While the FIFA series itself has long since shed its reputation as the glitzy but superficial alternative to proper football simulations, the same cannot be said for FIFA Street. As recently as 2008, when the main FIFA series was already well in the ascendancy, FIFA Street 3 was picking up lukewarm write-ups that faintly praised its "shallow, unpretentious fun" before giving it 6/10 for being, well, glitzy but superficial.
There's no sign of a "4" on the end of this edition, and if we had to guess why then we'd suggest it's because EA Sports has ripped things up and started almost completely anew. The objective is still to deliver flashy street football full of tricks, feints and individual skill, but the basis this time is less SEGA Soccer Slam or Mario Strikers Charged and more FIFA 12 with the trick stick dialled up to 11. The power bars and signature trick kicks are gone and replaced with something that's more like a simulation.
This is still heavily exaggerated football where every little thing you do is straight out of a Nike advert, but it's much more grounded in reality. This is perhaps best illustrated by your most obvious new tool: a close-control shoulder button that plants your standing leg and lets you swizzle the ball around with your other foot using the left analogue stick, dragging it this way and that and pivoting to shield yourself from attackers. With a quick tug of the sprint button you can then escape smoothly in any direction, gliding into space and sometimes breaking out a 'panna', or nutmeg.
There are a few other basic tricks, like a juggle button that sometimes lets you flick the ball over an opponent's head and run past him, and a modifier button that adds a flashy twist to basic passes, lobs and shots, turning them into extravagant Rabona leg-twists and scoops. But the rest of your work is done with the right stick, using a range of increasingly complex fighting game-style gestures that break out all sorts of deception and finesse. You can rainbow-flick the ball over your own head from behind with a simple left-then-right gesture, for example, or you can rotate the stick in a 180-degree arc from up to down to perform a flip-flap. There are tons and tons of subtle variations to help bamboozle opponents.
The framework for the rest of the game is straight out of FIFA 12, with a couple of minor deviations. The physicality of the game is very familiar thanks to the use of EA's Impact Engine, which means that there will be some comical collisions and physics-defying trips and mid-air pirouettes from time to time (most of which are enjoyably silly rather than annoying). More importantly, it means that the rebooted FIFA Street is the first game in the series that achieves the tactility and heft of a real football simulation.
FIFA 12's Tactical Defending also makes it across, meaning that your basic defensive option is to contain movement by 'jockeying' at a distance of a few paces from an attacker, before using a standing tackle button to stick a foot out to pinch the ball. Forcing this style of defending on players was likely to prove divisive with FIFA 12, so EA allowed you to switch back to the old style, but FIFA Street does not. Fortunately it's easier to get the hang of in the close confines of street pitches, basketball courts and five-a-side Astroturf than it is sprinting around the San Siro or Wembley Stadium.
The main differences, then, are the removal of slide tackling, which would allow players to steamroller anyone in possession and thus ruin the entire basis of the game, and a slight loss of manoeuvrability. Perhaps because the tackling is so rigidly based on standing up and patiently waiting for an opening, your movement away from the opposition goal when in possession seems to be restricted, so you can't squirrel around on the edge of the box as you might in FIFA 12. This forces you to engage with the trick system, at least.
And that's handy, really, because while passing the ball around is perfectly viable, this isn't a game of dragging people out of position and exploiting space; it's a game of beating the man in front of you. The deeper you dig into the single-player campaign, or the more you play with friends, the more it becomes clear that zippy passing moves and slide-rule through balls aren't really available to you here. This is much more like attacking the key in basketball - a pass is mostly made to change the angles and give you a new line of attack. The way to succeed is to learn the tricks, the motions for which are drummed into you every time you pause, view stats or wait for something to load.
In many respects, this is the FIFA Street we were all asking for - or at least the one that I was back in 2008. "There is a great, great game yet to be made in this subset of the football sub-genre, where the depth of a beat-'em-up lurks beneath accessible showboating," I wrote of FIFA Street 3, "but this isn't it." Four years later, the new FIFA Street pretty much is.
A few seconds swotting up on the close-control button is enough to enjoy a great game with friends - a bit like the first time you played Street Fighter 2, when all you knew was the fireball move - but over time you can become a real magician. Sure, you'll probably rely on the fireball equivalents (the simple panna and the aerial flick) when you're up against it, but when you're on level terms or a goal ahead, out come the tricks, and they work.
FIFA Street isn't a shallow game in structural terms either. The World Tour mode offers a mixture of challenges and tournaments and lets you build a team as you go, levelling up, specialising and recruiting bested foes, and it blurs the line between online and offline too, downloading the real teams of other players to fill out your campaign. Multiplayer pickings aren't that slim either, with online divisions and cups to graduate between and the option to build custom rule-sets for your matches.
