Kotaku

God of War Ascension: The Kotaku ReviewFor the first four and a half hours of the new God of War, you'd be forgiven for thinking that the game was made by malfunctioning robots.


They were given the God of War formula and with swiveling clamp-hands, they made what is technically a God of War game. Kratos is angry! Chain-blades must be swung! Beasts will be gored! The first level must be as epic as Mount Olympus! You will be given extra attack moves! And then more attack moves! And then more—the ones you'll never use!


And...then you'll... be....riding a giant... flying... snake. And... remember the big slides in Super Mario 64? Kratos will slide down some slides. And then...


Does.


Not.


Compute.



At about the halfway mark of the game's 10-hour campaign—as the made-by-robots theory struggles with the I-guess-this-studio-spent-their-effort-on-the-new-multiplayer-mode-that-nobody-asked-for theory—you discover something new.


You discover that the game is weird, warped, and way better in its second half. This second half almost entirely absolves the first-half, which transitions from the snake section to the doling out of a bunch of elemental powers (fire! ice! lightning! and, uh, denizens of the undead!) and then to the granting to the player of what I thought was God of War's big new gimmick: Kratos' ability to turn a pile of rubble back into, say, the bridge it once was, and the corresponding ability to turn a bridge into rubble.


Look, we're never going to get an official Lego God of War, so let's settle for this? Actually, let's not. The offering is half-baked. Kratos can't rebuild any old rubble sitting around. He can only rebuild the rubble that glows green. He can only use his new magic to un-make structures that are green. This would work in an abstract puzzle game, but in a game that is richly rendered with all sorts of rubble and structures that beg to be made or unmade, this is just another video game invisible wall.


And then the game makes you backtrack through a bunch of areas you cleared and has the audacity to describe that reverse run as a handful of official story chapters.


Maybe we should move on to the good part.


God of War Ascension: The Kotaku Review
WHY: Even though the first half of the game is as tired as the next Zelda quest that has you fetching a bow-and-arrow, the game alters and refines the series' combat into an arsenal that feels, by halfway, glorious to wield. Plus, the camerawork's amazing.


God of War: Ascension

Developer: Sony Santa Monica
Platforms: PS3
Release Date: March 12


Type of game: Third-person ripping of Greek deities into bloody bits. Now also with multiplayer.


What I played: Ten hours, 20 minutes to clear the game's campaign. A sampling of multiplayer modes, but only enough to rank my fighter to level three.


My Two Favorite Things


  • A varied arsenal that, at last, feels accessible and balanced, encouraging a winter weather system's worth of attacks.
  • The camerawork. Still the God of Cinematography.


My Two Least-Favorite Things


  • The sexing-up of enemies that I am then required to cleave into bloody bits. Gross.
  • Block-pushing puzzles. Give me a micro-transaction to skip them, and I'll pay double.


Made-to-Order Back-of-Box Quotes


  • "Unless you're going to say he got angry because of midichlorians, I'm past caring."
    -Stephen Totilo, Kotaku.com
  • "Watch the game, and you'll just think the players are sick. Play the game, and you'll understand what feels so right."
    -Stephen Totilo, Kotaku.com

The good part: the second half of the game mostly takes place in and on a giant skyscraper-sized statue of Apollo. Levels are named after Apollo's body parts. You're playing The Foot of Apollo! The Forearm of Apollo! The Ribs of Apollo! (Not making this up.) And as you play, you gain a few more ridiculous abilities that may or may not have been swiped from Zelda games. (Hint: Elegy of Emptiness). But you stop caring about the game's problems because you begin to enjoy—at least I began to enjoy—how good the game's combat feels.


You've been given a ludicrous arsenal, and though you are probably neglecting the weak ice moves, you're taking advantage of five hours of practice and five hours of being armed with new powers to switch from chain-blade attack to block to dodge to.... the game's refined grapple system.... the new melee moves that let you disarm enemies and use their weapons on them...the rage mode....the special magic... even that dopey decay/restore magic is good in combat. Moves chain together. Almost nothing is mapped to a many-button (dialed) combo. Almost all of it is a couple of button presses away. And it all feels so good to use against a crowd.


