Tomb Raider Underworld dives into water

Lifting of hell that had plunged the angel of Darkness, Lara Croft was really having a health since Tomb Raider: Anniversary who managed to find the spirit of the series while also injecting a bit of fresh air. The challenge for Underworld, currently under development, was the confirmation, especially on Next Gen. Present at the Games Convention and accessible to the public as the press, the title has left close to the time a small session of Archaeology extreme enough promise in whole.

The Little Mermaid

With a little behind other licenses successful video game, Tomb Raider has finally decided to make his driven cross and truly step Next Gen. Unlike Tomb Raider: Anniversary, conceived for the PS2 and then adapted for the new machines, Tomb Raider Underworld was designed with the Xbox 360 and PS3 in mind. During the level presented, it discovered Lara, quietly installed on a boat, preparing to take the leap into the middle of the ocean. On the surface, it can obviously afford a few lengths of crawl, but it will probably things interesting for our archaeologist shock can be found on terra firma, a few dozen metres further. After a shark attack just missed, Lara reached without major difficulties a first platform and then tries to recover a small climbing where you will have the opportunity to see that the fine has not lost its flexibility.

The gameplay, very Indiana-Jonesque in his style, of course, had what he needed when grab branches, balconies overcoming a parapet, bridges croulants and other small wonders of the gaming architecture: always dependent on acrobatics Lara, the game offers a good share of exploration-based waterfalls and catching up unlikely. As always in the series, these phases of gameplay aïgu require a sense of observation and reflexes, the game is obviously still Radin alternative path, and ruthless on the “off-piste.” With a little experience, we learn also to recognize the walls exploitable, “good” branches, catches rock authorized by the game; animations Lara deliver even, in most cases, information on its ability to pass a jump or not, tending the arm for example. Tomb Raider Underworld is therefore the item on the gameplay, despite some worries of not properly wicked camera when the lens too close to Lara. Just can we blame the developers a certain severity on some jumps a little limits, which send systematically and without further ado, the player fifteen meters below.

Come back successful?

This shift from pure platform, soon followed by the discovery of a lost first temple, to be honest looked more like a big tutorial, to circumnavigate the potential of the game in terms of achievement and gameplay. In addition to a panel enriched animations, like when Lara dismisses gently brush it before each of his steps (a little closer detail, for example, what we found in Uncharted: Drake’s Fortune), then swim in familiar territory on the side of playability. There are all movements submitted for every day in a series of events rather well views, small reels here to resume balance, roulades side now more … by dint of motion capture sessions, Lara cheek gymnast competition to pave a path among the obstacles the game, to light years of its rigidities of the past. Most tatillons may nevertheless be objected that our adventurer custody a few scars of its residual stiffness of yesteryear, specifically the lack of fluidity sequences during breaks, which are still quite slow to emerge: you jump, you move suspended on landmark another outlet, rappelling down a suspended its Grapple, you turn on the camera and re-jumping, etc.. Despite obvious progress in recent episodes, it is still very far from the intuitiveness of a Prince of Persia.

Visually finally, Tomb Raider Underworld impressive. Whether the turmoil of the ocean, subtle reflections on the surface of water, abundant flora, calibrating environnemennts or look teenager Lara, we must admit that the game is many strengths on its side to seduce retinas. From time to time struck a few freezes on the Xbox 360 version we’ve tried, TRU is in any event a great game, and should easily rinse the eyes of many players. This bodes well for the best a few weeks before leaving the game, especially since the few puzzles and enemies entrevus during our test session had the air of perfect recital gameplay “the Tomb Raider” - can be therefore expect solid, it was probably classic for this comeback of Lara Croft. Five years after being burned in the angel wings of Darkness, it will be satisfied without chicaner.

Tomb Raider Underworld is scheduled on PC, PS3, PS2, Xbox 360, Wii and DS on November 21

Too Human, full test on Xbox 360

Not easy for a game of pass the status of super-awaited blockbuster than wet firecracker potential. Presentations less engaging than expected, preview version marred by many problems … And now Too Human, which was to mark the comeback of Silicon Knights on the front of the stage, began to worry his world instead of the aguicher. Result: today, if one looks out of the game, it is mainly to know whether it eventually outsmart the pessimistic predictions. Alas, it seems this is not frankly the program. In any case, not totally.

