Gamecca Magazine April 2012

Page 1

Mass Effect 3 Asura’s Wrath SSX FIFA Street Unit 13 Birds of Steel Tekken 3D and more...

Sky High

Kid Icarus returns

Getting Tricky EA reboots SSX

Final Fight Mass Effect 3 and the Galaxy’s end...

I S S U E 3 4 / Vo l . 3 April 2012

w w w. g a m e c c a m ag . c o m


mpionships ha C 2 X M nd a 1 X M l ia ic Off MUD World Tour Monster Energy Trick Battle Mode 2011 Monster Energy ns™ FIM Motocross of Natio Up to 12 online players


REAL MOTOCROSS

FEEL THE

STYLE!

x1 an d Th e on ly on e ga m e in cl ud in g m te am S al l M x2 w oR Ld ch am pi on sh ip s, w it h an d th e m os t fa m ou s ri de rs . on : ti ti pe m co e v si n te in t os m e th e Li v ss 20 11 M on st er En er gy FI M M ot oc ro of N at io n s™ ! Re al M ot oc ro ss an d fr ee st yl e tr ic ks As n ev er se en be fo re !

MUD - FIM Motocross World Championship, “MUD” is a registered trademark of Milestone srl. Published by Milestone srl, under its registered trademark “Black Bean”. An official product of the FIM Motocross World Championship, under license of Youthstream Group Lda. Developed by Milestone S.r.l. All Rights reserved. Manufacturers, bikes, names, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. MX1® and MXoN® logos are trademarks of Youthstream Group Lda. MX-Life.TV® is a trademark of Youthstream Media s.a. All rights reserved. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. “ ”, “PlayStation ”, “PS3”, “ ” and “ ” are trademarks or registered trademarks of Sony Computer Entertainment Inc. “ ” is a trademark of the same company.


Inside 6 From the Editor 8 Unstuck Big money plans 10 Space Race The varied peoples of Mass Effect 16 Previews 11 titles to keep an eye out for 36 Soapbox IS social media a viable information source? 38 Console General Rumours and common sense 40 Reviews 14 titles currently available for you! 78 Essential Classics Hat, check... whip, check... 80 Hardware Essential stuff for great gaming (and more) 94 From Space Protest progress...

THIS MONTH’S COVER Mass Effect 3 comes to a controversial close. Read our review on page 42.

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Competitions 39 LG Flatron IPS 235 Monitor 69 SSX 75 FIFA Street

gamecca contents • issue 34 • April 2012


Previews

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Spec Ops: The Line

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MUD FIM Motocross World Championships

22

Battleship

24

Deponia

25

London 2012: The Official Video Game

26

Dirt: Showdown

28

Magna Mundi

30

Depth Hunter

31

MiCoach

32

The Walking Dead

34

The Secret World

GAMECCA Vol. 3 Issue 34 April 2012 Editor: Walt Pretorius walt@1337-media.com Writers: Alex Scanlon Charlie Fripp Dylan Bouch Iwan Pienaar James Francis Lein Baart Rob Edwards Sarah Snyman Suvesh Arumugam

Reviews

Letters: letters@gameccamag.com

42 Mass Effect 3 46 Asura’s Wrath 50 SSX 54 Street Fighter X Tekken 56 FIFA Street 60 Metal Gear Solid HD Collection

Competition Entries: competitions@gameccamag.com Newsletter Subscriptions: www.gameccamag.com Design & Photography: 1337 Media Marketing Contact: Katia Taliadoros katia@1337-media.com

62 Unit 13 64 Kid Icarus: Uprising 66 Birds of Steel 68 The Sims 3: Master Suite Stuff

Taking fun seriously! CREATED USING

70 Blades of Time 72 Tekken 3D 74 Jak & Daxter Trilogy 76 Alan Wake’s American Nightmare

Adobe CS5

MASTER SUITE All rights reserved. No content may be reproduced, copied or transmitted without the express permission of the publishers. Opinions expressed are not necessarily those of the editors and publishers. All Trademarks and Registered Trademarks are the sole property of the respective owners.

GAMECCA is published by 1337 MEDIA

gamecca contents • issue 34 • April 2012

Copyright © 1337 Media CC 2009 - 2012

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The Burn From the Editor

by Walt Pretorius

C

ontroversy is something that will rear its head in pretty much any situation. And this past month, the video game industry has managed to attract a healthy dose – at least, one game in particular has: Mass Effect 3. It seems that a great number of people are unhappy with the way that developers BioWare handled the ending of the game, which was also the ending of the trilogy. Personal views aside, I find it interesting that people complain so bitterly about something that is, essentially, a work of entertainment, a result of creativity. Then again, the gaming industry is a massive one worldwide, and it is important for companies working in it to remember that they are dealing with a demanding, often fickle audience. What was more interesting to me, though, was an article that I stumbled upon while looking into various aspects of this situation. It pointed out that the vast majority of video game reviewers failed to mention anything about the potentially disappointing ending of the game, and asked a very important question: are video game reviewers losing touch with gamers? It would seem to me that the answer to this question is rather complex. Essentially, video game reviewers are gamers, and for the most part they know what gamers are looking for. I do not believe that it is a case of losing touch, because this really is too isolated an incident to indicate something that is a trend. Rather, I believe that this situation is indicative of something rather different, although no less disturbing.

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See, just as the video game industry is a massive entity, the industries around it – like video game journalism – are also large. And in any large industry, competition is fierce. This has become even more evident as the Internet continues to grow… everyone out there (admittedly, we are included) is out to get as many eyes on articles as possible. One of the tactics employed in this regard is to get reviews out as fast as possible. Speaking from personal experience, this isn’t necessarily the best way to go about things. Sure, the demanding game-review-reading public wants their information quickly, particularly if you consider the vocal hard-core minority, who will queue outside of stores to get games the second they are released. But a much larger segment of the population will wait a little while for their titles, and will often rely on accurate reviews (where the hard-core will be less inclined to do so.) It’s a tricky balance that needs to be struck. Getting information

out quickly is important, but the reliability of that information (even if it is an opinion) might not be as high as it should be. (A quick aside, my personal experience stems from writing a review in record time for a publication, only to be lambasted for months afterwards because I called a bad game good.) On the other hand, a more pedantic review means that it becomes available later, missing what many believe to be a vital gap in capturing the attention of readers… pretty much letting them read the review after they may have bought the title in question. It’s a bit tricky. Spend less time actually playing the game to get a review out quickly, or spend more time formulating a balanced opinion and get the review out later… that is the quandary. We prefer to take our time here at Gamecca. It’s neither right nor wrong, better nor worse to do so. It’s just the way we do things, largely because of our chosen delivery format. And I personally never want that rush-review burn again… g

gamecca column • issue 34 • April 2012


ÂŽ

Š 2012 Blizzard Entertainment, Inc. All rights reserved. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries. All other trademarks referenced herein are the properties of their respective owners.


Million Dollar Plan Unstuck

by Charlie Fripp

L

ast week the US saw their biggest lottery draw ever, and it was also the largest winnings for any lottery in the world. Naturally, there was one winner who walked away with the $650-million jackpot. That is an incredible amount of money - it’s actually too much for one person to handle. I will literally have a heart attack on the spot, and will have to use a good portion of the money to pay for my recovery - obviously in a state-of-theart medical facility. But what would you do with all that money? I gave it some thought, and already started planning my retirement. Besides buying everything that I ever wanted - and having a large chunk of change left over - I decided that I would either buy an established video game development company, or just start my own one. I think it’s a fantastic idea. While I will be investing in something that I really love, I will be able to hire some of the best minds and coders to produce some of the best titles the world has ever seen. Ok, granted, I don’t know how far $650-million gets one in game development, but it’s a sweet idea. I will employ some of my closest gaming friends as high-level game design consultants, because let’s face it, once you are in game development, designers tend to lose a bit a track with what gamers actually want. My friends, and me included, will be able to sit down and plan how a game should like, its features, plot ideas and so on. In that way, nobody will be able to accuse us of not being in touch with the needs and wants of the everyday gamer.

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Just for a laugh, and maybe some future ideas, I will launch a design initiative where I will invite the average gamer to pitch there ideas and maybe help on some of the game’s design. On second thought, I think it can actually be pretty sweet if we develop every game like that. We’ll call it The People’s Development Studio, and the entire operation will be planned, designed and engineered with the input from everyday gamers. Naturally we will still have the over-riding say in what actually goes in the games and will come up with the main theme, but input from gamers will be a critical part of the development process. I think it’s something that can actually work, and if players contribute significantly to the planning and design process, they will be able to get their names in the credit and make an extra bit of cash along the way. Take the ending of Mass Effect 3 for an example - we will be able to receive feedback from a selected pool of players to hear their thoughts and comments on the ending, and make changes that will suit the whole community. Obviously these gamers will be bound by an incredibly strong

non-disclosure agreement, but that is just the necessary red-tape that comes with game design. As for buying an established game development company or buy a stake in one, the opens are really limitless. Do you go for a big name player, or stick to the middle-of-the-range design studio and try to hire some of the best designers to uplift the studio? Personal preference will also play a role in which studio I will buy, as I’m not willing to buy someone like Paradox Interactive or Rondomedia - some studios are just beyond the necessary help that they need. It could be a very exciting venture, and I will try to develop all the games that I wish they would make, but never seem to get around to. One prime example is designing a full Dakar rally game, where players will literally take hours to complete a stage, and everything will be fully licenced and authentic. Having loads of money will surely be awesome, and I really hope that one day I will be able to afford my own game design and development studio, but for now I have to be content with the titles on offer to the poor, average gamer. g

gamecca column • issue 34 • April 2012



Feature

Space Race The peoples of Mass Effect

by Walt Pretorius

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gamecca feature • issue 34 • April 2012


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n 1939, Bob Kane and Bill Finger created a new character in response to the popularity of Superman. National Publications made a request for more superhero titles, and so Kane and Finger went about delivering a new hero, taking a different approach. He would have no superpowers; instead, he was wealthy, and blessed with high intelligence. And he would be called Batman. To create an effective epic, particularly set in a fantasy or science-fiction paradigm, the writers need to dig deep in terms of fleshing out the setting. That is one of the larger attractions to the Mass Effect universe, a galaxy in which humans are the ‘babes in the woods’ of interstellar travel, having relatively recently discovered how to do so. To help create a stronger narrative background, BioWare not only developed a strong story with compelling plot devices and interesting characters… they also created a galaxy that is believable because it is steeped in a rich history, and is populated by other races that aren’t just actors in rubber suits. When they arrived at the Citadel, humanity discovered many other species aboard this space-station, which had long been a hub of galactic government and commerce. But even the Citadel was old when the other races discovered it. None the less, they inhabited the station and made it their own, a group of species collectively known as the Citadel races. And while there are many other races present in the galaxy that is Mass Effect, these are the more prominent races that a player may encounter in the game, and certainly the most technologically advanced. And so, we thought it would be apt to tell you a little more about them. Asari These blue skinned humanoids all appear to be female, but they are actually mono-gendered. They have a dual reproductive system that enables them to mate with and species or gender, although the offspring of such unions will always be an Asari child. The Asari were the first race to discover interstellar travel, and are therefore the most powerful, prominent and widespread of the Citadel races. They are the race that founded the Citadel Council, and hold a permanent seat on it. They are also the most economically powerful race, with products, cultural influences and entertainment pervading the known galaxy. In military terms, they make use of a small, almost tribal war-band system to wage war, using smaller, commando style units to deliver their strikes. This is in part because they are not as physically resilient as other races. Salarians Other races consider the Salarians to be somewhat hyperactive. The Salarians, in turn, consider the other

gamecca feature • issue 34 • April 2012

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Feature

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gamecca feature • issue 34 • April 2012


races to be slow and dim witted. Thanks to very high metabolic rates, the Salarians speak fast and think fast, and have a rather short life-span (around 40 years.) They are possessed of very high intellect, making them superb scientists and explorers. Economically, the Salarians are one of the smaller presences in the galaxy, despite holding one of the three permanent seats on the Citadel Council. Their society is matriarchal and tends towards liberal thinking. In terms of military, these frail humanoids prefer infiltration and espionage to full blown combat. Turians Turians are a warlike race of humanoids that are avian in nature. They often bear facial tattoos, which denote their lineage. This race of warriors comes from a society where military service is mandatory, and whose language uses the same terms for ‘politician’ and ‘untrustworthy’. The Turians are noted for their martial prowess, and are often relied upon as front-line warriors and strategists. The high honour code that their race adheres to means that it is very rare for Turian lines to break, and they only retreat in situations where they can turn that action to their advantage. With a seat on the Citadel Council, Turians are common in Citadel military forces and law enforcement. Aside from these three prominent races, which hold permanent seats on the Council, the Citadel plays home to numerous other races: The reptilian Drell were almost wiped out due to drought and famine before discovering interstellar travel, before being rescued by first contact with the Hanar. The massive Elcor speak in a slow, monotonous fashion. While they use subtle body language and pheromones to convey tone, other races do not recognise these signs. As a compensation, the Elcor state their tone before speaking. The Hanar resemble the jellyfish of earth, and communicate via bioluminescence (which modern translation units can turn into speech.) Because of their limited physical capabilities, the Hanar rely on the Drell for more physical tasks. The enigmatic Keepers only occur on the Citadel, and were already there when the Asari first discovered it. These insect-like creatures appear to maintain the massive station, although under whose orders no-one knows. The Volus are small, round creatures from a world with thick atmosphere and high gravity, necessitating the need for them to wear pressure suits. Their tolerance of harsh conditions makes these generally cowardly creatures valuable in reaching resources on inhospitable worlds. Aside from the Citadel races, the player will meet several other space-faring people during their adventures through the three Mass Effect games. While some are more prominent, others fill a function of making the game’s setting even richer. Krogans This race of warriors was elevated by the Salarians to gamecca feature • issue 34 • April 2012

