Full test of Space Siege on PC

The idea of Space Headquarters was commendable, since developers Gas Powered Games attempting with this title to remove the hack and slash the grip of the heroic fantasy and involve us in history through a “revolutionary “Cybernetic implants. Too bad that the spiritual heir of the Dungeon Siege series is ultimately unworthy of the pedigree of its creators.

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The unusual context of Space seat does not alter the basic rules of the hack and slash, and it moves our hero Seth Walker a left click of the mouse drawing using the right mouse button. A classic bar allows skills in addition to operating up to ten special powers or objects (grenades, turrets deployable, etc.). To add a little pepper in our struggles, knowing that most of them use the energy to recharge a flinguant to go. Technically, there are all the ingredients necessary for good rigolades hours, and yet the sauce never took. The lack of energy and capacity varied or interesting really make fighting incredibly monotonous, and we pass the bulk of our time simply select an enemy until our basic weapon facing the work. Because you can not shoot in moving (while the enemies are, strangely) on bored quickly enough, to relive again and again the same bastons against monsters who change their appearance (aliens, robots, cyborgs, etc.). but who remain the final all similar. The arrival of our robot sidekick HR-V, which was presented as a big innovation by the team Thursday, will not add little to gameplay because the guy is not exactly a fine tactician and he will constantly remind order to avoid premature death.

It is fortunately very easy to resurrect, using the spare parts of Space Headquarters. Each trunk open enemy killed or destroyed hard cash actually precious few scraps of metal to be used for anything and everything in the title of Gas Powered Games. Improved features of Seth and HR-V (armor, points of life, etc.). Or even arms pass through this debris miracles, which are also used to “buy” or médikits grenades in Checkpoint rooms. The trouble is that the collection of these toys is supposed to replace the usual loot so important in the hack and slash and that it is therefore never pick up objects on the enemies that it kills. The ten weapons used in the final s’obtiendront a very linear in the following scenario, and there was therefore no chance of getting a “Assault Rifle D’+15 of the Owl” to detour a passageway Simply because the team decided Thursday that it would use light machine guns during the first part of the game, it was also smart to give a different role in each of weapons since, in the state, each toy that there are instantly makes its predecessor obsolete. The frequency with which our arsenal is maintained is also quite poorly regulated and sometimes we use certain weapons for just over half an hour before finding the next toy fashionable.

Half man, half robot

But, of course, all these considerations are futile revolutionised by ethical choices and the system of cybernetic implants, is not it? And maybe not. Once again, you will find here a glaring lack of ingenuity in exploiting concepts which, on paper, seemed interesting. As weapons, robotic grafts to recover over scenario only at the whim of developers, with a commentary on the various members of our crew will encourage us to use / ignore this technology. Once installed the thing, against, do not wait any reaction on their part, the “dilemma” no longer interested. And we no longer by the way. The famous “ethical choice” promised by Gas Powered Games is completely non-existent, and it eventually very quickly by installing all implants because it is the only thing “new” to be done and they release access to most of the skills of our tree talents. The latter is divided into two parts (and combat engineer) where he will spend the two points that we receive at each level. The character customization is still rather limited because the levels of XP are actually given arbitrarily to some “key points” scenario without that we can influence them whatever their achievement. Yes, yes; Gas Powered Games invented the hack and slash without loot and XP.

Despite all these flaws, the game even happens when we push forward steadily, without knowing really why, indeed. There is constantly towards our destination (and three different endings to the key) without really having fun during the trip, although all is not completely catastrophic. The fighting can be quite distracting through the exploitation of many elements destructible / explosives in sets, and later ultra-bourrin amusera without doubt the fans of action pure and hard. The cooperative multiplayer mode may be attractive for the same reasons, so he took his side défouloir by providing us at the outset what the game as weapons, implants and points of skills. It was only then worry about the battle which, if nothing transcendent in the end, can still be fun to several although there would also quick to play the last Shadowgrounds. In the end, we must recognize that lack Space Siege by far the target had been set, and that is not its graphic aspect dated and completely devoid of imagination in the design or soundscape more or less non-existent who will save from oblivion ahead.

Jaleco unveils Kizuna for Wii

Jaleco has released without warning a new Wii title of his hat. Responding on behalf of Ôgon no Kizuna, it is an action-RPG where you embody a certain Rain (or Lain), embarked on a fight against the monsters Galvaran, a demon once defeated by Gelade, father Young heroes of history. Piochant both side Dynasty Warriors as Shadow of the Colossus, the game will propose fighting in real time with a gauge that fills up over the beating to finally give access to special attacks. Against boss, imposing as it should, clashes will take a little more technical because it will necessarily find the weak point of giants and sometimes their climb above to hit a specific location. The Wiimote will be used to target, while the Nunchuk trigger attacks. Drapé in a made-cel shading, the soft will be divided into chapters and will establish links with several characters, some which can then lend a hand in combat, for example. Announced for winter 2008 on Japanese soil, Kizuna is one of its development team a few prestigious names like Shôda Miwa, a writer known for his work on Final Fantasy XII, as well as Yôichi Yamaguchi, director and programmer on the project, who officiates in parallel on the future Little King’s Story.

