Gamecca Magazine September 2010

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ws! e i v e er gam Mafia II Spider-Man: Shattered Dimensions Kane & Lynch 2 Madden NFL 11 and more...

Gritty

Kane & Lynch 2

Gridiron

Madden NFL 11

Four Faces

Spider-Man: Shattered Dimensions

Family Time Mafia II

Goal!

FIFA 11 promises even more




Inside 6 From the Editor 8 Unstuck Achieve what? 10 The Rat’s Nest Good Blizzard! 12 Goal Kick FIFA 11 promises even more realism 20 Previews Sixteen games to look forward to 44 GameCom 2010 Nine games that matter 48 PS Zealot The future looks bright 50 Xbox Beat A tale of inspiration 52 House of Mario The new Mario? 54 Reviews Nine end of winter games 86 Beginners Guide to Good Gaming Gaming is good for you! 88 Essential Classics The unsung hero of adventure games 90 Stateside On target... 92 Hardware Essential equipment

THIS MONTH’S COVER FIFA 11 promises more realism and goalie control. Check out the feature on page 12.

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102 The Lair More local gaming action 104 From Space Dear diary...

gamecca contents • issue 15 • September 2010


Previews

22 Gran Turismo 5 24 Rock Band 3 26 Need for Speed: Hot Pursuit 28 Assassin’s Creed: Brotherhood 30 LEGO Universe 31 Dance Central

GAMECCA Volume 2 Issue 15 September 2010

32 Splatterhouse

Editor: Walt Pretorius walt@gamecca.co.za

34 Kinect Adventures

Sub Editor: Jimmy Glue

35 Sengoku Basara: Samurai Heroes

38 Kinect Joy Ride

Writers: Alexia Pestana Brian Murdoch Bryan Banfield Corey Schon Dion Scotten Richard Bingham Suvesh Arumugam

39 Raving Rabbids: Travel in Time

Letters: letters@gamecca.co.za

40 Def Jam Rapstar

Competition Entries: competitions@gamecca.co.za

36 Kinectimals 37 SAW II: Flesh & Blood

41 Monopoly Streets

Newsletter Subscriptions: www.gamecca.co.za

Reviews

Design & Photography: 1337 Media

56 Mafia II

Technical Support: Brian Murdoch

60 Spider-Man: Shattered Dimensions

Marketing Contact: Katia Taliadoros katia@gamecca.co.za

64 Kane & Lynch 2: Dog Days 68 Madden NFL 11 72 Professor Layton and Pandora’s Box 74 Dance on Broadway 76 Toy Story 3 80 Legend of Zelda: Spirit Tracks

Taking fun seriously! 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.

82 Dragon Quest IX: Sentinels of the Starry Skies GAMECCA is published by 1337 MEDIA

gamecca contents • issue 15 • September 2010

Copyright © 1337 Media CC 2009 - 2010

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From the Editor

Spring is Sprung by Walt Pretorius

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here is a principle that many people who did national service in the South African Defence Force (back when these things were mandatory) will know very well. In fact, it’s a principle that carries on through a large part of society as a whole, so having been in the military is not necessarily a requirement for being familiar with it. It’s called “hurry up and wait”, and it’s something that I was reminded of very strongly in getting this issue of Gamecca put to bed. The principle is simple: get everything you need to do in preparation done, and then wait for other things to happen before you can continue. This was evident in the fact that our three biggest game reviews for this month (Mafia II, Spider-Man: Shattered Dimensions and Kane & Lynch 2: Dog Days) all arrived at the last minute. In keeping with our policy of reviewing games as soon as possible, this meant a lot of weekend and late night work. Okay, gaming. I reserve the right to call gaming work. It’s fun work, but it is still work, after all. You may notice a few things that are a little different about this fifteenth issue of Gamecca Magazine. The two most notable are the inclusion of a new monthly feature which looks at games the Gamecca Crew considers to be worthwhile classics, and a change in the way we present our hardware reviews. The idea behind the new section is to highlight games that made an

impact, either on us or on the gaming industry as a whole. While they will be older games, not all of them will be ‘ancient’. In fact, the game we kick off with was released a mere four years ago… with luck, you will be able to find it on a shelf somewhere. The change to the hardware pages are for two reasons. The first is that we were asked to add some information by a number of readers. The second… well, that’s still a secret. We’ll tell you about it next month. With the arrival of Spring, officially, we are seeing an upturn in the video game market as well, which always makes us happy. There are a great many new releases set for the last few months of this year, with October and November being the busiest of all. September is no slouch, though, and gamers will be able to look forward to hot new titles from the very first day of the month. Naturally, all of this means is that we are starting up our busiest period of the year here at Gamecca, to make sure we bring you the best of the best as soon as humanly possible. In other words, the next three to four issues should prove to be rather crammed full of gaming goodness. Enough from me… there’s a magazine to be read! g

Oops! We found two errors is last month’s issue. Sorry about that. Page 38’s preview was of Kung Fu Rider, not Fifa 11. The score for Singularity on page 76 should read 78, not 18 (it’s not that bad a game!)

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gamecca column • issue 15 • September 2010



Unstuck

Achieve What? by Jimmy Glue

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or reasons that are still unclear to me – but I thoroughly enjoy – is why games have achievements and gamerscore. Don’t get me wrong... there is nothing better than to hear the “plop” and then witness your latest awesomeness on the screen. But why are they there? Maybe I’m delving too deep into the psyche of a gamer, but I can understand why we have achievements. What I can’t figure out is why each one has a numerical value attached to it. Why is this so important? If it’s a question of motivation, then I’m a lost cause, as I really don’t need any motivation to play a game. It’s fun to jump over a rock, hop on one leg for two minutes while whistling the anthem, but the gamerscore part is what baffles me. The Playstation has a trophy system instead of gamerscore and rank the difficulty of achievements by bronze, gold and platinum. I’m not a huge PS3 fan, so my trophy opportunities go by largely unnoticed. I really don’t understand why people would go out of there way just to achieve a pixelated pat on the back. Ok, there have been some occasions where I have spend a good number of minutes trying to get a high-value achievement, but that was because I really wanted to get it. Some will tell you that people go

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for achievements because – and I love this word – they are gamerscore whores. I’m nowhere near competing with the top, so it’s a lost cause even if I tried. Let me categorically state – and I think my colleagues will agree with me – that gamerscore doesn’t relate (and never will) to a person’s ability to play games. That would just be silly. Putting the issue of personal gamerscores aside, there is however one thing that bug me more than professional gamerscore whores (which got me thinking about the usefulness of numerical gamerscores). Scores generally come in multiples of 5. I say generally because every once in a while a game will come along that decides to dish out an uneven number – like the We Care a Lot achievement in Superstars V8: Next Challenge for the value of 9. That just completely messes with the system. There is nothing frustrating than having a gamerscore out of the norm. A friend of mine had a wonky gamerscore, and for a while I thought it was kind of cool. No, it wasn’t. When I got my own wonked-out version, I tried anything to rectify the situation. In the

games’ defence, the grand total for gamerscore will always add up to a 1000, but to get the remaining (in this case) 36 points, meant that I had to complete the game 3 times. Can you imagine the look on my face when I finally got the remaining points, just to realise that Iron Man 2 had fairly easy, but oh-sosneaky achievements for 3 and 7, respectively? I was fairly lucky with those two games, as the achievements to make up the difference wasn’t too hard, but other games aren’t as forgiving. The first Ghost Recon Advanced Warfighter, for example, has a number of achievements ranging from 16, 24 and 32, and has three achievement for the value of 8. Forza 2 has 3 achievements to the value of 3 points, and even has a 1-point achievement. What is the point of messing up a hard-earned gamerscore? As far as I can gather, and looking around on the forums a bit, I found that a whole host of gamers hate the idea of irregular gamerscore and would purposefully try to avoid those achievements. From my experience I have learned to have a look at the achievement values before I start a new game, as I don’t think that I will be able to stomach another sneaky attempt to kilter my delicate system. It’s always great to be original, but it will eat you up on the inside and it’s the kind that will drive you crazy as there is absolutely nothing that you can do about it… Except sitting in front of the television and battle your way through hundreds of failed attempts, while the developers snigger behind your back. g

gamecca column • issue 15 • September 2010


The unique official off-road racing exp that brings the real official cars, the erience! The only title real thrill against time and the real excitement of drifts and han dbr ake tur ns on Hom e Consoles and PC! Enjoy super realistic graphics in 13 diff to give you the sensation of taking par erent locations around the world. WRC is designed environment, the cars and your heroes t in the real championship as you race against the . WRC is the most realistic virtual rallyin ever! g experience

A An official product developed and published under license of FIA World Rally Championship granted by North One Sport Ltd. © 2010 Leader S.P.A. Published by Leader S.P.A. Black Bean in a registered trademark of Leader S.P.A. Developed by Milestone S.r.l. All rights reserved. Manufacturers, cars, names, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners. “WRC” and the WRC logo are registered trademarks of North One Sport Ltd. 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.


The Rat’s Nest

Good Blizzard by Dion Scotten

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ell, it’s about time! You can say that again. Have 10 years really passed by since we started saying “I can’t wait till the next Starcraft comes out, should be anytime now” Hey, people were really telling me it was coming out later in the year back then. But it didn’t come out and I just kept hoping; chances are you were right there with me too. We were all disappointed. Bad Blizzard. Then, at a particular point, I just gave up on waiting. It just became one of those things that probably wouldn’t happen. Playing Broodwars was like watching the original Clash of the Titans. Nothing like the way I remembered it, but very funny. Today all is forgiven. Blizzard, you guys can come out from your bomb shelters now. SC2 is out and it’s just what we were looking for. No, actually, it’s way better than what we expected. I’m playing it almost every day… ok, every day, and it’s almost as if the long wait didn’t happen. The great thing is that somehow Blizzard have kept that something that Starcraft had, that something that set it apart from other RTS games and made it the standard to be compared to. I’m probably biased towards the game because of all the good memories of my friends back then and the LAN parties we had. Good times for sure. SC kept coming up in conversation, especially those famous battle stories that just don’t get old. We couldn’t

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wait, and those days are back for me. Already my friends and I have been part of some epic battles online and we’re not stopping anytime soon. Yes, ladies and gents, SC is back… but its return also marks another evolutionary step for gaming in general. Anybody who’s played SC2 will know what I’m talking about. The product that really introduces the change in gaming experience is not SC itself. It’s not the improved graphics or the campaign style. The game is literally the same game 10 years ago with an updated aesthetic delivery but what makes it special is the online platform that supports it. Battle.net has blown my mind in terms of what it can become and it’s only something I’ve seen from a gamer perspective. Besides being the platform the game is run off of, it acts as a social network between

friends playing at any time. I can see who’s online and drop them an invite to games or chat to them through my headset. Yes, it’s a given for a gaming platform, but it’s the ease of the application that will set the standard for all social gaming. LANs are a thing of the past. RIP LAN soz. The player profile library works well and I can check out all my friend’s achievements, game histories and leagues rankings. I can pull the game stats of an opponent’s build order post game and compare to my strategy and even save a replay of the game. A hardcore competitive player’s dream… but the social player doesn’t need to go there. Happiness. The exciting thing is that Diablo III is set to run on Battle.net as well and we’ll see the bar raised industry wide for social gaming as a whole. For now it’s not a pay to play platform. Good Blizzard. g

gamecca column • issue 15 • September 2010



Goal Kick Will EA do it again?