The game is sick with whatever disease the new Zelda games have. Its developers feel obligated to spend a stupid number of hours early on starting you from zero and giving you your proverbial bow and bombs and boomerang. And, as with The Legend of Zelda: Skyward Sword, it's only after you get past what amounts to newbie initiation that your move-set has enough new stuff in it (and enemies that compel you to use that stuff) that you get a sense of what Ascension is supposed to feel like. It feels like chaos, controlled.


The robots probably wouldn't have thought of some of Ascension's better tweaks to established God of War combat. The new disarmament system introduces some good risk-reward, as you first try to grab a knock a weapon from the hands of an enemy and then have to take the time to grab it while the enemies nearby are probably still trying to attack you. For all of Ascension's tiresome fealty to the God of War tropes of old—the slow-opening treasure chests, the red, blue and green orbs, etc.—the development team improves the button-combo finishing moves. No longer will you simply press a few buttons, when prompted, to stylishly kill a cyclops or gorgon. Nope. Now you will engage in a "mini-game". You/Kratos will hold the enemy with one hand, stab the enemy via rapid button presses with the other while occasionally needing to dodge the flailing enemy's counter-attacks using the analog stick. The sense of intimate struggle in these moments is Ascension at its best. Its violence is lurid as ever, but now it feels uncomfortably close. It feels like a struggle. And that feels like an improvement.


Ascension's story is as unnecessary as most prequels. Six or so games in, we don't need any further explanation as to why Kratos is so angry or how he broke from Ares. The game's villains, the Furies, are a step down from the Greek heroes, gods and titans of games past. Adding to the nonsense is the fact that this prequel is told and played mostly in flashback. That's right: it's a prequel that nests its own prequels. Spoiler (not really): at the end, Kratos is mad and a bit sad. Same as he ever was.


As you play the game, you may notice that it looks amazing. The series remains king of all games with fixed cameras. The cinematography is astounding, as you retain control of Kratos in combat while the camera glides from distant, epic scenes to close one-on-one battles.


You might also notice that the game contains a lot of breasts. They've got blood and entrails, too. But so do so many other violent combat games. God of War games are the ones that toss in a sex scene and then let us all marinate about why one censored sex scene per game is forever more scandalous than each game's many bloody eviscerations. I didn't even find a sex scene in this game, just a harem scene and an extraordinary amount of toplessness. The harem scene? It's gratuitous, but, hey, it's Greek mythology and Kratos is topless too. Or something. Most of the game's female enemies are topless, too. I'm not sure if it's meant to titillate but it remains one of God of War's less justifiable elements: that it can have its female toplessness and its male loincloths, too. Some private parts must remain private? To satisfy the ratings board? Maybe. But when a close-up kill include the slicing of a half-woman/half-snake from her neck to her breast, my takeaway is that I'd rather the sexualization of video game characters and the gory rendering of the death of game characters not be mixed. Please. Unless you're trying to elicit a reaction that's more "ugh" than "awesome!"


Sexy-death weirdness aside, Ascension pulls together nicely. Its back half justifies the training-wheels of its first half and then ends abruptly, properly leaving players wanting more. The "more" that is offered is a new-game-plus that, as with previous games in the series, lets you play through the game again with some of the moves you've earned and special combat modifiers.


The "more" is also the game's new multiplayer mode, which I've sampled but not soaked in. These multiplayer modes let you play in two-player (or solo, oddly) endurance runs against hordes of enemies or in competitive team or free-for-all battles against other players. Battles are set on levels that are packed with traps and platforms. Some good touches are imported from the single-player game: many of the combat moves, the disarming stuff and the ability to jack a giant troll and ride him like a bulldozer over other players, to name a few. These multiplayer modes justify repeat playing by tying weapon, armor, item and magic unlocks to the accruing of experience points. The foundation seems good. We'll see what players make of it in the weeks to come.


There's something quite tired about Kratos that makes all of these God of War games feel at least partially like factory productions. The loyalty to Kratos' two-note demeanor feels in need of a shake-up, and the game suffers from a wearying checklisting of recurring enemy-types. Plus it all takes place in the same over-familiar setting, telling the same style of story, reusing the block-pushing puzzles (enough! no more of them! please?). For the love of God of War, Sony developers, can we go to Egypt next? Or something else that actually feels fresh?


But for all my belly-aching, there's no denying that this new game feels good. There's no denying that its combat tornadoes into something gloriously varied and responsive. And that's why, despite its shortcomings, it feels like a success.