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.

Sherlock Holmes 5 : first contact with the game

Not content with having suffered Arsene Lupin in the last part of his adventures, Sherlock Holmes will leave soon tempted by a new duel much less glamorous in Sherlock Holmes against Jack The Eventreur. Still armed with his British phlegm and his innate sense of the deduction, so the detective british will launch actually in the footsteps of famous serial killer of Whitechapel and it was already able to take a look at his new methods during the Games Convention Leipzig.

Never solved by the police exceeded the time, the notorious murders of prostitutes committed in 1888 in the poor neighborhood of Whitechapel in London by the killer dubbed Jack The Eventreur still is shrouded in mystery and speculation. True to their very pragmatic approach of the investigation, developers Frogwares do not let destabilize a whole folklore which always follows the legendary fait divers, and we therefore propose an approach which is as credible as possible in Sherlock Holmes against Jack The Eventreur . The team had spent Thursday spine in-depth research on the events in order to portray the series of murders in a manner that is more accurate and give us a chance to analyze the facts, seek to understand behaviour of the killer and finally try to identify it. In fact, we will find our inseparable duo of Dr. Watson and the Sherlock Holmes impassive as they seek the truth in external view or the first person in the streets of this district décharnées attended by all left out the English capital.

From Hell to Baker Street

The mechanisms remain a game little about the same as in previous, and rather successful episodes of the series with passages of pure point & click with puzzles of all kinds. Sherlock Holmes obliges, it will also a good time to make comments butt on the screen deduction which, as its name suggests, will help turn the famous British detective of the meninges. Guess the process used by Jack the Eventreur to kill and dismember his victims also require a thorough understanding of the method of attack, and we must rebuild each murder in a very clever at the crime scene with Holmes in the role of the killer and this dear Watson grimé pseudo-victim. A number of parameters then appear at the bottom of the screen, and could “try” several combinations (knife in his right hand or left hand, killer attacker to face or behind, a victim standing or lying, etc. .) To find one that has actually been used by the criminal. While the scientific side of the investigation should also be brought in this new episode of the adventures of Sherlock Holmes, looking more than ever to put ourselves in the shoes of a real investigator without s’embarrasser of any fantasy fiction. It follows an extremely calculated in the game, which undoubtedly will attract the largest specialists adventure game.

The developers also want to recognize push their concept to its climax in the fifth part of investigations Sherlock Holmes, proposing the title’s richest, most successful and most ambitious of the series. No wonder the coup that the team has taken the game to give a helping young to switch to the graphic aspect of the title, with characters more and more realistic and decorations not only more detailed but also crossed by a large number “extras” randomly generated. This should put an end to the side a little death and emptiness of decorations that had been surveyed in the two previous opus of the series. The dominant-dominated relationship between Holmes and Watson will obviously be kept to the delight of fans the first time and it would almost take the good doctor pitied so his esteemed colleague the demeans the first opportunity. All that to say that Sherlock Holmes against Jack Eventreur The focus as much on its forces located on some new concepts ambitious to give birth to a survey by the British detective who has a good chance to outperform all others. The verdict will be the end of the year.

A Vampyre Story is revealed

Announced in early last year and headed by a veteran LucasArts Entertainment, A Vampyre Story clearly seeks to remind us of “good time” adventure game with cartoonesques its graphics and its crazy pitch. Met for the first time at the Leipzig Games Convention, the title seems not so promising that thought.

Young opera singer dreaming of a career in Paris, Mona Lafitte sees his ambition reduced to nothing when it is turned into a vampire and locked in a castle Draxsylvanie. Not very smart but still determined, the fine will not be discouraged and with the help of a talking bat named Frederick, it will seek to take the powder escampette to live his dream. Everything will obviously not so simple and it will take to overlook a lot of obstacles eccentric, characters bottom of the front and riddles alambiquées before reaching our purposes. It is therefore a point & click very classic, with all that that implies as collection and combination of objects, which very clearly trying to make us nostalgic for its graphic style where characters explore 3D very beautiful scenery in 2D. Even the interface of the game we recall the good old days as it is in fact a complete repompe of that used by Full Throttle, beatings of slats less and the transformation into bat in addition of course.

Death is so you

Beyond all these traditional concepts of gender, A Vampyre Story also introduce some new ideas not necessarily stupid. Mona is thus capable of recording a “souvenir” object when it crosses something they may not necessarily carry, which will show a “ghost image” of the gadget in its inventory. The latter can be used much later when he finds a utility, and Mona then use its powers of vampire to teleport directly adjacent to the object which it had the “souvenir” in order to bring it temporarily to the desired location. Nothing that does revolutionizes the genre of course, but all new ideas are good to take in a static environment also that the point & click. Another pride of the development team of A Vampyre Story is the very large number of cinematic cut-scenes partnerships between phases of gameplay and it will ultimately have to attend at least 30 minutes of viewing in the genre total in the game to be specified passage for lovers of figures that A Vampyre Story will count more than thirty main characters in his script, and almost as many unique places to visit throughout our adventure.