Born to an improbable mixture, the world of Too Human evokes just as Blade Runner or Star Wars that The Legend of Beowulf. So is there projected in a futuristic world where technology is ubiquitous - spaceships, robots and laser guns the key. But Too Human also seeks to anchor themselves in a mythology much less avant-garde exploiting beliefs and legends northerners. The result is therefore the least unusual since it is found in the skin of Balder, a divine warrior son of Odin, sent to Earth with his fellow Ases to protect humans against the threat of the infamous Loki and his hordes robots, machines and other war zombies. Beyond this basic frame, Too Human tent at the option of cut-scenes long enough, but a few outstanding quality and especially the french dubbing really poor, the mini-debate around the mysterious past of Balder. The ambient Manichaeism therefore gently rocking to an ambiguity more interesting, but the staging penalty to give real substance to the scenario Thursday At least, an interest.

But no matter, Too Human does not confine itself to its history. All these have finally babillages for real function to give us a reason to darken the few dungeons of the game to find the boss places in the passage trucidant its armed creatures of all kinds. Too Human is willing, indeed, an RPG-Dungeon hard and it goes almost inevitably by a perfect linearity in the adventure, based primarily on fighting and the rise of our hero. For the latter, rightly, the player will have to choose initially between five classes: Champion (versatile warrior), Defender (costaud and resistant), Berserk (follower of the body-body), Commando (amateur firearms) and Bio Engineer (capable of treating his comrades). The range is varied enough so that everybody finds his behalf, but in fact, things are quite unbalanced.

More specifically, one feels immediately the complementarity of each character and one imagines already landed in the game with four classmates and clean up all this with passion and power. Unfortunately, the co-op online mode is surprisingly limited to two players and the cast suddenly takes a serious blow. This mode n’excusera, furthermore, no difference in levels between participants, as is the promise for the most powerful to do the job while his acolyte lower risk of moving from sales quarters of an hour. If one tries to ignore this serious regret, the multi knows to be valuable and fun, but it remains very difficult not emerge feel the frustration of not being able to enjoy the talents of other classes. Too Human seems therefore to the state paradoxically more geared for playing solo so well that only two characters really seem to successfully carve out in these conditions: Berserk and Commando. Two classes, each focussed on a specific aspect of gameplay and are therefore much more effective in these areas that the other three, too bâtardes too timid.

In Too Human, fighting want violent and dramatic, and most of the time, come very well. Silicon Knights has taken up the challenge to focus the handling of his game around the right analog stick. Déroutant the beginning, this choice is quite pleasant when mixed. Simply pointing in one direction so Balder “slip” to the enemy target and smashes copiously. A blow to the right, a blow to the left, our warrior will not pray for running in all directions and valdinguer enemies as vulgar rag dolls. By pointing at the same time the two analog sticks in the same direction, Balder will, furthermore, swinging an attack remotely effective or engage in a combination attacks the body-body well brutal. Finally, two strokes short of stick used to project the monsters in the air where they will wait until you sautiez them to better reach the chain. Despite the simplicity of handling, developers have managed to propose a range of moves vaguely varied. Unfortunately, it appears sometimes frustrating, as the fighting seemed dirigiste. The handling the stick and more experienced few failures. Without targeting system, our heroes will be sometimes a little lost kicking in a vacuum which breaks all the pace of fighting that their intensity. These concerns are indeed even more strongly when it draws a firearm, especially when one has opted for class Commando.

But one of the strangest things in Too Human remains without doubt the management of the health of our heroes and the inevitable moments where it will die. Specifically, outside the Engineer Bio, no class is fichue to care properly for the game The only way to recover from life is to reap the rare bonus of living dropped by some monsters. As our man is also unable to ward off a coup and that the system ducking (on rolls by pressing B) is not used much, we die devilishly often in the adventure. And each time, we have to enter twenty-five seconds of a cut-scene quickly unbearable during which a Valkyrie just pick up our corpse to bring to life the last checkpoint - the game ends happily and monsters already dead or wounded remain. Obviously, the death of his hero remains synonymous with a failure on the part of the player and deserves a “punishment”. But we still wondered how the guys from Silicon Knights were able to pass an idea as ludicrous, since in addition it makes the game easy, as long as one is patient and zen. It will also count barely a dozen hours to arrive after the main adventure, a snack for a game of its kind. Of course, those who have enjoyed the ride may be delighted with the s’essayant again in a new class to learn the game from another angle. But there are still widely enough to stay on their hunger.

