Eurogamer


Gritty PC, PlayStation 3 and Xbox 360 shooter Operation Flashpoint: Red River will launch in Europe and Australia on Thursday 21st April, Codemasters has announced.


It'll release in the US on 26th April. Oh look, we're getting it first!


Red River promises to deliver an "authentic and intensely personal US Marine Corps infantryman experience" and builds upon predecessor Dragon Rising by "taking on board feedback from the community".


It's set in the "remote yet beautiful country of Tajikistan along the Vakhsh River".


Tajikistan is a real country in Central Asia. Afghanistan borders it to the south, Uzbekistan to the west, Kyrgyzstan to the north, and People's Republic of China to the east.


Improvements include a deeper narrative-led campaign, streamlined inventory and control system, a refined enemy and squad AI system, player class roles including customisable XP upgrades and load out choice, close-quarters combat, new air support options and comprehensive tutorials.

Christian Donlan went hands-on with Red River in November. "Red River's shaping up to be a brilliant game: a shooter which balances rewarding gunplay with a tactical thoughtfulness that simply wouldn't be possible with much in the way of obvious scripting," he said. "Authentic? I have no idea. Convincing? Absolutely."

Video:

Eurogamer


Telltale's episodic adaptation of the famous Jurassic Park licence will begin in April on PC and Mac.


You can pre-order the entire series now on Telltale's website for $29.99 - usually $34.99.


Telltale's Jurassic Park picks up immediately after the first film finishes, but you won't play as or often encounter the stars of the film - presumably because they flew off the island when they realised that dinosaurs are really dangerous.


Jurassic Park serves as a departure for Telltale away from the usual bright cartoon graphics of Sam & Max, Tales of Monkey Island, Back to the Future et al.


Telltale Games yesterday confirmed it was working on series of games based on The Walking Dead comic and TV series.

Eurogamer


Shift 2: Unleashed will be the first videogame to feature the brand spanking new Pagani Huayra supercar.


This sleek beast has amazing gullwing doors that open upwards, four exhaust pipes, no silly rear spoiler and can rocket up to speeds past 230mph. Not much good on a 70mph motorway.


There doesn't appear to be an official price for the ridiculously high-end Pagani Huayra yet - but creator Horacio Pagani has projected a tag of well over $1 million.


"For the past seven years, the designing of the Huayra has been a labour of love and I'm ecstatic to be working with the entire Need for Speed team to help share our creation with the world," said Horacio Pagani, the Gepetto of cars.


"I'm amazed by how accurately they have been able to capture the look and, most importantly, the feel of the Huayra. Shift 2 Unleashed will give enthusiasts all over the world the opportunity to get behind the wheel of the Huayra."

Eurogamer


The male demon hunter is the latest addition to Diablo III's line-up of playable characters, Eurogamer can exclusively reveal.


Exclusive screenshots and art of the character are below.


Like the female version unveiled in spectacular fashion at last year's Blizzcon event, he's a weapon-based ranged character cut from dark, mysterious cloth.


"This is a class where you get to play at being a little bit on the edgy side," art director Christian Lichtner told Eurogamer. "This is a class that knows things about demons that no other class knows. They understand the nature of the conflict that Sanctuary is in - they understand that it's a fight between heaven and hell."


Lichtner explained that the development team was shooting for a lean, mean, muscular aesthetic befitting such an enigmatic, shadowy figure.


"The female demon hunter is obviously a lot sexier. The male? Well, he's more of a Clint Eastwood type. He's dark and moody – you don't want to meet him in a dark alley."


"He's definitely the most stylish, most metropolitan of our characters," added senior designer Jason Bender. "He's got a modern sensibility in that regard. I think of Trent Reznor when I look at him."


According to Lichtner, the design team tried out a number of different looks on their way to the sleek, agile killing machine you see below.


"When we first talked about the demon hunter... early on he was more like a Ranger. He looked like Aragorn from Lord of the Rings," Lichtner explained. "It was very straightforward and read correctly but there was nothing exciting about it, so we added a bit of a twist.


"We experimented with more of a desert ranger feel - like a Middle Eastern influence - and even that wasn't quite working. We gave him dual-wielding knives at one point."


In classic Blizzard fashion, his final form was the result of round after round of iteration.


"People would be surprised at how much thought and design goes into each class," Lichtner insisted.


