Jun 30, 2011
Eurogamer


How's this for a turn of events? It's 2011, and there's every reason to look forward to this year's Need for Speed game.


EA's racing brand is almost unchallenged - three words that, in the minds of some gamers, are more or less synonymous with 'racing game'. Yet the publisher still came close to wearing it out in the late 2000s with half a decade of derivative and occasionally risible street-tough tuner dramas.


But then came an experiment, in the form of the free-to-play Need for Speed World and Slightly Mad's credible semi-sim, Shift. And last year, salvation: with Hot Pursuit, arcade king Criterion arrived and blended its Burnout heritage with the open roads and lascivious licensed supercars of vintage NFS.


This year, with Need for Speed The Run, the series is back in the calloused hands of Black Box, which released no less than seven Need for Speed games between 2002 and 2008 and presided over the series' ignominious slide through Carbon, ProStreet and Undercover.


But this time the hardworking Canadian outfit has been given an unprecedented two and a half years to complete its work. Could The Run see the return of a refreshed studio - the same Black Box that brought us 2005's Most Wanted, the high point of its own run on NFS?


It's certainly come up with an appealing concept. The title refers to an illicit coast-to-coast race across the continental United States from San Francisco to New York. It's the stuff of Gumball Rally or Cannonball Run dreams, an epic point-to-point charge against a field of 150 rivals, taking in city streets and swooping scenery.


"Think of that race across the States, think of all the cool locations you could go to. We're hitting a lot of those," says producer Alex Grimbley when I chat to him at EA's bustling stand during E3.


It's an interesting move for a series which has been associated with open-world designs in recent years - but many will welcome the open-road spirit, not to mention the exclusive focus on point-to-point rather than circuit racing along its 325 kilometres of road. It also dovetails enticingly with Autolog, the friend-tracking leaderboard system that introduced the welcome spice of offline rivalry to Hot Pursuit.


Forza Motorsport studio Turn 10 quips that Criterion didn't invent leaderboards, and it was probably the late Bizarre Creations that was first to understand the primary importance of friends-only boards. But Autolog's deep integration of time-trial competition in single-player was the fullest acknowledgement yet of what racing games fans really care about and how they actually play (a ball dropped by Forza 3 in particular).


So Autolog monitoring your friends' aggregate times over the whole coast-to-coast itinerary of The Run makes perfect sense. The single-player journey of this "action racer" and its multiplayer component are as one. "Maybe you beat the AI to New York, but did you beat your friends?" says Grimbley. "It would be really compelling if your friend got to Chicago 10 minutes quicker than you did."


More encouragement comes in the form of the announcement that The Run will be the second game, after DICE's super-shooter Battlefield 3, to use the Swedish studio's remarkable Frostbite 2.0 game engine. Not often do racing games, let alone Need for Speed, find themselves at the cutting edge of graphics technology.

Video: The E3 demo.


Most eye-catching of all, The Run wants to tell you a story. This, we're promised, will be more than a race; it will be a spectacular Hollywood drama, with action set-pieces and a new humanity inherent in sections where you leave the car and travel on foot.


EA and Black Box aren't saying much about this story. Our hero is called, excitingly, Jack. He is being pursed by "cops" and "the mob". There is "a reason" for this, as well as "a reason" he has to get to New York as fast as he can. (Who wants to bet against his girlfriend being kidnapped? Thought not.)


Pre-E3 rumours about on-foot sections combined with the Frostbite announcement led certain excitable minds at Eurogamer (mine included) to speculate about Mirror's Edge-style first-person free-running interludes. With its concentration on efficient movement lines and smooth execution, this kind of action would be the perfect companion for tarmac racing, wouldn't it?









No, apparently not. That would be interactive cut-scenes with big, flashing button prompts for running and punching men and jumping over things and dodging other things, such as machine gun fire emanating from this year's must-have E3 accessory, a slow-motion helicopter.


This is where things start to fall apart for The Run. And it gives me no pleasure to report that they fall apart still further when you play it.


The sequence available to play at the E3 booth has Jack - who has dark hair cropped short, and an angry face - commandeering a police car after a thwarted race and needing to escape the streets of Chicago. Against a countdown timer, you tear through the streets looking for cover from the pursuing helicopter's searchlight; if caught in its glare, the guns will tear you apart.