It is all the more angry against defects Too Human that is sent throughout the adventure potential of the game this way, all the RPG elements that compose it is a frank success. The inventory management jostle where dozens of weapons and armor to varying effects (you can put more runes further customise your own certain items), trees (simple, but effective) to develop new skills his warrior … The quality of work of developers on these aspects of the game shows no sign of abating. This will be a nice carrot for fans of the genre who will see in these sides to a perfect reason to bear the burdens and blunders of the game because, despite everything, the vicious cycle of RPG-Dungeon and the race to unreasonable level - up to grow and evolve his personal succeed to take some players.

But these courageous GPR physiotherapists, there will also forgive Too Human shaky for its realization. Aesthetically first, the game is not always in the best taste with a particular character design not always very end. But technically, especially, Too Human hardly convincing. While some environments épatent by their gigantism and their exuberant architecture, others leave completely indifferent. The animations are equally difficult to see, in particular those of our desire to robotic hero. Of course, given the size of rooms visited and the number of enemies which will face Balder, the logic would like to simply excuse the relative discretion of the realization of Too Human. Unfortunately, it does not even avoid falling dramatic frame rate. To complicate things a little, management of the camera (obviously deprived of the right stick for the lead) is sometimes problematic and can not always a good grasp of the combat zone, because too low or simply located in the wrong place . When dozens of monsters we are targeting, that the NPC allies are useless, we can not (really) take care that the game starts to slow down and that more and can not focus properly because of the camera, it is better to be well armed … with patience.

Guitar Hero World Tour is a show maker

Already seen in June last detour to a presentation where he was unfortunately not playable, Guitar Hero: World Tour is undoubtedly one of the highlights of games this Games Convention 2008, at least if we judge by the crowd massaged daily to the few boxes available to perform this new Guitar Hero, the seventh (!) in three years. And to give a little peps the saga, écorchée slightly since the release of Rock Band with whom she engages in a genuine fraternal war, playlist, tools and functionality, this episode it emphasizes the arrival of drums and singing in the gameplay Guitar Hero, hitherto confined to the guitar and bass. Our obviously not innocent after the success of Rock Band, and whether Guitar Hero: World Tour will come to take the lead in this duel at all times and all shots are allowed, we are therefore among the long faufilés queues to tasting the beast a few moments.

Between critics wiped after resumption of the saga by Neversoft last year, resulting in a third episode to the more consensual approach, and exit-breaking Rock Band, Guitar Hero had to act. This is done with Guitar Hero: World Tour, which passes status copied copier adding in this episode a battery resembling more than ever the real instrument with its two cymbals in arrivals. Because unlike Rock Band which houses all the pads together, the new Guitar Hero proposes to him, no fewer than five, with three toms at the bottom and two cymbals a little earlier. To continue on the description of the equipment here now in its Xbox 360 version, it also noted the total absence of cable, or a MIDI for use in MAO for example, but also a pedal bass drum not very reassuring compared to the rest of this accessory, visibly costaud well and with excellent stability. Both aspects are in fact completely unrelated to this kick, which tends to wander at will beatings, blamed a grip on the ground obviously not very effective and the absence of strong link with all the accessory. The pedal is connected to the battery with a simple cable, a little cheap and above all a little long, traînera on the ground, or at best on our feet. It will take good care of the fix in an amount of the instrument in order to avoid embarrassment, to better focus on the gameplay itself, which incorporates the same principles that the parties guitars (a partition scrolling vertically with hints of color to play on the pads correspondents). There is the same solution used by Rock Band so pedal bass drum is clearly legible on the screen with a horizontal bar, violet in Guitar Hero: World Tour against yellow in the game for Electronic Arts (yellow is here associated with one of the two cymbals, in this case that of the left, making it the most often act as Charleston).

If the grip of the instrument should not be a problem too, even for novices, the owners of Rock Band them feel at home, but with feelings much better. Car beyond its outward appearance very close to the original instrument, the accessory of Guitar Hero: World Tour offers a touch similar to the actual e-drums, with a very good reactivity and especially excellent rebounds leaving room for accelerations and serious attacks, and on the toms like cymbals. Another good point, the instrument manages the dynamic and could therefore emphasize certain passages by hitting harder. One option also present on the battery’s basic Rock Band 2 which, despite some improvements already mentioned at E3, seems a bit below that of Guitar Hero IV, at least in the versions of the game encountered so far . With such an instrument in his possession, the game of Activision risk to tip lovers of power in its favour, while the guitar has also been reworked. Not really a point of view gameplay, but the accessory displays on the other hand, however, no reference to Gibson after a dispute between the two companies. Its shape takes rather than the traditional Stratocaster, a Jackson, while a new device comes to wedge into the centre of the race. It is a touch zone incorporating the same color scheme that the five buttons usual, with just a small groove to indicate the passage of a key to another. Again very inspired by Rock Band and his solo buttons, the system will not only impress the gallery tapping, but also trigger a few good effects felt. The various pieces offered in this version did not really perform this part of the game, it still remains to be discovered with good big solos. Also on this guitar, it also noted the presence of a new button at the easel, and to trigger the star power without having to spin the guitar skyward and endanger its combo underway. The rockers, the real, may still use the old method, most spectacular, but sometimes quite risky.