While that’s pretty good, but this presentation of A Vampyre Story we still disappointed for his weakness in two critical areas such as: humour and shields. With a voice suraigüe and a Germanic accent surjoué too, Mona was indeed frankly unbearable in the VO that were discovered and unless a miracle when switching to VF, there are good chances one suffers whenever it opens his mouth. Slightly embarrassing for a main character, especially in a game where you papotte lot. But even more than the intonation dialogues, it is mainly the level of writing that was a little afraid, with little jokes and subtle éculées falling dramatically flat. It obviously hopes that this was only an exception in part by developers so few words of the spirit shown here more reminiscent of the niaiserie So Blonde that the finesse of a Day of the Tentacle. All this is even more worrying that there are apparently only eight weeks of production before leaving the title of Autumn Moon, and that this kind of faux pas does not correct at the last minute.

Suikoden Tierkreis lands on DS

The mysterious Suikoden Tierkreis spotted earlier this month was finally unveiled in the last pages of Famitsu DS and it is that this new episode will emerge. According to the Japanese magazine, it would be a role play in the line of classic episodes, with fighting in turn by turn can be directed to the pen and a priori, a team of four fighters accompanied by a invited. Côté achievement, we should end up with decorations 2D while the battles and characters are in 3D, with the usual attacks combined. In terms of scenario, the initial information suggests that the adventure would begin on a crushing defeat of the 108 heroes of legend, forcing the main character of this opus to all meet again. Apparently to half its development, the title does not yet have a release date, but fans of the series will probably already thrilled to see a new Suikoden announced.

“Igor The Game” announced by Deep Silver

Deep Silver announced that they would publish the game Igor The Game for the PC, Wii NintendoDS and the European Union PAL territories, territories french overseas, the Commonwealth of Independent States, South Africa , Australia and New Zealand.

The Igor The Game of video games are produced by I2G and Legacy Interactive. They are based on the animated films of the same title by Exodus Film Group, distributed by Metro-Goldwyn-Mayer Pictures. Igor opens the USA on September 19, 2008 and presents the voice talents of artists such as John Cusack, Steve Buscemi, John Cleese, Jay Leno and Christian Slater. The film will receive worldwide distribution for the holidays of 2008.

Igor is a playful irreverent comedy with a new twist on the classic scientific Evil / Monster genre and tells the story of an evil scientist’s hunchbacked lab assistant, Igor, who has big dreams of becoming a scientist evil in its own right and winning the coveted first place award at the annual Evil Science Fair. But instead create a monster dangerous for competition, Igor creates amicably instead Eva. His attempts to convince Eva behave as a true monster to many entanglements. With much humour involved, both the film and games commemorate the kind of film Monster of the classic era of Hollywood.

The games will closely follow the script of the film. The PC and Wii versions varied become an Action-Adventure players Thursday to monitor the four main characters: Igor, Eva and their two friends, brain and Scamper. The NintendoDS version will allow players to design their monster individually by adding new body parts, and competition against other scientists creatures through an exciting puzzle battle system. Hundreds of opportunities to allow players to create monsters really. Igor The Game is scheduled for release on all platforms this October.

“King’s Bounty: The Legend” details

“King’s Bounty: The Legend is a PC pre-RPG strategy developed by 1C and published by Atari. Unlike most RPG strategy, the concept behind King’s Bounty is to create a unique and rich experience outside of the turn-based battles style. The game certainly has an atmosphere MMO attached thereto. As I watched the presenter Gen Con to navigate the mass card, fetch quests, buy objects and interact with the NPC, all I could think was how inspiration World of Warcraft has been the creation of even single-player PC RPG.

Battles on the world map are not random. As players navigate through an area to another, they will see the enemies and react according to their desire. The combat system is based on a network composed of hexagons. The different classes in the game will be able to navigate through the hexagons and choose attacks that befit. I was pleasantly surprised by how small battles seem to be. The players are restricted to a small network instead of the broad mass map. The fight that I saw lasted a few minutes as opposed to large-scale exploration in which many actors SRPGs save. The players have even May to fight against their own weapons. The elements of King’s Bounty are gifted, and the choice of party members mistakenly May because of disagreement between the protagonist and his faithful monster-killer.

The players will be able to choose among three types of characters, which are the warrior, paladin, and Mage. After picking this category, players will be generated in the area of their original character and be plunged into a very bright and alien environment with many different landscapes which includes dungeons, towns, castles, and even giant turtles. King’s Bounty is scheduled for release on holiday this year, and we will certainly keep you abreast more details come in. “