Eurogamer


The Shoot maker Cohort Studios has shut down, Develop reports.


The Dundee developer blamed the closure on the "difficulties of being a console developer in a declining console marketplace".

"It really is with great saddness that we have been left with no alternative but to start winding down," CEO Lol Scragg said in a press release issued this afternoon.


"Making all 25 employees redundant is genuinely heartbreaking. It goes without saying that we wish them all every success, as they really are a very talented team and we are actively trying to seek employment for each and every one of them. As we entered 2011, we have looked to change the direction of our business but unfortunately we ran out of time."


PlayStation 3 exclusive The Shoot launched last year.


The PlayStation Move-enabled, on-rails blast 'em up saw players work their way through five different movie sets, shooting anything that moves.


Ellie awarded it 5/10 in Eurogamer's The Shoot review. "£29.99 is a lot to ask for a game that only offers a few hours of entertainment," she wrote.


Cohort, founded in 2006, worked on the Buzz! Junior franchise, Lemmings, and helped out with racers Burnout Paradise and Motorstorm.

PlayStation minis game Me Monster: Hear Me Roar, launches on the PlayStation Store in the first week of May.


"Who knows, if this game is a 'roaring' success – the doors of Cohort Studios may very well reopen as there is a Me Monstar 2 just bursting to get out!" said the studio.

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Eurogamer


Much like Disneyland's Enchanted Tiki Room or the sudden death of a minor enemy, Spider-Man: Shattered Dimensions was an unexpected small-scale delight. It may not have been the openworld swing-'em-up a lot of fans are still waiting for, but its loadout of four different – well, kind of different – webslingers, coupled with a really excellent pun-riddled script and some decent brawling, made for one of the licence's better outings.


Activision clearly thought so, as it's kept developer Beenox on board for the sequel: Edge of Time. Beenox, however, may not have been so sure, since the team has promptly brought the Spider-Man head count down to just two – ditching one of the most potentially interesting incarnations in the process.


If you played Shattered Dimensions even for a few levels, it's likely that the Noir Spidey was the one that stood out. Love it or hate it, this 1930s version of Peter Parker, clad in leather and cast into a grim sepia-toned New York, saw the developer taking risks, even if, granted, some of those risks had already been explored by the designers of Batman: Arkham Asylum.


This Spider-Man wasn't just stylish and a little moody, a creature to haunt sideshows and old railroad turntables, but he was entertainingly vulnerable. Up against well-armed foes he had to pick off targets in silent takedowns before zipping to safety. It wasn't perfect, and its best ideas were often borrowed, but it meant that Noir stood out from the other three heroes on offer, with the Amazing, Ultimate and 2099 versions of Spidey all providing variations on wading in with fists, webs or weird symbiote tentacles swinging.


It's Amazing and 2099 alone who return for this sequel, but it looks like Beenox has used the smaller scope as a chance to differentiate the two stars a little more. The story, which sees 2099 Spider-Man meddling with time to save the Amazing Spider-Man from death, may hint at a slightly less breezy tone than the casual four-colour wit of the first game, but that's not all that's changed.


With no co-op on the cards, players flit between the duo at set points, as the two heroes bicker back and forth across the space-time continuum, each helping the other out from their own century (or timeline or dimension or frat-house or whatever it is).


Amazing (whom, tellingly, a producer accidentally refers to as "the basic Spider-Man" during a recent presentation – I'm sure he's been killed by now) still wades through enemies in their dozens, but his fondness for using webs in combat as well as traversal seems more pronounced. He's much more of a ranged fighter in this outing, and he's got an all-new skill as well in the form of an evade move, which allows him to zip around at double speed to create distance, and can eventually be upgraded to chain it in with strikes.









Spider-Man 2099, meanwhile, remains the close-up fighter, aided by a new ability that lets him create decoys. It's great for getting behind enemies with shields at the front, and it's a smart addition to his capoeira-flavoured kicks and jumps, and his nasty talon-reinforced punches. As with the last game, both characters are beautifully animated with a lovely range of speedy moves and exaggerated poses, and they're well-voiced, too, although Neil Patrick Harris has been replaced by Josh Keaton. Hello, Josh.