To complete our short tour of new tested during this first session of play, we must not forget the presence of singing in Guitar Hero: World Tour, an aspect showing once again that Rock Band (definitely). Specifically, the words and tone to adopt will be displayed at the top of the screen, just as in the Electronic Arts game, a few visual effects closely. They may still find other things in common between the two titles on the side of their respective playlist. Regarding the new Guitar Hero, Activision promises no less than 80 songs, all originals. Only a dozen of them, however, were available to this Games Convention, with Everlong of Foo Fighters, What I’ve Done by Linkin Park, but also of Beat It Mickaël Jackson and Are You Gonna Go My Way by Lenny Kravitz. From Van Halen, The Eagles, Def Leppard and so on are also approached in this episode which, of course, will still be required to get rich after its exit through a ton of paid downloadable content as is currently the case with Guitar Hero III: Legends of Rock. And for the most insatiable, a mini studio will also create your own pieces in play, or to recover those of other players via the Internet. Another facet of this new Guitar Hero that we have unfortunately not been able to discover at this too short meeting, which promises, however, a comeback of the saga of Activision on the scene playing music (notably through its excellent battery), despite concepts for most borrowed from his first rival. Guitar Hero: World Tour débarquera October 27 the USA and in the wake us, therefore Xbox 360, but PS3, PS2 and Wii.

Fable II: dress rehearsal

Promises, promises still … and finally the true Thursday after several months of development and information carefully distilled in dribs and drabs, Fable II offered the Leipzig Games Convention a face attractive well. It must be said that world output is around the corner for Action-RPG Lionhead finally ready for a great dress rehearsal. New impressions live from Leipzig.

What’s better than the first quest to bring the gameplay of Fable II to the test? Exploration, interactions, fighting, coop, the short presentation GC addressed in turn the main elements of Fable II, widely portrayed for several months. Nevertheless, discover how they revolve once in the game finally announced something concrete. The dog sniffs the vicinity to report the presence of a chest or approaching enemies, the gypsy camp where you can measure the affection of the NPC to the hero, who always have the means to interact with the system icons; finally triggered the quest itself with a bereaved mother who is desperately seeking his son Charlie. The hero, in his great coat Dark monk, could send bouler, but for the purposes of the demo, both the note and take direction from the Tomb of Heroes. As was explained Peter Molyneux a few months ago, a drag star players will indicate to hurry the journey to follow, if they wanted to devote himself to the main quest without completing secondary objectives.

Once visited the site, the hardest part begins. To have violated a sacred tomb without permission, the main character finds himself besieged by an army of ghosts, while far this benêt Charles agitated. The time dream to see a second player grasp the joystick and join the main character for a local coop, the online game is also planned. As soon appears menu multi, with a very welcome option for all future followers of the two players. It would be possible to set the sharing of experience points and gold. As announced, each enemy deceased leave choir of colored gems with the type of attack used for pourfendre. Thus, the player can see what kind of permanence skills increases, attacks melee, distance attacks or spells, it is of course possible to combine, as announced a few weeks ago. In case of early death, the player will lose the accumulated experience in combat, but will resume the battle after a small respawn. The deluge on the screen is reflected in some slowdowns a little embarrassing, which contrasted with the elegance and fluidity of the first environments, in the light of sunset. However, if the NPC Charles were to die, is following the adventure which could be disrupted. The battle could end with this umpteenth stinging reminder to seal a best-of rather attractive. For the record, Fable II is available with us on October 24.

Call of Duty : World at War

Grand winner of the war FPS military each year involving more than a dozen game publishers, Call of Duty 4: Modern Warfare had succeeded in giving a boost saving the genre leaving players of historical conflicts of the twentieth century for the plunge in intrigues contemporary tonifiées by staging a suffocating tension and a remarkably controlled. A success for its developer Infinity Ward and his publisher Activision, which could well be reissued with the upcoming release of fifth album. For Call of Duty 5, however, the U.S. firm has decided to resume its old lubies and return under the bombs of World War II, entrusting the game development studio Treyarch, already in charge of very average CoD 3: Moving Forward to Paris. A choice that carries with it grounds for concern among fans of the series, anxious to know whether this new FPS will take advantage of decisive contributions made by the last episode to date, we have been trying the demo of the game, this at the Games Convention in an attempt to provide an initial response to only a few months of its release.