Kotaku

You know how Rockstar Games rolls, right? There's no clue as to when we're going to get another glimpse at Grand Theft Auto V. So, thirsty fans have gone ahead and made their own. The clip is made up of still images that have been released for the game, with little bits of limited animation sprinkled throughout. With overdubbed music and vocals responsible for the jokes, it's a little reminiscent of the openings from Monty Python's Flying Circus. GTA + Monty Python… that's a mash-up someone needs to make happen.


(Thanks, tipster Kasper!)


The Elder Scrolls V: Skyrim

This is Obviously a Heavily-Modded PC Version Skyrim StatueNow available for preorder from the fine folks at Gaming Heads, this $299.99 statue of Skyrim's champion would not be possible without the PC modding community. You just don't get this sort of visual fidelity with today's game consoles.


Now I'm not saying a great statue couldn't have been based on the unmodded PC or console versions of The Elder Scrolls V: Skyrim. They're perfectly capable of conveying enough visual data to allow artist Alejandro Pereira to craft a reasonably accurate facsimile of Bethesda's ideal Dovahkiin. He's still be 16 inches tall, cast from high quality poly-stone and dressed in the finest tiny fabrics tailored by what I can only imagine are ridiculously small fashion design students. He'd still be limited to 1,000 pieces for the standard version or 500 pieces for the $329.99 exclusive version with light-up fireball. He'd still ship in Q4 of 2013.


It just wouldn't be anywhere near as smooth and well-defined.


Now that I think about it, I'd pay extra for a special edition jaggy Dovahkiin. Missed opportunity, Gaming Heads.


This is Obviously a Heavily-Modded PC Version Skyrim Statue This is Obviously a Heavily-Modded PC Version Skyrim Statue This is Obviously a Heavily-Modded PC Version Skyrim Statue This is Obviously a Heavily-Modded PC Version Skyrim Statue This is Obviously a Heavily-Modded PC Version Skyrim Statue


Kotaku

The hero of United Front's hit open-world title spent most of the game undercover, acting more as a gangster and stirring up trouble to win the trust of the Hong Kong underworld. Now, Wei Shen finally gets to be an out-in-the-open law enforcement official in the new Year of the Snake DLC for Sleeping Dogs.


The teaser trailer offers up details about a crazy cult trying to blow things up and Wei Shen gets busted back to being a lowly beat cop. But, really, it's all about wielding tear gas for me. There's no joy better than getting to make swarms of random strangers cry. Trust me on this.


Players will get the usual helping of new weapons and achievements in Year of the Snake, which is out today for PC, PS3 and Xbox 360 at a cost of $5.99/560 Microsoft Points.


New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again New Sleeping Dogs DLC Lets You Be a Ticket-Writing, Ass-Kicking Cop Again


Kotaku

My SimCity City Thrived Offline For 19 MinutesI ran a test yesterday. I loaded the always-online SimCity—the game that EA says just can't be easily made to run offline—and then pulled the proverbial cord.


I switched off my Internet to see how long I could keep on playing.


It didn't last long, but what I discovered intrigued me.


Prior to the official release of SimCity, I'd already seen that the game could run offline if a signal dropped. I play the game on a laptop (a powerful one!) and my WiFi signal at home isn't always so hot. So, when I was playing on a press server a few days before release, I'd get a pop-up indicator telling me the network connection was lost. I could keep merrily building my city, and, when the connection came back, there were no hitches.


The folks behind SimCity have long maintained, however, that their game is made to be played online. That requirement isn't just DRM, they say. It's for gameplay—for simulating parts of the inter-city gameplay, for doling out challenges.


They say this all the time, up to and including last Friday, when SimCity studio boss Lucy Bradshaw told the website Polygon: "With the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud." This, she explained, is why an off-line is currently a no-go for her team at Maxis. "It wouldn't be possible to make the game offline without a significant amount of engineering work by our team."


The game has been running better and better this week. The new servers have made connections easy. So an offline mode isn't as direly needed. But, can this game, as it is designed, really not tolerate offline play?


Yesterday, I tested this assertion. I started playing my city, the mining mecca known as Newer Landland City. I turned off WiFi and then tried to zoom out, check the region and zoom into one of the other cities in my region.


Connection lost. Booted to the game's title screen.