Breaking up the ceaseless brawling, however, is Edge of Time's really big idea: cause-and-effect moments, which erupt as Amazing makes changes in his timeline, altering things for 2099. Amazing's fairly restrained with this, by the looks of it – I'd spend ages just moving chairs around unexpectedly, or opening manhole covers – and the whole thing is tightly scripted, presumably to ensure that the game doesn't devolve into chaos.


The example shown so far has 2099 battling a giant robot that can only be defeated if Amazing finds the original prototype and destroys it. It's hardly Sports Almanac levels of time-rupturing, but it's a nice touch and should keep things moving along in an entertaining fashion.


Elsewhere much of the structure of the original game remains: you'll collect orbs, defeat rooms of enemies, and unlock new powers and probably buy additional suits. There's no word yet on the villains, who, in one of Shattered Dimension's nicer touches, were threaded through each level as prolonged encounters.

Video: 2099’s freefall sections return and are far more of a challenge by the looks of things.


Equally, it's hard to judge from such a brief reveal whether Peter David, the new writer, will bring as much charisma to the scripting as Dan Slott did with the previous outing. (David wrote Shadow Complex, which was a great game, but not because of the dialogue or characters. And here he gets to work with a great Marvel hero this time around, rather than a cast dreamt up by a windy old right-wing homophobe.)


Spidey still hasn't had that fabled Arkham Asylum moment yet, then, by the looks of things, but Edge of Time should be another smart cartoon brawler with an eye for set-piece spectacle. Grown-up comic book fans might want a little more ambition in their video games, but it's nice to know that Marvel's younger audience – the ones so crazed by Spider-Man they'd presumably want anything with their hero in it – are in safe hands once again.

Super Meat Boy


PC game Super Meat Boy Ultra Edition will launch in the UK as a boxed title between July and September this year.


Brighton publisher Lace Mamba Global is doing the honours.


"Super Meat Boy is an absolute crazy phenomenon on the internet," boss Jason Codd said.


"The game has sold far more than 400,000 copies already online, and there is a special boxed edition available in the US, so we expect there to be a huge demand for a similar retail edition in the territories we're serving."


The US Ultra Edition contains a 40-page booklet including never-before-seen art, behind-the-scenes info and an extended version of Team Meat's comics; the soundtrack and additional audio samples; and a mini-poster.


The rock hard retro platformer launched late last year on PC and Xbox Live Arcade. Eurogamer's Super Meat Boy review jumped onto a 9/10.

Eurogamer


Sony has launched a new PlayStation Plus offer that allows subscribers to get 15 months for the price of 12.


Become a member before 3rd May and you'll nab the deal.


Existing members can sign-up at the lower price, too. A new subscription service means if you renew your membership before it expires, your new cheaper member ship will begin as soon as it ends.


Sony described April as PlayStation Plus' "biggest month".


"This month sees Plus members getting a monthly package worth £67 / €84 – that's a saving equivalent to almost a two year membership, all in just one festive month," the PlayStation 3 manufacturer said.


PlayStation Plus launched in June last year. It costs £39.99 annually - or £11.99 for 90 days.

Eurogamer


On the day of Mortal Kombat's UK launch, series creator Ed Boon has recounted the controversy that marred the very first game in the gory fighting series.


Mortal Kombat, which launched on the SNES and Mega Drive in 1993 after its arcade release, sparked a moral panic after politicians noticed its digitised, over-the-top violence, particularly in relation to its Fatalities.


Nintendo decided to censor the game, insisting that blood spurts be converted into grey sweat puffs and Fatalities be altered.


"The controversy with the game originally was because there was no rating system in place, and people were objecting to the fact that a game that was as violent as it is, did not have a rating," Boon recalls, nearly 20 years later.