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Feature

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gamecca feature • issue 34 • April 2012


help them in a war against the hive-minded Rachni. But the end result was that the war-loving Krogans rebelled. To stem their numbers the Salarians produced a genophage, a disease that stopped the Krogans from reproducing. This disease was introduced into the atmosphere of the Krogan homeworld, and the threat was ended. However, it served to make these creatures even more aggressive… though few in numbers, they are fierce warriors. Quarians The technically proficient Quarians were forced off of their homeworld when their robotic creations, the Geth, rebelled against them. After centuries of living aboard a fleet of Starships, the Quarians’ immune systems have become severely compromised, necessitating that they spend their lives in life support suits. Extremely stringent laws govern the population of the Quarians, enabling them to survive in limited space and with dwindling resources. Their nomadic nature has resulted in many other races looking down on them. Vorcha The savage and primitive Vorcha are considered little more than intelligent vermin by many races. While they are very short-lived (around 20 years) their unique biology allows these vicious humanoids to have limited regenerative abilities. Naturally, the crew of the Normandy have enemies as well. Of the races, there are three major enemies that the player must face. Geth The Geth are sentient machines, created by the Quarians to act as servants. They share a collective intelligence, with near instant communication between any members of their species, even over great distances. Their relentless drive and synthetic bodies make them extremely dangerous opponents. Collectors The Collectors are an insectile race that trade high technology in exchange for members of other races, which they ‘collect’ in devastating raids on colonies. They have a hive like society, and are very rarely encountered in Citadel space. Reapers Finally, the Reapers. These massive, ship like, hyperevolved synthetic creatures follow a cycle of destroying all sentient organic life in the galaxy every 50 000 years. Their massive size and super-advanced technology makes them almost impossible to defeat. Almost… All of this information, of course, can be gleaned from the vast amount of information that the three Mass Effect games has on offer. To draw the full story about these races, and much, much more, a player can slow things down and truly explore the galaxy from within the games themselves. And doing so it well worth it, because Mass Effect presents that player with one of the richest video game settings ever created.! g gamecca feature • issue 34 • April 2012

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Previews Highlights 18 Spec Ops: The Line Sand and more sand 20 MUD Off-road awesomeness 26 Dirt: Showdown Slighing mud... 31 MiCoach Real training 34 The Secret World Dream warriors?

W

e are experiencing what could be considered something of an odd gaming year. While this period has, historically, been rather quiet, thanks to E3 coming up soon, it seems that publishers are following a new route in terms of game releases. But they haven’t changed much when it comes to announcements - they’re still apparently sticking to the idea of keeping mum, waiting for the massive LA show to announce a whole truck-load of new games. So preview material is a little thin on the ground. Never-the-less, we have 11 new games to tell you about over the next few pages. So it’s all good... g

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gamecca preview • issue 34 • April 2012


Also Available on PC

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Distributed Exclusively by Apex Interactive Tel: (011) 796 5040 www.apexint.co.za Email: sales@apexint.co.za All rights and trademarks and logos are copyright of their respective owners.

www.apexactive.co.za KINECT,Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. “ ”, “PlayStation”, “PS3”, “ ” and “ ” are trademarks or registered trademarks of Sony Computer Entertainment Inc. All rights reserved.


Spec Ops:The Line

City of Sand Dubai like you have never seen it

T

he Spec Ops franchise has seen eight games being released since the original PC title in 1998, so it has established itself as a favourite game with the many fans it gathered over the years. This year sees the release of the ninth title, Spec Ops: The Line, and will take players on a modern day journey through an adaptation of Joseph Conrad’s novella Heart of Darkness. The FPS will also have something special for long-time gamers, as it does not take any story elements from previous titles, and rather focuses on its own plot. This is great for gamers who have never played a Spec Ops title, and it brings returning players a fresh story. The Line’s plot will revolve around Captain Martin Walker and his elite Delta Force bravo team as they investigate a post-apocalyptic Dubai. Walker is voiced by every gamer’s favourite voice-over artist, Nolan North. The player and his team are dispatched to Dubai to

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by Charlie Fripp

rescue U.S. Army Colonel John Konrad after the city got choked by a terrible sandstorm, burying everything in its path. The Colonel was thought to be lost, but after a weak distress signal, the military decides to take action. On the mission to rescue the Colonel, players will encounter outlaws, have to survive more sandstorms and figure out what happened to Konrad and his men. But naturally there is a twist in the tale… Spec Ops: The Line should be highly-enjoyable for new players, and will prove to be an exciting challenge for gamers who are familiar with the franchise. From the trailer it is clear that the graphics will be brilliant, and that a lot of action is in store for wanna-be Spec Ops members. The trailer also provided gamers with a glimpse of the third-person perspective, the dynamic terrain elements, as well as the setting. It should be very entertaining. g

gamecca preview • issue 34 • April 2012


AT A GLANCE: Developer: Yager Development Publisher: 2K Games Distributor: Megarom gamecca preview • issue 34 • April 2012

Jun 2012 Platforms

With a new setting and storyline, it should be great fun.

PC X360 PS3 Wii PSV DS 3DS

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Getting dirty in a new off-road racer

by Dylan Bouch

T

he problem with motocross games is that the bikes, as well as the riders and riding gear, were not licensed. Riding with a Yakanabe or Kazisono might be fun and get the job done, sound real and have the dual analog sticks to control the bike and rider at the same time, but still… these aren’t the real bikes. The bikes essentially are the most important part of the game, as well as a career mode, which wasn’t in the last ATV vs. MX title. MUD with feature three official competitions at 12 different locations and all the sponsors of the 2011 championship, 32 official teams and 84 real riders will all be present. But that’s not all.

There will also be the Monster Energy FIM Motocross of Nations 2011, with 16 national teams, 48 riders and bikes… and don’t forget there’s also the Monster Energy Trick Battle Mode for all those free style junkies. MUD will feature advanced motorbike physics and animation, with real-time terrain deformation and real motorbikes sounds, which will add to the title. But MUD FIM Motocross World Championships won’t have the dual analog sticks like the popular MX titles to date; instead they will bring a whole new idea to handling and gameplay dynamics. Let’s see how that works out. g

AT A GLANCE: Different from what we’re used to, but this could be a good change Developer: Milestone Publisher: Black Bean Games Distributor: Ster Kinekor

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Apr 2012 Platforms

MUD FIM Motocross World Championships

Rain, Shine or MUD

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012



Battleship

Floating Logs Let’s hope this one doesn’t stink

by Charlie Fripp

B

attleship has long been a favourite board game for many generations, but developer Double Helix is about to turn that on its head. Tying in with the upcoming film of the same name, players will have to defend the Earth from a strange aquatic alien race in the action-packed FPS. Players will assume the role of Cole Mathis, a U.S. naval fleet soldier, who has been tasked with eradicating the alien threat across land, sea, and air. While not completely departing from the original board game, gamers can enter the Tactical Battle Command, which lets them take control of naval units in real-time. It will almost be like a battleship simulator, as players

can order issues as to launch air strikes, conduct radar sweeps, and engage in ship-to-ship sea conflict, which has been given the Siege on the Sea name. For War on the Shore battles, players will enter the FPS mode and naturally remove as many of the aliens as possible, while enjoying the views of the Hawaiian shores. Ok, there won’t be much time to enjoy the scenery, but it’s the thought that counts. While games based on films have been notoriously bad in the past, Battleship might be different. While it’s based on the film, its story follows a different path, allowing developers a bit more freedom when planning a tying. g

AT A GLANCE: Developer: Double Helix Publisher: Activision Distributor: Megarom Interactive

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Apr 2012 Platforms

Based on the board game and tying in with the film, it might actually be enjoyable.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012



Deponia

For Those That Remember Adventuring going back to its roots

by Lein Baart

A

dventure games, at the least in the classic point-and-click style, are considered by many to be a rather dead genre, at least as far as mainstream releases and successes go. While this is not true, ok mostly not true, there has been a considerable dearth in adventure titles over the last decade in comparison to other genres. While this can be attributed to a number of reasons, older gamers, in uncontrollable fits of nostalgia, still bemoaning the fall of the “golden days” of adventure gaming, write long letters to editors and write long posts on forums ranting over issues such as “graphics before gameplay.” I should know, I’ve done it. However, some of them aren’t just letter writers, they’re game developers, and it is these individuals who

still keep the classic adventure gaming genre alive. Take, for instance, Daedalic Entertainment, a German developer who has released a number of point-and-click, cartoon styled animated adventures. Their latest release, Deponia, is soon to be on its way, all set to slake the thirsts of oldschool gamers worldwide. Billed as a comedy adventure, and with a graphic style reminiscent of the later Monkey Island titles, Deponia will follow the story of Rufus, an unpleasant character by all accounts, as he seeks to escape the lower trash filled levels of the planet Deponia. While details are scarce, there are bound to be puzzlesa-plenty, along with a healthy dose of laughs as you follow his misadventures in what could be a very charming retrostyled game. g

AT A GLANCE: Developer: Daedalic Publisher: Daedalic Distributor: Apex Interactive

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TBC Platforms

Point-and-click isn’t for everyone, but those that love it should make sure to give this one a look.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012


Developer: Daedalic

Summer Games All the sports you can handle

by Dylan Bouch

E

veryone has had the dream, at least once in their life… the dream of holding an Olympic gold medal. The world beneath you as you accomplish a lifelong goal, proving that you are better than anyone else is. Now that dream can become reality with London 2012 – the official video game for the 2012 Olympics. The variety of 45 different events and option to play with motion controls sets a standard that no other sport game has before. Television style presentation will bring the life like graphics and commentary that reacts to ingame play to life. Rebuild your nation’s trophy cabinet as

you challenge yourself, as well as friends, in event modes, party play or even on-line against players around the globe. With sports like athletics, weightlifting, gymnastics and many more unusual but still Olympics events (including rapid pistol fire, archery and trampoline) the only concerns are, will these be full disciplines or short games like you would find in mini-game titles, are the motion controls going to work properly, and will they have enough depth to keep gamers attached to the games and feel a part of the action? g

AT A GLANCE: Developer: Sega Publisher: Sega Distributor: Ster Kinekor gamecca preview • issue 34 • April 2012

Jun 2012 Platforms

This will be the first Olympics simulation to make use of movement controls, and will offer 45 event types.

PC X360 PS3 Wii PSV DS 3DS

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DiRT Showdown

Running Circles The show is about to get dirty

by Charlie Fripp

T

he DiRT franchise has established itself as one of the best off-road and rally racers on consoles, as well as PC, and with the imminent launch of the latest iteration, fans will once again be able to race their way to a dirty victory. While there have been three pervious DiRT titles, DiRT Showdown isn’t the fourth game, but rather a spinoff from the last title, DiRT 3, which featured several gymkhana aspects. Players were able to follow in Ken Block’s footsteps, as they spun, drift and raced their way to the finish post.

At its heart, DiRT Showdown is an arcade racer designed to be enjoyed with as many people as possible. It features split-screen multiplayer, eight player online racing, on and off-line quick-fire party games, and YouTube integration. In single-player mode, gamers will have to travel to cities like Miami, San Francisco, London and Tokyo to entice the crowds with super off-road driving skills in 50 different events across four championships. While DiRT Showdown is far removed from the normal DiRT franchise, fans might find it highly-entertaining and best enjoyed with friends. g

AT A GLANCE: Developer: Codemasters Publisher: Codemasters Distributor: Megarom

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May 2012 Platforms

It might be far removed from the normal franchise, but fans might none the less find it enjoyable.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012


16LV

© 2012 Activision Publishing, Inc. Activision and Prototype are registered trademarks of Activision Publishing, Inc. All rights reserved. ‘ ’ , ‘PlayStation’, ‘PS3’, ‘PSP’ and ‘ ’ are trademarks or registered trademarks of Sony Computer Entertainment Inc. ‘ ’ is a trademark of the same company. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft. All other trademarks and trade names are the properties of their respective owners. All rights reserved. Release date for Xbox 360® and PlayStation®3 only.

facebook.com/prototype • prototypegame.com XBOX 360 & PS3 AVAILABLE 24.04.2012*

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Magna Mundi

The Interactive Historical Text Book Paradox is trying to replace your schooling.

by Lein Baart

P

aradox Interactive, it seems, just don’t know the meaning of the word “break.” Every other month, and that’s not hyperbole, there’s a game just about to be, or already has been, released, and you can pretty much bet on it involving some sort of strategy aspect. As I’m sure you’ve guessed by now, they’re at it again, this time with Magna Mundi, a new historical grand strategy game (surprised?) that’s going to be set between the years 1453 and 1815. What’s that cry I hear from the strategy pundits? “Paradox has already done that before!” Well you’re quite right; Europa Universalis 3, and its prequels, all roughly covered this time frame, with Magna Mundi actually beginning life as a mod to EU3. Only now it’s set to make its predecessor

look like the simpleton brother drooling in the corner, cheerfully chatting with his toes. Simply put, Magna Mundi’s resume is staggering. Where EU3 glossed over a lot of aspects of rulership, Magna Mundi seems intent on dragging you down into the nitty gritty of it all, where every last detail needs to be carefully managed. No more massive, history altering empire building, this game is about surviving history more than changing it. Features include revamped diplomatic, religious and economic systems, as well as detailed options with regards to warfare, both land-based and naval. I could list the stats, but frankly I don’t have the space. If you loved Europa Universalis 3, you should definitely be keeping an eye on this one. g