by Walt Pretorius

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t almost doesn’t seem possible that EA could improve on the experience that was delivered by last year’s FIFA 10 football simulation – but improvements already crept into the franchise when they released the game that celebrated the football World Cup, hosted recently here in South Africa. And even more improvements will feature in the upcoming FIFA 11, which will be available very soon – it might even be on shelf while you read this. While graphic tweaks and dynamic balancing ideas always get fiddled with for new iterations of the franchise, the folks over at EA Sports do a lot more under the hood than players realise. The inclusion of altitude effects in the World Cup game, for example, created a very different experience that wasn’t always overly apparent. But the ball was lighter in the virtual version of Johannesburg than it was in Cape Town. It’s this kind of behind the scenes magic that makes the game what it is. The effects might not be glaring apparent, but the overall experience is enhanced. One of the biggest, most noticeable changes that will come with FIFA 11 is the implementation of a system called Personality+. “Personality+ is the evolution of individual distinctiveness that sees a footballer’s abilities on the pitch mirrored authentically in our game, creating

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gamecca feature • issue 15 • September 2010


gamecca feature • issue 15 • September 2010

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gamecca feature • issue 15 • September 2010


individual personalities in FIFA 11,” explained Executive Producer Kaz Makita. “We have reached a level of sophistication within our game engine where footballers in our game will behave and perform as true individuals.” Personality + makes use of 36 attributes and 57 traits to define each player. A team of 1700 scouts, editors and reviewers around the globe feed information into the system, meaning that players in the game behave like their real counterparts on the pitch, irrespective of position or possession. In addition to Personality +, a new Pro Passing system will also be introduced. Relying on aspects taken from the Personality + system, tempered by the gamer’s skill with the game controller, the game will offer a more realistic passing system. In addition to errors having a larger impact on passing in the game, new types of passes (like swerve passes) will further enhance the gamer’s experience. Another massive change to the game is one that won’t be under the hood, but will rather feature as a prominent, in-your-face addition… and one that gamers have been asking about for ages. In FIFA 11, gamers will finally be able to take control of the goal keeper. This addition means that players will be able to run a full, fifteen year career as the goal keeper in career mode, with varying degrees of AI assistance. Additionally, this will allow an 11 VS 11 online mode that will lock players into

gamecca feature • issue 15 • September 2010

a given position… including the man who needs to defend the goals. This addition to the multiplayer experience is one that has EA quite excited. “The phenomenal growth of online gaming and the desire of our fans to be able to play as the goalie was the driving force behind this innovation for FIFA 11,” said Kaz Makita, Executive Producer, EA SPORTS FIFA. “Friends can play alongside each other in their pro clubs with all 11 virtual players on the pitch human controlled. We have finally replicated football in the virtual world.” Combined with 360° Fight for Possession (which makes competing for the ball all that much more realistic) the changes wrought in this new version of FIFA will deliver the most authentic experience fans have ever experienced. Also, after a two year development cycle, the engine that drives the PlayStation 3 and Xbox 360 versions of the game will finally be available for PC players. “The EA SPORTS FIFA franchise is committed to investing and innovating for PC and this is a watershed moment,” said Executive Producer Kaz Makita. “We are delivering to FIFA 11 PC the high quality gameplay, innovative game modes and stunning graphics that have made FIFA the highest rated sports game on the PlayStation3 and Xbox 360 and winner of over 50 sports game of the year awards.”

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The physics driven engine has been optimised for PC play, making the game as exciting on that platform as it is on consoles. Last, but not least, a new customisation system, called the Creation Centre, has been built into the game. Using a series of online tools, the Creation Centre will allow gamers to craft players and teams down to the finest details, allowing for self-expression previously unseen in the franchise. “Having the ability to customize content in FIFA Soccer 11 to the degree where you are creating players and teams, choosing player attributes and managing team tactics effortlessly from the web opens up a world of possibilities of original content that fans will be able to create,” said David Rutter, producer of FIFA Soccer 11 on Xbox 360 and PS3. “Creation Center will perfectly compliment the official league and team licenses that are the hallmark of the FIFA franchise.” Naturally, all of this is theoretical, until we see the final product in action. However, with previous offerings in this franchise, there is very little reason to doubt that EA Sports will deliver yet another fantastic virtual version of the beautiful game, in the form of FIFA 11. g

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Previews Highlights 22 Gran Turismo 5 The long awaited racing title 24 Rock Band 3 New music gaming challenges 26 Need for Speed: Hot Pursuit Revisiting the favourite issu

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The Sims 3 he ading for

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28 Assassin’s Creed: Brotherhood Murderous multiplayer

Expl Split osive! War Mac Second Transfhine orm s! ers:

othe r pla tform s

34 Kinect Adventures The first game for the new system

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ith 2010 steadily drawing to a close, the release lists for the third quarter, which officially starts in October, are looking most excellent. Of course, the games don’t wait ‘til then... we start seeing some big names appearing this month already. The third quarter will also see a number of games for the Move and Kinect systems creeping into release lists... you will notice that we preview a few Kinect games this month. The two motion based systems look really exciting, and we look forward to the time when we will be reviewing these titles, rather than just daydreaming about them. It’s not long until we find out if the two new systems live up to their hype. g

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gamecca contents • issue 15 • September 2010


For more information, Feel free to contact us:


Gran Turismo 5

Realistic Racer Really Arriving At last, a release date…

by Richard Bingham

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ix years – that’s how long it’s taken Sony’s premiere developer to get its fifth game in the franchise out the door. Well things could still change, but as we write this the official release date for Gran Turismo 5 is 3rd November 2010. It’s been a long, eventful twelve years for the series. Making its debut in 1997 (also after a protracted development) Gran Turismo was an immediate hit. It brought to consoles what PC gamers had long been enjoying – sim racing. It featured 178 real cars, both regular and super, with a very advanced tuning system. To this day it retains the tagline, “The Real Driving Simulator”, and has the honour of being the best-selling Playstation game ever. Now, just on 13 years later, we can look forward to the latest of the Real Driving Simulators, and reflect on how things have changed. Compared to the first game, Gran Turismo 5 will feature more than 1 000 cars. Thanks to the massive storage capacity afforded by Blu-ray, GT5 will have more cars than we’ll ever bother owning in a game, without restricting how many of those we can have. There are two tiers of car on offer: standard and premium. Models in the latter category will have even more detail and, for the first time in a Gran Turismo game, full crash damage. Doors can fly open. Body

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panels can crunch. Windows can shatter. It’s about time. More recently, at Gamescom in Cologne, Polyphony announced some exciting new features – features that haven’t been in a racing sim before. Well, not officially. While PC gamers have had the luxury of extra tracks and cars, as made by modders, GT5 gamers can now use an ingame track editor. It won’t be a full make-your-own-track extravaganza, but the editor will let gamers select sections and set certain parameters, while the game does the hard work of making corners and doing layout. Four preset themes will be available for the track environments – no word on whether more will be available for download. Another addition is karting. Motorsport nuts will know how many F1 drivers started out racing go-karts, simply because it’s the most basic form of car and also teaches the most about the fundamentals of vehicle control. Obviously Polyphony’s main man and father of the GT games, Kazunori Yamauchi, thought this would be an important inclusion to help people master the basics of car control. Of course, in true Gran Turismo tradition, the graphics look spectacular – easily surpassing the visuals on offer in Forza 3 on the Xbox. All that remains now is to see if this highly anticipated sequel has a physics engine to match its looks. g

gamecca preview • issue 15 • September 2010


AT A GLANCE: Developer: Polyphony Digital Publisher: SCEE Distributor: Ster Kinekor gamecca preview • issue 15 • September 2010

Nov 2010 Platforms

If you need to be told any more about this game there are probably more important things you’ve missed out on.

PC X360 PS3 Wii PSP DS PS2

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Rock Band 3

Expand the Band 83 more ways to go pro

by Alexia Pestana

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he Rock Band platform stands next to none in music content, with more than 1500 songs already available from more than 400 artists, including Jimi Hendrix, AC/DC and Green Day, who are exclusive to Rock Band. It allows fans to interact with their favourite music in a unique and hands-on way, as well as giving artists the ability to reach fans through a whole new channel. Before getting into a few of the new features, lets just mention that Rock Band 3 adds a suite of social networking tools to the game, so fans can interact with their friends over Facebook, Twitter and more. In addition to guitar, bass, drums, and solo voice, RB3 introduces three-part vocal harmonies and for the first time ever, keyboard! The new two-octave keyboard contains onboard console controls for easy navigation, accommodates stand-up or sit-down playing styles, and can be used as a fully functional MIDI keyboard controller.

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A whole new universe of challenges awaits for the more serious player. The revamped Career Mode sets your band on a path to conquer the clubs, chasing more than 700 goals and rewards. Pro Modes take instrumental gameplay to the next level of sophistication. Seamless leaderboard integration keeps you ever aware of how your skills are stacking up against your friends’. For those just looking for fun, the experience has been streamlined with easy drop-in and drop-out, easier no-fail accessibility and an all new Party Shuffle. RB3 on-disc tracks announced recently at Gamescom include Bob Marley & the Wailers – Get Up, Stand Up, INXS – I Need You Tonight, Rammstein – Du Hast and Slipknot – Before I Forget. These are just a few of the 83 tunes available on the new edition. RB3 had more than 30 awards and nominations following its impressive E3 2010 debut. g

gamecca preview • issue 15 • September 2010


AT A GLANCE: Developer: Harmonix Music Systems Publisher: MTV Games Distributor: EA South Africa gamecca preview • issue 15 • September 2010

Oct 2010 Platforms

Rock Band 3 won’t only be bring new songs - there’s a new instrument, too!