"I agree with that idea. The rating system is great.


"The censorship with the SNES version was a response to that. Nintendo felt like they had an obligation to not offer something like this to a system that's played by many young players.


"But after we had the rating system in place, they felt, OK, if there's a rating on the box and people understand it's a violent game, then it's OK to sell it because it's intended for an older audience."


The game owes its existence to Capcom's Street Fighter, Boon revealed.


"Back then, in 1991/92, fighting games were one of the biggest categories of games that were out there. Street Fighter II was getting into its stride. We felt we wanted to do something that was an American-made fighting game with the latest technology, which was digitised graphics at the time.


"We felt we had something to contribute in that field."


It was a smart move. Mortal Kombat, published in arcades by now defunct company Midway and on home consoles by Acclaim Entertainment, went on to enjoy phenomenal success.


There have been countless sequels, spin-offs, crossovers and console ports. The series has even spawned Mortal Kombat movies and TV shows.


"I don't think anybody was expecting the level of success the game had," Boon said. "It would be arrogant of me to assume that something was going to perform this well. It was a big surprise to us.


"We hoped we would reach some level of success and pay for the development of the game. But I would have never have guessed that almost 20 years later we would still be making Mortal Kombat games."


Now, in 2011, Boon has just shipped a new, Unreal Engine 3-fuelled game in the series, simply called Mortal Kombat.


It was developed by NetherRealm Studios, created by Warner Bros. after Midway's demise.


Eurogamer's Mortal Kombat review smashed in a 7/10.

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Eurogamer


Video games have penetrated "mass consciousness" to the such an extent that Hollywood actors now approach developers asking to do voice over work.


According to The Elder Scrolls V: Skyrim developer Todd Howard, agents now encourage their clients to work on video games – whereas before they weren't considered "cool" enough.


"Video gaming overall have reached this level of mass consciousness," he said last week at Bethesda's video game showcase.


"And with a lot of these actors, there is a cool factor now to doing a video game. It's not about the money. It's about, 'It's really cool and my agent tells me it's going to be good for me now instead of bad for me.'


"You had an actor say, 'This is great! I want to do it.' The agent said, 'You don't want to be in a video game.' Now the agent goes, 'You should do it. Now everyone plays them. They love them. This is really cool. Let's do it.'


"I notice a lot more people doing it and they come to us."


Bethesda has form when it comes to working with high-profile actors.


Skyrim predecessor Oblivion featured the voices of Patrick Stewart, Lynda Carter, Sean Bean, Terence Stamp, Ralph Cosham and Wes Johnson.


Post-apocalyptic role-playing game Fallout 3 listed Liam Neeson, Ron Perlman and Malcolm McDowell on its VO credit sheet.


"We've been lucky with the game's I've done in particular, where you can say, 'Liam Neeson would be the perfect father, what are the chances?' And he says yes," Howard continued.


"We're fortunate in the games we make and how they're thought of in the industry that actors want to do them a little bit more, honestly."


Now, with Skyrim, Howard promised fans an equally eye-catching cast.


"We've Max von Sydow [Skyrim's narrator], but he is not the only one.


"I think you all will be very impressed. It's not just to put some name for marketing. It's, this person would be great."


Tom saw the game and reported his impressions in Eurogamer's TESV: Skyrim preview.

Eurogamer


Call of Duty and its ilk are fairground-ride approximations of modern warfare. Their designers carefully arrange buildings, beams of sunlight and terrain to turn the head and draw the eye as you move along the rails. Explosions blast and enemies pop up as you pass through invisible triggers, only to be reset by the SFX team as soon as you're done, ready for the next tourist to gawp at.


These games are often exhilarating and absolutely deserve their place front-and-centre of mainstream gaming for their visceral, immediate thrills. But they are, nevertheless, a Disneyland rendering of contemporary combat. The primary emotion you feel travelling through the mechanical string of set-pieces is one of puff-chested power, rarely fear.