You need to weave constantly or use elevated train tracks for cover as you pursue the linear course, directed around each bend by walls of neon arrows, as per racing game convention. At scripted moments, control is snatched from you for a few seconds while dramatic cutaway cameras and the ubiquitous slow-motion force your appreciation of the sheer excitement of it all.


It looks good, but it disrupts your rhythm, which is already having a hard enough time coping with the sluggish handling and cumbersome weaving technique. Action racing scenes like this are far from a terrible idea, but they can certainly be more entertaining.


Survive long enough and you're forced into a crash anyway. Cut to inside the car, and you must use a prompted combination of stick gestures and button taps to get an upside-down Jack to free himself from the wreckage before it's hit by an oncoming train. It seems as though this can resolve itself in more than one way - but the gestures are unintuitive, feedback is unreliable and the sense of player involvement in the scene is opaque at best; it's like a lobotomised Heavy Rain.


It doesn't look anything like as impressive as Battlefield 3 either, aside from remarkable shading and texturing on Jack's face that would give it a lifelike quality if his features and facial animation weren't so lifeless. During the chase sequence through the cut-and-paste downtown, The Run simply looks like any other arcade racer.


A few minutes' play is certainly not enough to condemn The Run's handling or overall performance as a racing game. Black Box has form - of both the good and the bad kind, it's true, but we know the studio is capable of punchy tarmac opera.


But as an action game? The presentation is slick, but the beats are hackneyed, the interaction is stilted, the lead has no charisma, and it's hard not to worry that The Run's cinematic ambition will get in the way of its racing fun. Less than 10 per cent of the game will take place out of the car, promises Grimbley, but even that sounds like too much.


More to the point, it might be a misguided idea in the first place.


Arcade racing is suffering a panicked identity crisis. Bizarre has closed while fellow Brit specialists Black Rock and Evolution have had headcounts slashed. They all released racers that flopped. Each game was a high-concept, Hollywood twist on the genre. Each time we were promised that a great, lost audience for racing games was just out of reach, and that this was the game to find it.


It wasn't a question of quality: Blur, Split/Second and MotorStorm: Apocalypse are all fine games. Their failure has been blamed on a "shrinking genre", although it was just this shrinkage that they were trying to reverse with their gimmicks.


Yet within this supposedly flagging niche, we find that games that concern themselves exclusively with sexy cars going really fast - games like Hot Pursuit, as well as sims like Forza and Gran Turismo - enjoy great and continuing success. What does this tell us?


I'm not saying The Run will be the next victim of the great racing cull; if nothing else, it's protected by those magic three words. But perhaps Black Box, and anybody else that's still left making racing games, needs to have a little more faith in our collective need for nothing more than speed.

Super Meat Boy


The two-man team behind ruthless indie jumper Super Meat Boy has begun its next title, and it sounds like a far cry from the conventional platforming of its break-out hit.


Team Meat co-founders Edmund McMillen and Tommy Refenes confirmed to Eurogamer that work is underway on an "ambitious", "fun", "more experimental" project, though were coy on more precise details.


"I think it's safe to say that Meat Boy was a very straightforward game. We didn't really reach outside the box in terms of design," explained McMillen. "I think with the new game we definitely get a bit more experimental with the design.


"I think it's going to be more ambitious design-wise and it's going to be more of a challenge for us. It's a bigger project. It's going to be fun and that's exactly why we're into it. It's going to be pretty fresh."


Earlier this year the pair confirmed they were approved 3DS developers, though it seems like the platform is not currently foremost in its plans.


Though a 3DS port of Super Meat Boy was considered, that's been ditched in favour of the new game. Indeed, they currently don't even have a dev kit for the system.


"We said we're approved as 3DS developers," said McMillen. "We don't have dev kits though – not many people do. At least that's what we heard. Who knows, maybe they're lying to us.


"We've asked about when we could get one and they said there's stock coming, but we probably shouldn't even talk about this.


"We were originally kind of into porting Meat Boy to it, but the game we're working on now is very exciting and it probably won't work on the 3DS. I don't know if it will or not, or if it would be a good idea for it.


"We're going to approach the next game in the same way we did Meat Boy. We're just going to make a game and if it works on whatever system it works on then good, but we're not designing this game with a specific system in mind."


Team Meat isn't quite done with Super Meat Boy though. The pair confirmed a Mac version is still in the works.


"Later, later," replied Refenes when asked when it might be ready for release. "I'm doing my absolute best. It's something that's bugging the s*** out of me, that I want to get finished.