That's because not every match here is created equal. There are basic five-a-side and six-a-side options in walled arenas, but you can also play Futsal (no walls, bigger goals and fouls are penalised - they never are elsewhere), Last Man Standing (each time you score you lose a player and the winner is the team reduced to zero first), and a couple of showboating modes. My favourite is probably Panna, a two-on-two mode where you earn points each time you beat an opponent - more so if you do it with a panna or aerial flick - and then bank them by scoring in a small net. Doing so gives you a potentially big score and wipes out any points the opposing team hasn't banked.
It's all a far cry from the shallow, ultimately tedious displays we've come to expect from this series, and that's hugely welcome. There are still some things to work on for next time - the trick selection is quite deep, for example, but in practical terms there is only a marginal difference between one step-over and the next when you're out on the pitch - but for the first time in this glitzy little sub-series, we will be very happy when the next time rolls around. This is still unpretentious fun, but now it's also a surprisingly deep and characterful little sports game, and a welcome stopgap between FIFA 12 and 13.
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Monochrome indie platformer Closure arrives on the US PlayStation Network on 27th March, developer Eyebrow Interactive has announced.
It will set you back your local equivalent of $14.99, or $11.99 if you're a PlayStation Plus member.
A firm UK date has not yet been confirmed.
The game, built by a three man team is "a puzzle platformer based around manipulating lights to phase objects in and out of reality. The core gameplay premise is: If you can't see it, it doesn't exist", according to a post from the developer on the PlayStation Blog.
It comes with some pedigree - it was selected as the Grand Prize Winner at the DICE 2012 Indie Game Challenge and won the Audio Excellence award at the 2010 IGF.
Check out the launch trailer below for a closer look.
Capcom has announced initial DLC plans for impending squad shooter spin-off Resident Evil: Operation Raccoon City.
A free US Spec Ops mission will be available to download on 11th April - a few weeks after the game's 23rd March release date.
The expansion sees the aforementioned team deploy to Raccoon City to learn the truth behind the Resident Evil 2 virus outbreak. The announcement blurb mentions that you'll bump into a "familiar face" and be able to re-visit the moment Jill Valentine first encounters Nemesis from Resident Evil 3.
The Slant Six-developed cover shooter hasn't exactly been riding a wave of fanbase enthusiasm since it was first announced last year.
"Resident Evil: Operation Raccoon City lacks the dynamism of the likes of Left 4 Dead, and the tension of the series' survival-horror past," read Eurogamer's recent Raccoon City preview.
"This isn't Resident Evil as we know it: it is, unapologetically, a third-person cover-shooter. In such a saturated genre, it needs its own identity to get by - but inject the right amount of drama, and Slant Six Games might still have a chance of making that so."
UPDATE: The reveal website is now up and running and adds that an Enhanced Edition of Baldur's Gate 2 is also in the works.
"Baldur's Gate: Enhanced Edition and Baldur's Gate 2: Enhanced Edition will feature a re-forged version of the Infinity Engine with a variety of modern improvements," reads the official blurb.
ORIGINAL STORY: Classic '90s BioWare RPG Baldur's Gate gets a new Enhanced Edition this Summer, developer Beamdog has announced.
The title was announced via a countdown clock on a teaser site, which has since crashed, so more precise details are scarce.
However, a Beamdog representative told Joystiq that the release is not just a straight repackaging of the original game.
"We have the original source code and are doing a significant update," they said.
"New and original content" was also promised which is "being lovingly crafted in the spirit of the original with the help of some of the original developers."
No platforms have yet been confirmed.
Beamdog, set up by former BioWare staff, was the same studio responsible for last year's HD MDK2 re-release.
It's a timely announcement - Eurogamer ran a Baldur's Gate retrospective earlier this month. Head on over for a closer look at BioWare's 1998 milestone.
Microsoft has moved to manage expectations ahead of its E3 show in June and announced that it will definitely not unveil an Xbox 360 successor at the event - "or anytime soon".
A statement handed to Kotaku explained that Microsoft's focus for the rest of 2012 is its current-gen machine.
Here it is in full:
"While we appreciate all the interest in our long-range plans for the future, we can confirm that there will be no talk of new Xbox hardware at E3 or anytime soon.
"For us, 2012 is all about Xbox 360-and it's the best year ever for Xbox 360. The console is coming off its biggest year ever-a year in which Xbox outsold all other consoles worldwide. Xbox 360 didn't just outsell other consoles, it also outsold all other TV-connected devices like DVD players, as well as digital media receivers and home theatre systems. And in our seventh year, we sold more consoles than in any other year-defying convention.