It would be senseless to imply that Operation Flashpoint, console gaming's only military sim series, is anything like real war. But the emotions the game elicits are undoubtedly more nuanced and realistic than those of its corridor-shooter cousins. There are still the invisible trigger points that cause enemies to burst out of buildings on cue. But in this world, ammo is scarce, bullets drop height the longer they are asked to fly, and there's no precision-engineered path through these wide-open desert spaces to bustle you mindlessly along to your next objective.


When your gruff-voiced Staff Sergeant barks down the headset to call in mortar fire on the farmhouse two clicks north – where a clutch of insurgents are holed up with AK47s and ideological issues with your uniform – you're more likely to scan the horizon with a keen sense of stress and panic. Which one of these identical huts that punctuate the landscape is the target again? Pick the wrong building and not only will you draw the fierce blue ire of your staff sergeant, but your Alpha squad companions could be blown all the way from Tajikistan to CNN.


The US Army caught a lot of flak for friendly fire in the Iraq war. But it's surprisingly hard to tell friendly from enemy when squinting through the noonday sun. And if you're playing Operation Flashpoint: Red River on 'hardcore', with the HUD rubbed out, no respawns or checkpoints, and nothing but your eyes and radios to count on for information, Red River introduces a sense of white-hot tension that is actually very rare in video games.


Likewise, when one of your squad mates screams "Sniper, 200 metres East" as a bullet wheezes unseen past your helmet, your immediate reaction is to dive behind a nearby wall, not to scan the rooftops in search of a vainglorious headshot. If you take a bullet, in this game your head will lunge violently to one side, incapacitating you for a few seconds before you can steady your aim again.


You'll also start bleeding out, a drain of strength that can only be stemmed by ducking into safety to apply bandages before mending your wounds, a two-stage healing process that takes you out of the fight for a full 15 seconds. In game terms, these are weighty punishments for a lack of due care and attention, and they make Infinity Ward's vision-clouding strawberry jam filter seem faintly ridiculous.


So realism is built into the Red River's code, but now – far more than in its predecessor Dragon Rising – it's written into its script too. It's clear Codemasters has feasted on a diet of contemporary war TV and cinema in arranging what turns out to be one of the strongest battle stories in gaming. There are echoes of HBO and David Simon's Generation Kill in the reams of dialogue that couch each fire team encounter here, while providing cover for an explosive ordnance disposal team attempting to disarm an IED in a car is lifted straight from The Hurt Locker. Missions are introduced by exquisitely produced motion-comic cut-scenes, but it's in-game where story and interaction meld with rare effectiveness.

Video: When playing as the Scout class you'll need to carefully take gravity into account when taking long shots.


It's a game of long, meandering walk and talks, not least since you play as a four-man infantry unit whose job is often to run ahead of Humvee convoys clearing roads. The constant radio chatter and banter back and forth between fireteams and the steadying voice of the staff sergeant have a keen authenticity.


Although you are constantly receiving orders and directions, this is still a game with wide-open play options. As well as controlling your own character, you can direct the other members of your fireteam, composed of a Rifleman, Auto-Rifleman, Grenadier and Scout.









Holding down the right bumper brings up a radial menu with a host of options, allowing to you order your team to suppress targets, clear buildings or even provide overwatch support all within a couple of simple clicks. The d-pad allows you to select individual members of your fireteam or you can give a group command. It's simple and, once you've got to grips with the system, effective, and you come to feel a sense of responsibility and affection for your three compatriots that builds quickly through the campaign.


Part of the reason for this is that each mission is long and arduous, some taking up to an hour to complete. 60 minutes of concentrated effort and tension brings men together, even if they are virtual soldier men. So when you dive into the campaign with three real friends, playing co-operatively online, the result is mesmerising.


It's the kind of playpen designed to create personal memories: the time one of your friends took a miracle shot on a helicopter pilot and brought the bird down, or when you managed to retreat from the Chinese PLA against overwhelming odds without anyone losing a life. Some of these memories are scripted, but they often feel like your own. Find three competent friends to play through the game with and you will have one of the best shooter experiences currently available. No question.