I turned my WiFi back on and returned to Newer Landland City (henceforth referred to as NLC). I laid down some roads. I probably zoned more residential, because my cities always need more residential.


While I was doing this, I was running Microsoft Network Monitor 3.4, a program that scans your computer's network usage and shows which applications are talking to the network. You can run this, too, and probably should, because I'm not able to tell you a whole lot about the activity I saw. Most of it is Greek to me. What I can tell you is that SimCity.exe connected to Amazon IP addresses in Ireland—presumably Amazon servers used to network the game. For the most part, my game, running on North America East 3, connected to this IP address. Ireland servers? North America East? Who knows how this works! What I do know is that it seemed like my game was talking to the network a lot, several times a minute.


If my city talked to the network that much, then, turning off the WiFi, I expected to see some catastrophes pretty soon.


I did not.


I could continue to lay down roads. I added a recycling plant. I upgraded it. Five minutes into being offline, I got a notification about a neighboring city.


Fifteen minutes into being offline, I was notified that my garbage trucks had successfully serviced a neighboring city and made some money off it.


The buildings in NLC seemed to be rising and falling just fine without the network. But what of my exports? NLC is a mining metropolis (well, more like a mining manor), and we export ore and coal. About 18 minutes in, my factories were full. My exports weren't going out. Because of the lack of an online connection? Or due to my mining facilities working overtime? I'm not sure, because, 19 minutes in, I got the alert you can see atop this story. The game had decided enough was enough. I had to quit to the main menu.


I then restored my Internet connection, returned to my city and it successfully synched to the region.


What if I had refrained from exports? Could my city have lasted longer? What if I had been playing at standard speed instead of triple-fast cheetah speed? My colleague, Mike Fahey, who runs an education city in the same region on the same server tried to repeat my test while playing at normal speed. He hit the same wall as I did in about 20 minutes.


Last week, I posted the same question about the possibility of an offline mode to Bradshaw that Polygon and others did. Over the weekend, I got a reply.


Me: "SimCity uses its online connection to connect player cities and support online challenges, but it seems clear now that some sort of offline mode would appease many fans. Is EA going to enable this option for the game?"


Bradshaw: "Online connectivity as a creative game design decision was infused into the game's DNA since its inception and so we're fully committed to delivering against that experience first. A significant portion of the GlassBox Engine's calculations are performed on our servers and off of the player's PCs. It would take a significant amount of engineering work from our team to rewrite the game so that all of those functions are calculated locally without a significant performance hit to the player."


***

I don't make video games. Maxis does. EA does.


I can't tell how many things were going wrong in my city during the 19 minutes when I played it offline. I don't know how many calculations weren't occurring. And, for the record, I enjoy playing the game online with friends in my region.


Those 19 minutes nevertheless provide a glimpse at an alternate to what we've been required to experience with the new SimCity. I've played an offline version of this game that looked great and seemed to run pretty well. Imagine if we could get more of that.


Kotaku

More Leaked Screenshots From Star Wars: First Assault Show A Glorious Cloud City


Yesterday we told you about Star Wars: First Assault, the troubled multiplayer shooter that may never see the light of day thanks to uncertainty at the development studio LucasArts.


First Assault was to be a downloadable "predecessor" to Star Wars: Battlefront III. It was supposed to come out this spring, but LucasArts froze all hiring and new game announcements in September and has yet to decide whether or not to release First Assault.


Today we've got some more images from the troubled shooter. Click to expand:



More Leaked Screenshots From Star Wars: First Assault Show A Glorious Cloud City More Leaked Screenshots From Star Wars: First Assault Show A Glorious Cloud City


Kotaku

Journey to Hell is Just as Unpleasant as It SoundsGritty heroes fight demons from hell with guns in a brownish world spiraling out of control — if Journey to Hell's story sounds clichéd, that's because it's supposed to be. It says so right in the iTunes listing. "Cliché-packed Journey to Hell" the developers call it, an apt description if I've ever read one.


Journey to Hell wants to be a formulaic late 90s third-person shooter, and it doesn't shy away from outdated gameplay mechanics to get there. Unexplained glowing walls block exits as shambling zombies fill the area, often appearing out of thin air behind the player for maximum shock value. Bullets fly and demons fry as music from heavy metal band The Slaughters fills the air.


Developer DogBox recreates the vibe of those heady days of mindless gunfire handily — I'm just not certain it needed recreation. I'm fine with those days being behind us. I've played enough of this type of shooter.