AT A GLANCE: Developer: Universo Virtual Publisher: Paradox Interactive Distributor: Apex Interactive

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Q2 2012 Platforms

It might be tempting to look at Magna Mundi as nothing more than an expansion of sorts, but this would be a gross injustice.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012


Also available on XBox360 and PC DVD

Also available on PS3 and PC DVD

Only available on PC DVD

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Distributed Exclusively by Apex Interactive Tel: (011) 796 5040 Email: sales@apexint.co.za All rights and trademarks and logos are copyright of their respective owners.

www.apexactive.co.za


Depth Hunter

Old-School Fishing Is it something to hold your breath over?

by Lein Baart

N

ew companies break into the gaming industry all the time, providing a much needed boost of imagination and innovation to an industry that tends towards the mentality, “stick with what you know.” Every now and again though, a game is released that causes a couple of eyebrows to rise, in surprise at the very least, and Depth Hunter looks to be one of those titles. The premise is rather simple: Depth Hunter’s one and only goal seems to be to simulate the sport of breathholding spearfishing… for some reason. It certainly is a novel idea, you have to concede, but one has to wonder exactly how much can it offer? Details are scant at the moment, but according to Biart, the developers,

there will be “25 exciting missions” available, along with the ability to take photos, find treasure and battle off predators. In addition there will also be a free mode available, where you swim around and, er, shoot more fish, presumably. This will also support motion controllers, for both the Xbox 360 and the Playstation 3, as well as the Razer Hyrdra. While details may be near non-existent, the screenshots on offer are stunningly, to say the least. If Depth Hunter can produce those graphics consistently in-game, it is definitely going to be a very pretty title. It’s worth noting that while this title has yet to see mainstream retail release, it is currently available on Gamersgate at the time of writing. g

AT A GLANCE: Developer: Biart Publisher: Lace Mamba Global Distributor: Apex Interactive

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Apr 2012 Platforms

An unusual upcoming title, it will be worth at least a cursory look, if only for the novelty of it.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012


Adidas MiCoach

Get Trained Cheerleaders are motivation

by Dylan Bouch

T

hey said video games were bad for us, they said they are unhealthy and antisocial. Look at us now, leading the fitness industry with our gaming consoles – now “they” want to be just like us. Consoles provide games that can give you a full body work out, cardio exercise, a yoga or dance routine or even just fun party games. Now the future of home fitness is MiCoach, it brings the ultimate Adidas athletes into your home and will teach you sport specific training as well as keeping you fit. Players will be able to choose from several sports - soccer, tennis, athletics and basketball (plus a few more) as well as the

professional athletes like Kaká, Ana Ivanović and Dwight Howard which will guide the gamer through hours of onscreen training and motivating game experiences. Players will be able to create profiles and set their own goals, depending on their level of fitness. The players will receive real time and actual performance feedback on screen, provided the gamer wears the MiCoach heart rate monitor. This title does look impressive but really how much time in the day, week or month do you have for these games? I would rather work out my thumbs, so I guess “they” were right about me. g

AT A GLANCE: Developer: TBC Publisher: THQ Distributor: Ster Kinekor gamecca preview • issue 34 • April 2012

TBC Platforms

Personal trainers brought straight to your home, with sports-specific workout to boot.

PC X360 PS3 Wii PSV DS 3DS

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The Walking Dead

Walk in the Park Hunting zombies will be deadly entertaining

by Charlie Fripp

T

ellTale Games have been responsible for some of the most exciting and fun-packed titles in the last couple of decades, so when news broke that they will be making a zombie game, players rejoiced. Not to be confused with the Walking Dead television series currently on air, The Walking Dead video game will instead be an adaptation of the comic book series of the same name. Although the television series is also an adaption of the original comic book franchise. TellTale Games decided to develop the game in an episodic format, with the first episode to be released in April. It will feature cross-genre of both adventure and

action, which they are famous for, and players will have to think quickly in order to get out of a sticky situation. Most of the puzzles will have time limits, and it will be possible for players to die if they don’t figure them out before time runs out. While the game will span five episodes, the title will focus on five specific characters in each episode, which have just arrived in a city infected with zombies. The creator of the game also said that while it features zombies, it won’t be a typical zombie-killathon. He stated that The Walking Dead will focus more on emotion and characterization. g

AT A GLANCE: Developer: TellTale Games Publisher: TellTale Games Distributor: N/A

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Apr 2012 Platforms

Fans of the comic books and television series should find this title very entertaining.

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012


OUT 03.04.2012 capcom-europe.com ©CAPCOM CO., LTD. 2012 ALL RIGHTS RESERVED. “2”, “PlayStation”, “PS3” and “À” are trademarks or registered trademarks of Sony Computer Entertainment Inc. “Ô is a trademark of the same company. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.


The Secret World

Niche Carving A new MMO…

by Lein Baart

T

he age of the MMO is well truly on us, even here in our little southern slice of Africa. Companies rise and fall, profits made and lost, and everyone seeks to slay the dark puppeteer, Blizzard. In other words, it’s become big business, and while it doesn’t take a genius to figure out why, it does take a genius to figure out how to carve a niche in this rapidly expanding market. Funcom might just be said genius. Responsible for the award winning Anarchy Online, as well as the now positively received Age of Conan, they definitely have the experience to create a title that can truly stand out. Using a setting somewhat reminiscent of World

of Darkness, The Secret Word will have you take up the mantle of one of three factions battling against the monsters under your bed. One of its most unique features is its completely level and class free system. This is a rarity RPGs themselves, let alone MMOs, and it will be interesting to see how this system plays out given that there are reportedly over 500 skills. The game will also feature several accurately modelled cities, as well as several fictional ones, and depending on your choice of faction you will either start in New York, London or Seoul. Finally, it can also boast a story written by the creator of the fantastic The Longest Journey, which is at the very least hopeful for a solid narrative. g

AT A GLANCE: Developer: Funcom Publisher: Electronic Arts Distributor: EA South Africa

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June 2012 Platforms

Something for MMO fans to be at the very least cautiously optimistic about., though the proof will be in the pudding

PC X360 PS3 Wii PSV DS 3DS

gamecca preview • issue 34 • April 2012



Home Tweet Home Soapbox

by Suvesh Arumugam

F

ormer President Thabo Mbeki recently criticised the wisdom of relying on social media for information. Addressing the University of Stellenbosch, Mbeki stated he was “sceptical about this notion of Twitter being that great conveyor of knowledge”. He suggested that the internet and blogging could be responsible for knowledge being less democratised, and more compromised. He mentioned instances where social media had been used to spread false information and panic to benefit special interests, like the removal of Libyan dictator Gaddafi, and a swine flu panic in 2009 which some have alleged was spread by pharmaceuticals to boost sales for drugs like Tamiflu. His comments come in the wake of heated social media debate over activist group The Invisible Children, who launched a viral video campaign against warlord Joseph Kony. The campaign, which reached over 80 million viewers and was retweeted by celebrities like Oprah Winfrey, eventually came under criticism

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for its misguided intentions and funding irregularities. Director Jason Russell unwittingly became the subject of ridicule for previous campaigns which ranged from High School Music style videos to New World Order recruitment. The criticism allegedly brought on a “brief psychosis” which got Russell arrested in San Diego for public sexual misconduct. Many use Twitter or Facebook as a homepage to monitor world and local news, and to keep up to date with trending topics. Social networks have been lauded as the means for ordinary people to distribute and access information, especially where political expression has been stifled through other means - like the Iran elections of 2009, where false government propaganda was contradicted and disproven by Twitter users in that country, while traditional news media had failed to do so. It’s no surprise that Twitter is illegal in China and even countries like Britain have threatened to ban Twitter in time of civil unrest, while human rights organisations like the ACLU have initiated several legal processes protecting social media whistle-blowers, and against those who have used social media to persecute ordinary citizens. Most corporate entities, including news agencies, have some presence on social media, and there is a desperate scramble for content which will draw followers. But along with them are several million people tweeting about their lunch, sex lives, personal gripes and political agendas. Trending topics range from “current events” to “things I did in the shower this morning”. Studies claim that Twitter is comprised of 40% pointless babble, and only 4% actual news (incidentally the same percentage as spam). This will probably not bother Twitter or Facebook, since their revenues

come from providing detailed profiles on their users to advertisers. While Google still runs more advertising, Facebook can tell you all about each person, their likes and dislikes, and how to market to them (hence Google’s entry into the social media market with Google+). And this generates even more content. Could our former leader have a point - Has too much information actually become less information? I think the answer lies not in the present, but in the past. In the 1950’s, the United Fruit Company hired Edward Bernays to help with a problem - a newly elected Guatemalan leader, Colonel Jacobo Árbenz Guzmán, unfriendly to the company’s interests. Bernays used this opportunity to implement ideas he had worked on for years through advertising, that the average citizen was best kept uninformed (and pacified by consumption), while government was left in the hands of a capable “few”. However, public opinion needed to be influenced so that government could pursue certain actions, like war. Bernays flooded the media with reports that Arbenz was communist, while also lobbying government about a communist threat on its borders. With public pressure mounting, the government sanctioned the CIA to covertly overthrow Arbenz, with everything from planted weapons to falsified ties with the Soviet Union, until a new leader was installed who was friendly to United Fruit’s interests. Bernays called this The Engineering of Consent, which he claimed “is the very essence of the democratic process - the freedom to persuade and suggest”. So whether its babble, bubble or babel, it’s probably worthwhile to get your news from as many sources as possible, and make your own decision about which is trustworthy. g

gamecca column • issue 34 • April 2012


“2”and “PlayStation” are registered trademarks of Sony Computer Entertainment Inc. Also, “ ” is a trademark of the same company. PlayStation®Network and PlayStation®Store require mobile network or wireless internet connection and are subject to terms of use and language restrictions, see eu.playstation.com/legal for details. Users must be 7 years or older and users under 18 require parental consent. Some services require access to PlayStation®Network or PlayStation®Store or both. Additional age restrictions may apply.

PSVITA.COM

THE WORLD IS IN PLAY.

UnCOMPrOMISED GAMInG.

Wherever you are, the world is now your playground. WiFi, 3G, innovative social gaming, 5” OLED touchscreen, and dual analog sticks give you portable gaming like never before. Only on PlayStation® Vita.


...really? Console General

by Montgomery Patton

E

veryone loves a gossip, right? I mean, really, people carrying half-truths and misinterpreted statements back and forth really are fun, aren’t they? We love ‘em… not. And the video game world is full of them. While you may think of little old ladies sitting on a veranda, sipping gin-laced ice tea and discussing who is doing what to whom when the word gossip is thrown out, the truth is that the industry is driven by gossip. Only we tend to hide it by calling it the rumour mill. Here’s a real world example: Sony says, in no uncertain terms, that they will not be announcing a new PlayStation any time soon. OK, so the tongues get wagging about the fact that Microsoft has filed this patent and that design idea, which obviously means that they will be announcing a new Xbox at, like, any second. Then Microsoft does what Sony did – denies that there will be any new announcements in the near future. But a ‘reliable source’ says that Sony is working on a new machine (with a few ideas obviously specifically designed to screw the user) and so the tongues get wagging in that direction again. The only company being left out of it is Nintendo at the moment, because they have actually announced a new console. A ‘reliable source’… what, exactly, does that mean? Some dude who works for the company in question? That hardly seems like a decent qualification; the guy might spend his weekends snorting eightballs off of hookers’ thighs while main-lining vodka, for Pete’s sake. People are just far too trusting.

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And then there’s the situation where site A reports that site B said that site C heard that site D might have seen an article on site E, based on an email sent to site F. Ever play broken telephone as a kid? You get the idea, right? Remember when the PS3 was going to be launched? A ‘reliable source’ said that the controller would be this huge, curved boomerang thing. People lost it all over the Internet, because a ‘reliable source’ said that the controller would look a bit like a Batarang knock-off. And in the end, it looked pretty much like the old PS2 controller, albeit with a couple of design tweaks. Really friggin’ reliable, right? There is a way to cut through all the BS… and that is to simply wait until a company actually announces something, maybe even posts a few images. The horse’s mouth is only a great place from which to get information if you’re dealing with the

right horse, after all. And let’s be honest… what does it matter? So you heard that the next PlayStation wouldn’t be backwards compatible, would demand constant online connection, would require a pint of the owners blood every fortnight. So what? Ain’t nothing you can do to change that, my friends, rumours or not. You may post a million outraged comments on every forum in cyberspace, but the hardware manufacturers will do what they will do. So you might as well just sit back and wait to see if the shaft will be coming your way or not. There really is no sensible point in crying over milk that hasn’t been spilled yet, based on the fact that some ‘reliable source’ has told you about an upcoming milk-spill that will make the Exxon Valdez look like a skid-mark. Relax. Play games. And let tomorrow’s unsolvable problems bring what they may… if they are even problems at all. Zen. g

gamecca column • issue 34 • April 2012


c ompe t i t io n • c omp eti ti o n • c om pe tit ion • com pe t ition • com pe t it ion

Looking Good!

