Wednesday, 3 December 2008


Spengler. Stantz. Zeddemore. Venkman. And you. Welcome to your new job as the fifth Ghostbuster in Atari's upcoming video game adaption of the hit '80s movie series, Ghostbusters: The Video Game. The publisher, who acquired publishing rights to the game after it was sold off by Activision, showed off the latest build of the game at a recent press event. It was the first time we'd seen the game since E3, and, based on our time with the game, it seems like developers at Terminal Reality (and Red Fly Studio, which is handling the Wii version) have been keeping their heads down and focused on the ghosts, despite the game's publishing turmoil.

Unofficially billed by producers as the "third Ghostbusters movie," Ghostbusters: The Video Game is set two years after Ghostbusters II and finds the four original Ghostbusters in pretty good standing with New York City and its citizens. However, because catching ghosts isn't cheap, the city government decides to bring in some oversight to the 'busters operation in the form of Walter Peck, the quartet's bureaucratic nemesis in the original movie. Peck will be in charge of Ghostbusters oversight, constantly keeping the heroes aware of the ever-increasing costs of doing their particular form of business.

Atari was showing off both the 360 and Wii versions of Ghostbusters, and each version of the game featured a slightly different take on the same level. In the level, the Ghostbusters are in the familiar setting of the New York Public Library, investigating the elderly paranormal librarian (who happens to be the first ghost encountered in the original movie). Just as in the movie, it's only a matter of time before the ghost's calm demeanor turns ugly in a big way.

Before the librarian blew her top, however, we got chance to check out the basics of gameplay and combat. Ghostbusters is a third-person action game, with a camera that sits just over the shoulder of your character, giving you a view not just of the action happening in front of you, but also your proton pack, the nuclear-powered high-tech gizmo that serves as your weapons arsenal. As in the movies, the proton pack is used to fire a stream of energy with which you can wrangle rogue ghosts into a trap. The proton pack in the games is more flexible than the one used in the film, and you'll be able to upgrade your pack as you make your way through the game. These different weapon types include a stasis stream that you can use to freeze a ghost, or a shock blast you can use to defeat them. Your proton pack will also clue you in to your character's remaining health and other vital information.

You'll need to make full use of the proton pack in Ghostbusters because in addition to trapping ghosts, you'll also be fighting enemies as you make your way through the levels. As we made our way through the library level, we fought several spirits that took on physical presence by forming makeshift bodies with the many books scattered on shelves; a quick blast of the proton pack was all it took to bring them down.

Destroying ghosts is fun but your main goal in the game will be trapping certain spirits that are causing trouble. In the both the 360/PS3 and the Wii version, you'll first need to capture your ghost in the stream emanating from your proton pack. You can also stun the ghosts once they're caught by slamming them to the ground. The mechanics for trapping ghosts differes depending on the version you're playing. In the 360/PS3 game, you'll use a combination of the analog sticks and the triggers; over on the Wii, things get a bit more complicated. Aiming the stream is as simple as pointing your Wii Remote--but once a ghost is caught, an arrow will appear on either side of the aiming reticule, indicating which way you need to move the remote to wrangle your ghostly target. It took us several tries to get it right, and while it might get easier with practice, we wouldn't mind if the developer went back and re-examined this aspect of the controls.

Controls are the big differentiator between the 360/PS3 versions of Ghostbusters and the Wii game, but it isn't the only difference. Unlike the 360/PS3 game, which is going for an exaggerated realism, the Wii version has a more cartoonish presentation, with stylized characters and slightly less menacing-looking monsters. Even though both games cover largely the same territory in terms of levels and dialogue, the Wii game is obviously being aimed at a younger crowd. Both versions will also feature the impressive damage effects, where seemingly every wall, column, or piece of furniture you blast with your proton pack will suffer accordingly.

With full involvement from the original cast members Dan Akroyd (The Blues Brothers, Earth vs. the Spider), Bill Murray Lost in Translation, Garfield: The Movie, Ernie Hudson (Oz, Best of the Best: Without Warning), and Harold Ramis (Stripes, Orange County), there's little doubt that this game has the Ghostbusters cred. What remains to be seen is if the game makes busting ghosts as much fun as it seemed in the original movies. We'll know when the game makes its release in 2009, just in time to coincide with the 25th anniversary of the original movie.