To ensure the rotation of Call of Duty 4, and it requires developers Treyarch has therefore applied to marry their work with the third episode scripts rapid and devastating game of Infinity Ward. There is therefore the Second World War and its hundreds of hot spots around the globe summarized in a title, World at War, with a staging more support than before. Players rôdés on previous episodes will therefore remain in familiar territory, with a responsive and satisfying gameplay and an arsenal seen and reviewed. Only the flamer, available at our mission of the Pacific, made his entrance onto the battlefield: effective, perhaps even too despite its limited scope, this new weapon could engulf the soldiers hidden, for example, in a bunker or tree, or to force their way and allow the dispersal of our allies on the ground. The entrevus environments in the demo of the Games Convention differed, finally, by a relatively open architecture, the opportunity for each player - it was indeed a part in cooperation in four - to break the enemy ranks the leadership of its choice.

Passage (s) in force

The problem with semi-open environments, especially in a FPS, is it usually a Artificial Intelligence prime able to anticipate and react to each of your initiatives. Already not very at ease during our breakthroughs in solo, in hiding without much conviction on the battlefield as you outline, the enemy is simply exceeded at the cooperative mode to four. Between the players at your side, the soldiers of your unit controlled by the IA, and Japanese soldiers who jaillissaient the four corners of the screen to kill you, war is rapidly taking on the appearance of large foutoir anarchic, where everyone darkens above is a major strokes of bayonets. Bourrin, CoD: WaW the east and it certainly is not necessarily an evil, but it must be noted that the challenge of title remained well below expectations, so it was easy to break into the enemy lines, basting lead any helmet beyond. For some, this part looked like the team deathmatch against an armada of bots a little simplets, except in rare places where the provision of enemy units forcing U.S. troops to discipline a minimum. However, the increase was failing pleasant surprise, and that we can still come more than once to retreat or to planquer against a rock to not finish with a giboulée lead in the forehead. Players still will be forced to work when injured ally, it must then find and revive a few moments, the disabled poor soldier may nevertheless continue to draw from the ground, to clean around him pending relief. After this glimmer of brotherhood also touching that fugitive is almost of every man for himself on the battlefield. Each player is, anyway, too busy to save its own face the loaves spawns predators enemy soldiers.

And if the conditions under which we were able to try the game - a few minutes, amid brouhahas Germanic, with no indication on the storyline or the context of our mission - we will probably not stop a notice on the ambiance itself, we must recognize that staging it was rather neat. After crossing a swamp with no wolf and withstood the assaults of pliers and camouflaged military to face, players and their companions then landed on a vast bare and ripped by bombs, under the thunder of engines and aircraft the rain of enemy bullets. Without being too nervous for Modern Warfare, succession scripts knew surprise and revive action at the right time. We have seen better, it’s true, but we also saw worse; only certainty, in fact we had already seen elsewhere. The technical aspect does not surprise him rather than after the previous episode: correct, but not reversing, Call of Duty: World at War provides the essential remaining fluid, which allows him to excuse some textures a little baveuses here or there. This too short demonstration we will unfortunately does not draw more conclusions about what we reserve the new FPS, which will not surprise under the influence of Call of Duty 3: On to Paris in its overall architecture. Hopefully, however, that the solo in cooperative mode offers a little more challenging and more enemies bricks together, under penalty of being flared in a small handful of hours by most players. Costaud, pêchu, sure of its forces, but still looking for real peaks of intensity, World at War will have to prove itself worthy to ensure the succession FPS most sold by Activision last year. And once again needed.

Dead Space returns

Dead Space continues its path of man to be ready to terrorize the world when it was released in October next set. Presented in playable by Electronic Arts in the Games Convention 2008, those who want one of action games gores the most recent years has left in its attempt Xbox 360. The opportunity to share with you some of our horror, and you can prepare in advance to one of the biggest butchers virtual either.