WIN

an LG Flatron IPS235 23” LED Monitor Courtesy of LG TO ENTER: Send an email to competitions@gameccamag.com Tell us what size the monitor is Insert ‘LG Competition’ in the mail’s subject line Subscribe to www.gameccamag.com Become a fan on Gamecca’s Facebook Page Competition closes 30 April 2012. Gamecca subscribers only. South African residents only. Prizes may not be exchanged for cash. Competition closed to employees (& employee’s family) of 1337 Media CC, LG Electronics & Action Adz. The judges’ decision is final.


Reviews Highlights 42 Mass Effect 3 The saga’s end... 46 Asura’s Wrath Anime action 50 SSX Take on the slopes! 56 FIFA Street Ball control 62 Unit 13 Small screen conflicts

S

o what’s going on here? Normally, this time of year is extremely quiet... but that’s not the case for 2012. Maybe all the publishers buy into that Mayan calendar rubbish and want to get games out fast. Whatever the case may be, the steady stream of games we have seen released through the first few months of this year has been great. And it doesn’t look like it will slow down either, not with big names like Diablo 3 hitting shelves next month. All we can say it... keep ‘em coming! g

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gamecca review • issue 34 • April 2012



Mass Effect 3

At the End

It’s all about the journey, not the destination

T

he best tales of conflict are emotionally charged. It’s a fact. Think of Band of Brothers, as an example… the plot was tempered by battles in this excellent series, but the real meat and bones of the story came from the strong connection the viewer could establish with the characters, thanks to their inherent humanity. While the emotions they went through certainly were extreme, they were still feeling that the viewer could very solidly identify with. The emotions expressed in the episodes were the thing that created a strong bond between the characters and the viewer. Well, that’s one thing that Mass Effect 3 does very well. Here is a game that will (particularly if you have played the previous two) tug at the heart strings with stirring tales of sacrifice, loss and camaraderie. Heroic

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by Walt Pretorius

actions see characters set aside their personal goals, making sacrifices for the greater good. It’s the stuff of epics, and BioWare made excellent use of various storytelling techniques to truly suck the player in and make them not only experience the game, but feel it too. It is this story that will pull the player forward through this rather long and complex game. It starts off with the hero, Shepard, returning to active duty when the nefarious Reapers turn their attention to Earth, as part of their ‘function’ to destroy all organic life in the galaxy every 50 000 years. With the human home planet in ruins, Shepard must take to the stars aboard the Normandy once more, trying to rally support for a war effort that has been left idle for far too long.

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Anyway, I am pretty sure you can figure out from that that Mass Effect 3 leaves plenty of room for heroics and heartfelt emotional outbursts. The story is, as expected, expertly told. They have had two previous games to refine their tales of galactic intrigue, (both of which told their stories admirably) so it is hardly surprising that Mass Effect 3 manages to weave a strong plot, complete with all the subtleties and gentle twists that one would expect from the series. What is quite remarkable about this series is the way that the developers allow for decisions made in the very first game to still affect events in the third title. The player’s actions really do span the whole thing, which is really rather impressive. Because of this, it is better to have played all of the

gamecca review • issue 34 • April 2012

previous games, although you can happily get by just playing this title. It does a lot to fill in the back story, so anyone jumping in here will, at least, be able to piece together what happened before. Speaking of all those choices and all, it does bear mentioning that the game’s ending is… well, controversial is a fair description. It seems that many of the folks who rushed their reviews out failed to realise that the ending BioWare worked into the game would leave a sour taste in the mouths of many, many gamers. I don’t want to give away any details and, while I actually didn’t mind the ending, I can see where the problems arose. You cannot promise gamers these far reaching options and choices, only to almost completely disregard then in the final moments of the game.

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Add to that the fact that it just feels too open, too loose, and you have a finale that is potentially disappointing… particularly after all that hype, and the brilliant conclusions of the previous two games. Not that a less-than-expected ending is any reason not to play this game. In truth, Mass Effect 3 is well worth the effort, despite how you may feel about its final moments. It’s a kind-of “journey rather than destination” thing, which makes sense, really. The ending may be weak, in some opinions, but the game that takes you to that point is rocksolid. The experience you have while rushing headlong to the conclusion is really rather sublime. See, BioWare hit on a good thing when they came up with the whole Mass Effect franchise, and they have had two previous titles to refine the whole thing. While

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the second part showed improvements over the first in terms of controls and the like, this game shows even more refinement. The developers went with what worked in the previous two games, and left what didn’t out. The long periods of scanning planets for minerals, for example, are a thing of the past, allowing the player to concentrate their efforts on finding objects hidden in the galaxy that aide their war effort. It’s a far more focussed method of finding hidden treasures, which is great; instead of leaving the searching out, BioWare refined it. Each found object adds to a score that defines the player’s war effort. In addition, finishing main missions and side quests does the same. The player needs a certain degree of force to take on the massive reaper threat, so tooling about the galaxy doing odd jobs and looking for

gamecca review • issue 34 • April 2012


And playing it boosts the galactic readiness rating. Play a few games, and your readiness will shift higher, which is great. At least, it is in theory. I must be honest and say that I could not see the impact of this in the single player game. Theoretically, you can finish this game without ever changing that rating. Does improving it make the final battle easier? I doubt it. Does it change the end? Not at all, from what I have seen. That makes the multiplayer fluff, to a degree. But it is still fun. The addictive, cover-based third person action of the series is back in full force in this game. It is an excellent experience, overall, even though some elements keep it from rising even higher. If you played the first two games, you simply have to experience this one. Ending aside, it really is a great game. g

AT A GLANCE: While many may find the ending disappointing, it is getting to that point that makes Mass Effect 3 well worth playing. Developer: BioWare Publisher: Electronic Arts Distributor: EA South Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

X360 Platforms

hidden items helps to lengthen the game and improve the player’s chances. In addition to this rating, the player has a degree of galactic readiness. This percentage divides the number rating of their war effort, so getting a better standard of galactic readiness is, in theory, a great idea. This is done through playing the multiplayer game, which is a first for the series. It reminds one very much of Gears of War’s Horde Mode, just maybe a bit less refined. Players get to take on waves of enemies with a variety of upgradable characters. These characters can be augmented with once off special equipment and more permanent additions. While it isn’t the meat and bones of the title, it is a welcome addition, and adds even more game time to the Mass Effect 3 experience.

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

88 45


Asura’s Wrath

Shonen Gaming Interactive anime awesomeness

C

inematic gaming, or interactive storytelling, or adventure storytelling (or whatever the hell you want to call it), is a fledgling genre at best. Fahrenheit and Heavy Rain, developed by Quantic Dream, have pretty much pioneered a new concept in gaming, merging it with cinema in a fantastic blend. In fact David Cage, founder of Quantic Dream, has even gone so far as to state that they “own the genre.” Hubris or not David, you are about to be proven very wrong. Asura’s Wrath takes an altogether different approach though. One thing must be crystal clear, right from the start: if you don’t like shōnen anime, you’re not going to like this game. If you’re not sure what shōnen anime is, think Dragonball Z and you get an (extremely rough) idea. Over-the-top, impossible scenarios? Check. Huge,

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by Lein Baart earth-shattering explosions? Check. Physics-defying, ridiculous fight scenes… well, you get the idea. Asura’s Wrath is the closest thing in existence to an interactive anime show, capturing the sheer lunacy and jaw dropping moments that series such as Naruto and Bleach are known for, and leaving you hooked and slavering for more. To illustrate this point, the game is divided into eighteen episodes over three parts (with a final hidden episode), each complete with their own gorgeously drawn interludes, credits and intro. Indeed, as with Heavy Rain and Fahrenheit, it borders on the very edge of being a game at all, as most of this disappointingly short title is composed of interactive cutscenes, making heavy use of quick-time events, interspersed with third-person action sequences. However, almost every moment bleeds with frantic, button

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breaking madness as you hammer your controller in a vain attempt to keep pace with the game, your speakers rattling your windows with the heavy bass of seemingly thousands of explosions. Asura’s Wrath is insane, literally moon-barking, stark raving mad, and it never asks, needs or wants forgiveness for this. Using an eclectic blend of eastern mythology and science fiction, Asura’s Wrath weaves a surprisingly deep tale of betrayal, vengeance, honour and (you guessed it) anger. Lots and lots of anger. Playing the titular character, Asura has waged an endless war against the planet itself, only to be betrayed by those closest to him. Unsurprisingly, this makes Asura very, very pissed off, and he’s going to let everyone know about it. However this is not a simple tale; each character has their own personal

gamecca review • issue 34 • April 2012

motivations and agendas, and the extra content, if you bother with it, does a fantastic job of fleshing out this strange world that you find yourself in. The gameplay itself tends towards fairly linear, though you tend to be so caught up in the action that you will hardly notice. Each episode, while mostly consisting of cutscenes, also has a third-person action sequence, where you destroy your enemies in order to fill up your rage bar. With a flick of the trigger, you’re back into the interactive cutscenes, watching with delight as Asura tears apart his foes with reckless abandon, and on occasion gets the snot kicked out of him for doing so. To be honest, during the cutscenes the quick-time events don’t seem to have much impact on the eventual outcome of the episode, besides a slightly less graceful play through, but this isn’t the point

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of them. It’s designed to make you feel a player in the action, rather than a spectator, and it does a magnificent job of drawing you in. Nail the precise timing of a punch or a particular manoeuvre, and you will scream with joy and righteous fury as you send your latest foe skyward. The action sequences themselves carry this same sense of frenetic energy, with a simple system of light attacks, heavy attacks and dodges, plus the occasional long range barrage. They are as well animated as the cutscenes, and though there is a good variety, such as straight out fights, running and shooting sequences and even an episode where all you do is drink and flirt, they seem to be there to do little more than act as filler, eventually becoming rather repetitive as you cannot wait to get it over and done with.

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The boss battles though provide an excellent challenge and change up, and on the harder difficulty settings will likely have you uttering a string of oaths under your breath. There are moments in Asura’s Wrath that are simply awe-inspiring, and which easily fall into some of the most intense, spellbinding sections of gameplay that I have personally experienced. Right from the start, as you hurtle through the atmosphere to attack a monster the size of a continent, practically everything screams epic. Impossible, larger than life scenarios abound here, such as battling your former master, who has a sword that can completely pierce the earth, or a former comrade that morphs into a planet-sized behemoth. While this might sound idiotic, Asura’s Wrath takes it in its stride, and these moments

gamecca review • issue 34 • April 2012


linear structure, there is not much incentive to go back and replay after you’ve unlocked the hidden episode. But its biggest failing is also its greatest strength, that being its style of gameplay. Its content and cinematic structure will definitely not be to everyone’s taste, and I’m inclined to think that this will be a love-hate game, with very little middle ground. So to sum up, Asura’s Wrath is one of the most unique and enthralling experiences I’ve had in a very long time. Its style, vision, self-assuredness and utter madness combine to make a game that I absolutely adore. However, more so than almost any other game, this is very much a personal inclination, and I would highly recommend at least seeing the game on demo before you buy. g

AT A GLANCE: Huge, expansive, impossible… but beautifully so. Developer: CyberConnect2 Publisher: Capcom Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PS3 Platforms

somehow seem to work in its favour, rather against it. This is helped a great deal by the frankly brilliant soundtrack. It’s evocative, powerful and majestic, and beautifully compliments the game. The voice acting is also top notch, with the characters’ voice fitting and wellspoken, such as Asura with a voice gruff enough to make Jason Statham sound like a wimp with a squirt-gun. And yet despite my admittedly fanboyish drooling, Asura’s Wrath is not a perfect game. Making good use of the Unreal 3 Engine, it has a beautiful graphical style, however the Unreal Engine is beginning to show its age, and there are moments where there are very noticeable jagged edges to the characters. Additionally, as already mentioned, this is a rather short game, and given its

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

86 49


SSX

Hit the Slopes Hard.