PC X360 PS3 Wii PSP DS PS2

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Need for Speed: Hot Pursuit

The Chase

Racer or cop, you decide by Dion Scotten

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eed for Speed: Hot Pursuit sees the return to the original recipe that made the Need for Speed franchise so popular. Exotic cars, high speed street racing and adrenalin pumping police chases are back, as expected, but this time with added gaming features that promise to change the franchise forever. Two career modes are promised this time round and players will be able to complete a story campaign as a street racer and, for the first time, as a cop. Multiplayer features will support up to eight players in racing and pursuit scenarios, with players competing as racers, or as cops and racers in special interceptor scenarios. Players assuming the role of cops will be able to call support from their AI colleagues in the form of roadblocks

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and additional chase units while racers will have radar jammers and other power ups to aid with their escape. A social gaming network is promised to show off player achievements and will also include a bounty calculator, rating players in terms of their experience and ability. The open world map is another fictional creation by the developers and this one promises to be four times larger than previous game maps. Expect awesome cars and an equally awesome soundtrack, as usual, with bonus content promised for those who are lucky enough to pick up the Limited Edition. Lovers of the franchise should not miss what promises to be the best Need for Speed yet, while racing gamers in general can expect a quality package from the product that won “Best Racing Game” at the 2010 E3. g

gamecca preview • issue 15 • September 2010


AT A GLANCE: Developer: Criterion Games Publisher: Electronic Arts Distributor: EA South Africa gamecca preview • issue 15 • September 2010

Nov 2010 Platforms

An exciting new twist to multiplayer from the makers of arguably the best street racing franchise of all time.

PC X360 PS3 Wii PSP DS PS2

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Assassins Creed: Brotherhood

Ezio, Part 2 A team of assassins…

by Alexia Pestana

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AT A GLANCE: Not be confused with Assassins Creed 3, Brotherhood is the extension of Ezio’s story with an added multiplayer. Developer: Ubisoft Montreal Publisher: Ubisoft Distributor: Megarom

Nov 2010 Platforms

e welcome Ezio back in Assassins Creed: Brotherhood as there is still more of his story to tell. In the year 1499, Monteriggioni is besieged by the Borgia’s forces - led by Rodrigo’s son, Cesare Borgia. During the battle, Ezio’s uncle Mario is killed and the Apple of Eden is taken by Cesare. The game then jumps to the year 1503 where Ezio, now a Master Assassin, seeks revenge and heads to Rome to take the fight to the heart of the Templar reign and avenge the death of his uncle. Adding to this, Ezio now recruits other assassins and sends them on ‘errands’ or uses them to his immediate advantage. Enough of the single player, fifteen hour campaign guff, lets get to the good stuff! Ubisoft has successfully translated the running, jumping and stealth-kill gameplay of the singleplayer game into a functional multiplayer experience. Play as an assassin, dressed up in one of six different outfits, placed in a city populated with similarly attired characters, interacting as they would in a single-player game. They wander around in packs, sit on benches and hover in groups along the corners and edges of buildings. Your character is surrounded by a sort of “enemy detector” graphic, a small circle around your feet that relays information to you about your assassination target (played by someone else). It shows the distance between you and your target and what costume they’re using. Your job is to find and kill them. Not only do you have to find someone who matches their model, but you have to distinguish them from the AI characters walking around. If the person you’re looking at bolts, you know that’s your human target and the chase begins. g

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 15 • September 2010



LEGO Universe

LEGO Online A building block MMO

by Walt Pretorius

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ith the slew of games combining LEGO and popular characters from other entertainment arenas, it’s little surprise that the LEGO brand is becoming strongly associated with enjoyable, family friendly games. Perhaps it’s because older gamers remember the brightly coloured building blocks fondly from their youth. Maybe it’s the overall appeal that the games have. Whatever the case is, Warner Bros will be releasing a new LEGO title soon. Developed by Netdevil, LEGO Universe moves away from ideas that have previously been used in LEGO games. Instead of using LEGO in conjunction with an existing entertainment franchise, the developers are creating a – wait for it – LEGO MMORPG. And why not? The overall idea of an online environment in which players can flex their creative muscles in a LEGO paradigm is a great idea. It’s taking user generated content and giving it a theme, really, and the game will provide a theoretically safer online gaming haven for youngsters than other MMORPGs offer. The game will range from simple puzzles through to brick-bybrick design challenges. It might seem like a bit of an odd idea, but the LEGO Universe MMORPG has the potential to be tons of fun. g

AT A GLANCE: Developer: Netdevil Publisher: Warner Bros Distributor: Nu Metro

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Oct 2010 Platforms

A building block MMORPG may seem odd, but this has tons of potential

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 15 • September 2010


Dance Central

Shake It! Easier than it looks

by Brian Murdoch

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AT A GLANCE: Dance with the freedom of having no controls in your hand and every part of your body being monitored in the process. Developer: Harmonix Publisher: Microsoft Distributor: Microsoft

gamecca preview • issue 15 • September 2010

Nov 2010 Platforms

armonix is bringing us yet another music game. Dance Central is one of the games that will be released at the same time as the new Microsoft Kinect. This game promises to have you and your friends dance it up in the comfort of your lounge, with no controllers needed. There will be a range of hit songs included in the game, most of them will be pop-rock orientated. When the players are dancing for the game, trying their hardest to dance like the character on screen, intelligent instructions will be displayed. As the Kinect promises to have the skeletal structure of the player in memory, the parts of your body that the game wants you to focus on will be bolded in white. The next type of move that you will be performing, and even the second part to the same move, will be displayed to the bottom right of the current move. This has to be done as not everyone is a professional dancer and can do every move perfectly as displayed. We are hoping the Kinect will be good but it won’t read your mind. The moves will be read at intervals and a pulse ring will displayed around the character’s feet, also showing how well the move was performed; flawless, good, nice, poor or bad. Don’t think it’s all nonstop dance… pose positions will be required to show that you are in control of every move that you are making. The previews and promises made for this game make even this Nintendo fan boy look forward to getting his gro0ve on in front of the new Kinect. g

PC X360 PS3 Wii PSP DS PS2

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Splatterhouse

House of Pain Chopping off limbs and flattening skulls

by Jimmy Glue

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AT A GLANCE: Based on the 1988 original, the remake promises to be a bloody and gory action-filled game. Developer: Namco Bandai Publisher: Namco Bandai Distributor: Megarom

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TBC Platforms

lthough many people would like to forget the 80s, many good things came from that priceless period in time – the rapid growth in technology, pink socks and games arcades. One of the most loveable games also saw a bloody birth – Splatterhouse. Fans of the original 1988 game will be delighted to know that the game’s remake is currently in development by Namco Bandai, and promises to be just as bloody and gore-filled. Just as with the original beat ‘em up titles, the gameplay will be combat oriented, with the main character (Rick) fighting various monsters in either hand-to-hand combat or with makeshift weapons, like wooden planks and meat cleavers. To be released for the Xbox 360 and Playstation 3, the game will combine the original beat ‘em up system with survival horror concepts. The combat system promises to be very brutal, as Rick will be able to literally rip enemies apart with his super-human strength. But Rick won’t be immune to attacks either, and if players aren’t careful they might just be waiting awhile for his limbs to grow back after being dismembered. And it might seem as if having one arm is a disadvantage, but Rick can pick up his arm from the floor and beat enemies over the head with it. Like the original game, the remake will take place in the West Mansion, which has been upgraded to look more appealing in contrast to the original’s rundown appearance. Definitely not one for the kids, it promises to be tons of gory fun – if not a bit disturbing. g

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gamecca preview • issue 15 • September 2010


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Kinect Adventures

Adventures on the move Kinecting with the great outdoors

by Jimmy Glue

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AT A GLANCE: The first title to be released for Kinect, a lot of hope has been pinned on it. Developer: Good Science Studio Publisher: Microsoft Distributor: Microsoft

Nov 2010 Platforms

aturally with the launch of Microsoft’s Kinect a whole host of titles will be available upon release to indulge players trying controller-free gaming. One of the many titles on offer will be Kinect Adventures, and as the name applies, players will have to strap in and hold on tight for a rollercoaster of adventure-based games. It has been rumoured that up to 20 different games will be available to play within Kinect Adventures, but due to tight-lipped insiders, only three games are known so far. In Rally Ball, players will have to hit balls and blast targets that are located at the end of a hallway. Starting off with just one ball, players’ progress will be met with several balls and higher difficulty. Out of the known games, River Rush has the potential to be one of the more fun titles. Similar to white river rafting, players will be standing on a raft while it floats downstream, and steer the raft in the chosen direction by moving their bodies in that direction. There is also an icon collection element to each game, adding to the overall score. The last mini-game to be known for Kinect Adventures is Reflex Ridge. Whether or not the E3-announced name will stay is anybody’s guess, but the aim of the mini-game is to direct the player’s avatar through, under and over several obstacles scattered along a race course. The first game to be developed by Good Science Studio, it is sure to open the door to many more controller-free possibilities, or to drive people away from it. g

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gamecca preview • issue 15 • September 2010


Sengoku BASARA: Samurai Heroes

Wars of Japan Changing history one bit at a time

by Brian Murdoch

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AT A GLANCE: A new title 3rd person samuraiwarrior-fighting title in which players will select their warriors and change the course of history. Developer: Capcom Publisher: Capcom Distributor: Nu Metro

gamecca preview • issue 15 • September 2010

Oct 2010 Platforms

engoku BASARA: Samurai Heroes is another Japanese third person fighter in which one skilful Samurai Warrior can take on innumerable armies of foes. Just like in Samurai Warriors 3, the game allows one of the many Samurai Warriors to be chosen by the player. This warrior will then battle and make choices to change the history of Japan. In a dramatic “Heroes’ Story” every choice changes the outcome and affects battles in the future. Players will find themselves not only playing the single player through again with a different character, but rather with the same one as the story will change when different choices are made. Not only will there be a wide range of unique Samurai to chose from, but a variety of moves and powers too. Weapons can be upgraded to extend or add special abilities. Characters will be interchanged in the story and friends will become enemies and enemies will become new found friends. The game will come out on the Playstation 3 and Nintendo Wii. It’s a question as to why the PC and Xbox formats are left out this list and I don’t think it’s because the developers of the game don’t like the Microsoft programming language. It’s because these consoles see most of the Japanese-game-culture fans. True to the title, players will need to pick up their sword or spear and armour up for some epic battles, to rewrite the face of the history as we know it. g

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Kinectimals

The Tiger Lounge Bring the wild home

by Brian Murdoch

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ne of the launch titles for Microsoft’s new Kinect control system will be Kinectimals, a game very similar to Eye Pet (which appeared on PlayStation 3). It does look like there will be a few improvements over the PS version in this new Xbox 360 game, though. In Kinectimals, the player will get to interact with a virtual animal. The animal will respond to various movements that the player makes, and the player will be able to train the animal in various ways. No objects will be required but specific hand and arm movements will be needed to perform some actions. It’s not just patting and playing… there will be obstacle courses and tasks to do, but these will be more for fun than getting to the next level. As with most Kinect games there will be some patience require as the hand will need to be held over objects to ensure accurate selection. Other than this, parents and children can have plenty fun playing in their lounge with their very own pet tiger. No need to worry about it running around the streets of South Africa or feeding it, for that matter. Turn on and rub just under his chin where he likes it. g

AT A GLANCE: Developer: Frontier Development Publisher: Microsoft Distributor: Microsoft

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Nov 2010 Platforms

Playing with wild pets in your lounge was never as easy as this. Play and train your pet with no controllers in your hands.