"As a result, both on the male and the female side, we talk to both genders to see how appealing each class is to them. We want to make sure that when we create our female classes they aren't overly objectified. These are not your standard high fantasy characters.


"On the male side it's the same idea. We want these to be believable characters that feel like they have a real background; that there's some meat behind them."


That should complete the list of available character classes for the keenly-anticipated action RPG sequel. You've got male and female strains of Monk, Barbarian, Demon Hunter, Witch Doctor and Wizard to choose from.


There's still no firm word on when you'll get to put them all through their paces though. Blizzard top dog Rob Pardo last week said that a 2011 release was the goal, while Activision CFO Thomas Tippl hinted that, at the latest, it will be on shelves in 2012.

Feb 18, 2011
Eurogamer


It started with Defender. Eugene Jarvis' dastardly shoot-'em-up was the first videogame to wear its difficulty on its sleeve, just as players would wear its mastery as a badge of honour following its October 1980 release. Defender divided gamers into two camps: those who played games for pleasure and those who played games for prestige. Soon after its release, it was taking 150 million quarters a week across the US from those hoping to bask in cathode ray kudos.


It's a tradition that Cave, Shinjuku's premier boutique shoot-'em-up developer, picked up 15 years later. The company's work with the Donpachi series established its own devilish sub-genre, 'bullet hell'. For years, Cave's precise, inimitable games have challenged the best arcade players to pick their way through squalls of pixel chaos. Those who manage to do so in a single credit are gods among men; their high scores are numerical read-outs of prescient hand-eye co-ordination and the ability to plot a route to victory through a curtain of pandemonium.


More recently, with the decline of the arcade, Cave has been attempting to find ways to serve a less twitch-proficient audience, both by way of its iPhone ports and this, the first of the company's arcade titles to be released in Europe in a box. Deathsmiles, which debuted in arcades in 2007, is a horizontal shoot 'em up that manages to serve both types of player that Defender split apart: those who play the game for pleasure and those who play it for prestige.


Its solution is simple. Each of the game's eight stages can be completed at one of three 'ranks', difficulty levels that can be adjusted on the fly as you move between levels. For those who want to play simply to make it to the credits in one piece, the challenge can be reduced to make the game suitably accommodating. But lowering the difficulty level of a stage also reduces the amount of points on offer, ensuring that those players who want to play for the awe and respect of their peers are provided with a suitable challenge.


Increasing the difficulty of a stage results in more than just speeding up bullets and heightening their density on screen. Entire enemy attack patterns are modified depending on which 'rank' you select, giving the game a very different feel as you slide between difficulties. Of course, with infinite continues and just eight relatively short stages, if you're to draw true value from the package, you're going to have to start to care about score attack, and it's here that Cave's pedigree shines through.


Unusually for a contemporary shoot-'em-up, there are two fire buttons, one for attacking to your character's right and one for attacking to her left. In contrast to Gradius, the stage design encourages you to use the entirety of the screen, darting forward to dodge around obstacles, or retreating from bosses. As such, enemies come at you from all directions.


As has become standard in Cave shooters, if you tap the fire button you'll shoot weak bullets but will be able to move at speed, while holding the button down will fire a more powerful shot but at the cost of manoeuvrability. Hold down both the left and right attack buttons at once and a circle will encase your character, who then auto-fires at any enemy that falls within its circumference.


The key to growing more powerful and attaining high scores is in collecting the gems that enemies drop. Catch these before they hit the ground and they will be banked. Collect 1000 gems and you'll be able to activate 'Power Up' mode, in which your character enters a heightened state of ability and your score becomes subject to dizzying multipliers. While in Power Up mode your gem counter reels back down to zero, the speed at which it empties dependent on the weapon you are using, and the key to stratospheric scores is in shooting down as much as you can while in this state.









All of the game's stages are open from the beginning, and you are free to choose the order in which you tackle them. As it can take more than a single stage to collect the required 1000 gems for Power Up mode, strategy is to be found in selecting the order of levels (and their respective difficulty level) in order that you reach Power Up state in the optimum location.


The combination of all these factors makes the spread of potential high scores gigantic, and much of the game's long-term appeal is in refining a meta-strategy in order to squeeze as many points as possible from your route. Of course, if you choose to use a continue your score is reset to zero, so the only way to play the game properly is to use a single credit, and forge your way a little further with each attempt.