The overarching design of the game has been tightened up since Dragon Rising, too. Now you earn experience points for making kills and completing objectives, levelling up your class of choice and, in doing so, gaining points that can be allocated to improve stamina, reload rates or the ability to pick out targets. Each mission is graded Bronze, Silver or Gold, with more class points won the better the medal.


Once the campaign is spent, a series of Fireteam Engagement missions are available to play through across four different types, asking you to defend fixed positions, rescue downed pilots, protect convoys or sweep an area to eliminate enemy forces, in a series of scored challenges complete with leaderboards.


It's not quite all good news. Animations are jumpy, with enemies occasionally shifting three paces to the right, or flicking between crouching and standing positions without grace. Lines of dialogue sometimes repeat, breaking the sense of authenticity that the game works so hard to create.


The vehicle sections aren't Codemasters' best work, and the engine in general, while excellent at huge draw distances, veers between beautiful and scrappy. This lack of polish only slightly detracts from the experience but while there is much less of the roughness that defined Red River's predecessor, it is noticeable nonetheless.


The game is also going to disappoint PC military sim veterans expecting a rival to ArmA II. This is more tactical shooter than true military sim, and the lack of a mission editor or CTI mode, together with the relatively prescribed mission orders, will no doubt grate.

Video: Leave a bullet in the chamber and the gun will reload more quickly: a tactical reload.


While the AI is certainly improved from Dragon Rising, you'll still need to pay close attention not to direct teammates into dangerous situations as they'll follow orders without question and often pay the ultimate price for it. The removal of tight time limits removes much of the irritation of the first game but even so, players approaching Red River as a tactical shooter couched in an engaging story will get the most from it.


At its best, Red River surpasses Ubisoft's original Ghost Recons for squad-based tactical play. But it's the presentation of the story – not the broad-canvas story, but the story of four marines and their staff sergeant – that marks it out as something new. We still may be some way from the bite and nuance of Generation Kill, but in communicating the camaraderie, banter, fear and glory of modern warfare in the Middle East, nothing can touch this.

8/10

Eurogamer


Yoostar 2 has gained the in-game ability to upload videos directly to YouTube.


The "movie karaoke" title, in which players act out scenes from classic films, can now post the resulting footage to YouTube, as well as to users' Facebook walls. Rejoice! The world could soon have another Justin Bieber.


Snuggling up to the world's biggest video-sharing site and the world's biggest social network gives Yoostar 2 powerful tools to spread word of the game - so long as users don't mind their own squeaky-voiced Arnie impressions doing the rounds at work the next day.


Prefer watching what others have been up to instead? Then perhaps Yoostar Playground is more your thing. It's a free Facebook app for pointing, laughing, commenting on and "mashing-up" other's performances. You don't even need Yoostar 2 to play it. Playground actions will populate your profile page, as well as generate Yoobucks for use back in the main title.


Man your Facebook feeds. Storm's a brewin'.

Video: Yoostar 2 working with Kinect.

Eurogamer


It's official: the PSPgo, Sony's UMD-less portable handheld, is no more.


Only a year-and-a-half after launch, Sony has ceased production of the device to "concentrate on NGP", due out at the end of the year.


But why did it flop?


"It was a flop because it wasn't sufficiently differentiated from the PSP-3000 to justify the much higher price," Wedbush Securities analyst Michael Pachter told Eurogamer.


"There's not a lot to say about PSPgo. The feature set was cool, but not cool enough. The download-only mechanism was not as attractive as they thought it would be. The form factor, while nice, wasn't worth an extra $80."


The PSPgo endured constant criticism from some quarters for its lack of a UMD drive and perceived high cost.


In September 2009 Holland's largest specialised retail outlet, Nedgame, decided not to sell the PSPgo. UK shops did not hold back, either.


It was this tumultuous relationship that, Nicholas Lovell of GAMESbrief believes, was the PSPgo's biggest problem.