And you thought that extreme sports died with Syd Barrett by Sarah Snyman

F

or years, EA Sports has put a bad taste in my mouth. Maybe this is the one area of gaming in which I show my cup size and curves. I have never enjoyed a FIFA, Soccer, Rugby, NBA, men playing with their own balls release. Despite being a national athlete and a true Afrikaans rugby supporter, I have always struggled not to judge these games a lot more harshly than they deserve purely based on who buys them and how they are marketed. But, because I fall directly into the generation that fell in love with extreme sports, SSX has a special place in my heart. Despite having a name that, to this day, reminds me of some underground sexual fetish, has always been my

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least hated of the EA stable. Although the obsession my generation has with extreme sports has died out quite significantly, the idea of jumping out of a helicopter to land inches away from a roaring avalanche is enough to make anyone drool on the controller. This begs the question, why on earth has it taken EA this long to release another title in this franchise? Despite the less than impressive Blur release for Wii which received harsh reviews from the more serious gamers, there has not been a worthy release since SSX: On Tour in 2005. Just when we thought that the genre and the hype had both been obliterated in a snow storm, they release this gem. Obviously being snowed into production for that long can give great

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results… just ask Blizzard. Maybe this break in titles has given the new-fangled graphics slightly more of a kick, but whatever has been done, it makes this a truly immersive experience. While maintaining the loved characters of the previous games, the title introduces you to nine of the most deadly slopes known to man, with a mixed terrain of everything from urbanised abandoned structures to a descent down the Himalayas. The tutorial is crucial; being someone who has a terrible memory, it takes me a few seconds to work out controls in a new game. SSX have introduced a much broader set of controls, but the classic option is still there for those

gamecca review • issue 34 • April 2012

who prefer it. The feel of the game is flawless as usual, the controls are smooth and the ability to get to those millions of points required to advance is there… you just have to push it a bit harder. The tutorial at the start of the game is not merely a refresher; there are a lot more tricks to get the hang of. As you are dropped from the helicopter and descend into a free fall, you have to choose between learning the classic or revised control set - the classic is great for nostalgia, but the new controls are miles ahead. Not knowing my left from right has always been detrimental in games of this style, and I must admit that I struggled to advance on tricks alone; I was forced to go

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back and revise the moves after the game falsely told me I could snowboard. It is similar to telling your kid that he could write an award-winning novel after reading “Run Spot Run”. This carries on in the gameplay. I like being encouraged and not fighting to get somewhere in a game, but this time it felt malicious. I was being set up for failure. The first level, being the Rockies, was annoyingly easy to get through unscathed. The feel of the game takes a slightly vicious turn immediately after that, which left me struggling to decide whether I was just useless at SSX or the level designers took an unnecessarily steep jump in difficulty. I put my ego aside and bit down to get through. SSX acknowledged my effort with a mind-blowing display of a

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truly “gnarly” level. EA knows to make you feel rewarded, and an abandoned Siberian nuclear plant was exactly what my bruised ego needed. Because of actually having to work a bit harder than usual to advance, it forced me to realise that every time I reached a point at which I was blown away by the production quality of this title, I was disappointed by the refusal to acknowledge the newly converted audience that it might have. The explanation and hints toward the gear attained for the character and level are glanced over so quickly that I struggle to see any newcomer not becoming annoyed with the interface. I would like to see some more areas aimed at the kids who never saw the previous release. Obviously I would like to be able to skip them, but

gamecca review • issue 34 • April 2012


the nine descents are definitely evidence of a well thought out , brilliantly produced game. And if you fall into a dark endless pit, the developers have added a rewind function, because everyone does things they regret. So to conclude, I have feelings for this game. If it stops beating me so severely and falling in love with other deep dark caverns that it met in Europe, we might even get hitched. It knows a ton about geography and has satellite based maps to boast, it has a great core and beautiful peaks and it has that rage that every girl goes weak at the knees for. And despite my annoyance about number of times I have broken my imaginary back, I love that this game doesn’t have a soft side other than fresh white snow. SSX, I want your babies. g

AT A GLANCE: SSX is back with more danger, more tricks and cross continent descents. It’s Extreme, but with an X, like we spelled it in the ‘90s. Developer: EA Canada Publisher: EA Sports Distributor: EA South Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

7+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PS3 Platforms

come on EA, do it for the little ones. All bitching aside, once you get dropped out of a helicopter onto a pristine white slope, the bug bites, hard. You feel a whole new level of joy when grinding the hell out of a railing before swinging effortlessly across a raven. That is exactly it. Effortless. That is exactly how these EA sports games get people salivating over their annual release, it is extremely easy to look and feel hot. And with these new landscapes, you can just hear the women falling to their knees as you land some obscene trick without dislocating your knee cap. Whether you indulge in “tri tri tri tri tricky” solo time in the campaign mode or hit the slopes with someone who has actually seen snow before in the multiplayer mode,

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

84 53


Street Fighter X Tekken

Cross

Battle of the Fighters

T

he competition between fighting games is rather fierce. There are a few franchises that constantly vie for the top spot by appealing to gamers. The thing is, though, that often these gamers have their hearts solidly set on one franchise, and won’t really look at another. So when a title like this one comes along, it makes for an interesting experiment. Who will buy Street Fighter X Tekken? Street Fighter fans? Tekken fans? Both? I don’t have an answer to that, sadly, but it does make for an interesting point to ponder. Street Fighter X Tekken (that’s pronounced ‘Street Fighter Cross Tekken’, according to the in-game announcer) takes characters from both of these very popular fighting games and puts them together in an action-packed brawler that should make fans of both franchises quite happy. Well, actually, it will probably make Street Fighter fans a little happier, because – quite honestly_ the game doesn’t feel as much like a cross

54

by Walt Pretorius between the two as it does a new edition of Street Fighter with Tekken characters included. The graphics feel like Street Fighter, with a more cartoon-style approach that Tekken fans may not really take to. The controls, too, feel a lot more like Street Fighter, right down to the ability to adjust the difficulty of the control scheme, making massive combos and impressive moves easier to pull off. All of this is because the game was developed by Capcom, who make Street Fighter, rather than by Tekken’s Namco Bandai. But Tekken fans can still find familiarity here, and not just in the characters. The game features tag team dynamics and manual throws that are far more Tekken than Street Fighter. Overall, the action feels great. The fighting is fast paced and furious, and the smooth tag system allows for changes to even be made mid-combo, which adds a whole new element of coolness to the action. Characters can be

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style. With bright, attractive graphics, tons of action and a solid character roster, Street Fighter X Tekken is a very good, very enjoyable fighting game. Added levels of strategy and a variety of modes add to the fun. But, ultimately, I will put money on the fact that it will sit better with Street Fighter fans than Tekken aficionados. There is talk of a Tekken X Street Fighter game coming from Namco Bandai, which will add some balance to the equation. Ultimately, though, this really is a rather fine fighting game, which allows for a wide degree of accessibility and tons of fun, particularly in local or online multiplayer. The Tekken characters make faithful guest appearances in this street Fighter oriented title, and fans of both franchises will find things to crow about here. But if I was to place any bets, my money would go on the Street Fighter veterans for the win. g

AT A GLANCE: It may have Tekken in the title, but this one certainly feels more like a Street Fighter game. Developer: Capcom Publisher: Capcom Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PS3 Platforms

mixed and matched any which way, and game modes range from arcade quick fights through to survival challenges and the obligatory versus modes. The game handles well online as well, so those who want to take their action global can do just that. There are also a couple of new elements to the game. The most notable of these is a system of Gems that the player can use to assist them in their fights. Now, at first glance, this seems like a bit of a dodgy idea. In fact, the question of whether an inexperienced player could take out a veteran merely my equipping the right Gem Assists has been raised a few times. While this is, naturally, theoretically possible, Capcom did more than just say ‘let’s put cool gems into the game.” Using Gems is a give-and-take, and each gem will carry advantages as well as disadvantages. It allows for an added level of strategy to the game, as well as allowing the player to trim their chosen character even more towards their desired play

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

80 55


FIFA Street

Street-Wise! Nothing Messi about this

B

etween major FIFA franchise releases there’s sometimes a filler game to keep fans busy and offer some new and fresh ideas, which might just develop into the main attraction in upcoming titles. These games are the FIFA Street series and, every four years or so, a FIFA World Cup game. Street football, which is what FIFA Street is all about, is mostly focused on footwork skills, as well as defeating your opponent in a one on one battle. This sport has become very popular over the world, with athletes pushing the boundaries of what we once thought was impossible with a soccer ball. FIFA Street has players either playing international

56

by Dylan Bouch or club football, just as you would playing any other FIFA title… the only difference is that it’s street soccer, one on one to five a side. The last few titles have had a skill button, which allowed players to perform some simple tricks, but this title focused a lot on the controls and controlling the player, but even more so to control the ball. Gamers will use the left trigger button with either analog stick to control the ball in front of their player, and the right bumper with the right analog to perform aerial manoeuvres. It might sound simple but the number of variations available is twice as much as FIFA 12. The standard FIFA button set up still applies; pass, lob, shoot, through ball, sprint, and jockey. Otherwise, the only

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difference between this title and FIFA 12 is the tackling in this title the gamer still has the standard tackle, no slide tackle and no tactical defence system, which does make it slightly more difficult. Each of your opponents is also going to try his best skills to beat you with either a panna (which is through the legs), around you or over you. The different game modes will require a different style of play; the five a side match is straight forward football, 3 minutes, two teams and as many goals as possible. Panna rules is a point system game, were the players collect score for each panna (through the legs) or beat (getting around your opponent), but the player will only gain those points if he or she scores a goal(banking points). Failing to

gamecca review • issue 34 • April 2012

score first will lose all points gained. Futsal is like indoor soccer but without the walls, so pretty much a mini field with 5 players on each side and players need to keep the ball in field like regular football. Last man standing matches has the gamer trying to lose his team members by scoring goals and not be the last man on the pitch these matches don’t have goal keepers. The different game modes have different venues and locations: the five on five venues are mostly official fields (similar to beach soccer but on concrete) including London, Paris, Dubai, New York, Amsterdam, Barcelona and more. Panna games are usually on the street, on basketball courts and other public areas in different

57


countries as well. Futsal is set in arenas and stadiums. For the World Tour, gamers will need a team of their own, you as the captain taking on the world. Playing through the career will earn skill points with which you can buy new tricks and improve your skills and trick library. The graphics are superb when it comes to the venues, the stadiums and gyms look amazing, the light rays that shine through the roof cast different shadows. The light shining on the players’ faces looks as real as it can be. The players are not cartoon styled, as the former street titles have been. The players look more realistic, and move better than any other title to date. The music is classic EA and FIFA, with hits from around the world and the best and latest remix songs that everyone will bob their head too. A noticeable change is that there is no commentary. On one hand that’s a good thing because FIFA 12 failed

58

with repetitive commentary and without the commentary the gamer feels closer to the game, hearing the on field calls and the disgruntle fans (street matches). The roaring crowds sound good. I really think this is close to being the best FIFA game to date. It has its pros and cons and my mind isn’t made up yet. The graphics are brilliant, and the various games modes and long career are awesome! It presents a better way to control the ball, and a new way to play the game. The controls are great but lacked some of that zest found in FIFA12. One downer is that players (now and then) getting stuck in corners or at walls while tackling opponents and tackling did not work as well as it should. Every other aspect of FIFA Street feels better and a like step in the right direction. g

gamecca review • issue 34 • April 2012


Street football gets a serious look in this great new addition to the FIFA stable. Developer: EA sports Publisher: Electronic Arts Distributor: EA South Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

X360 Platforms

AT A GLANCE:

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

80 59


Reliving the past in HD

T

he Metal Gear Solid franchise is one of those properties – you know what I mean, right? These game series are long running, have been around since the dawn of gaming and have extremely rabid fan bases. But as is so often the case with these games, they don’t have the wider appeal of some other title series. Not to say that Metal Gear Solid is not popular. In fact, it’s a hugely popular set of games, when all is said and done. So the release of a collection of three remastered Metal Gear Solid titles is hardly a surprise. This collection is made up of Metal Gear Solid 2: Sons of Liberty, Metal Gear Solid 3: Snake Eater and Metal Gear Solid: Peace Walker. As such, it really is great for fans. Sure, you may have played all of these before, but

by Alex Scanlon their HD tweak is really worth it, at least visually. The thing is, though, that not much more has changed in the games. In other words, the controls and such have remained exactly the same. The result is that the games have a definite anachronistic feel. Peace Walker feels the most modern, thanks to new ideas that were introduced in the original, but there still isn’t enough there for it to compete with more modern titles. So, quite frankly, this collection really is one to keep fans happy, and to bring these three great classics to a more modern platform. They’re wonderful to experience again, but don’t fool yourself into thinking that this will be a fresh experience. Rather, it’s a trip down memory lane for those that have fond recollections of these classic titles. g

AT A GLANCE: Newcomers may not see what the fuss is about, but fans will love the HD treatment given to these classic titles. Developer: Konami Publisher: Konami Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ 60

Accessibility Hard-Core Medium Casual

PS3 Platforms

Metal Gear Solid HD Collection

Favourite Snake?

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

78

gamecca review • issue 34 • April 2012



Unit 13

Pop and Drop Cover shooting on the small screen

L

ast month we went relatively Vita crazy, with 13 launch game reviews. Well, we’re still in that crazy mood, even though the Vita game releases have slowed down quite considerably since it exploded onto the scene in the last week of February. This month, we only have one Vita review for you, but it is one that is worth the effort of getting hold of. Zipper Interactive, the team behind a number of SOCOM titles on the PSV’s big brothers (as well as the rather lamentable MAG) have brought third person, cover-based shooter action to the Vita in the form of Unit 13. This game is a rather innovative one on some levels, largely because Zipper have managed to make the genre work extremely well on a hand held, thanks to the Vita’s touch screen. But there are other areas where the game lacks a bit of punch, keeping it from rising above ‘good’ to ‘great’.

62

by Walt Pretorius

In the game, the player takes control of one of a number of members of an elite military units – the titular Unit 13 – in a variety of missions that range from stealthy infiltrations to time limited run-and-gun sessions. Each operative has certain strengths and weaknesses, as well as a moderately unique weapon set that gets expanded as they level up. It’s a great idea to find one of them and stick to them, because they become more effective with higher levels, and this game is all about effectiveness. This is measured through score. Rather than giving the player an engaging storyline (or any real story whatsoever, which is one of the game’s short-falls) Unit 13 provides global and friend leader boards, as well as leader boards using the PSV’s Near functionality. The aim of the game is to be the best, really, either in the 35 odd single player missions, in unlockable High Value Target missions, or in the ‘Mission of the Day’ which is accessed through

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Another section that leaves a bit to be desired is the AI. It ranges from being daft as a brush through to having across-the-level X-ray vision, but does so inconsistently. It’s a forgivable foible, but it does bear mentioning, none the less. On the whole, Unit 13 provides an enjoyable experience. Particularly for action fans with a penchant for being the best. It offers tons of replayability, thanks to daily challenges and those leader boards, and multiplayer sessions can be great fun, too. Rather than being a massive splash, though, it is more of an indication that Zipper Interactive have a good grip on the core concepts of making a good game for the Vita. If they manage to get past some of Unit 13’s weaker aspects, they will certainly be a team to watch when making games for Sony’s new hand held console. g

AT A GLANCE: A great first attempt at cover based shooters on the Vita, Unit 13 speaks of great things to come. Developer: Zipper Interactive Publisher: SCEE Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PSV Platforms

the Vita’s online functionality. These are awesome, daily challenges that the player can try to complete, and see where they rank on a global scale. Missions are rated in terms of time, accuracy, kills and a few other aspects, and assigned a rating (out of five stars) at the end of each. They are replayable, of course, and can also be enjoyed in co-op play modes. While the game is rather addictive and is good fun, there are a couple of hitches here. The first is in the form of the controls. While they are actually quite good, getting in to cover can be a bit of a pain from time to time, as it doesn’t feel very fluid. However, clever implementation of extra controls at the edges of the touch screen (often contextual controls at that) makes playing a game with fairly complex objectives something of a breeze. This aspect of the title was very well handled.