"It's a lot of mental effort getting back into working on a game that I worked on for 18 months straight. The difficulty is not in the work, the difficulty is in the motivation and the desire to open up the code again and work on it when I'd rather work on new stuff. I'm doing it, it's just taking a while."


Team Meat's sublime debut picked up a near perfect 9/10 when it launched on PC and Xbox Live Arcade last year. Take a look at our Super Meat Boy review for more.

Eurogamer


As rumoured earlier this month, Microsoft has confirmed that its Kinect peripheral is more accurate now than it was at launch.


Xbox senior product manager David Dennis told Eurogamer that some of the software shown off during its E3 show demonstrated the improvements it has made to the add-on.


"Yeah," he said. "I think like we showed at E3, like Kudo showed with Kinect Fun Labs – a lot of that tech is the advancements we've made in the accuracy, the tracking... being able to show finger tracking in the sparkles demo he did.


"You saw too with Ubisoft's gunsmith demo [for Ghost Recon: Future Soldier] he was using his hand to fire in the firing range mode. I think that's the kind of thing we're going to continue to iterate on."


Although he wouldn't offer specifics, Dennis insisted that Microsoft aims to continue to update both Kinect and the 360 itself in the coming months and years.


"That's the beauty of Xbox. We've been doing that with Xbox 360, starting three or four years ago - continuing to deploy new software updates to improve the functionality, like enabling finger tracking and voice search, and also to bring new partners like Netflix on.


"These [updates] are very deliberate and planned and programmed," he added. "There are already people working on things for next year and the year after inside our secret bunkers, and we'll continue to bring amazing stuff that consumers love."

Eurogamer


Respawn Entertainment – the studio set up last year by sacked Infinity Ward bosses Jason West and Vince Zampella – has launched its official website, and offered a quick, blurry glimpse at its first title.


In the "Games" section there's a doctored screen shot from what is presumably the developer's current project. Take a look below and see if you can make anything out.


The text below doesn't give much away, reading, "Respawn is developing a multi-platform product based on new video game IP and funded through its publishing deal with Electronic Arts, one of the top publishers in the industry."


An FAQ in the forum refuses to give an ETA for the title, but adds, "However, we plan on showing some behind-the-scenes content and other fun stuff on our site. We hope you find it intriguing."


The site also lists all current staff, showcasing just how many Modern Warfare emigrés West and Zampella have lured across.


Not only that but it seems they've secured the services of a number of God of War 3 artists and designers from Sony's Santa Monica office.


Earlier this month, a court ruled that West and Zampella's legal tussle with former employers Activision will go to trial, likely in late 2011 or 2012.

Eurogamer


Capcom has defended its decision to deny anyone playing Resident Evil: The Mercenaries 3D the ability to delete their saved game file and start from scratch.


In a post on the Capcom Unity blog, community manager Shawn Baxter explained that the move wasn't an attempt to curtail used game sales, but is in fact in keeping with the title's "arcade fighting game" feel.


"There was no intention of lessening the experience of the game," read the post.


"Essentially, RE Mercs was treated like an arcade fighting game. You unlock characters, levels, etc and they just stay unlocked as they would in an arcade machine.


"There was no hidden motive to prevent buying used copies. It's not some secret form of DRM. It's simply the way we designed the save system to work with the arcade type of gameplay."


Baxter also addressed what this would mean for anyone picking up the game secondhand.


"Resident Evil: The Mercenaries 3D consists of 30 time-based missions, through which the player unlocks skill upgrades as they progress through the game.


"Anyone purchasing a copy of the game secondhand would have access to all the missions and skills that the original owner unlocked, in addition to the content that was available to the original user."


Furthermore, he posted Capcom's official statement on the issue, reproduced here in full:


"In Resident Evil: The Mercenaries 3D, all mission progress is saved directly to the Nintendo 3DS cartridge, where it cannot be reset. The nature of the game invites high levels of replayability, encouraging fans to improve mission scores.


"The save mechanic ensures that both original and unlocked game content will be available to all users. Secondhand game sales were not a factor in this development decision, and we hope that all our consumers will be able to enjoy the entirety of the survival-action experiences that the game does offer."


Earlier today, HMV announced that it would not accept the game for trade-in. Game, however, will.

Eurogamer


"Zombie defense" game Dead Block shambles onto Xbox Live Arcade on 6th July, and PlayStation Network on 20th July, publisher Digital Reality has announced.