"This year, we will build on that Xbox 360 momentum. With Halo 4, Forza Horizon, Fable: The Journey and other great Kinect games on the way, our 2012 Xbox lineup is our strongest ever.
"This year, we will deliver more TV, music, and movie experiences for Xbox 360-as we'll make it even easier to find and control your all entertainment. And this year, Xbox games, music, and video are coming to Windows 8 so people can enjoy their Xbox entertainment wherever they go."
Sony has also stated that it will not be showing off a PlayStation 4 at this year's E3. Nintendo's new home console, the Wii U, is expected on shelves before the end of 2012.
Bethesda has unveiled details of what to expect from the next major The Elder Scrolls 5: Skyrim update.
As revealed on the developer's official blog, the new patch fixes a number of glitches and bugs, as well as introducing a new kill camera feature. See the full changelog and trailer below for more details.
Brave PC gamers can download a beta version of the update now via Steam. To access it, click on Steam in the store's top menu bar, then Settings, then open the Account tab. Go to the Beta Participation section and then select Change. Finally, select Skyrim Beta from the drop-down menu.
"If you opt into the Beta, be sure to back up your saved games or simply be careful not to overwrite your existing saves," advised the blog post.
The update will roll out to consoles some time after the full PC launch.
New features:
Bug fixes:
BioWare was at one point planning a standalone competitive FPS called Mass Effect: Team Assault, the developer has revealed.
The news, as reported by Kotaku, comes from The Final Hours of Mass Effect 3 iPad app which has just gone live on the App Store.
"The goal was simple," explained presenter Geoff Keighley, "to create a standalone multiplayer experience in the Mass Effect universe that would mix the play styles of Unreal Tournament and Battlefield 1943 - and likely be released as a downloadable game."
The project was in development at BioWare Montreal for four months before management decided to change direction.
Apparently they liked the core idea as it offered an additional perspective on the galactic war raging in Mass Effect 3.
However, the concept eventually morphed into the third person co-op multiplayer mode included in this month's trilogy-closer and Team Assault "was put on the back burner".
See below for a few work-in-progress screen shots grabbed directly from the app.
The delay in releasing new DLC for Battlefield 3 is due to the team needing to recharge its batteries following the grueling run-in to launching the main game, according to a member of the development team.
A Reddit post from DICE's Alan Kertz, picked up by MP1st, explained that it took time to ramp up development again after the post-launch lull. What's more, the studio would rather take its time and ensure a quality release rather than rush something out quickly.
"The big reason that '[DLC is] taking so long' is that we pushed hard on BF3, and lots of developers pushed vacations, parental leave and other things for a while to ship a product they could be proud about," he wrote.
"After that was done, it takes a while to get people back into the office and up to speed.
"Better from our perspective to wait a bit on the DLC and deliver quality content with plans to deliver different types of content for different types of players over the lifetime of BF3, rather than hurry one map out."
The FPS sequel originally launched back in October, closely followed by the Back to Karkand map pack. The next expansion, Close Quarters, is due out some time in June, with two more add-ons to follow.
Elite "needs to be in" the next Call of Duty, Activision has said.
The next Call of Duty, heavily rumoured to be Black Ops 2 by Treyarch, will no doubt launch in November, as is the way with gaming's biggest brand.
To coincide with the release, publisher Activision plans to make Elite, its stat tracking and COD culture platform, better integrated into the new game than it currently is with Modern Warfare 3.
On PlayStation 3 and Xbox 360, Elite is an app you access from the dashboard. Although there is some integration with the game, it is not seamless.
This, Activision producer Noah Heller told Eurogamer, will change with Elite 2.0, the codename for "what we're thinking for this year's coming game".
"All we're really saying about it at this point is integration is the word of the day," he said. "It needs to be in the game. It needs to be tightly wrapped with game features. And that's our focal point.
"We'll be back at some point to talk about that game, and when we do, we'll reveal a lot more.
"Long term, we're making Elite and the game synonymous. If you want to play solo or single-player, you might never notice Elite. But the moment you dip your toe into multiplayer, you're part of Elite. It's just up to you whether you take full advantage of the features or not."
Elite 2.0 was first mentioned by Activision during an investor call. It sparked confusion among players who thought plans might have been in place to release a new client they'd have to subscribe to alongside their existing Elite subscription.
This isn't the case, as players will find when the next COD launches.
All we're really saying about it at this point is integration is the word of the day. It needs to be in the game. It needs to be tightly wrapped with game features. And that's our focal point.
"It's really an evolution," Heller explained. "You'll still have access to everything you do here, it's just we'll be doing a number of new things as well.