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

80 63


Kid Icarus: Uprising

Soar!

Great fun, if you’re forgiving

C

onsoles may dictate what games can or cannot viably do, but so often it is the games themselves that define the nature of the console. You could have the best console ever conceptualised, but if the games are weak, the whole package is going to suffer. The 3DS has, of late, been getting treated to a few titles that define its place in the video game market. Titles like Super Mario 3D Land and Resident Evil: Revelations spring to mind, although there are a growing number of games that show that the 3D isn’t just about pretty pictures… and even when it is, these titles make it look awesome. Another title which could be considered as definitive has shown up, based on an IP long though abandoned by Nintendo. The Kid Icarus franchise was around many years ago, but then fell into obscurity. Now, though, it is rising up to new heights on the Nintendo hand held, and

64

by Alex Scanlon is making quite an impression – for both the right and the wrong reasons. Kid Icarus: Uprising sees the player take on the role of Pit, a young angel in the service of the forces of Light. His mission is to take on the rising forces of Darkness in this addictive action adventure that provides the player with bite sized missions that manage to deliver a surprising amount of variety. Each mission offers a flying section, which is basically an on-the-rails aerial shooter, and a ground combat section, which is pretty much a 3D action adventure flavour. The control scheme changes slightly for each. But it is the overall control idea that scuppers the whole affair, ever so slightly. See, the player needs to use both the circle pad and the stylus to play. The circle pad is used for movement, while the stylus is used for aiming. The left shoulder button shoots stuff. This configuration

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In addition to control tweaks, the game uses a unique and rather brilliant difficulty system, which allows the player to choose a range between laughably simple and brutally difficult at the beginning of each level. Levels also have areas that are only accessible at certain difficulty levels (or higher) adding a ton of replay value to the title. And then there is multiplayer, both local and online, that furthers the game experience, even allowing a 3v3 PVP option. But the console sometimes battles with this a bit. Still, even these down-sides don’t ruin what is a fun experience. The voice acting is great and often the characters will make very humorous comments. Additionally, the game looks great, with plenty of eyecandy to add to its addictiveness. If you’re looking for a fun action shooter, and are willing to work around the controls, Kid Icarus: Uprising is a great 3DS title. g

AT A GLANCE: Despite its faults, this is a very addictive and enjoyable title for the Nintendo hand held. Developer: Sora Publisher: Nintendo Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

3DS Platforms

makes playing the game as a hand held title a little tricky, because you cannot support the console properly. When on the ground, the stylus also takes on the role of camera control. It can be tricky and frustrating. The makers kindly included a stand for the 3DS in the package, which makes playing a bit easier… provided, of course, that you are able to use a surface to rest the stand on. While there are lots of control options, this theme of stylus control, combined with the circle pad, is pretty pervasive, and it makes the game a bit of a chore to play. If, however, you have access to a suitable surface, the stand makes things much more fun. Pit has access to a bunch of weapons, too. These all have various effects and buffs, and weapons can be combined to create new, better weapons. There are over a hundred options here, so there is always something to look out for when it comes to tools of destruction.

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

80 65


Birds of Steel

In the Clouds A fully-fledged flight sim…

W

hen a game comes out that is aimed at aficionados, it generally produces a great experience. Look at the examples of driving games like the Forza Motorsport franchise. Sure, they’re great driving games for anyone who tries them, but they truly appeal to petrol-heads on a level that pretenders cannot really grasp. And that exact same thing can be said about Birds of Steel. See, there are quite a number of World War II flight simulators out there, but this one takes things to a whole new level. It is quite certain that the team behind the development of the title aren’t just a bunch of guys who thought that making a flight sim would be cool; rather, this team loves the idea of Second World War aircraft and aviation. This is evidenced in the fact that they have included, among the more than 100 flyable aircraft the game has on offer, some rather obscure models. Did you know that the Australians produced a warplane called

66

by Walt Pretorius the Boomerang? If you did, then Birds of Steel is most certainly for you (this rather ineffective and little used aircraft is in there, by the way.) The plane roster is huge in this game, which will satisfy those that love the idea of older war birds. The player unlocks new aircraft as they progress, as well as decals, artworks, kill markers and a bunch of other things they can use to decorate said machines. It’s a flight fundi’s wet dream, really, because it brings a level of personality and creativity to a genre that very seldom sees any of that. More evidence of the team’s passions comes from the loving care that went into creating the plane models for the game. The cockpits are exquisitely detailed, and the planes show everything from complex instrument arrays to ‘scars’ and scratches, all in the name of authenticity. The arenas that the action takes place in are also wonderful to look at, with more detail than most other games of this type can offer.

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while the next may have you performing tricky dive bomb manoeuvres through thick flak, trying to hit enemy cruisers in the middle of the ocean. And, at all times, the game keeps the experience extremely visceral. It feels like the real deal, with flak sending shudders through the controller as the screen shakes for a split second. The terrain even halps add to the impression of speed that the game captures so wonderfully, and many a tense air-craft carrier landing is as adrenaline-rush inducing as the most heated of dog-fights. If this game is your kind of thing - and I understand that not everyone will want to play a World War II flight sim – you will get all kinds of thrills from it, starting in the single player missions and extending through to the sixteen player multiplayer game (and the four player co-op mode). It is the kind of game flight junkies should own – accurate, jam-packed and challenging. g

AT A GLANCE: Aficionados will go all gaga over this highly detailed, challenging and long-lived WWII flying game. Developer: Gaijin Publisher: Konami Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PS3 Platforms

Speaking of authenticity, and just like the driving games mentioned before, Birds of Steel affords the player a wide degree of difficulty options; from assisted arcade modes through to blisteringly challenging realistic simulations, a wide array of control options can be tweaked, depending on the experience the player wishes to draw from the game. At easier settings, the game is still fairly challenging, but when you set things to full simulation mode, you’re going to be a lot of work… wrestling with realistic plane controls while trying to take our enemies can be a massive task. For single players the game offers numerous options, including a campaign that takes place in the little visited Pacific Theatre of the war, complete with American and Japanese campaigns. Numerous single player missions will put the player in the skies around the globe, too. There is a lot to do in this game, with missions that are wonderfully varied. One might see you on patrol for enemy fighters,

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

86 67


And a lot of stuff…

S

ometimes I really want to throttle any number of game reviewers, because they simply fail to see the point of certain products. Take the Sims 3 Stuff Packs as an example; I stumbled across a review lambasting the latest Stuff Pack for being nothing more than a collection of new items to enhance the Sims’ homes and wardrobes, without adding any new game play elements. Seriously? Has this guy ever played The Sims 3? Doesn’t the name “Stuff Pack” deliver the right message? Those in the know will tell you that Stuff Packs are not expansions. They just add more stuff. Anyway, enough ranting. The Stuff Pack in question is Master Suite Stuff and, as the name implies, it’s all about the bedroom – and possibly associated activities. Like

By Rob Edwards sleeping. The pack adds elements for bedrooms and bathrooms, all with a romantic flavour. Yes, it seems that EA finally realised people make the “woohoo” part of the game something of a goal, so this pack enhanced everything around that. It even includes new night-wear, some of which is almost… almost… racey. The Sims 3 is a family show, after all. If you are a Sims 3 fan then, as always, this Stuff Pack is pretty much a must have item for you. If, however, you (like the aforementioned reviewer) expect a lot of new game dynamics, you won’t find them. It’s all about stuff. Stuff Pack. Stuff. Pack. We clear? g

AT A GLANCE: No game changers here… just lots of stuff to stick in your Sims’ bedrooms and bathrooms. Developer: Sims Studio Publisher: Electronic Arts Distributor: EA South Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ 68

Accessibility Hard-Core Medium Casual

PC Platforms

The Sims 3 Master Suite Stuff Pack

A Little Romance

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

75

gamecca review • issue 34 • April 2012


comp e t it io n • c o mp eti ti on • com pe t ition • com pe tit ion • com pe t i-

Go Extreme!

WIN a copy of SSX

Courtesy of EA South Africa TO ENTER: Send an email to competitions@gameccamag.com Tell us one of the slopes you will find in the game Tell us if you would prefer a PS3 or Xbox 360 copy of the game Insert ‘SSX Competition’ in the mail’s subject line Subscribe to www.gameccamag.com Become a fan on Gamecca’s Facebook Page Competition closes 30 April 2012. Gamecca subscribers only. South African residents only. Prizes may not be exchanged for cash. Competition closed to employees (& employee’s family) of 1337 Media CC & Electronic Arts. The judges’ decision is final.


Blades of Time

Send in the Clones Originality, absent…

P

icture the scene: a bar, frequented by video game characters. A slightly drunk Dante (that would be from the Devil May Cry franchise, of course) spots the foxy Lara Croft across the smokefilled room. He plucks up his courage, sidles over, and turns on the charm… They don’t call each other the next morning, because they’re both slightly embarrassed about the night they spent together. Nine months or so later, Lara leaves a small, squalling bundle on the doorstep of the Konami orphanage before heading off on her latest globetrotting adventure, and the kindly developer-monks inside take pity on the child, naming her Ayumi. When she is old enough, they notice that she has developed her father’s fighting moves and her mother’s lust for treasure hunting (not to mention her fashion sense) and they give the once-orphan a game of her very own. OK, well, enough with the silly concepts. But, in

70

by Walt Pretorius all honesty, that’s what Blades of Time feels like; a cheaper Tomb Raider knock-off, tempered with overthe-top, anime inspired action sequences and granted a lead character that is vapid, overtly sexual and rather uninspiring. You cannot help but feel, as the game progresses, that Ayumi is a bit of a dumb blonde who manages to make her way through the game by pure luck. She might be able to fight off hordes of monsters with her blades, but I cannot be sure that she could change a tyre… or if she would even know that she had a flat in the first place. I have mentioned the derivative nature of the video game industry before, and how I believe that it is a necessary evil in the process of making games… but this is a little ridiculous. Sure, the setting is more fantasy oriented than we might expect from a Tomb Raider game, and it has a touch more to it than just killing bad guys, but it’s roots are so obvious that it is almost a bit of an

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The action is as close as the game comes to having a saving grace. It is intense and fast paced, with tons of tough enemies that require varied approaches. Still, it can easily descend into a button-mashing-fest. The developers have included combos and special moves that can be earned throughout the game, and the intense melee combat is offset by a rifle for ranged combat (although it feels a bit clunky) but, on the whole, the double-jumping, flashy combos and fighting off packs of tough enemies just feels far too familiar to be remarkable. The game can be a lot of fun, with various challenges spread throughout, but you need to be realistic when you try it… it doesn’t live up to what it is cloning, not by a long shot, and the heavy handed plot devices, combined with the rather annoying lead character, may leave a bit to be desired. Heavy doses of forgiveness may be required with this one. g

AT A GLANCE: You can have fun with Blades of Time, but you’ll have to look past a lot of weaker elements to do so. Developer: Gaijin Publisher: Konami Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

PS3 Platforms

insult to the intelligence. Even the character of Ayumi, with her twin pigtails and little leather shorts, is a blatant clone of Lara Croft, although her overstated nature makes her something of a parody of that famous treasure hunter. Even the way she walks is ridiculously overdone… the girl minces so much it’s surprising her hips haven’t fallen off yet. She just isn’t believable, because she is way too girly to be a convincing ass-kicker. Combine this character, with all her awesomely brainless dialogue, with a plot that dumps you in around half-way through and then tries to make up for the back-story short fall with hint and allegations, and you get a story that is initially confusing. This develops into a somewhat desperate attempt to create something original out of elements that we have seen far too many times before. I can’t believe that I am going to say this, but it’s probably best to ignore the plot and just beat things up in this one.

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

64 71


Tekken 3D Prime Edition

3D Smack! And a movie, too!