Visually, Deathsmiles has the look of a Sega Saturn title, with slight waxy character sprites overlaid on jagged backgrounds. But the option to stretch the screen dimensions to fit widescreen TVs is welcome; the benefit of being able to see the action more clearly outweighs the reduction of resolution as you zoom in. The loli-goth styling is born of Japanese cliché, but the theme does give rise to some fantastic enemy designs, especially with regard to the boss characters, such as Whroom, a giant sorcerer tree who bookends the forest stage.


For Cave enthusiasts, this is a comprehensive package, offering no less than six versions of the game from the original arcade board version through to the Mega Black Label – a version previously only playable at special Cave events in Japan, which introduces a fifth playable character and a new playable area.


Perhaps of most interest is Version 1.1, in which you are also given control of your character's familiar, an R-Type orb-like creature that follows you around on screen firing its own stream of bullets. The differences between the modes are subtle, and most will be happy to focus their attention on the Xbox 360 area of the game. But Cave is to be applauded for sheer comprehensiveness.

Video: Despite the size of the character sprite, only the glowing core at her centre is vulnerable to enemy attacks.


For the US release of the game, some slowdown was removed, much to the chagrin of die-hard fans who were now unable to compare scores attained on the Xbox 360 version with those attained on the arcade boards. This has supposedly been put back for this release, meaning that the European version of Deathsmiles is the most faithful to the original available.


As with the American version of the game, Europeans have been given their own set of leaderboards to plug into, so there's no competition to be had with Japan or the US' best players. Publisher Rising Star says this is to provide a fair start to European players, but for our top players the lack of global competition will no doubt be a disappointment.


Regardless, this is a superb horizontal shoot 'em up delivered in a sterling package. It has all of the score-attack appeal of Bulletstorm in a far more dense and concentrated form. Those able to see past the idiosyncratic, somewhat stale visuals to perceive the zeros and ones ticking away beneath the surface will discover one of Cave's finest achievements: a game that lowers the barrier to accessibility without compromising its ultimate depth, a new Defender of the shoot-'em-up faithful.

8/10

Call of Duty: Black Ops Multiplayer Teaser


Dead Space 2 entered the January US sales chart at number three, one spot behind Wii-exclusive rave-up Just Dance 2, according to new NPD data.


Other new entries LittleBigPlanet 2 and DC Universe also failed to trouble Call of Duty: Black Ops, which showed remarkable staying power to top the chart for a third consecutive month.


Here's how the full top 10 panned out:

  1. Call of Duty: Black Ops (360, PS3, Wii, NDS, PC) Activision Blizzard
  2. Just Dance 2 (Wii) Ubisoft
  3. Dead Space 2 (360, PS3, PC) Electronic Arts
  4. Little Big Planet 2 (PS3) Sony
  5. Zumba Fitness: Join the Party (Wii, 360, PS3) Majesco
  6. NBA 2K11 (360, PS3, PSP, WII, PS2, PC) Take 2 Interactive
  7. Assassin's Creed: Brotherhood (360, PS3) Ubisoft
  8. Dance Central (360) MTV Games
  9. Michael Jackson The Experience (Wii, DS, PSP) Ubisoft
  10. DC Universe Online: The Next Legend Is You (PS3, PC) Sony


Software sales dropped five per cent on the same period last year, with hardware down eight per cent.

Tom Clancy's Splinter Cell Conviction Gameplay Trailer


Next week sees a host of Tom Clancy-related titles attempt to sneak up on Xbox Live users and pry open their wallets, armed only with a set of price discounts.


From 21st to 27th February you'll be able to take advantage of the following offers, as detailed on Major Nelson's blog:

  • Tom Clancy's Ghost Recon Advanced Warfighter 2 Co-op Collection, 200 points (50 per cent off)
  • Tom Clancy's Ghost Recon Advanced Warfighter 2 Co-op Collection 200 points (50 per cent off)
  • Tom Clancy's Splinter Cell Conviction Deniable Ops: Insurgency 400 points (50 per cent off)
  • Tom Clancy's Ghost Recon Advanced Warfighter Chapter 2, 300 points (50 per cent off)
  • Tom Clancy's H.A.W.X. Air Supremacy, 400 points (50 per cent off)
  • Tom Clancy's H.A.W.X. 2 All-in-one Pack, 400 points (50 per cent off)
  • Tom Clancy's EndWar Escalation, 200 points (50 per cent off)
  • Tom Clancy's Splinter Cell Chaos Theory, 600 points (50 per cent off)
  • Tom Clancy's Splinter Cell Conviction Outfit, 200 points (50 per cent off)


Should you survive that onslaught, Pac-Man wades in the following week with an army of demented, blood-thirsty ghouls in tow. From 28th February you'll be able to grab the thoroughly awesome PAC-MAN Championship Edition DX for 400 Points, down from 800.