I've played the better. The touchscreen controls for the third-person segments of the game don't lend themselves to precision, and with the right thumb controlling the camera and shooting, changing perspective is often accompanied by a hail of unwanted bullets.


Compounding the control issues, Journey to Hell runs slow, even on my fourth generation iPad. The game listing says that 40 enemies can be on screen at once. With less than a quarter of that number the game stutters and jerks. I imagine 40 at once must feel like playing a Viewmaster.


Hopefully the technical and control issues can be fixed, as there are some nifty mechanics waiting for players that can cut their way through the cliché. Weapons and characters are upgradeable, with special powers and enhanced stats awaiting dedicated players that manage to decipher the game's menu system. The first-person Treasure Hunt mode is a lovely touch, giving players a more intimate look at the game's gorgeous graphics without having to see their character stomping around like a 'my first 3D animation' project.


If Journey to Hell played half as good as it looks it would be worth every penny of its special $3.99 introductory price. As it stands, DogBox has a lot of work ahead of them if they want anyone to buy it once that 'sale' ends.


Journey to Hell

Journey to Hell is Just as Unpleasant as It Sounds
  • Genre: Third-Person Shooter
  • Developer: Dog Box Studios
  • Platform: iPhone, iPad, iPod Touch
  • Price: $3.99
Get Journey to Hell on iTunes
Kotaku

Offer for 700 Free, Downloadable Marvel Comics Pulled Due to Technical DifficultiesIn what might seem a wee bit familiar to fans of a certain city-building video game, the folks at ComiXology have had to apologize for offering a product that their servers can't handle. Two days after the leading digital seller of comics announced a short-time offer for 700 free, downloadable first issues of Marvel comic books, the company has had to pull and postpone the sale.


"We expected a high degree of excitement for the Marvel initiative–and had believed ourselves prepared–but unfortunately we became overwhelmed by the immense response," ComiXology CEO David Steinberger said on the company's blog yesterday. "We're still struggling to keep our systems up." Basically, their servers couldn't keep up.


He says the offer will return when ComiXology is better prepared.


One wonders exactly what kind of response they were expecting when offering 700 free Marvel comics for iOS, Android and web browsers.


We'll let you know when the offer's back on.


A Message From The CEO [ComiXology]


[Top pic: Cover of The Amazing Spider-Man #33]
Kotaku

Michigan Declared the Winner as NCAA Football 14's Election Crisis is ResolvedMy fellow Americans, our long—and I do mean long—nightmare has passed, and we have peacefully chosen a new cover star for NCAA Football 14, restoring faith in our great democracy and the rule of law. Following a 77-day fan-voted election that actually saw the investigation of voting fraud, Michigan quarterback Denard Robinson has been declared the winner by EA Sports.


Robinson joins Charles Woodson (NCAA Football 99) and Desmond Howard (NCAA Football 06) as Michigan Men who have graced the cover. He beat out Texas A&M receiver Ryan Swope in a final balloting conducted by Facebook poll. The final tally was not released.


That's probably because, on the original day the cover star was to be announced, Swope made up a 14,000 vote deficit to lead by 1,000 at the last minute. EA Sports, on the game's Facebook page, said it was looking into claims of fraud and suspended the announcement. Since then, North Korea threatened a pre-emptive nuclear strike on the United States and cardinals gathered in Rome to elect a new pope, though these events may not have been related.


EA Sports said that, since the campaign began Dec. 16, more than 5 million votes had been cast in it—however, these "votes" also came in the form of Twitter hashtags and Facebook likes in a social media campaign that dragged on over parts of four months.


Kotaku

You know what every first-person shooter needs? I mean, besides guns? Dirt bikes. And every other high-speed vehicle imaginable. Because if shooting a helicopter down with an RPG is fun, it's even more fun when doing so while also riding a dirt bike.


The latest expansion to Battlefield 3, End Game, introduced a few new upgrades. Among them is the dirt bike, which you can access as early as today if you bought the DLC.


Some players have already been having fun performing tricks and stunts worthy of action flicks starring Arnold Schwarzenegger (you know, circa the 80s, 90s). You can see a few rounded up by AmazingFilms247 up above.


UNBELIEVABLE New BF3 Dirtbike Clips [YouTube]


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