House of the Dead: Overkill Updated Hands-On Impressions


Zombies--who doesn't love them? House of the Dead has built a successful franchise on blowing away the undead both at the arcade and from the comfort of your own couch. Previous games in the series have had hammy dialogue and action, but with the upcoming release of House of the Dead: Overkill, developer Headstrong Games is taking the well-worn shooter series in a slightly different direction and to an all-new level.

Fret not, light-gun purists, this isn't a total reinvention of the series you've come to know--the series' gameplay fundamentals are still well and truly intact. You'll still need to point your peripheral (in this case the Wii Remote) at the screen; you'll still need to press a button to unleash a barrage of bullets into your targets; and it's still an on-rails experience. House of the Dead: Overkill is being pitched as a prequel game. In addition to reprising the role of Agent G, you'll be joined by a new partner: Agent Washington. Whether you're playing solo or in the cooperative multiplayer mode with a friend will determine which character you play as, but you'll never go it alone, with the other character chiming in to provide comedic relief. Undoubtedly the biggest change in HOTD:O is the new artistic direction. The game is peppered with familiar but seldom-used lo-fi visual effects like off-kilter and exposed film cells reminiscent of budget projection, celluloid cigarette burns, and flashing jagged text--all of which give a distinctive pulp, grindhouse, B-grade film feel. The groans and screams of the tormented are offset by the jauntiness of the porno-funk soundtrack that accompanies your adventures through the infected world.

With lines like "they've come for brains, you'll give them bullets," it should be fairly obvious that this game doesn't take itself too seriously. It's set in Bayou City, Louisiana, and you'll follow the trail of dead as you race to solve a series of mysterious townsfolk disappearances. Our hands-on time took us through Bayou City hospital and saw us battle infected rednecks, doctors, orderlies, and nurses in their work uniforms as we cleared a path to safety. This is still very much an on-rails shooter, meaning that you won't play any part in deciding which rooms to explore or the best way to clear an area. That's not to say it's a totally hands-off shooting gallery, though, since you'll be able to waggle the Wii controller slightly past the screen's field of view to peer left, right, up, or down of your current centre-screen position. Exploring the entire field of play will turn up extra goodies like green DNA-strand-looking slo-mofo mode power-ups and extra weapons. There's also a risk-versus-reward gameplay mechanic at play since exploring to look for goodies leaves you open to being broadsided by flanking zombie attacks.

Blasting away is as easy as pointing the Wii Remote at your television screen and pressing the B button on the underside of the controller to fire. Reloading is performed by pressing the A button, by tapping the Z button on the Nunchuk, or by giving the Wii Remote a quick shake. All reload speeds appeared to be completed at the same rate, so it's more preference and hardware configuration rather than a tactical advantage when choosing one over another. We opted to avoid shaking to reload, as even a single sharp snap of the wrist often caused our onscreen reticle to disappear from view (not what you want during the heat of undead slaying). Two weapons were available for us to try out: the HOTD mainstay pistol and a shotgun. Both were available from the outset and can be switched on the fly using the 1 and 2 numbered face buttons. We didn’t have a use for them in our session, but we've been told the plus and minus buttons will also play a role in the action and will be used to unleash special attacks, such as lobbing grenades.

Another mechanic we came across in our hands-on time was a new combo meter. It’s still unclear if it builds based on your hits or headshots, but each consecutive headshot added one combo point to a pistol chamber animation, and once we had completed five successful shots we were rewarded with a bar. This bonus continued to stack as we went along, though at one point we could swear we didn't miss, but our combo was reset. The combo system only appears to affect your score at the end of the level, and in typical House of the Dead style, you’ll be awarded a rating based on your performance and shot accuracy.

House of the Dead: Overkill is already shaping up to be an original and entertaining reboot of the well-loved zombie shooter franchise. We're eagerly awaiting grabbing our shotgun and pimp cane when this game blasts its way onto store shelves in early 2009.


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Saturday, 29 November 2008

Rise of the Argonauts Previews



Greek Mythology was even bloodier than we thought.