For those who have not followed the case, remember that a few words Dead Space is a game of action for the third person halfway between the spirit of the first films of the Alien saga, and the famous Doom 3. As you can imagine, the dominant taste of such a cocktail is the fear that paralyzes you to prevent you from moving forward. Because more than anything else, the atmosphere is quite exceptional releases the title that should scotcher more than one. Establish an atmosphere really cumbersome application of the method of care, and that is what seems to have understood the game developers who have chosen good ingredients. The hero of the game will have to fight every moment for its survival, lost in the middle of the space in a huge ship whose crew has been decimated by a species alien parasite. The corpses serving as hosts to these destructive beings can be found quickly confronted with vile creatures who have much more human, often able to transform even resist your attacks if you do not find directly their point weak. A occise head or torso cut in two may not be sufficient to prevent these horrors gigoter each member of which teems frantically to pissant blood, and seek until the last moment to shred you. So it would be better ensure twice have finished working with each enemy before leaving the room without having to go back three or four times to have peace of mind. It’s a bit there lies the very oppressive Dead Space: monsters that we encounter are so frightening and unpredictable as the player quickly becomes too suspicious and paranoid.

And frankly, there is for what. For the sadists who take care of its development have planned to make you sweat, even startling on many occasions. Bris ice unexpected enemies appear anywhere, sounds glauques whose origin is difficult to determine … Only paumé in the middle of space in a large vessel populated by grotesque creatures and vicelardes, the player will have to contend with an additional arsenal rather limited for such situations as the main character is the foundation more than a technician combatant. The weapons, few can be enhanced with special terminals through credits to raise over the levels, and these all have special features that will get rid of his pursuers using his head a little rather than kilos of ammunition. The latter is rather rare, it will anyway not always a choice. Outside écoeurante its atmosphere, the title looks pretty good also on the side of manoeuvrability. The version that we were in the hands we found a good overall ergonomics, and the relative slowness of the hero can quite understand in a product of this type. The interface is a bit special it with very little information on the screen, but a state of health of the heroes who appear on his suit and information (inventory, weapons) which will be projected in front of his face to aid ‘holographic technology: a tool to enhance the immersion and to forget that you are in a game with three levels of difficulty and backup terminals scattered throughout the ship, Dead Space attempt still to reach a lot of players, finally at least those who have the heart pretty well hooked to embark on this crazy adventure. And in our case, the few moments spent on this version have reinforced a little expectations in this respect which should increasingly be about him over the week. Rather pretty horrible in its style and perhaps more profound than it seems, this is a game that will fall in time to Halloween.

Tom Clancy’s Endwar gets offsprings

Remember, the last presentation of Tom Clancy’s EndWar which were able to attend had held the Games Convention last year, with details of discovery in speech recognition system, as the key. A year later, developers Ubisoft Shanghai had really not much more to show us, with the exception of a multiplayer mode heralded as revolutionary. It asks to see.

For those who have not followed the evolution of title Ubisoft Shanghai, Tom Clancy’s EndWar is a STR developed for the Xbox 360 and PlayStation 3 which will control the majority headset, thanks to a speech recognition system combined a few commands more conventional throttle. Specifically, each order given in the title Ubisoft is divided into three parts to state successively: the name of unity, order and finally make the place concerned. It simply will order an attack on beuglant “Unit 1 enemy attack 2″ in our micro, and we will learn a number of predefined terms to cover all actions available as the capture of objective, ordering reinforcements or improvement of existing units. After having seen in action several times now we can say that this system works well when a developer versed in the language of Shakespeare uses it, and if one does believe that the team game promises us a guarantee efficiency to 95% irrespective of the language used, we still wait to try the gadget ourselves before s’avouer completely convinced. We shall extend anyway no more about this time, since the star of this presentation was the famous multiplayer mode that developers kept sealed until now.

When they have made their weapons on the campaign solo EndWar and refined their skill on the classic party skirmish, players of the STR Ubisoft can always find a challenge to their size in the online part of the title, that developers have called “Theatre of War”. Presented in the form of a globe persistent multiplayer mode that will allow us to seek global domination with a military situation updated in real time depending on the results of thousands of parts to be held simultaneously around the world. Technically, this means that the three camps of the game (USA, Europe, Russia) will clash for domination of the entire playground, advancing a front line on the entire planet until the total annihilation of all opposition. Each sector near the disputed enemy lines may be attacked or defended by armies around, even if it will not only targets available. It is indeed the most important areas will benefit from a certain type of media (air, artillery, etc.). That could diminish before addressing the military airport or the warehouses of the tanks region. One can imagine that actions premeditated featuring several players will take place very quickly in this multiplayer mode, so that part of the attackers involved in weakening the defences of a key sector that their young comrades are in the process of siege. Each victory or defeat will in any case an influence on the world situation, and it will take about a month of intensive Thursday to all fanatics of title to take over the entire planet. This should enable aspiring conquerors to occupy their afternoon at the end of the year, as Tom Clancy’s EndWar should a priori out at the beginning of November.