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gamecca preview • issue 15 • September 2010


Saw II: Flesh & Blood

Back to the Puzzle This Jigsaw isn’t over yet

by Jimmy Glue

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AT A GLANCE: With updated combat and new puzzles, it should be a good game. Developer: Zombie Studios Publisher: Konami Distributor: Ster Kinekor

gamecca preview • issue 15 • September 2010

Q4 2010 Platforms

ith the success of the Saw films, now in their seventh iteration, it was to no surprise that the franchise spawned a video game. With the release of the seventh film, gamers will once again get the opportunity to pit themselves against the traps, puzzles and gadgets of Jigsaw in Saw II: Flesh & Blood. The upcoming third person survival horror video game will take place directly after the first game’s plot, when David Tapp’s son, Michael, becomes the new protagonist as he searches for clues relating to his father’s death. Using the Unreal 3 engine, players will get the ability to use the environment to combat enemies – which forms part of the technical upgrade, as well as a reworking of the combat mechanics. There will primarily be two forms of combat – puzzlebased and melee. Puzzle-based combat encourages the player to use traps to execute enemies, while melee will resort to old fashioned hand-to-hand or using objects in the environment to overpower bad guys. Although the puzzles in the first game became a bit monotonous after a while, it seems as if some of them might return, like circuit puzzles and lock-picking. All of the puzzles will, of course, be tweaked to make them a bit more interesting. If the game is going to be anything like the films, and with an updated combat system, it should be an exciting play. It will probably have an 18+ rating again, so it’s best not to hand it to the kids. g

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Kinect Joy Ride

Body Motion Be the car…

by Walt Pretorius

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here are going to be more and more Kinect games appearing in previews – and soon reviews – in virtually every gaming publication around. The Kinect is big news for many reasons (aside from speculation about pricing and success and so on.) Probably the biggest reason is that it’s the first control scheme to use no controllers, other than the player’s body, in a three dimensional space. And that concept is what allows games like Kinect Joy Ride to come into existence. Using only their body to accelerate, brake, steer, drift, do tricks and a whole bunch more, Kinect Joy Ride is setting itself up to be the world’s most addictive kart gaming experience. Aside from a collaborative gaming experience, Joy Ride will offer the player oodles of competition. Additionally, the game will allow competitive gaming on Xbox LIVE, and will offer the player a remarkable number of things to do. There are three worlds and six courses being made for the game. It might not seem like much – realistically it isn’t – but the new control ideas should be enough to keep players busy until more tracks are released (probably as DLC). Kinect Joy Ride should prove to be a thoroughly enjoyable racing title. We’ll know for sure later this year. g

AT A GLANCE: Developer: BigPark Inc Publisher: Microsoft Distributor: Microsoft

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Nov 2010 Platforms

Using your body to control a vehicle in a kart racing game… sounds interesting, at the very least.

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gamecca preview • issue 15 • September 2010


Raving Rabbids:Travel in Time

Here we go again! Ready to mess up history

by Jimmy Glue

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AT A GLANCE: With multiplayer support, this one is sure to cause more laughs than before. Developer: Ubisoft Paris Publisher: Ubisoft Distributor: Ubisoft SA

gamecca preview • issue 15 • September 2010

Nov 2010 Platforms

he lovable and fluffy, but oh-so-naughty, Rabbids are back, and in Travel In Time the cuddly creatures cause the biggest chaos they could have ever imagined. In the last iteration they planned a trip to the moon, but if that wasn’t enough, and through the help of a washing machine, they travel back in time to mess up historical events. Being heavily multiplayer-based, players will have to guide their little minions through history as they discover gunpowder and break the nose of the Sphinx, all while competing for the top spot in the charts. And if their antics aren’t enough, the humour is sure to have players laughing through the many levels. The title boasts over 20 different games with five different game types, which will include anything from flying to bouncing. Further sticking to the multiplayer modes, the title will for the first time allow multiplayer games to be played online or on four-player split screen. The Rabbids will once again be customised into just about anything, and just like in the previous iteration, the Rabbids will start the fun even before the first game is chosen - by dancing and singing in the museum. The title will also be a bit more accurate with certain games, as support for the Wii Motion+ has been added for extra control. No Wii console should be left without a copy of Raving Rabbids, but then again, it might not be the smartest of moves to let them loose in your house. Prepare for tons of mini-game fun… g

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Def Jam: Rapstar

Skillz

Mic check, one two… by Walt Pretorius

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AT A GLANCE: At last, a music game with Hip Hop as its focus. Developer: Terminal Reality Publisher: Konami Distributor: Nu Metro

Q4 2010 Platforms

here are a host of singing games out there. Actually, there are only a handful of franchises, but there are numerous titles that make up the karaoke-like singing game market. And all of them work more or less in the same way, measuring the players performance according to pitch. But Hip Hop has different ideas when it comes to vocal performance – these don’t always fit into the paradigm of singing games. With Hip Hop, it’s all rhythm and timing and lyrical accuracy. And that’s where Konami’s new Def Jam: Rapstar steps up. This game will measure the player in all the right ways for him to prove his ability as a rapper. With over 40 songs spanning the history of the genre, Def Jam Rapstar will be looking to place itself as the definitive Hip Hop gaming title. Aside from completing the challenges of the game, players will also be able to freestyle over beats by well known producers. There will even be an online component, allowing players to strut their stuff for the world to see. Hip Hop has, for almost as long as there have been any kind of music games, taken something of a back seat. Hopefully this title will allow this popular genre to get some of the centre stage action. g

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gamecca preview • issue 15 • September 2010


Monopoly Streets

Megalomania!

The popular Monopoly board game brought to life by Dion Scotten

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onopoly is one of the most played and loved board games of all times, being 75 years old and still going strong. Most of us know it well and have spent hours counting our growing pile of money while laughing evilly each time we slapped a hotel down on the most expensive street in town. Monopoly Streets is the board game brought to life on console through 3D immersion. The game is played from a street view perspective of the Monopoly board, with your console avatar as the player character whizzing around the board. Regular monopoly rules apply to the standard game and players will move around the board in a turn based sequence following dice rolls, as normal. The online option allows players to challenge friends to casual games over the ‘net, or even ranked matches if they’re feeling more competitive.

DLC is promised, meaning new boards and game worlds to play in and even custom options to allow players to set up their own house rules they prefer when playing. Mr. Monopoly will be on hand to narrate when money is handed over or bidding is held for property purchases. The colourful avatars roaming the streets will be made up from your friends list and the map graphics revive an old favourite. Houses and hotels built on property are all displayed in 3D splendour but stopping outside one of these that don’t belong to you may get expensive. Get ready to collect your 200 bucks as you pass go and be sure to keep a get-out-of-jail-free card up your sleeve, just in case. Monopoly Streets promises to be one of the less serious and more fun games coming to console in October this year. g

AT A GLANCE: Developer: EA Games Publisher: Electronic Arts Distributor: EA South Africa gamecca preview • issue 15 • September 2010

Oct 2010 Platforms

A fresh and fun 3D spin on a very popular family game.

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GamesCom

2010 9 essential games from the German show

by Walt Pretorius

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here are many cool things in Germany. Efficient public transport. The brewing of really good beer. The Autobahn. Slightly stuffy, yet very cool businessmen. Awesome accents. Bratwurst. And, of course, GamesCom. GamesCom has grown to be the premier European video gaming trade show, rivalling the likes of E3 in the USA. And, arguably, GamesCom is more relevant to us here in South Africa, because we generally fall into European distribution districts when it comes to the games we get. So GamesCom is a very important show to take a look at. It also traditionally marks the end of the mid-year dry stretch for games, which makes it even better. Sadly (for GamesCom) the event falls after E3 on the international gaming calendar, which means that often the lion’s share of announcements get made at the LA show. However, GamesCom does offer developers and publishers the opportunity to either make a few new announcements for games already shown at E3. It also offers a platform for new game announcements, which are always fun. Whatever the case may be, we have it on good authority that GamesCom 2010 was an absolute blast, and that there are some very exciting products on the way. We decided to take a look at nine products that either have new information released, or didn’t get a big showing at E3 2010. So, without further ado, here are nine games to be on the lookout for soon... g

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gamecca feature • issue 15 • September 2010


Bulletstorm Bulletstorm is just looking better and better, the more we hear about it. With tons of guns and more action than you can shake a stick at, we’re pretty certain that this one is shaping up to be an action gamer’s dream. Complete with style bonuses, massive bosses and a good story line, Bulletstorm belongs on any action fan’s ‘mustbuy’ list.

Call of Duty: Black Ops Developed by Treyarch, this new Call of Duty title marks yet another instalment in their modern warfare games. Undoubtedly, Call of Duty fans are going to lap up this challenging game, which places the player in the role of an operative that operates on the questionable side of military ethics (if there is such a thing.) Bound to be a good challenge.

Deus Ex: Human Revolution The sequel to the sci-fi, cyber-punk inspired FPS Deus Ex has been a long time coming, and fans who remember the first game will likely want to snap this one up without a second-thought. There isn’t too much information out about the game yet, but judging by the first title, it’s sure to be a complex thriller that will prove as entertaining as it is challenging. gamecca feature • issue 15 • September 2010

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Dirt 3 Stepping into the shoes of a top class rally driver will just be the beginning when Dirt 3 hits shelves. The developers promise more cars, more events, more tracks and more intense offroad driving action in this title. Judging by the last instalment, this game is sure to be challenging, and absolute tons of fun as well. Driving fans won’t want to miss it.

DJ Hero 2 The second instalment of Activision’s DJ Hero will not only feature 105 tracks (of which 80 will be unique mixes) but will also bring new modes to challenge virtual DJs to the table. With tracks by artists like Lady Gaga, Eminem, Lil’ Wayne and David Guetta, DJ Hero 2 will have the player feeling like a top notch deck-master in no time at all!

Dragon Age II Role playing fans will get their next fix of the latest franchise to enter the market fairly soon. Dragon Age 2 will cast players in the role of a refugee who becomes a champion. The story will span 10 years, and the player will be able to assemble a party of deadly allies, in order to take on truly challenging foes. It’s exactly what RPG fans love...

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gamecca feature • issue 15 • September 2010


Fighters Uncaged Ubisoft are claiming that Fighters Uncaged will be the first Kinect game aimed at the ‘core’ market. In other words, it’s a controllerfree fighting game that will have the player jumping all over the place (performing full body combat moves) in a setting that will likely not be kid-friendly. Sounds great, although we may draw the curtains first.

The Sims: Medieval Early 2011 will see The Sims taking a trip back in time with The Sims Medieval. This game will allow players to not only experience The Sims in a different way, but also a virtual medieval world, complete with all aspects of that historic period. Sims fans are sure to clamour for this game, which is a big break from the usual Sims fare.