Eurogamer


If one million users download the impending Dragon Age II demo, two new in-game items will be unlocked, developer BioWare has announced.


If the magical million mark is reached between the demo's 22nd February release date and 1st March, you'll be able to get hold of two books of poetry: The Far Cliffs of Kirkwall and Lothering's Lament. The former grants you extra cash when opened, whereas the latter gives you an XP boost.


We'll be honest, we'd rather have a ruddy great double-edged axe, but you've got to take what you can get.


The announcement on the game's official site reminds players to log in to their EA account while playing to register their download towards the target. Downloads on PC, PlayStation 3 and Xbox 360 all count.


The full Dragon Age II experience follows on the aforementioned platforms from 11th March.

Eurogamer


As rumoured last month, Telltale Games has confirmed it's working on a series of games based on The Walking Dead comic and TV series.

All Things Digital reported that the studio has signed an exclusive worldwide agreement to develop and publish a series of videogames based on the hit zombie TV show.


For those unfamiliar with the franchise, it started life as a series of comic books following a rag-tag group of survivors trying to stay alive in a zombie apocalypse. The Shawshank Redemption director Frank Darabont recently turned it into a hit TV series, shown on AMC in the US and FX in the UK.


Telltale also announced it was working on a videogame adaptation of Vertigo's Fables comic book series which chronicles how a number of figures from famous fairytales get on when they find themselves in 21st-century New York City.


There's no mention yet of which platforms the games are destined for, when they might arrive or how they'll play.


The article did reveal one other interesting tidbit though. According to marketing exec Steve Allison, the average Telltale game sells around 200,000 units, but the company only needs to sell 100,000 to break even.


The studio's goal is to have a title break the one million mark, with Allison speculating The Walking Dead games could be a $20 million to 30 million franchise.


Telltale's last release was its take on the Back to the Future series. The first episode launched late last year on PC, winning 7/10 from Eurogamer's Christian Donlan. A PlayStation 3 version followed soon after, with an iOS port expected later this year.

Eurogamer


The similarities might not be immediately obvious, but one of the key figures behind the long-running Pro Evolution Soccer franchise insists the core gameplay concept is essentially the same as in a fighting game.


This was just one of the nuggets offered up by series creator Shinji Enomoto in a fascinating, albeit lengthy, discussion with Nintendo president Satoru Iwata published on Nintendo's official site.


Discussing the key elements that define the series, Enomoto told Iwata, "According to the producer of PES, Shingo Takatsuka, 'The offense and defence in football games are like those in fighting games.'


"He says, 'In short, the difference is that you steal the ball from each other instead of trading punches.'"


"That's really interesting," Iwata replied. "I've never associated football games with fighting games, but if you look at football as a combat sport, reading the other side's offense and defence really is the same as it would be in a fighting game. 'If my opponent comes at me this way, I'll kick it that way', that sort of thing..."


"It's true that offense and defence are integrated in both football and combat. Things that can cause great damage to your opponent also tend to create holes in your defence. For that reason, how you read each other and what tactics you use becomes key."


Elsewhere in the interview, Enomoto also explained how PES was the first footie sim to detach the ball from the player's foot while dribbling.


"In previous football games, structurally, the ball and the athlete stuck together." he explained. "In other words, when the ball came near the athlete, it would naturally be drawn to the athlete's feet. Our objective, then, was how to separate the athlete and the ball."


Enomoto went on to admit that despite Konami's best efforts to make the series as realistic as possible, it still has a very long way to go.


"Even though we've been doing this for 10 years, I don't feel as though we're even close to capturing real football."


The next iteration of the series, which started way back in 2001 on the PSone, is Pro Evolution Soccer 2011 3D, out on 25th March for Nintendo 3DS.

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