Developed by Candygun Games, the tongue-in-cheek title sees you attempting to kick zombies off your turf using a variety of traps and weapons.


Set in 1950s USA, it follows three unlikely heroes in the midst of a zombie outbreak apparently caused by the advent of rock 'n' roll.


You'll choose from Boy Scout Mike Bacon, construction worker Jack Foster or no-nonsense meter maid Foxy Jones, each of whom boasts their own unique special attack.


"We’re a huge fan of zombies, but we’re even bigger fans of finding the most creative ways of disposing of the undead buggers," commented Digital Reality exec Balazs Horvath.


"Dead Block has been a dream project of ours, and we’re elated to finally unleash it upon the world."


It'll set you back your local equivalent of €9.99 or 800 Microsoft Points. Trailer below.

Video:

Eurogamer


Developer Relic has gone public with Warhammer 40,000: Space Marine's PC system requirements.


As seen on the game's official site, it's a relatively manageable set of demands, with THQ seemingly favouring Steam over Games For Windows Live.


The third person shooter is due out on PC, PlayStation 3 and Xbox 360 from 9th September. Have a read of our recent Space Marine preview for more on what to expect.

Minimum specs:

  • OS – Windows XP SP3, Windows Vista SP1, Windows 7
  • Processor – 2.0Ghz Dual core CPU (any Core 2 Duo or AMD X2 or better)
  • RAM – 1GB (XP), 2GB (Vista), 2GB (Windows 7)
  • Hard Drive – 20 GB space free (10 GB free after install)
  • Video Card – 256MB Video Card using Shader Model 3 (Performance equivalent to an AMD Radeon 3850 or NVIDIA GeForce 8800GT)
  • Online Steam account

Recommended specs:

  • OS – Windows 7
  • Processor – Any Quad-core AMD or Intel Processor
  • RAM – 1GB (XP), 2GB (Vista), 2GB (Windows 7)
  • Hard Drive – 20 GB space free (10 GB free after install)
  • Video Card – 512MB Video Card using Shader Model 3 (Performance equivalent to an AMD Radeon 5750 or NVIDIA GeForce GTX 260)
  • Online Steam account
Eurogamer


Last week's Zelda-fuelled sales bump for the 3DS has proved short-lived, with the PSP regaining its hardware crown in the latest Japanese chart.


As reported by Andrisang, the PSP sold 29,168 units to take the top spot, followed by the 3DS, which was down from 40,649 last week to 27,905.


The PlayStation 3 and Wii both saw modest increases in third and fourth respectively.

  1. PSP: 29,168 (Last week: 31,741)
  2. 3DS: 27,905 (40,649)
  3. PS3: 16,993 (16,081)
  4. Wii: 9,511 (6,678)
  5. DSi LL: 4,903 (5,464)
  6. DSi: 4,503 (5,322)
  7. X360: 2,152 (2,875)
  8. PS2: 1,332 (1,346)
  9. DS Lite: 134 (109)
  10. PSP go: 21 (55)


On the software side, PlayStation 3 RPG Atelier Meruru: Alchemist of Arland 3 came in first. Last week's number one Little Battle eXperience fell to four, one ahead of Ocarina of Time 3D in its second week on sale.


A few Western-developed titles snuck into the chart – the PS3 version of Mass Effect 2 down at 13 and Grand Theft Auto IV Complete Edition at 17.


Here's the full top 20:

  1. Atelier Meruru: Alchemist of Arland 3 (Gust, PS3): 82,585 NEW!
  2. Steins; Gate (5pb., PSP): 63,558 NEW!
  3. Gundam Memories: Memories of the Battle (Namco Bandai, PSP): 52,067 NEW!
  4. Little Battle eXperience (Level 5, PSP): 38,326 (Life to date: 204,513)
  5. The Legend of Zelda: Ocarina of time 3D (Nintendo, 3DS): 37,452 (201,563)
  6. Tennis no Oujisama Gyutto! Doki Doki Survival Umi to Yama no Love Passion (Konami, DS): 30,234 NEW!
  7. Yakuza Of The End (Sega, PS3): 24,247 (376,738)
  8. Bleach Soul Ignition (SCEJ, PS3): 23,516 NEW!
  9. Wii Sports Resort (Wii Remote Plus Pack) (Nintendo, Wii): 9,874 (362,957)
  10. Gloria Union (Atlus, PSP): 8,933 NEW!
  11. Pokemon Black & White (Nintendo, DS): 7,086 (5,211,443)
  12. Wii Party (Nintendo, Wii): 5,980 (1,923,731)
  13. Mass Effect 2 (Electronic Arts, PS3): 5,885 NEW!
  14. Dragon Quest Monsters Joker 2 Professional (Square Enix, DS): 5,814 (543,834)
  15. Resident Evil The Mercenaries 3D (Capcom, 3DS): 5,633 (89,038)
  16. Mother Goose no Himitsu no Kan Nursery Rhymes for You (QuinRose, PSP): 5,295 NEW!
  17. Grand Theft Auto IV Complete Edition (Take-Two, PS3): 4,629 NEW!
  18. One Piece Unlimited Cruise Special (Namco Bandai, 3DS): 4,289 (116,463)
  19. Mario Kart Wii (Nintendo, Wii): 4,154 (3,249,050)
  20. Earth Seeker (Kadokawa Games, Wii): 4,055 NEW!
Eurogamer


Nintendo's Zelda custodian Eiji Aonuma has let slip a few big plot points regarding Link's forthcoming Wii adventure, Skyward Sword.


According to a Famitsu interview, translated by 1Up, the game's opening sections break with Zelda tradition and see Link and Zelda friends at a boarding school.


"Link, Zelda and their other friends all go to the same boarding school, and you've got teachers and a principal as well. It's a bit of a different setting from previous Zeldas," he explained.


"The flying sequence at the E3 demo is Link competing against his classmates. One of them looks kind of a like a bad guy, as you saw, and he shows up in other ways in the game too, since he has a major thing for Zelda."


At the start of the game at least, Zelda isn't actually a princess. She disappears early on and Link duly embarks on a quest to track her down.


Aonuma also highlighted a few other ways that the game is attempting to mix up the tried and tested Zelda formula, emphasising a new approach to item unlocking.


"With previous Zeldas, the common pattern was that the really neat items wouldn't show up until later on in the game. You need to have the basic item set or it wouldn't be Zelda, so the new items tended to get shunted to the latter part of the game.


"Miyamoto said that had to change, like 'This is neat, let's bring it out from the start.' So a lot of neat new items will show up pretty early on."


He added that the game follows a similar structure to N64 classic Majora's Mask.


"The game starts in Skyloft, this city that's floating in the air, and you'll come back to this town multiple times," he said.


"Things are always proceeding along in town, and in that respect it's very much like Majora's Mask. Like with Majora, there are a lot of game events involving the townspeople that get intertwined with the main story."


The game's plot apparently ties in with Ocarina of Time in some way. “If you play Ocarina of Time 3D and move on to this game, I think you'll catch on to a lot of things," he explained.


Nintendo hasn't announced an official release date for the game yet beyond late 2011. However, Aonuma confirmed the game is finished and the aim is to release simultaneously worldwide.


"The whole game is complete and we're fine-tuning the balance right now. We were going to have it wholly done by around E3, but there's so much volume to it, neither I nor Miyamoto have gotten to fully play out every aspect.


"The non-English localisations are proceeding along now, and we're trying to make this a simultaneous worldwide release. You have to put Zelda all out at once or else the story's going to get spoiled - although, really, there's a ton to enjoy here even if you know a little about the story beforehand."

Video:

Eurogamer


Sony has announced a bevy of freebies for PlayStation Home users as part of its Welcome Back programme following the recent PSN downtime.


Between 30th June and 28th July, it's offering free access to a new content pack that's apparently worth €85/£65. Here's what's included:

  • Anime Style Apartment
  • Anime themed clothing and furniture sets
  • Paris Modern Office furniture set
  • nDreams Big Bash party bundle
  • nDreams Fantasy Fashion and Funkster costumes
  • Aurora OrbRunner Booster Bundle
  • A cuddly Stitchkins Bunny Toy from Lockwood
  • A Midway Green ticket (50 plays)
  • Cardboard Cartel Furniture from Codeglue
  • Fortune Cookie active item
  • A selection of Tops, Shirts, Skirts, High-top trainers and glasses
  • Go Fish – a new, free-to-play fishing game based in the Shopping Centre


With the exception of Go Fish, all of the above will be available in Home Square, and you'll need to be 16 or older to download them.


The pack will then launch as paid content from the 28th July.


Head on over to the PlayStation Blog for more details on the individual items and a few pics.

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