F

ighting games are evergreen. Even older iterations of popular franchises see play still happening, and when new versions come out, they generally fly off of store shelves. One of the top favourites is, of course, the Tekken series. With fluid fighting and a fantastic overall feel, this franchise has performed admirably on every platform it has appeared on. And it has appeared on pretty much any modern console you can mention – even going back a generation or two. It is no small surprise, then, that the team behind Tekken decided to enter their contestant into the 3DS fray. Tekken 3D Prime Edition is the first Tekken game to appear on Nintendo’s still-revolutionary hand held device, and it brings with it all the fluidity and fast paced action that fans of the series would expect. With great graphics and a beautiful frame rate, Tekken 3D Prime Edition is a joy to behold. Even with the 3D

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by Alex Scanlon turned up full, the action and looks are crisp and clear, with no stuttering or shuddering. The roster, which comprises around 40 faces familiar to Tekken fans, is pretty generous considering, and players will be able to take their favourite fighter onto the small, autostereoscopic screen without noticing much of a difference in that fighter’s performance. But there are a few points where the game leaves a lot to be desired. One is the fact that the 3DS’ controls are fairly cramped. To compensate, four of the character’s more powerful moves have been mapped to the touch screen. It’s a little distracting at first, but once you get used to it the player will be able to unleash all kinds of fury, thanks to these easier combo moves. Another, bigger issue is that the game lacks depth. Sure, the fights are intense, but they pretty much come down to one vs one affairs, without a huge amount of modes to take advantage of. There is a survival mode, too,

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developers have managed to hang onto that unmistakable Tekken feel, and the fights themselves have all the intensity that one would expect from a game in this series, regardless of the platform. The graphics, as stated before, are excellent – this is easily one of the best looking games available for the 3DS, and keeping high frame rates throughout the action is a definite plus-point for the visuals. So, basically, it is a very decent fighting game for the 3DS, provided you get your kicks (excuse the pun) on the shallower levels of modern fighters. As long as you don’t expect the kind of depth that storylines and customisation bring with them, you’ll be fine playing this. And fans will certainly not be able to decry the quality of the game itself… the developers have translated it to the small screen very well indeed. g

AT A GLANCE: The fighting is great, the graphics are awesome… but it’s not very deep. Developer: Namco Bandai Publisher: Namco Bandai Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

3DS Platforms

which is fine, but with few options for fights and almost no customisation options (save for changing the colours of characters’ costumes via a limited palette) there really isn’t much tweaking the player can do. Almost as compensation, the developers included two aspects on the game card for players to experience. The first is a massive collection of ‘cards’. These are unlocked during the game, and feature stills from current and previous iterations within the Tekken franchise. These can also be traded using the game’s Street Pass system, but the depth that they add isn’t really very much. The second is the inclusion of a full length, original Tekken film on the card. It’s not too bad, actually, but you will probably want to watch it in instalments, as viewing a movie on the small 3D screen isn’t the most comfortable pass-time. The saving grace here is the game dynamic itself. The

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

77 73


The Jak & Daxter Trilogy

Jak’s Back!

And he’s bringing the fun with him…

make the just from Old-D to HD admirably. The three games here (The Precursor Legacy, Jak 2 and Jak 3) are certainly the best of the franchise and, while Precursor Legacy does show its age a little, all the titles are still wonderfully enjoyable. With the dearth of action platform titles on PS3 these days, this is a wonderful addition to any gamer’s PS3 collection. It reminds one of yet another Golden Age (because, let’s be honest, there really is no one, true “GOLDEN AGE” of gaming) and is as entertaining and enjoyable as the first time these games hit the shelves. And, hey, three games on one disc? That’s a win in anyone’s book. g

AT A GLANCE: While not every old franchise deserves an HD overhaul, the Jak & Daxter games included on this disc are very deserving recipients. Developer: Naughty Dog Publisher: SCEE Distributor: Ster Kienkor

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ 74

Accessibility Hard-Core Medium Casual

PS3 Platforms

T

here have been quite a few of these remastered collections hitting PS3 shelves of late. It seems that reworking classics from the bygone PS2 era, giving them the HD treatment, is quite the rage these days. Not every franchise is deserving of this, though. Some games just end up feeling like dated efforts coated in shiny paint. Anachronistic elements abound in these titles, ranging from control issues to simply laughable design ideas. This cannot, however, be said for the Jak & Daxter Trilogy. These games were impressive for their day (featuring things like no loading and massive game worlds) and

by Rob Edwards

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

79

gamecca review • issue 34 • April 2012


c ompe t i t io n • c omp eti ti o n • com pe tit ion • com pe t ition • com pe t it ion

On the Ball!

WIN

a copy of FIFA Street Courtesy of EA South Africa TO ENTER: Send an email to competitions@gameccamag.com Tell us one of the cities you can visit in the game Tell us if you would prefer a PS3 or Xbox 360 copy of the game Insert ‘FIFA Competition’ in the mail’s subject line Subscribe to www.gameccamag.com Become a fan on Gamecca’s Facebook Page Competition closes 30 April 2012. Gamecca subscribers only. South African residents only. Prizes may not be exchanged for cash. Competition closed to employees (& employee’s family) of 1337 Media CC & Electronic Arts. The judges’ decision is final.


Alan Wake’s American Nightmare

The Loop Stuck in time

H

orror games certainly are effective at doing what they need to do; scare players. Perhaps it is because the player gets so involved, so sucked into the world of the game, that the frights and scares happen at a more visceral level. That’s probably what it is. But whatever the case may be – I am no psychologist, so I won’t claim to know any definitive answers – the horror genre is alive and well, kicking and screaming and lusting after brains. To effectively create a horror game, the developers need to introduce a number of elements: creepy surroundings, dark corners, a host of terrible enemies that can take more than a reasonable amount of damage and are completely relentless, limited supplies and a good plot. Yes, the plot is very important, even though many gamers seem to disagree. But this element ties the others together, and gives players a reason to be stumbling through dark woods in the middle of the night, armed only with a flash-light, their wits and a woefully

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by Walt Pretorius underpowered firearm. That was what happened in the first Alan Wake game, and the whole idea has been reprised for the Alan Wake’s American Nightmare DLC. This stand-alone title sees the player once again enter the world of Wake, complete with its possessed townsfolk, seemingly unstoppable nemesis and the ability of Alan to affect reality through the written word. OK, I am going to do my best to avoid any spoilers for the previous game here, but no guarantees. After the events of the first game, which culminated at Crater Lake, Alan is trapped in a weird, shifting reality that sometimes overlaps with the world as we know it. He arrives in a small, dust-bowl town, intent on combating the machinations of the nefarious Mr Scratch, an alter-ego of Alan’s who is intent on taking over his life in the real world, and wreaking havoc once he has. But Wake understands the ways of the darkness he is fighting, and through a carefully constructed plot (that he

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Each level lasts around 10 minutes, and it’s all about racking up score by blowing away bad guys. Alan Wake’s American Nightmare is surprisingly good, considering its delivery method. The graphics are great, the voice acting is very solid, and the story is simple, but entertaining. The added bonus of multiplayer action helps a lot, too, and adds a whole new dimension to the franchise. Sure, it isn’t the most original multiplayer game, but it is tons of fun, because the enemies are not just ordinary bad guys, and the levels need to be explored to find the best equipment. If you enjoyed the original title, then this one has a lot to offer. A word of warning, though… you don’t want to play this without having experienced the original. Although it does give a bit of backstory, it might still be a bit confusing to newbies. g

AT A GLANCE: Fans of the original title will certainly enjoy this stand-alone DLC adventure, featuring their favourite fictional fiction writer. Developer: Remedy Publisher: Microsoft Distributor: XBLA

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 34 • April 2012

Accessibility Hard-Core Medium Casual

X360 Platforms

has written) he sets out to take on Mr Scratch. Problem is, the pages of his manuscript have been scattered, and Mr Scratch has trapped him in an endless time-loop. To break free, he will have to find the pages, decipher the clues and take on the darkness. It’s a nice concept. The player will revisit three locations over and over again in American Nightmare. Events change slightly with each visit, as Wake moves closer to solving the problem. It might seem like a bit of a cop-out, just presenting three locations, but they are large areas, and the changing nature of events plays perfectly into the story the developers were trying to tell. It’s pretty clever, because it keeps the game small enough to be acceptable as DLC, while still offering the player a decent length experience. And, as an added bonus, there are numerous challenges that can be taken on solo 0r in co-op… very similar to the onslaught idea that cropped up in games like Gears of War, this is a survival challenge that generally pits the player against waves of darkness infused enemies.

PC X360 Kinect

PS3 Move

Wii PSV DS 3DS

Score

80 77


Essential Classics

Indiana Jones & The Emperor’s Tomb Dr. Jones, I presume? Why doesn’t this guy have more games?.

By James Francis

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gamecca regular • issue 34 • April 2012


T

GAME INFO. Indiana Jones & The Emperor’s Tomb

Genre: 3rd Person Action Released: 2003 Find it on : Wherever you can Works on: Windows gamecca regular • issue 34 • April 2012

o think, hardly a decade ago the gaming world’s streets were running red with the blood of nitpicking arguments and giddy reviewers exploiting our collective hatred for console ports. This might seem hard to believe if your first real gaming platform was bought in the last few years, but there was a time when people decried the demise of PC gaming because it was being flooded by ports from console titles (and not because nobody could afford the damn things anymore). Later this battle would re-emerge as crappy ports from other platforms to the Wii. Today that isn’t much of an issue anymore, because the Xbox 360 is practically a PC with controllers strapped to it. Okay, not quite, but in terms of development the Xbox and PC at least swim in the same gene pool, whereas the PlayStation 3 landed here on a meteorite. The last major outing for Mr. Jones and his roughshod hat was a port from the Playstation 2, something that shows in the execution of the controls. Indy wanted badly to beat Lara Croft at her own game, rightfully so as tomb raiding was really his gig first. And the guys at the now-defunct The Collective did a great job, to a degree. The Emperor’s Tomb was not a sad cash-in that copied all that Tomb Raider did. But it was smart enough to copy the good stuff. Tasked with recovering an ancient black pearl with overtones of world-dominating power and the prerequisite Nazi interest, this game followed the same plot as pretty much every Indy outing, Temple Of Doom being the exception. As the archaeology professor you jump, whip and fistycuff your way through several exotic locations, including a castle in Prague and some lost mosque in Istanbul. Being Orient-orientated, there is plenty of action to be had in China. Indy encounters many, many Nazis, nomad warriors and Chinese kung-fu masters - sometimes wondering how they wandered into areas you had to stop short of flying to reach. He meets them head on with what is the game’s biggest charm then and now: a solid fighting system that you can button-bash through. Indy also uses chairs, bottles and reliable two-by-fours to pound his opponents into submission. The whip sadly underperforms, but you get to do a lot of swinging with it. LucasArts once dreamt of bringing back this game’s brawler credentials when it debuted the Euphoria system, since mucked up with Force Unleashed 2. The Indy game sadly never emerged, but if it did, Emperor’s Tomb would have been its blueprint. There are plenty of flaws here, not the least its mouse/keyboard control system, which was a poor substitute for a game controller. This leads to plenty of sudden-death moments and even more shouting at the camera. Emperor’s Tomb is fun, but frustrating fun. It’s like being really attracted to someone, but you keep catching them breaking your dishes. Sure, dishes aren’t expensive, but what they are doing is really not necessary. Still, the game makes up with small touches. I always loved that you had to manually pick up Indy’s hat if it got knocked off. Playing Emperor’s Tomb makes me sad that LucasArts never gave this franchise the same attention as Star Wars. It makes me depressed that Crystal Skull harmed the franchise and ultimately it makes me wish they would get off their butts and release an Indy game that takes advantage of the breakthroughs the new Tomb Raider and Uncharted games brought to the world. Indy deserves it and so do his fans. Besides, everyone knows that Han was way cooler than Luke, yet Indy could kick both their asses. Screw the Force, use the whip. g

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LG Cinema 3D D2542 Monitor

Desktop 3D! Great visuals from LG

by Walt Pretorius

O

K, I am going to give away my status as a gamer here… although those of you that also read Gamecca Magazine already know that I am a gaming junkie of note. There is just something about a good monitor that gets my heart thumping. Yes, most gamers play on as big a TV as they can find, but the nature of my work has lead me to fall in love with monitors for PC gaming (obviously) as well as for console gaming. Doing most of my gaming at a desk makes it necessary, but a good monitor not only means I can stick to confined spaces, but I can also travel with my consoles. The LG Cinema 3D D2542 is just that – a good monitor. First of all, it’s an LED monitor, which means brighter, crisper visuals, better colours and all that goes along with this particular technology. But there is more to what makes it great than just its panel. Another confession: I am something of an LG monitor fan. But I have no illusions about them either, and

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earlier models did have a few issues that needed to be sorted out. This is particularly true for their touch sensitive controls. This particular model eschew those in favour of discrete buttons. Other than the larger power button, none of them are marked. But touch one, and an equally discrete, user-friendly interface pops up on the screen, just above them, defining which button will have what effect in the current menu. It’s great – quick, easy and effective. Another plus point, as any gamer would agree, is the inclusion of an HDMI input (although, sadly, only one port is provided) and a headphone output. This makes using the monitor for gaming a snap. And, of course, the expected VGA and DVI ports are also there, meaning that this monitor is as at home hooked up to a PC as it is to a game console. Or preferably both. Switching inputs is fast and easy. It’s also an energy saver, which is a big plus, and it proudly displays how much energy it is saving when it starts up. Environmentally conscious people can rest easy g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2


with this one. But the biggest plus of all is that it uses LG’s Cinema 3D technology. Just a few button presses, slip on the glasses, and you have a 3D experience. It’s great for consoles, which almost all have 3D support these days, but when it comes to the PC you will need to have the right kind of drivers installed. It even has a 3D colour mode for more vibrant visuals, and the 3D performance is great. Best of all, Cinema 3D technology means that the glasses needed are not powered; they’re like the one you get in a cinema. They still look a bit dorky, but at least they’re slimmer and smaller, and don’t run out of juice half way through an intense game session. The 25” screen is nice, too, although 27” is my current favourite poison. Crisp, clear visuals, versatility and overall great performance make this monitor a great one to own – whether you play games or not! g

g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2

AT A GLANCE: PROS:

• Great visuals • Unpowered 3D glasses

CONS:

• A bit costly

Manufacturer: LG Distributor: LG Online: www.lg.co.za RRP: TBC

Added features and fair manual options make this a great backup camera for more serious photographers.