"The death of the PSPgo highlights the problems faced by hardware manufacturers in their relationship with retail," he said. "Sony needs retailers to sell its hardware; it also knows that the future of software is downloadable. In a world of downloadable software, physical retailers are vastly less important, and this terrifies them.


"So Sony tried to launch a product that needed retail support to shift units, then cut them out of the value chain by selling games directly to the consumer. The retailers rebelled."


In June last year Sony announced a new PSPgo £225 deal whereby anyone buying the handheld would be given 10 free games.


It was seen as an effort to reverse the handheld's flagging fortunes. Obviously, it didn't work.


Perhaps unluckily for Sony, the launch of the PSPgo coincided with the meteoric rise of smartphones as popular portable gaming machines.


This, experts point out, also contributed to its downfall.


"The demise of PSPgo is not a surprise, in our view, as device sales were weak," explained Lazard Capital Markets' Colin Sebastian.


"We think price was one factor, but more important the download only distribution model for PSP games never resonated well with core gamers. Ironically, the launch of go also coincided with the steep ramp in smartphones, which are now the most popular gaming platforms 'on the go'."


While many will view the PSPgo as an expensive failure, Sony will take plenty of positives from the experience.


Indeed, some believe it was an experiment in digital distribution ahead of the NGP. All NGP games will be sold digitally as downloads - only some as physical products in shops.


"PSPgo was a failure, but iterative failure is a necessary step in progress toward innovation," offered M2 Research senior analyst Billy Pidgeon.


"PSPgo could have contributed very helpful feedback to Sony's dedicated handheld strategy as an open beta marketplace test in the evolution of game distribution from a physical media format to digital media format. NGP may well be a better system due to lessons Sony learned with PSPgo."


And for EEDAR's Jesse Divnich, when history casts judgement on the PSPgo, it may do so favourably.


"For the PSPgo, I do agree with most of the industry that is was a complete flop. The PSPgo was simply ahead of its time, which is a common problem for Sony. We will all look back 10 years from now and peg the PSPgo as being the first platform to go 100 per cent digital. While not successful, it did demonstrate the idea of a pure digital environment, which we all can agree will one day occur."

Eurogamer


THQ's decision to ditch Games for Windows Live in favour of Steam for real-time strategy game Dawn of War II - Retribution boosted sales, the publisher has said.


"Going exclusive through Steam helped drive awareness with their millions of users by way of banners and message support so by the time we opened the beta up to all Steam customers, we had a huge number of people playing," THQ director of global brand management Georgina Verdon told the[a]listdaily.com.


"At the very tail end of the beta we partnered with Justin.TV and some of their top StarCraft players, who held several live streaming broadcasts of the Retribution MP beta and single-player campaign mode to a receptive StarCraft fan base. This hype and activity helped us exceed our digital pre-order forecast by 129 per cent."


Retribution is the standalone expansion to 2009's excellent Dawn of War II. Al Bickham micro-managed an 8/10 in Eurogamer's Dawn of War II - Retribution review.


Last year THQ announced that the game would drop the GFWL multiplayer platform for Steamworks – a move that pleased many players.


"The content of the game wasn't dependent on the online service provider," Relic producer Jeff Lydell said. "However, one of our goals when making expansions to our games is to address problems in the original.


"The combination of requiring both a Steam account and a Games for Windows Live account had been a source of frustration for many of our players, so we took the necessary steps to fix that. We also got to take full advantage of the Steamworks SDK features like cloud saving."


He continued: "The new online matchmaking experience is definitely a step up in many player's eyes. The new skill rating system gives better granularity on ladder standings, and makes it easier to see the changes in rating after a match. The Steam community features for organizing friends lists are all frequently used, and there are many groups with active users, as well the in-game chat lobby is always active with players.


"There was a lot of concern the move away from our previous expansion strategy would fragment the community. Looking at the numbers, it's clear most active players have moved over to Retribution, and the total hasn't gone down."

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