Virtua Tennis 4 The advanced motion sensors in the PlayStation Move controller will make Virtua Tennis more than just a ‘swing the racquet’ affair. The game will allow the player to adjust angle, speed and power, thank’s to Sony’s new motion controller, and looks like it will be one of the finest additions to sport simulations we have seen yet. Tennis fans will want this one for sure. gamecca feature • issue 15 • September 2010

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PS Zealot

The Big Part of 2010 by Suvesh Arumugam

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make no secret of the fact that I am, on occasion, told that I’m too lenient when it comes to games reviews. I’m just one of those gamers who can appreciate the aspirations behind a game, and a lot has to be wrong with it before I’ll refuse to play it. Golden Axe: Beast Rider, for instance, was a game I really wanted to like, with every fibre of my being as a fan of the old games – but it was such a major disappointment and a huge wasted opportunity that I actually felt sick playing it. We’re still in for the best part of the gaming year, with Gamescom in Germany having just been completed, and the run-up to the Christmas period getting into full swing. While many of the exhibits followed the same formula as E3 and Comicon, there were still just enough new announcements and rumours to keep the gaming world guessing. Sony has announced that new 160GB and 320GB slim models will be available in stores by Christmas. While the 160GB will presumably be standalone, we are told that the 320GB model will only be available in Move bundles, like the Sports Champion package, which will contain the console, Move controller, Eye camera, Sports Champion game and a Blu-Ray Disc (with a bit of luck, it might be Anchorman, which has just been released to BD – don’t quote me on this). The 160GB model replaces the 120GB model, and will be more or less the same price. Though we don’t have specific pricing on the 320GB pack for SA, we expect it to

retail overseas for around US$400. Expect the bundles to hit stores around September or October. You may want to wait a while though; there are hints and rumours that a 500GB console will also soon be available. Sony also announced their upcoming titles Rachet and Clank: All 4 One, which will be a four player co-op, and Medal of Honour: Gunfighters. Capcom will release a very attractive collectable edition of their forthcoming zombie fiasco, Dead Rising 2. The special “High Stakes” edition will ship with specially designed decks of cards and poker chips. Also expect premium editions of Call of Duty: Black Ops, Crysis 2 and Halo: Reach before Christmas. The makers of Rock Band 3 (Harmonix) and accessory makers Mad Catz recently announced a new range of Rock Band accessories, most notably the Wireless keyboard, and the Fender Mustang Pro guitar controller. The keyboard, which is a fully functional MIDI controller (compatible with GarageBand or Reason), is designed

to look like an 80’s “key-tar”. The Fender Mustang Pro is unique in that it actually has six strings and fret buttons, which total around 102 button combinations, adding a whole lot of realism and excitement to the game. Finally, the big buzz in Hollywood is that Rockstar Games are looking to produce a big screen version of Red Dead Redemption, and rumours are that Brad Pitt could play John Marsten. Which aspects of the game will be featured in the story is not yet clear, but fans agree that this will be a welcome adaptation of an extremely cool character. Let’s hope it doesn’t bomb like Jonah Hex. g

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Xbox Beat

Inspiration byBryan Banfield

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aming has become one of the most exciting pass-times in the last few years. It also has become one of the most socially accepted pass-times. I remember years before I had my Xbox 360, I used to play on my Sega Mega Drive. We used to rush home from school and flick the power on and be whisked away into whatever lands or worlds the game cartridge had to offer. Back then I used to get the following line from my parents: “Turn off these games, they are such a waste of time.” Or... “I don’t want to see you playing games today, you can’t make a living playing games.” Sometimes I still meet these kinds of parents, who out of consideration for their children and their children’s future hold onto these two sentiments above.

I do not mean to challenge these parents (I know I’ll come off second best.) But if I may, please allow me to share one of my stories. Late last year I was sent a copy of UFC 2009 Undisputed to review. I knew nothing about this game and had no idea what this sport was all about. I had not heard of the UFC, neither had I heard of Mixed Martial Arts. With this potentially flawed beginning I started up my Xbox 360 and placed the disc in the tray. I played a few matches and worked my way through the tutorial and began a campaign character, and so on. This all seemed very foreign and I was not too interested in this title. The game played well and everyone I spoke to was telling me the multiplayer was amazing. Well, I began a little research into the UFC and Wikipedia came to the rescue again. I learned that the Gracie

Family started the UFC to prove the effectiveness of Brazilian Jiu Jitsu. Then, after they proved their point they sold off the rights and carried on teaching there unique brand of Jiu Jitsu at their various academies around America. The sport grew in popularity and had its own hurdles to overcome, but these days it is a fully established sport, with a solid rule-set. It has become the fastest growing sport in the world. I soon fell in love with the sport and followed the fighters and began training MMA myself. After a short while of training I felt that I wanted to perfect one style before I again looked at getting into the mixed side of mixed martial arts. I chose Brazilian Jiu Jitsu and, after moving to Cape Town, found a Gracie Jiu Jitsu Academy in Tableview. I have now been training there for about 2 months and have really found a new passion and love. It is a great way to get fit and enjoy a level of competition that only ground grappling can offer. I sometimes sit back and laugh that this passion of mine sprung out of the Xbox 360 and UFC 2009 Undisputed. It all started with a video game. I wonder how many other people have had similar stories. About two years ago I exposed my cousin Luke to Guitar Hero and he now plays guitar professionally, as an example of another story. My parents sit back and shake their heads: “Who would have thought?” g

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House of Mario

House of Pokémon? by Brian Murdoch

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’m not one to focus on the statistics but this is a whopper that I will just not be able to let go of, ever. StarCraft 2 is a Blizzard game that has been out for just short of 4 weeks and has sold around 1.9 million copies, at the time of writing this. This is a good figure and the game has gone platinum because it has sold over a million copies. There is a game being sold in Japan right now, only on pre-order. It comes out on the 19th of September and has already sold over 1 million copies. Like Starcraft 2 this title is only coming out on one platform and it might do more sales that Starcraft 2 before it comes out. The title is Pokémon Black and White! Has the world gone Pokémon mad? Pokémon Black and White, the version that has all these sales, will only come out in Japan and not in English. That means we are not even including any other country sales yet. Before we get to what the average gamer thinks of Pokémon, let’s explorer the type of gamer that plays Pokémon. Pokémon is a game where players are challenged by others to

battles but use peculiar animals called Pokémon to fight in proxy for them. Gyms are challenged and badges are won to qualify for tournaments and leagues. The craze came out a long time ago and hooked children with the “gotta catch ‘em all” slogan. This prompted children to get their parents to buy them all the possible types of Pokémon games… a very clever ploy which is used more and more today. This evolved into a card game and then into a DS game. There is a sizable amount of the children

and teenagers that will be in the number spoken of above but I think more than half are above the age of 18. Yip, your boss could secretly have a DS with Pokémon in his laptop bag. This is because when Pokémon first came out we were children and the craze is so strong that we are still enjoying Pokémon. What does the average non-Pokémon gamer think about all of this? Probably that Pokémon is just for children. I think that if they put aside the eye-candy and speed of the common games, that they will find a lot of fun in Pokémon, which is more complex than one might think. The Pokémon franchise has remained on the Nintendo DS; the Wii versions of the game where just a port to display your DS battle on your TV… until now, that is. PokéPark Wii – Pikachu’s Adventure landed on my doorstep a few days ago and is the first Pokémon game that will have its own story and out come on the Wii. Pokémon will, like Mario, stay on the Nintendo platforms, but I don’t see it changing the title of this column… yet... g

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Reviews Highlights 56 Mafia II All in the family 60 Spider-Man: Shattered Dimensions The four faces of Spidey

w w w.

gam

ecc

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The Sims 3 he ading for

Expl osiv e!

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64 Kane & Lynch 2: Dog Days Gritty action 68 Madden NFL 11 Tossing the pig-skin

othe r pla tform s

76 Toy Story 3 Adventure for the whole family

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h, yes, there is a certain something in the air. People seem happier. Birds are singing. There is the perfume of blossoms pervading everything, and the sun shine brightly down. Is this all because spring has finally arrived in sunny South Africa? Well, maybe. But we put it down to the fact that the mid-year gaming drought is coming to an end. Sure, the seasons may have something to do with it, but the truth is that new, great games make the world seem like a better place to live. And from this point on, 2010 is going to get hot. Yes, yes, alright, both literally and figuratively. Honestly, does everything have to be about the weather? g

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Mafia II

This Thing of Ours... Welcome to the Family

by Walt Pretorius

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he thing that makes the mafia so popular in modern culture – in terms of various forms of entertainment – is the complexity and richness of the stories surrounding this shadowy organisation. Anyone who has watched the Godfather movies, or the Sopranos on TV, or even films like Casino and Goodfellas, will know that story is king in these works. So why should it be any different for video games? That seems to be the question that the creators of Mafia II asked when they planned the game. They obviously wanted to create an experience that tied into that idea of rich narrative, and they did so with this game. But they did it at the expense of player freedom. The new question that arises is does this work? The simple answer is yes. The complicated answer? Well, that’s what this review is for. Mafia II puts the player in control of Vito Scaletta, who emigrates to America from Sicily with his parents when he is a small boy. He quickly learns that life in this supposed

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land of milk and honey isn’t all it’s cracked up to be, and he and his friend Joe start engaging in petty crimes at a young age. This lands Vito in trouble during his teenage years, but rather than getting sent to prison, he is forced to join the army during World War II. There is only one mission in this setting, and it serves as the game’s tutorial. Aside from getting the player ready for the game, it also goes to show that Mafia II can be a thoroughly unforgiving title. Players who are not careful will die a lot, because the combat demands attention, strategy and accuracy in the game – the latter mainly because there is no adjustable aim assistance in Mafia II. Once Vito returns home from the war, he retakes his place in Italian-American society. However, he is not content to be a dock worker, and decides to resume his criminal activities with Joe. And during these early stages, the player will (hopefully) learn that while the game is fairly straight forward when it comes to missions, the extras will not be spoon fed to him. There is, for example,

gamecca review • issue 15 • September 2010


an achievement that can be earned for helping a lady fix her car, right after he gets back to his old neighbourhood. But there is nothing to indicate that the player should do this… it’s a hidden detail in the tapestry of rich and lively scenery that surrounds the player in Mafia II. Things like that are fairly common in the game… for example, talking to someone doesn’t require an activation. Rather, the player will be able to talk to anyone who has something to say rather naturally… by simply walking up to them. Not everyone can be engaged in conversation, but this system does make for a nice flow in the game dynamic, and adds a feeling of ‘real’ to the world. The setting – Empire City – might as well have been called New York. There are many visual clues to the fact that Empire City was inspired by New York City, but the layout of the town doesn’t follow that of the real world metropolis. It is, however, a very large playground, and one that will easily create the illusion that the player has

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the freedom to roam its busy streets. And, to a degree, the player does. But it’s rather limited, when all is said and done – the story drives the player on. There is only ever one mission for the player to do, and it always relates directly to driving the narrative on. There are no side quests, although the player can steal cars in their ‘free time’ for extra cash. ‘Free time’, by the way, constitutes the times that the player is driving to, or from, missions. There isn’t a lot of it, because the game enforces a relentless pace in getting stuff done. That is juxtaposed with the fact that the player needs to do a hell of a lot of driving in this game. Drive to a meeting to get instructions, drive to where the mission needs to be performed, and then drive home again. That’s the basic premise that takes place in all fifteen chapters of the game’s story. Thankfully the driving is a lot better than expected, and a fair variety of vehicles can be driven. The player can also collect up to ten cars, which can be visually modified and upgraded twice each for better performance.