NFS Undercover is finally uncovered

After a Need for Speed ProStreet at least mitigated in 2007, the saga of auto racing Need For Speed will try to redeem themselves this year with a new episode subtitled Undercover. Announced recently and planned from November 18 to the USA on PC, Xbox 360, PS3, PS2, DS, PSP and Wii, and three days later at home, the beast can be currently approaching the Games Convention in Leipzig an Xbox 360 playable by all at the booth of Electronic Arts. Here are our first impressions after a few rounds of wheels.

Just for once, Electronic Arts and Black Box, the studio of record in the series, we promise with Need for Speed Undercover return to the sources of the saga, which blows this year by its fourteenth candle. Except that we had already made the coup, and there was otherwise remain skeptical after such an announcement. Nevertheless, we must still acknowledge that, at the outset, this episode seems they really have made efforts in this direction. Exit, already, the atmosphere tuning too recent episodes (and exacerbated in ProStreet, even if we dégoûter), even if it is of course always find a catalogue of items provided in this NFS to customize its cars improving its performance but also his look. No, it is rather the pursuit race aspect facing the police who returned here in force, supported by a scenario worthy of a Hollywood blockbuster. Judge for: Undercover, embody a young wolf who will engage in various risky jobs in order to win the confidence of a dangerous criminal organization, and so infiltrate them to better dismantle it with the help of the Maréchaussée Local. Any resemblance to an existing plot would of course be accidental, as in previous parts, it will be introduced into the environment via a lovely lady who will take us under his wing, played in the game by actress Maggie Q (Mission Impossible III, Die Hard 4 - Back in Hell). Because we also find in this episode the famous sequences live, a little re-stylized, and so dear to Electronic Arts. The regulars of the saga may not therefore not truly be at home, especially since Undercover also retains the principle of open environment.

Our space game will be in this new NFS of a new town named Tri-City Bay Area, comprising … four distinct areas linked by highways. Sunset Hills, Palm Harbor, Port Crescent, Gold Coast Mountain, these neighbourhoods we reserve each one different ambience, typée downtown, industrial or downright mountainous. It will be dégotter our missions in the same way as in Carbon, choosing a test among those released by the previous and so on (no need to go there, races can still be triggered remotely.) Three types of courses are also offered on the version made available at the Games Convention with Highway Battles first, either on motorways prosecution against a single opponent he will, in less than a minute, doubling then keep a distance, while being faufilant in traffic, not dense frankly it must admit. Another test can compete against a handful of other cars on a track closed this time, while the last we invited him to abscond a concession driving a brand new Porsche. The difficulty of the latter comes from many police patrols in the area, which we pourchasseront for some time. In this connection, it should be noted that the local Maréchaussée will not really shake the players in this version as it leaves little to easily outpace that we use and abuse of changing direction. In case of arrest, will also pay the amount of damage caused during our pursuit. During the race, it also noted the presence of a small gauge on the right of the screen, which climbed to the liking of slippages and other figures in style, winning the final by bonus points.

Since we are talking about flying, we will find again its brands quickly, the various cars available to us in this demo (a Porsche GT2, a muscle car and an Audi RS4) showing a finger and handling to the eye. Just a few seconds of game will be necessary to get used to a very strong direction which, coupled with a hand brake particularly docile, can move changes course with breathtaking ease. Despite the gameplay quite nervous police presence but also the possibility of using nitrous and a speedbreaker - a sort of bullet time to slow down time and therefore better negotiate some corners - the tests lack a little bite. The fault probably a city almost deserted in this version of the Games Convention, which also accuses major concerns techniques. These include a frame rate in agony, but also a fairly pronounced aliasing and a few pop-up textures or buildings intact. However, if we obscures this traffic almost non-existent, the city is showing a certain credibility in its construction, and pointed out a few points that Burnout Paradise. The damage ahead also very successful, sheet metal folding is a natural rather disconcerting on modelling also quite remarkable, but we regret increvables tire rims or indestructible. The nice effect of smoke ProStreet should also rebuild its appearance in this episode, while we note the absence inexcusable views cockpit. Black Box had hinted q’il this was one of yards strongly considered for the post ProStreet, but it is obviously nothing. What a pity. In short, with Need for Speed Undercover, NFS returns well in a certain way to its roots, but not as much as might be hoped, not to mention that the proposed innovations do not seem frankly staggering. It will in any case the heart net next November 21 to be precise, when leaving the game in our lands.

