: Technically, it was a big process of figuring out how to translate the gameplay from a mouse and keyboard to a controller. We had theoretical plans for how that would work that seemed great on paper, but when we began implementation, there were many elements that just didn’t feel right. We iterated a lot on new theories for things like attack skills, skill trees, and UI to feel cohesive and like they had a natural flow.

CS: How much was done outside Runic Games, and what sort of things did you have control over?
RG: Runic had control over the whole project. We worked in part with a contractor, World Domination Industries who also helped on our Mac port, but the entire project, start to finish, is a Runic project.

CS: What will PC gamers who also want to play the game on their 360 notice that’s different?
RG: Gamers will notice a difference in UI, in skill trees, in potion stacking, and especially a difference in combat. One of the best examples are the Vanquisher’s ranged attacks. Depending on how you automap the skills, traps will be thrown either at a fixed range or a range determined by how long you hold down the button. There were also changes to AoE attacks. And, there are three new armor sets for each character and a new pet.

CS: How did the process of Torchlight on 360 affect the development of Torchlight II?
RG: We learned a lot of lessons in making Torchlight for Xbox that are being implemented into Torchlight II, so it was a great process for us internally. Some of those things are the skill trees, UI, and combat, that we found just worked better, simpler, and were more intuitive. A lot of engine optimizations also carried over. Torchlight II has multiplayer and updated graphics, but we hope it will run at least as well as the first Torchlight.

Also, Xbox system specs made us focus even more on efficiency, and we’re implementing a lot of that in Torchlight II. Specifically, better memory management and loading optimizations.

CS: What can you tell PS3 gamers wondering if they’ll get a shot?
RG: Right now, we have an exclusive publishing agreement with Microsoft.

CS: What are some of the Achievements in the 360 version?
RG: There are 12 achievements, with a total of 200 points, which is the maximum for an XBLA/downloadable game. Achievements include defeating a few of our bosses, successfully enchanting an item 5 times, and transforming your pet.

CS: Any plans for DLC?
RG: We have no current plans for DLC – the best ideas we have from now on will go into Torchlight II.

CS: How are plans for the MMO progressing?
RG: The plans are still there but are just that: plans. Right now, we’re focused 100% on Torchlight II.

CS: Has the possible 2011 release of Diablo III impacted any of your plans for Torchlight II?
RG: Nah. Not much we can do except make the best game we can. And, we’re looking forward to playing it, eventually!

CS: Can you talk some about the pets in Torchlight II? Any additional abilities and options?
RG: The new pet in the Xbox LIVE version is called the Chakawary; it’s a sort of a cassowary + frilled lizard hybrid. It pretty much has the same abilities as all the others: combat, inventory, spell-learning. We have some cool new ideas, but nothing implemented yet.

CS: Torchlight 2 multiplayer online - have you settled on a how many players?
RG: Not yet – we’re still shooting for between 4-8.

CS: About how long will the Torchlight II campaign be?
RG: We’ll have to see what makes the final cut, but it looks like it's shaping up to be about twice Torchlight's, which we estimate at 8 to 10 hours!

CS: Anything on PvP?
RG: Yep, we’ll have some form of PvP. But we’re all adults here so it will be….how do I put this? Consensual.

CS: You’ve revealed the Railman class, a tank-engineer combo, and the Outlander, a magician suited to ranged combat. What about the other two character classes?
RG: We’ll be revealing them. Eventually.

CS: What do you think of the “PC gaming is dead” doomsayers?
RG: Nonsense. They haven’t played Torchlight, I guess!

CS: You guys follow a different model - can you talk a bit about what led you to create a comparatively modest game at a lower price point than most?
RG: We know we wanted to be a small team.  People work better and just have more fun when they're more than a small cog in a giant machine.  Our small size means that we have to stay realistic about the scope of the games we make.  We leverage things like randomized levels and loot to let us make great games with a small team.  Furthermore, we don't have vast cash reserves to fund development, so we have to work fast or we won't be able to pay the rent.  We set our price at a point where we hope that the value is obvious to our customers and will make it easy for them to recommend it to their friends.

We consciously made a 'modest' game as our first project, and from the very beginning we intended to charge a fair price for it. We want to deliver high value for the buck. This decision was supported by external factors like piracy prevention - why steal it when it's only $10 on Steam? - and our increased revenue share model with electronic distribution.

CS: What games distract the Runic Games team?
RG: Minecraft – that was a huge timesuck for us! Such a great game. It isn’t uncommon for us to “call in sick” the day a big game releases – we’re gamers, after all!

CS: And finally, still planning an April-May release for Torchlight II?
RG: We don’t have a launch date yet. We haven’t set one yet but we’re getting closer. Probably not Spring, though. Maybe Summer, but since it’s still in development, we’ll see. We're on a good pace.

Thanks again to Brock, Erich and Wonder!

Top 10 highly anticipated PS3 games for 2011

2010. What a year for video games. With so many classic games coming out in a single year. I could hardly think of any better year for gaming then 2010. Video games released so far have been of the highest quality, games like Mass Effect 2,  Alan Wake, God of War 3, Starcraft 2, Heavy Rain and something for all on all platforms, video gaming cant get any better than this.

If you thought 2010 was amazing then 2011 will be mind blowing. In our first part of our video series we take a look at the Top 10 highly anticipated PS3 games for 2011. So lets take a look.