Jason is not a happy king. Following the murder of his wife, the legend of Greek mythology and king of peaceful Iolcos sets off on a very unpeaceful journey to recover the Golden Fleece. Not to be confused with a warm yellow sweater from the Gap, this Golden Fleece is believed to hold the power to resurrect his wife, Princess Alceme.

At E3 2008, we got our hands on Rise of the Argonauts for the first time, playing through a bit of the Mycenae arena, home to tournament champion and ultimate warrior Achilles. We played a PC build and used an Xbox 360 wired controller--a good thing since this action role-playing game is so combat oriented. As a weapon master proficient in many combat arts, Jason can use a sword, spear, or mace from the beginning of the game. Along the way he'll find five upgrades for each weapon, as well as five improved sets of armor and clothing. The X button is a light attack, A is a shield attack, B evades, and Y unleashes a destructive finisher. Most combos are strung together with variations of X and Y, although switching your weapon in the middle of a combo will also unlock some interesting moves. We hacked and slashed with the sword, pressed a bumper button to switch to a spear, and, with the spear still on Jason's back, bent over and sliced a guy in half.

These finishing moves play into the concept of lethality being pushed by developer Liquid Entertainment. Lead designer Charlie Price kindly pointed out that games are the only medium in which you can attack an enemy with a sword over and over and he won't die. Usually when you attack someone with a sword, he loses at least a limb or a vital organ. To address this issue in Rise of the Argonauts, almost every enemy can be killed with one hit. Figuring out how to do so will take some experimentation, usually with a bevy of X,X,Y combos, but knocking away an enemy's shield will almost always result in a split second where his torso is exposed. At that point, you can slice it in half. Sweet.

What's nice about the combat in Rise of the Argonauts is that it isn't based on back-end dice rolls or hit points. If you slice an enemy in the neck, he'll lose his head. It's that simple, and it's a refreshing change of pace in the hack-and-slash action RPG genre. Along the way you'll also recruit the legendary heroes Hercules, Achilles, Atalanta, and Pan as your Argonauts, and one hero at a time can join you in combat. Each hero will fight enemies independently, but they will also unlock special attacks if you are fighting close to each other. Hercules, for example, will lift enemies in the air and hold them while you carefully aim a decapitation strike.

In addition to pulping an enemy's head with the mace or tossing spears into the hearts of foes from afar, you'll have access to god powers. Your choices in the dialogue tree will curry favor with either Apollo, Hermes, Aries, or Athena, who is actually an omnipotent hottie. Our Jason was currently in the good graces of Hermes, the smart-aleck god of cunning and trickery. Being the guide to the underworld for wayward spirits, Hermes granted us the power to create a portal to hell that would quickly suck into the afterlife any enemy that we knocked into the air.

The Argonauts move about the ancient world on board the Argo, the legendary ship constructed by the master shipwright Argus. Much like the Ebon Hawk in Star Wars: Knights of the Old Republic, the Argo serves as headquarters for Jason. There, he can converse with any of the many passengers he'll pick up along the way, chat with his fellow Argonauts, pray to a statue of Alceme, or dedicate his deeds to the gods in the ship's shrine for bonus experience points. Deeds include decapitating five enemies in a row, so dedicate accordingly.

The final few minutes of our demo were spent on Kythra, a once-sacred island that was home to the Golden Fleece. No longer. After Medusa defiled the shrine to the goddess Athena, Athena simply petrified the entire island, populous and all. Take that, heretics. Medusa, of course, was transformed from a sexy high priestess into a gigantic serpent creature. After a few minutes of threatening banter, Jason attacked, slicing off her giant tentacles as they wrapped around the pillars of the temple. And then with a quick push of the pause button, Liquid unceremoniously cut short the demo before Jason could carve out the heart of Medusa and present it to Athena. Still, we loved learning that Jason will pass judgment on the many petrified citizens of Kythra, deciding whether they will live or die, once unpetrified, of course.

Our time with Rise of the Argonauts was short but was most definitely sweet. Action fans looking for more depth from their hack-and-slash heroes, and RPG fans tired of turn-based combat and hit points, should enjoy the blend of action and role-playing that is Rise of the Argonauts. Prepare to set sail on the Argo this fall.