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Investing money in cars is a great idea, because it is the only investment that the game will not take away from you. There are times when the game’s narrative will demand that Vito lose everything, but his cars stay put. Clothes (which the player can buy), guns and cash can all be lost, however. Changing clothes and the appearance of cars is a good way to avoid the attention of cops in the game, particularly if they’re on your tail. They tend to be relentless once they get on Vito’s case, but they aren’t overly jumpy. The player will be chased for speeding, traffic accidents and obvious crimes, but red light running is apparently not illegal in Empire City. The overall style of the game is rather linear, and this translates into the missions too. The player will generally get to shoot lots of bad guys, using a sometimes repetitive ‘take cover and shoot’ system that is necessary for survival. The choice of cover is important, of course, from a strategy point of view, but the game can, at times become

gamecca review • issue 15 • September 2010


a little pedestrian in gun play sections. This is even more the case when it comes to hand-to-hand combat. The fistfighting system is very simple, and at times a bit too easy. Not all the missions are guns and fists, though – there are a few missions where stealth and guile also need to be utilised. However, for the most part, it’s a guns blazing tale. In the end, it’s all about the story, which is good. The graphics and recreation of the ‘40s and ‘50s in America are superb, and the voice acting is excellent. Attention to detail in all areas of the presentation creates a wonderfully believable setting, too. The narrative has a decent pace, and is engaging enough to keep the player going through the game’s fifteen chapters. There might not be a lot of replay value, and there is no multiplayer to the game, but as a single player experience, Mafia II is well worth playing… particularly if you are a fan of games with strong narrative drives, or enjoy mobster tales. This one is all about telling the story. g

A deep story is what this entertaining mobster title is all about. Developer: 2K Czech Publisher: 2K Games Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

AT A GLANCE:

PC X360 PS3 Wii PSP DS PS2

Score

81 59


Spider-Man: Shattered Dimensions

Four Faces Variations on a theme...

by Walt Pretorius

B

ig name properties are always going to spawn a huge number of games, particularly when the license is held by a savvy company. Activision is nothing if not savvy – they didn’t get to where they are by ‘Forest Gumping’ their way through their business, after all. And so you can be assured that they will take full advantage of their licenses, delivering a large number of games for each. But it’s how these games are delivered that makes a difference. Sure, well know licenses sell, whether the games are good or not, but smarter publishers will ensure that the games are at least fun to play, so as to not imbue consumers with a ‘once bitten, twice shy attitude.’ Take the Spider-Man franchise as a good example. Sure,

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not all the games have been breathtaking – in fact, very few (if any) have been exceptional. But they’re solid, they’re accessible, and, above all, they’re fun to play. Sure, you can dig down until you find faults (something that far too many game reviewers take far too much joy from doing) but, in the end, what’s important is the overall experience. And, thanks to the popularity of the character, whether because of the comic book or movies, or even the other video games that have featured Spidey, the market for this kind of game goes far beyond the hard-core. So, in seeing a new Spider-Man game for the first time, we have to consider things like the core dynamics and graphics on a different scale, and place more of an emphasis on fun and accessibility.

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Activision have produced a number of Spider-Man games, with a few of them thankfully not based on the films, but rather on concepts that were put forward in the comics. They have even taken their own concepts into account, which is the case with Spider-Man: Shattered Dimensions. What we have in this game is an original idea, based on a license. And it’s a really entertaining one. The premise behind the game is fairly simple. Thanks to the breaking of the Tablet of Order and Chaos, all realities are threatened. That’s what the psychic Madame Web tells Spider-Man after he manages to be the one that breaks the tablet… accidentally, of course. The fragments have been scattered through four different realities, and it is up to the Spider-Man characters of these four dimensions

gamecca review • issue 15 • September 2010

to gather the broken shards, with Madame Web as their guide and go-between. The first reality is the Amazing Spider-Man world that we are familiar with. It features the red and blue suited hero swinging his way through New York City. The second is the Noir reality, which casts Spider-Man as a 1930s crime fighter in a gritty, gloomy setting. The third is Spiderman 2099, a futuristic place where Spider-Man uses high tech in conjunction with his innate, super-heroic abilities. And the last is Ultimate Spider-Man, a reality in which SpiderMan has learned to control the mysterious black symbiot that almost turned him into a killer, yet enhances his powers greatly. Each of these Spider-Man characters has different

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abilities, although not so different that the core concepts of the character change much. He can sling webs in all of the realities, and can climb walls, and so forth. Amazing is pretty standard, while Noir is a sneaky, stealthy sort that operates best in the shadows. 2099 has the aforementioned high tech (and is, incidentally, the only character in the game who isn’t Peter Parker in the real world) and Ultimate has amazing strength and other abilities granted to him by the black suit. Just as the four different characters demand different approached from the player (with Noir arguably being the most fun, thanks to his stealthy take-downs and shadowhugging) the developers opted to give each dimension a different look, in terms of graphics. Amazing looks like a standard, hand drawn comic, while Noir reminds one of a grainy film from the era. 2099 is all about slick, smooth

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looks, while Ultimate looks a lot like Amazing, but has a more cartoony feel to it. The action in the three dimensions other than Noir is fast paced, in your face and often rather intense. Thankfully the controls over the four dimensions don’t vary much, so the player doesn’t have to adjust control ideas as well as play styles. Aside from the very slick presentations (the great graphic ideas are complemented by good voice acting and a simple-yet-effective user interface) the game has a few ideas that are really rather fun. The main one is the Web of Destiny, a collection of in-game achievements (not to confused with trophies of Xbox achievements) that pose extra challenges for the player. Aside from adding replayability for the completionist types, these achievements also unlock character and combat upgrades.

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the four realities are marked enough that Spider-Man: Shattered Dimensions feels fresh for far longer than one would expect. Certain missions, when completed, will unlock new missions for the player to choose from. While the player does have to finish all missions with all characters, they can choose the order in which to do so. Ultimately, Spider-Man: Shattered Dimensions is a very enjoyable game. It’s not deep, and it’s narrative is predictable and shallow for the most part. But it’s fun, above all, and easy to get to grips with. Anyone will be able to handle the game soon enough (although some of the wall climbing may result in frustrating camera behaviour from time to time) and will be able to experience a game that is exciting, yet uncomplicated. g

AT A GLANCE: Although not massively complex, this game features nice variety, and is lots of fun to play Developer: Beenox Publisher: Activision Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

Every few achievements a new level of powers becomes unlocked, which can then be bought with points that are gathered by finding collectibles, beating up bad guys and performing well in each level. Spider-Man: Shattered Dimensions is not a revolutionary game. It won’t change the face of gaming. What it does offer in spades though is tons of web-swinging fun, and a nice variety in play dynamics that doesn’t feel alien or disjointed. The four realities work well together, and the player can alternate between the four different characters with relative ease, earning points and finding collectibles. The four characters even have alternate costumes that can be collected, and the boss battles result in additional character bios being unlocked, for those that want to know more about who they just pounded into the ground. Yet the differences in the game dynamics between

PC X360 PS3 Wii PSP DS PS2

Score

79 63


Kane & Lynch 2: Dog Days

Every Dog Has Its Day Even if it doesn’t deserve it

by Walt Pretorius

G

ood games get sequels. That’s a given. But the first title in the Kane & Lynch franchise wasn’t particularly good. In fact, in many aspects, it was pretty damned bad. So the fact that it got a green-lighted sequel was a bit of a surprise when we first heard about it. Being those optimistic types, who have resisted the easy road of becoming jaded gaming journalists, we thought we would give Kane & Lynch 2: Dog Days a good run, despite all the problems that plagued the first game. After all, the developers know what people didn’t like in the first title. Surely? Apparently not. Dog Days is plagued by some of the same problems as before, and is possessed of a whole bunch of new issues for gamers to contend with. The first is actually not a problem at all, but rather a matter of perception. Many people are calling the presentation of the game things like “edgy” and “gritty”. I can think of a term I would personally use that rhymes with “gritty”, but this is a family show. Quite simply, the developers followed that same shaky-cam, poorly-

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produced, grainy look that film makers like Michael Mann still seem to think is a good idea, in an attempt to inject realism and… I dunno, impact? Whatever the reason, it looks horrible, and the shaky camera does little to help the gamer. Who the hell is filming this stuff, anyway? Is this a case of Kane, Lynch and Bill the Camera Guy? If I want to experience a bunch of bad visuals, I can surf YouTube. I like my games crisp, clear and free of pretentious rubbish like “mood enhancing grainy shaky camera with lens flare” graphics. Still, that’s just me. I don’t like Michael Mann’s film style either (you might have guessed that.) Different strokes, as they say… So let’s get to things that are problems. Kane & Lynch tells the story of two ne’er-do-wells who are about to set up a big arms deal in Shanghai. However, predictably, everything goes wrong, and the player is left blasting his way through non-stop action to get to the bottom of a rather good and pretty well told story. It sounds great (despite the ‘grit’) and the story is even capable of being

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called emotionally charged (although watching either Kane or Lynch get emotional does little for me, because they are really just a pair of reprehensible scumbags.) The story is really the best part of the single player game, and it doesn’t fall to pieces like that of the previous Kane & Lynch title. The action, on the other hand, is not. And seeing as how this is the bulk of the game – really, it’s pretty much nonstop – that’s an even bigger issue. See, in the previous title, there was a little variety. The player could pull off heists, and so on. While these weren’t fantastic, at least they gave the player a bit of variety. This time around, the game has taken on the form of a linear third person shooter. The levels are rather predictable… as soon as the player sees an area with more than three pieces of viable cover, they know they’re in for a fight. And these fights can turn into rather protracted affairs, thanks to weapons that are inaccurate (at least in the early stages) and a truck-load of cannon-fodder enemies that take far too much damage before lying down.