TECH SPECS: • • • •

25” screen LED panel High tilt degree Cinema 3D technology • HDMI input

Score

90 81


MSI Z68MA-ED55B3 Motherboard

All-Rounder Something for everyone

by Walt Pretorius

M

ost of the time, we get to see things that are on the higher end of the scale. This tends to be particularly true with PC components like graphics cards and motherboards. But the truth of the matter is that these devices are often far beyond the price range of the average PC user… they tend to be for elitists and enthusiasts, the kind of people who would rather not eat than pass up the change to stick a massive GPU in their machine. There is, though, a wide variety of products available for the other end of the market. The middle to lower end of the scale is a lucrative place for suppliers. It’s not a bad place to be, either – while they are cheaper, these devices are often exactly what a user would need, rather than buying a component that is more than they require. Not that you could really call the MSI Z68MAED55B3 a low-end motherboard. In truth, it plays at around the upper-middle range. But it may not provide

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some of the features that power user may require, at elast not if those power users happen to be gaers who want to run more than two graphics cards. This is evidenced by the fact that it offers on-board video capabilities, and features a few less ports than the majority of MSI motherboards we see. That said, it does sit in a category that makes it something of an all-round motherboard, complete with DVI and HDMI outputs (certainly nothing run-of-the-mill there.) So while it might not have a ton of space for graphics cards, it does provide some very interesting options for a PC user, particularly someone who wants a solid media setup. As with all MSI components these days, it makes use of military class 2 components, which include Hi-C, tantalum core capacitors, super ferrite chokes and solid capacitors. It also makes use of MSI’s overclocking facilities, so there is room for squeezing a bit more power out of it, which implies a gaming application. But other systems, like onboard THX TruStudio Pro sound, delivering 7.1 audio at an g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2


excellent level of quality, once again point towards a more all-round approach. In fact, if you are looking at a PC that will be used for more than video gaming, this is a very solid bet, complete with MSI’s expected level of performance (which, in case you didn’t know, is excellent.) It is an extremely versatile and capable backbone for any PC system, when all is said and done, and someone looking at putting together a solid, dependable computer can do much worse than sticking this baby into the box. In fact, a board like this really should be a consideration, even if using a graphics card makes the on-board video functionality redundant. After all, A PC should be more than just a platform for gaming, and making sure that your system can handle whatever you throw at it is a good idea. And this board, although not as flashy of punchy as some of MSI’s ‘bigger’ boards, does allow that luxury. g

g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2

AT A GLANCE: PROS:

• Versatile • Good price

CONS:

• Not as focussed

Manufacturer: MSI Distributor: Pinnacle Africa Online: www.pinnacle.co.za RRP: R1679

TECH SPECS: • Intel CPU support • 4 DDR3 RAM slots • 2 USB 3.0 ports • 12 USB 2.0 ports • THX audio • On-board video

Score

Although not as flashy as some other motherboards, this one is a fantastic all-rounder.

84 83


Samsung Series 5 550 3D PDP 51” TV

Achieving Clarity A crisp big picture

by Walt Pretorius

T

here is something fantastic about a big TV screen, particularly if it is crystal clear. Perhaps that has to do with the fact that I actually do remember a time before TV in South Africa (don’t be so surprised, it’s not that long ago, and I was very young.) I recall the roll-out of Television programmes, and the family clustered around our first, tiny black and white CRT TV when the first transmissions started up. Or maybe it’s just because I enjoy lounging around watching movies and series and stuff. Whatever the case may be, TV has become an exciting arena in this age. Not so much because of the programmes, you understand, but because of the television devices themselves. The move from flickering CRT sets to massive flat screens has been an exciting one, and the technology going into these appliances is speeding up almost alarmingly. Just recently there were announcements of Smart TVs that will almost literally change the way we consume information. But those are still a ways away. For now, we still have

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to contend with current technology which, I must add, is not a bad thing at all. For example, when you turn on the Samsung Series 5 550 3D PDP 51” TV, it will almost literally blow your mind in terms of picture clarity. And we haven’t even considered the added features yet… The argument between LED and plasma panels raises its head here, because this model is a plasma TV, rather than the more common LEDs that we get to look at. In all honesty, the differences are slight, but they are there. The colours on this particular screen are beautiful, with great depth even in darker tones. On the downside, it is a little thicker than an LED model would be, but not by much. In fact, none but the most pernickety experts would probably be able to spot the difference off-hand. What it all boils down to is that this particular Samsung beauty delivers excellent image quality, which is always the basis for judging a TV. These days, though, excellent image quality is not enough. A TV needs to offer versatility in terms of connection, particularly as our entertainment consumption g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2


becomes more varied in terms of devices. Well, nothing wrong here, either. With numerous inputs, including component HD, HDMI and USB (as well as a LAN connection) no device will be left wanting. Added benefits include playing media directly off of USB devices, so music and movies on, say, a memory stick are easily accessible. To top it all off, the TV also features 3D functionality. Considering technology that competitors have out there, this is the device’s only real weak point; it requires powered glasses for the 3D to function. The other major TV brand has moved away from powered glasses, and we’re hoping that Samsung is investigating similar technology. But this is a small draw-back, particularly when you witness the awesome clarity and sound that this rather large TV delivers, particularly when paired with a Blu-Ray device. It costs a pretty penny, but the expenditure is well worth it if you are a home entertainment junkie. Yes, TV has come a long, long way. g g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2

AT A GLANCE: PROS:

• Awesome image • Good sound • Lots of input options

CONS:

• Powered 3D glasses

Manufacturer: Samsung Distributor: Samsung Online: www.samsung.com RRP: TBC

TECH SPECS: • • • • • • •

51” panel 3D Plasma 4 HDMI inputs 2 USB inputs Spec Spec

Score

A truly excellent plasma panel makes this TV great.

95 85


Feel the Heat Overclocking: the pros and cons...

I S S U E 1 8 / Vo l . 2 April 2012

w w w. g l a d ge t m ag . c o m


www.gladgetmag.com Technically, playful !


MSI WindPad 10” Tablet

A Better Price And still capable

by Walt Pretorius

I

have been a committed tablet computing type person for a few months now, and I must admit that I don’t know how I lived before I got my tab. Same thing as can be said about cell phones, really… how did we communicate without them. It’s a silly concept, actually, because we did seem to get along just fine before the market was flooded with 3G and WiFi enables tablet devices. I, for one, seem to have a very short memory. There are many brands of these devices out there, ranging from the trendy iPad and its close competitor, the Samsung Galaxy Tab range, through to some fairly obscure brands that are still managing to carve a niche for themselves. It seems, though, that the folks doing best are those who have a strong association with cellular technology, rather than traditional PC manufacturers. This puts a company like MSI on a bit of a back foot when it comes to selling tablets.

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That’s not going to stop them, though. MSI, in my experience, pretty much consistently deliver great products in terms of PC components and notebooks, so there is no reason why they shouldn’t make a splash in the tablet market. And yet, their WindPad range battles to compete with several of the bigger names out there. In defense of the range though, it must be noted that the WindPad range does weigh in at the better side of the price scale. With the high price tags on things like iPads, it is refreshing to see a tablet computer available for under R4000 (in the form of the 10” option) which puts tablet computing in the reach of more people. Using Android 2.3 as an operationg system (and thus allowing access to the Android market, among other things) the WindPad 10” is armed with a 1GHz Cortex processor, and 512MB of DDR RAM. It also sports a 3500maH battery, which is pretty good in terms of battery life. On the downside, it only offers 4GB of starage space g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2


out of the box, which is significantly less than a number of other options. But it does allow for the use of Micro SD cards, which means that how much memory is on offer really is up to the user. Another small downside is that it is slightly heavier than the competition, which is never a great thing for a portable device. Even with the downsides, though, this tablet is a very good deal indeed. It is responsive and capable, and offers a few options (like an HDMI out port) that others don’t have. It feels more like a computer than other tabs, even giving support for wired controllers. If you want to get into tablet computing and are looking for a 10 inch option, this is a great deal. Not that it’s only for beginners, mind you. This tablet is as capable and reliable as any other on the market… sure, it has a quibble or two, but nothing ruinous. And the price is great. g g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2

AT A GLANCE: PROS:

• Great price • Expandable storage • Capable

CONS:

• Slightly heavy • On-board storage

Manufacturer: MSI Distributor: Pinnacle Africa Online: www.pinnacle.co.za RRP: R3299

Although it might have one or two little issues, a great price and good performance make this tab a great contender.

TECH SPECS: • 10” screen • Android 2.3 • 4GB internal storage • 512 MB RAM • 1GHz CPU • 3500maH battery

Score

80 89


Logic 3 Dual Charge Stand

Perpetual Power Perpetual Power

by Alex Scanlon

T

he problem with wireless game controllers – the rechargeable kind – is that, sooner or later, they will need wires attached. To recharge the batteries, that is. And the cables provided with your PS3 are woefully short. While there a number of charging solutions available, the majority of them require a USB port for power, which also isn’t ideal – the PS3 needs to be on for that option to work properly, which seems like a bit of a waste. Enter Logic 3, with their Dual Charge Stand. Thanks to an independent power supply, this stand will charge your PS3 controllers all the time, without the need for your console to be turned on. The only possible drawback is that a special adapter needs to be connected to the controller, but this doesn’t really add too much weight… in fact, only the rare few using controller mounted key-pads may have an issue here. At R399, it is also one of the better priced charging solutions out there. The controllers fit snugly into the stand, which allows for neater storage. And that constant charge is a boon, too. If you’re looking for a good PS3 charging solution, this is one of the better ones we have seen. g

90

AT A GLANCE: PROS:

• Mains or USB powered • 2 controller support

CONS:

• Proprietary charging interface

Manufacturer: Logic 3 Distributor: Apex Interactive Online: www.apexint.co.za RRP: R399

TECH SPECS: • 2 controller mounts • Proprietary charge interface • Mains power charging • USB charging

Score

A great option for those who want their PS3 controllers charged at all times.

82

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More to get nagged for…

by Rob Edwards

C

azes. You gotta love ‘em. Unless, of course, you are a parent whose kid has been afflicted by one of these. Then, I figure, you’re going to pretty much hate them. A lot. Still, there is something about the smile on a kid’s face when you indulge their latest fad that is heartwarming, at least until they start the nagging again. And from what we’ve seen, there is more than a little Moshi Monster related nagging going on these days. The good news is that there is a wide range of DS accessories with a Moshi Monster theme available last month. We looked at a rather big pack last month, but this month we are happy to tell you that you can drag things out with these smaller stylus packs. Each contains a stylus, game box and screen wipe, all themed around a particular character (Diavolo, Katsuma, and Poppet.) They’re great, because they cost 99 bucks and should be a nagging solution for at least three months. Added that, they’re compatible with the Nintendo DS, DSI, DS Lite, 3DS and DS XL, which covers pretty much every potential nagger out there. We’re glad we could help. g g a m e c c a h a r d wa r e • i s s u e 3 4 • A p r i l 2 0 1 2

AT A GLANCE: PROS:

• Will keep the addicted kiddies happy…

CONS:

• …for three months

Manufacturer: Lazerbuilt Distributor: Megarom Online: www.megarom.co.za RRP: R99

TECH SPECS: • • • •

Stylus Game box Screen wipe Compatible with all Nintendo DS models

Score

Just the right thing to satisfy those kid-cravings….

78 91

Moshi Monsters Stylus Pack

Fad-tastic!




Protest Payoff From Space

by Christo Van Gemert

I

t happened – something I did made a difference. A while ago, as some of you may or may not recall, I instituted a “No EA game” boycott in my household, shortly before the release of Forza Motorsport 4. This was after Turn 10, the Forza developer, released news that Porsche would not feature in the game because talks with EA – the Porsche license-holder – weren’t going well. I vowed to not buy or review any EA games, and to not even play those I already own. Passing up on Battlefield 3 was easy. As good as it looked, I just remembered how awful modern day FPS games are. Need for Speed: The Run made things even easier by being a Bloody Terrible Game™,

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though it was a painful abuse of the Porsche license. Mass Effect 3 isn’t my cup of tea, so it turned out that my boycott wasn’t even coming close to testing my willpower. That said, EA can take a deep sigh of relief, now. Shortly before sitting down to write this column the hot news on the web was that Forza Motorsport 4 will receive a downloadable content pack in May (May 22nd, to be exact) that will be called the Porsche Pack. It’ll feature 30 cars from the most famous of sports car manufacturers, 23 that have been in previous games and 7 all-new cars. Fantastic news. And not even a case of “too little, too late”, because May only marks seven months since the game’s release. In fact, as of writing we are still waiting

for the 6th content pack for the game. Granted, we’re going to be forking over $20 – or 1600 MS Points – for the privilege of playing with the new cars. Presumably this is because EA still wants its cut of the Porsche pie, but the developers have promised that all 30 cars in the pack have been modelled from scratch specifically for Forza 4. This is good, because they’ll look and sound good, but it’s bad for our wallets. In fact, if I look at what I’ve spent on the game it comes to nearly R1 000. Expensive hobby, this. So I got my way in the end. Like a spoilt brat. And EA, it turns out, didn’t lose any sales to my boycott. They just carried on being EA, and made some games I don’t really care about. g

gamecca column • issue 34 • April 2012


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