"2.0 is an internal codename, so we probably shouldn't be using that externally, because it can be a little confusing. We should have called it Elite Zimbabwe.
"When we start looking towards the next game, our focus is on in-game integration. The features that have captured player imagination are things like push to game, seeing your clan elements in the game itself. And so our absolute focus for this year is on deeper and deeper integration.
"I'm not allowed to say more than that right now, but if you understand what's been working for us so far, you'll see where we're headed in the future."
Better integration is Activision's long-term goal for Elite. In the shorter term, new features will be added to improve on what has, for the publisher, been a remarkably successful, albeit controversial, launch.
Clans, which Activision stealth-launched in early December, have been a particular highlight. "We didn't tell anyone when we turned it on," Heller revealed. "We just turned it on one day. Within a minute we had 40 clans. Those were users sitting on the page and hitting refresh over and over again. And at 3pm on a Wednesday, they were able to start their clan."
Within a day there were 25,000 clans. Right now, there are 670,000 clans, each with up to 100 members. Now, Activision has promised to devote attention to expanding this part of Elite.
Elite TV, which includes unique video content based on the game, will also be expanded. Season two of competition show Friday Night Fights is being made with Ridley Scott's production company, and will riff off of the format used by the likes of X-Factor and Top Chef.
Two new shows are planned: Noob Tube, with Will Arnett and Jason Bateman, will pull user-generated content from the community, such as screenshots and videos, into a funny clip show. The other is an animated show called Cocked Hammers.
Negotiator is a really good experiment for us. How close can you come to something that feels like it would belong in the campaign?
Heller confirmed that Activision plans to end the year having released at least 24 pieces of DLC for MW3 - up from the promised 20. But this could rise further in what is the biggest DLC package ever created for Call of Duty.
"Off the back of a launch that was difficult, and announcements before the launch where people didn't really understand the offering, we're not only adding 20 per cent more content for free, we're adding new features," he said. "We're showing a continued commitment to make it really worthwhile to be part of Elite. That's been popular with the players.
"I'm allowed to tell you guys a little hint of the future. For the near future, with Modern Warfare 3, with each successive drop we'll be releasing new issues of Dropzone (online magazine built into Elite), new little tweaks and improvements to the game, the console app, to mobile, to the site itself."
Xbox 360 Elite premium subscribers were the first to get the recently released new maps: Black Box, Black Ice and Negotiator.
Negotiator is a co-op Spec Ops mission Heller said wouldn't be out of place in Modern Warfare 3's bombastic campaign.
Does it indicate proper, fully-fledged campaign DLC is in the works?
"I don't think we have anything to say as far as content like that," Heller said. "But I will say Negotiator is a really good experiment for us. How close can you come to something that feels like it would belong in the campaign? I was at an event at GDC where some folks were playing it, and I see how people are into it. I'm sure we're going to take some good learnings from that.
"It's really cool to play a mission that feels like something that came in the box, and yet you got it for free by being an Elite subscriber."
The missing in action PC version of Call of Duty Elite is still alive - and Activision has promised PC gamers it'll be worth the wait.
What's the hold up? The PC version of the stat tracking and community platform, which launched on PlayStation 3 and Xbox 360 alongside Modern Warfare 3 in November last year, is a "challenging piece of development", Activision producer Noah Heller told Eurogamer.
"Unfortunately I don't have an update for you at this time," he said. "We're still working on it. We can't date it yet. It's a challenging piece of development. It's really all I can say.
"Back in the day I was a PC gamer myself. I cut my teeth on shooters on good, old fashioned Team Fortress 1. So I'm excited to do right by the PC players soon."
Last year the Call of Duty Twitter page "misspoke" when it said it couldn't guarantee Call of Duty Elite would launch on PC.
"We are working towards a universal Elite experience but we cannot guarantee if or when a version will be available for the PC," it said.
That Tweet forced a correction: "Our goal has always been to provide a free PC offering for Elite. Stay tuned for an update as timing is still being determined."
That was four months ago, however, a time period that has left PC gamers questioning Activision's commitment to the platform.
"Unfortunately I can't give you a date at this time - look, it bums me out to say it," Heller said.
"I get several emails a day. It's a vocal, passionate audience. What we need to ensure is that when we ship something for them, it's quality. We cannot make them wait this long and then deliver something that isn't quality."
Meanwhile, Heller offered an update on the tablet version of the COD Elite app, which is still in development.
"We're working hard right now on the tablet application," he said. "I can't date it for you guys yet, but I'll tell you it's not a port. It's built specifically for that platform, and built with this two screen idea in mind, the idea people are going to be playing the game and might have this on their lap, to check with their friends to see what their progress is like in real-time.