WWE 2009 is here to stay

WWE Smackdown vs. Raw 2009 is the next opus in a series that knows THQ on your fingertips, and who meets the public since its already quite a few years with pretty successful. The game works quite well with us, proving that quality can help to exceed the bounds of discipline represented far less of its land. If the 2008 opus was able to leave his mark through additions well thought out, this version scheduled for next fall rather play the card security and the consolidation of acquired based on what we could see a small Committee at this GC 2008. Explanations.

It’s not just in games of football that we create a reworked version at the root every three years to rest on its laurels then, and what WWE Smackdown vs. Raw 2009 should be a new proof. Format annual requires, does not condemn life whatever the final outcome, but the developers own admission on the show, the objective of this new edition will be to fortify the bases rather than go hunt on virgin land. It should also be recalled that revolutionize a game of catch as close to perfection as Smackdown! is not an obvious decision to take, because as some simu football or basketball, this title has gradually become the standard metre of its field, combining a spectacular achievement, game modes ultra rich, and a combat system which has proved its worth. As a result, it will seek innovation on the side of opportunities created for this 2009 opus with a flat resistance, the emergence of an editor finishers claimed by horns and screaming by fans to believe the speech developers . The latter already seems remarkably well bandana with up to ten stages of entertainment chain to create the ultimate punishment, and dozens of movements each time, giving a total of combinations boggles the mind. This means that everyone should find their account to give to his warrior class as much as possible in its special movements.

Apart from that, nothing much new under the sun, as planned. The graphics engine improved although still remains very close to what we have known over the past year, but it must be remembered that it was already at a level difficult to criticism, and the combat system should not excessive movement with its wide opportunities taken against, bids, use of cheating to bluff the referee, management ring, and even a billion other things that connoisseurs will be able to enjoy. We were still talking about new side battle tag team with a lot more combinations to two, as well as better artificial intelligence, or new sequences introduction to each combatant. The characters should also be brought to more than 60 (20% more than in 2008), and load times will finally be reduced, which will really not a luxury. In short, if the profane will not necessarily developments, drugged games of catch should feel all these small improvements subtle, while those who take the train route will not only be impressed at the overall quality of the title. Even without big risk-taking, WWE Smackdown vs. Raw 2009 should therefore once again fulfill its contract with the honours thanks to a base already so strong that it will be difficult to shake. Let us hope that just a few months between now and its release is an opportunity for developers to unveil a few new additional small, already mentioned, but that they were unable, or unwilling to, not yet take a decision more in detail.

NBA 2K9 : the MVP is announced ?

A yearly NBA 2K and Take Two Interactive does not allow fans on their hunger in 2009. The game of basketball the most anticipated has once again shown the tip of his shorts at the Leipzig Games Convention with a presentation in good and due form, which suggests some of its objectives but not all. Because the publisher has decided to play cachotier this year, and it will still wait to determine if the game well worth the candle …
The HD consoles now better understood, it becomes more difficult to perceive the visual changes between games of sport to keep pace with annual output of their previous version. And as beautiful as it is, NBA 2K9 is no exception. While there is no doubt that the title will be beautiful, it gives the impression at first glance does not therefore much with what could propose 2K8, but players accustomed, connoisseurs, will still detect small touches made by developers. Float jerseys, modeling faces, facial animations, or credibility of the public are so many elements slightly improved, which should contribute tirelessly to bring the game of Visual Concepts feel real games of the NBA and their spectacular still unrivaled. With graphics always the top anyway, NBA 2K9 should like almost every year even go further in its simulation. Management of defence contacts, orientation of the opposing player to one side, changing position in the air to finish a lay up … A surprising strength that does more, but that does not mean becoming less enjoyable for the purist.
The possibilities will be many although here too it is difficult to judge definitively these points in some parts because the balance of a good game of basketball is something very subtle. Representatives from Take Two Interactive we have assured that the success of any baskets cooked closely would be less random than before, what is already a big relief. And a more comprehensive, they believe that this issue should be a bit faster, and inevitably a little more realistic with less aberrations in the phases of the game in transition to more resemble the real parts. A still trying to find the perfect balance between accessibility and depth of the game, NBA 2K9 might seem sluggish on certain points, but it is not without reason scans a formula also mature and efficient. Particularly since there is still a surprise size reserved for the party line on which developers have wanted to release anything but promising that the information circulating in the weeks ahead. This means that the basketball fanatics keep your eyes peeled pending discover what it is.