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The whole affair is exacerbated by an ineffective aiming assist. It appears that the assistant needs the player to be pretty much on target from the start, meaning that the supposed assistance for aiming is not really assistance at all. The player will spend a lot of ammo trying to take out just a handful of bad guys. Finding ammo is not too much of a problem. Ammo and weapon drops are plentiful, although they do require a button press to be picked up. That’s fine in the case of weapons – the player’s character can carry two, and you don’t want to pick up every gun that’s dropped. But ammo? It’s almost as though the developers wanted to give the player the choice to pick up ammo or not, which amounts to the gaming version of a really dumb question. The player will experience numerous cheap deaths during the course of the game, thanks largely to a clunky cover system. The player needs to hit a button to take cover, which is all fine and well, but the character will sometimes latch onto the wrong cover, and get shot because of it. Additionally, vaulting over low objects requires the player

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gamecca review • issue 15 • September 2010


battling with cover and very tough low level foes. To get the most out of Kane & Lynch 2: Dog Days will demand a lot from the player. What exactly went wrong here is anybody’s guess. The responses to the first game were clear, and the opinions about its problems were rather uniform – the developers should have had a very clear view of what was wrong with the first title, and what needed to be fixed with this new one. Hopefully sales figures won’t slant their opinion too much – this game is going to fly off of shelves regardless, because it was released in a very quiet period for new games. Hopefully the developers don’t translate this act of consumer desperation into a message that they have produced a top notch product, and hopefully they care enough to actually make the next Kane & Lynch title something that provides a much better experience than the first two. Then again, they didn’t do that last time... g

AT A GLANCE: It’s gritty. It says so on the box. But maybe there’s just too much grit here... Developer: Io Interactive Publisher: Eidos Distributor: Nu Metro

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

to take cover behind them first. This means no mad dashing and vaulting moves. In addition to these issues, the game has a few bugs in it, particularly with the AI. While they aren’t too numerous, these can cause odd issues that should, in all honesty, not be found in a game these days. Dog Days has a mitigating factor – it offers a few great multiplayer options. There is a particular game mode in which the players perform a heist while one of them is actually something of an undercover cop (who needs to prevent the heist, obviously) which is great amounts of fun. But factors like the presentation and the like persist even here. The game can provide an enjoyable experience, but it will require a lot of patience and forgiveness from the player to do so. The story is rather good, as I said before, but getting through it can be a rough slog of inaccurate guns,

PC X360 PS3 Wii PSP DS PS2

Score

60 67


Madden NFL 11

Simpler. Quicker. Deeper That’s what they all say...

by Jimmy Glue

S

outh Africa is an extremely sports-driven nation, with games like rugby, cricket and soccer taking centre stage. But occasionally a foreign sport will make its appearance, with mixed and often surprising results. American football is one such sport, and although it hardly enjoys any coverage, there is a small and dedicated corner of the community that lives for it. It’s that corner that will jump at the chance to play the latest instalment in the Madden franchise, with number 11 released recently. For this iteration, more than a few things have been changed, which should open the door for more casual players to toss around the old pigskin. The graphics have obviously been ramped up, so without dwelling on the point too much, the detail has been increased to highlight even the smallest of elements and the crowds at least don’t look like cardboard cut-outs. The stadiums have been rendered true to their real-life counterparts and the coaches and players all seem life-like. The major change for the franchise is that the game-

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play has been simplified down to the point where it almost becomes a pick up and play. It has by no means been turned into an arcade title, as it still requires an element of quick-thinking and a certain degree of skill, but it has just been made easier. In essence, the player will only have to control the quarterback, start the snap and direct the passing. If the player would like to control the player for who a passing ball is intended (or any other player for that matter), a simple press of a button will snap to that player, and then it’s just the rush for the touchline. Before each snap, the player will be presented with a playbook, but in a development upgrade, the game will now automatically choose the best play for the right situation. The player still retains the option to choose a different play, but the engine is usually right. Before each play, the coach will tell the player what the strategy entails, and if players use (in this instance) their Xbox headsets, the coach will be heard over it, instead

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defence is just not quite right. The camera view is fixed throughout the matches, so defensive lines will be played from top to bottom (in front of the line – as opposed to being behind it). It can get rather difficult to direct the right athlete as the line will effectively be played as a mirror image. It is definitely one of the best and most thought-out American football games on the market, and with the game-play simplified to the degree where it becomes easy to understand, it’s really a blessing to take up. With superb graphics, easy controls, real players and an awesomely rocking soundtrack, Madden NFL 11 should take hold of any fan who is even just the slightest bit interested in the sport. Although the Madden franchise has been going for years, the 11th iteration should be the turning point that brings together hardcore and casual football fans. That why the game’s tag is Simpler. Quicker. Deeper. g

AT A GLANCE: With simpler game-play and easy to understand controls, the eleventh version is really enjoyable. Developer: EA Sports Publisher: Electronic Arts Distributor: EA South Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

of through the television set. This is a nice touch, as one always sees the coaches next to the field with big headphones on. The only drawback to this is that the coach’s advice will often play simultaneously with the game’s commentary, which can create a bit of chaos. It’s also impossible to play with traditional headphones and the console’s set on at the same time. Following the coach’s advice will more often than not lead to gaining a few very important yards, as the running guide system shows how each athlete will be running after the snap by means of coloured paths. This is important in order to make the play work, and it should also be used to time passes correctly. Although developers Electronic Arts hold the sole license for using the authentic players, teams and stadiums, the game only allows players to create their own game plays. The title has been simplified for the more casual fans, but one drawback to the title is that the

PC X360 PS3 Wii PSP DS PS2

Score

78 69


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Professor Layton and Pandora’s Box

Cracking the Box More puzzling fun

by Brian Murdoch

T

he Professor Layton series of games has built up quite a name for itself. These are the games that is almost a must-have for every DS owner. Professor Layton and Pandora’s Box is the second in the series and the sequel to Professor Layton and the Curious Village. This title comes with a new and refreshing story, as well as completely new and different puzzles. None of the puzzles are the same from the previous version; there might be the similar types of puzzle but each puzzle is unique. This gets you thinking about the brilliant mind that Professor Akira Tago has. He is the puzzle master behind both Professor Layton’s games. This game has got a split personality, though, and calls itself different names… depending which side of the Atlantic Ocean you’re on. It’s called Professor Layton and the Diabolical Box in the US and Professor Layton and Pandora’s Box in the UK. Players of the first title will know all about Professor Layton and may not even bother reading this review. They should just go out and buy the second if they enjoyed the original. Right, now that they are out the way, let’s explain

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what Professor Layton is all about. He is a top-hatted gentleman with excellent manners, accompanied by a young boy named Luke. They have just come back from uncovering the secret of the curious village, to find a letter from, and subsequent death of, an old friend and mentor, Doctor Andrew Scrader. All Professor Layton is left with is a letter from the Doctor and a ticket left at the scene of the crime. The pair continue to puzzle their way through the story and solve the murder mystery. The game contains around 150 puzzles that are enveloped in a good story. Not that any of the puzzles are directly related to the story, but they are incorporated well. Another point of view is that Professor Layton is looking for the puzzle in everything. The player assumes the roles of Professor Layton and Luke as they explore, uncovering more and more puzzles that need to be solved to obtain clues to solve the bigger mystery. Using only the stylus, you can move around and solve the puzzles at your leisure. The puzzles earn the player a certain amount of picarats; these are a small indication of how difficult the puzzles

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requirements within the main game. On top of some of the requirements for the challenges there are “Top Secret” puzzles that are obtained by having a certain number of Picarats. These are extremely hard puzzles - hence the need for picarats, as a player would have had to do a lot of puzzle solving before heading into these whoppers. There is even a surprise feature that involves the sequel to Professor Layton and Pandora’s Box. There are a few ways of cheating that can be done in this game, being saving before every puzzle or looking for walkthroughs on the web. Both of these are pointless as the game’s true fun is taken away and it becomes nothing more than a false trophy on the shelf. When looking for help on a puzzle, look for and understand points mentioned in the hints rather than look for the solution. We’re looking forward to the third in the series and hope that it is and innovative and the first two. g

AT A GLANCE: Next in the Professor Layton series with 150 new puzzles and a entertaining new story. Developer: Level-5 Publisher: Nintendo Distributor: Nintendo

Parental Advisory Violence Language Sex Drug Use Prejudice

7+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

DS Platforms

are. Starting at the total amount of picarats, some are taken away for incorrect guessing. There are three hints to every puzzle - using these will spend a hint coin. Hint coins are found by poking around the screen and scenes to find them. The puzzles are a challenge and some of them will have the player going dilly for days, but the hints are a great help and sometimes very necessary. At the end of the story (and all of the puzzles) or even during - for some extra challenge - there is a DLC option. A new puzzle can be downloaded each week. A bonus for living in South Africa is that we only received this game a few months after release, so there is already a long list puzzles available. The first one came out on the 25th of September 2009 and there has been a weekly one since then. Have fun working out how many bonus puzzles that is. In the same set of bonus features is the puzzle index of every puzzle that the player has completed in the game, for them to try again. Also, Layton’s Challenges provide extra puzzles that are unlocked by fulfilling certain

PC X360 PS3 Wii PSP DS PS2

Score

82 73


Dance on Broadway

On Stage Fame in the living room

by Brian Murdoch

D

ance on Broadway is a follow on from Just Dance; it’s like an artist pack in Guitar Hero. The general dancing technique is slower that Just Dance and other standard dancing games. It is to be expected from a Broadway title and the songs are more dramatic and complex than the usual pulse-pounding dance-game fare. The player is dancing on stage in a musical and is a famous actor or actress in most cases… performance is their life and without it they are nothing. Don’t get me wrong, though… after a few acts the sweat will start pouring. But I don’t see this game inserted into the Wii for a quick early morning workout; Just Dance will still be the game for that. An interesting twist on things from the standard dancing games is that not everyone is performing the same moves. The game detects how many controllers are on and

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assumes that there is a person behind every one of them. Then each of these players picks one of the characters in the song. Each character might have a different set of dance moves to perform. I found this idea refreshing although it was not used enough in the game. I do, however, see fights happening over this, or the same song being played four times so each player can have a chance to dance as every character. Each player’s score is displayed above the character, with a bar to indicate the accumulated score and how much score is available. The bar can even be seen as an indicator of how long the song is, but this is really just an estimate. Below the score bar are performance rating words that pulse at the right moments when the moves are detected. Doing the move in the right way seems less important than

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and alternating between other dancing games in my collection. From this point of view I noticed that the main focus was to get the moves with the Wii remote right and leave the feet out of it. This strategy was popular with the competitive players and the ones having fun actually looked to be dancing better than the ones just moving their hands. In the end it worked out better for the true dancers. Again, in my opinion, not enough songs were included and the title seems almost half done. This might all be a part of their big plan though, as I found the girls switching between the dancing titles to find their favourite songs. In the end, I enjoyed the game and looking forward to the next in the collection, Just Dance 2. g

AT A GLANCE: Ubisoft’s next dance title offers a slower pace and Broadway sentiments Developer: Ubisoft Publisher: Ubisoft Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

doing the move at the right time and strength. As said before the game seems slower than others and moves can be planned, but can still be confusing, so focus is needed to get it right. The words of the song are displayed on the top in a karaoke style and because of the dancing style, players will find that they start to follow not only the moves, but may sing along. I can imagine players actually dressing up in the appropriate costumes to perform these songs. It’s one of those games that you can really get into. Apologies to the guys, though, as there are not too many male parts. Don’t let this stop you from getting into it but, in my case, I was pleased to take a break and stand back to take pictures and video of the four girls in my house trying it out. My wife had a girl’s night out and wherever they went was not as fun as prancing around to Dance on Broadway

PC X360 PS3 Wii PSP DS PS2

Score

73 75


Toy Story 3

Lightyears of Fun A great game for the whole family

by Walt Pretorius

S

ometimes getting a game for the kids can be a tricky endeavour. Finding a game with the appropriate kind of content may prove to be simple enough, but often games for youngsters – particularly those based on movies – can be on the poorer side of desired quality levels. In fact, it’s almost a certainty. And the length of time that they keep the kids busy, whether good or not, is often far too short. Disney Interactive has a solution to the problem in the form of Toy Story 3. It offers inoffensive game elements, combined with highly recognisable characters and a larger than expected offering in terms of time spent playing. The game premise is simple enough, while not following the plot of the film, except in the broadest terms. The toys that make up the main characters of the film go through a number of adventures, both in the ‘real world’ and fantasy settings (like Buzz Lightyear’s video game, or a retelling of one of Woody’s pretend-adventures.) These adventures offer a wide variety of activities, and will prove thoroughly

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enjoyable for kids of all ages. The humour one would expect from this title is present, and while older players may find one or two of the challenges a little too simple, the game provides a decent experience for those who aren’t kids, too. Aside from these action-packed adventures, the game also provides players with a sand-box mode, in the form of a fantasy Western Town that the player’s chosen character becomes Sheriff of. As Sheriff, the player will get to perform numerous quests, and will also get a fair degree of control over the town. The player can add buildings to the town, and decorate them. He can also change the attire of the town’s denizens, thanks to numerous pick-ups scattered around the large play area. These even include costumes from other Pixar films – it won’t be long before the player has Nemo, Incredibles and Monsters Inc lookalikes running around the town. Once again, a number of the quests that the player will be given in the sand-box mode are aimed at younger

gamecca review • issue 15 • September 2010


put the time in. In all honesty, this is not a perfect game, particularly not for older players. The feeling that things are just too easy has everything to do with the age of the player, though, and youngsters will have a ball with a title that is just challenging enough and stimulating enough to be lots of fun without getting overly frustrating. There are a few spots, particularly in the adventure sections, that are rather tough, but, on the most part, it’s a lovely, entertaining title that doesn’t demand too much from the player. Parents can rest assured that this game will provide kids – particularly creative kids – with many hours of fun. It will also serve as a great alternative to some of the more taxing games for older players, and is sure to be a family hit in the living room of any household that enjoys the zany characters and plots of Pixar movies. g

AT A GLANCE: A great game for the whole family – not too taxing, and wonderfully enjoyable. Developer: Avalanche Software Publisher: Disney Interactive Distributor: Prima Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

7+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

PS3 Platforms

players, and may prove to be far too easy for older players. Still, it’s fun, and the solid multiplayer aspect the game has on offer makes Toy Story 3 a title that the whole family can enjoy together. Graphically, the title looks just the way one would expect. The characters are possessed of charming animations that particularly show themselves off during sand-box sessions. The sound is also well handled, with recognisable voices performing their parts perfectly. In fact, the entire presentation of this particular game is exactly what it should be. It screams ‘Toy Story’. The true beauty, however, lies in the uncomplicated control scheme. The controls are not difficult to learn, and are responsive and well thought through. The characters perform a myriad of tasks effortlessly, thanks to this, making the game a joy to play. Sure, there are some frustrating sections, but things like wall climbing and the like can be learned fairly easily, if the player is willing to

PC X360 PS3 Wii PSP DS PS2

Score

80 77




The Legend of Zelda: Spirit Tracks

Riding the Rails Trains, swords and yellow boomerangs…

by Walt Pretorius

T

he Legend of Zelda apparently is becoming something of a never-ending story, with protagonist Link back for yet another adventure in the form of the DS-based Legend of Zelda: Spirit Tracks. And, true to form, the developers have tried to add something new to the title, to make it more than just a dungeon-roaming romp. It seems that the kingdom of Hyrule are crisscrossed by railways that have something to do with the security of the kingdom. Constructed ages ago, these tracks help keeps things calm and peaceful. Ah, the joys of video games, which allow massive plot holes simply for the inclusion of a new idea. How come no-one ever saw these tracks in any of the other Zelda games? Anyway, that’s neither here nor there. The kingdom is threatened (again) by a rather nasty character (again) and it is up to the player (again) to save the day in the guise of

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Link. This time, though, to add some spice, he is not just a young warrior able to best the kingdom’s enemies – he is also a locomotive engineer. A lot of people maligned Legend of Zelda: Wind Waker when it was released, because of the seemingly endless travelling that the player had to do. But at least Wind Waker gave you freedom to explore. The thing with trains, see, is that they only go where the tracks allow them to. That means that the large amounts of travel the player gets to do between bashing stuff in this title is even less stimulating than that in Wind Waker. Sure, you get to fire a cannon every now and then, and the controls allow the player to do necessary planning, to avoid other trains and animals on the tracks, but the whole thing is rather pedantic at best, and painful at worst. Between riding the rails, Link will embark on numerous more traditional adventures. He has a musical instrument

gamecca review • issue 15 • September 2010


is controlled by the stylus. While the system is effective, for the most part, there are times that the controls prove to be a little too finicky. One second you’ll be swinging your sword, but the slightest miss-tap with the stylus after the movement will see Link running off exactly where you don’t want him to go. A more traditional control scheme, as an option within the game, would have been fantastic. Although Spirit Tracks is a highly accessible game, many of the puzzles within the title are quite tough. This is a good thing – otherwise the game might have seemed a bit too simple. There are other play elements – even stealth sections – that keep the game dynamic nicely mixed up. On the whole, the game is not bad, if you can get through the tedious train riding bits. It’s a fun title, and one that’s worth playing, provided you are willing to be patient with some of the long-winded bits. g

AT A GLANCE: A fun new addition to the Zelda franchise, but the train element is tedious. Developer: Nintendo Publisher: Nintendo Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

7+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

again ( a pan pipe, which can be activated by blowing on the DS’ microphone) and pretty much the same interesting and fun equipment that he had before. He also has a sidekick, in the form of Zelda herself. The character of Zelda can be controlled by drawing paths for her and giving her simple instructions like “wait here” or “follow”. It works quite well, and can be used tactically, to a point, in combat. However, there are odd occasions when the AI has problems with in-game geometry, and she may get stuck on stuff. It doesn’t happen often, though. What does happen often is that she whines. She’s less like a stately, troubled princess and more like a whiney teenager, and her endless prattling gets tiresome before long. Spirit Tracks uses the now familiar DS control scheme for Zelda games, which means that virtually everything

PC X360 PS3 Wii PSP DS PS2

Score

70 81


Dragon Quest IX: Sentinels of the Starry Skies

Back to RPG Basics Fallen, but not broken…

by Brian Murdoch

D

ragon Quest is a big thing in the Japanese culture and the country seems to shut down after the release of a new title. Dragon Quest IX is no exception to this, but this one is more focused on the multiplayer side of things than the single player. The single player is still a very good story but the multiplayer is where the fun is to be had in this version of the game. In the beginning of the game players gets to create their own character, from the face and hair through to clothing. There is also a small amount of skill points that the player can distribute to certain skills. This hero belongs to an angelic race of guardians that looks after the mortal realm below. As the player starts to learn about things in this new world and they start to take responsibilities onto themselves, thinking that this is how the story is going to continue, something bad happens. The angel falls down

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to the mortal realm and needs to learn a new story and path to follow. The hero needs to piece together what has happened and find his way back home. The battles in Dragon Quest IX are extremely traditional and straight forward. Battles are turn-based and a player can defend, attack or cast spells for every player in the party, or can choose to have the AI control all the characters, other than the hero, in the fight. The controls will be picked up with ease by anyone who is familiar with any of the other Dragon Quests or most of the other turn based RPG battle game out there. Steps to playing Dragon Quest IX are very easy. First, explore around the town and pick up quests and objectives. Second, head out to the world map and third fight through a dungeon… continue by repeating these steps over and over. I make it sound monotonous but the game is far from

gamecca review • issue 15 • September 2010


friends are playing together through the story and get stuck at a boss they will need to fight that boss four times to get each character through that sections. There is a wide range of items, equipment and weapons to be found and used throughout the game. All of these will affect the character in combat. The Hero has a lot of growing to do and the player will need to spend skill points to customise him into the fighter that the player wants. Dragon Quest IX seems to be taking all the complexity out of the standard RPGs that are out there. Most people don’t read the manual that comes with the game… this one does not require the manual to be read at all. Nothing feels better than putting the game into the DS and just playing, getting sucked into the story and wanting to carry on and on. g

AT A GLANCE: Basic RPG following on the traditional Dragon Quest style of play. Developer: Square Enix Publisher: Nintendo Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 15 • September 2010

Accessibility Hard-Core Medium Casual

DS Platforms

that. I did not ever feel that I needed to farm to the next level or even repeat things that I did not want to. The story can be played through and enjoyed rather than feel that a bot is needed to kill boars until some epic level is achieved. Most of the battles are straight forward and the only real complexity comes in with boss battles, which will require a lot of attention to the hero’s health and spells in order to succeed. Multiplayer mode is great but does come with its downside. Once a host has opened up a session other players can join in. The quest players have full control over their character in a fight and can even help out the other players in the battle. The drawback is that only the host player progresses in the story - the others are just helpers. All questing players will still receive and keep the items and money found during the multiplayer session but if four

PC X360 PS3 Wii PSP DS PS2

Score

74 83


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ad


s r e n n i Beg to

e d i u G

D O O G ING GAM

A Game a Day... W

e have, over the last two months, looked at the possible negative aspects of gaming. Actually, we have looked at the possibility of mental and emotional effects, and the possibility of physical health effects. None of the evidence is really conclusive when it comes to this well loved hobby. Neither is evidence supporting positive effects, for that matter. Even worse, the possible positive effects of video gaming are swept under the carpet, for the most part, while the media guides people’s views towards the negative. The idea that ‘video gaming will get you nowhere’ is a popular one, but one that is unfounded. The activity has been largely demonised, without giving fair attention to the possible positive effects that it may have. It’s time to set the record straight. The most obvious positive effect that video games may have – and it’s theoretical, mind you – is as an outlet for frustration and aggression. This flies in the face of people who believe that violent video games lead towards violent behaviour in the real world. But many researchers believe that these games can lead to more stable emotional reactions – a bit like those dolls that became available in Japan a few years back. They allowed the user to stick a person’s face on the doll, and then beat it with a stick. Rather than resulting in violent outbursts, these dolls actually helped people remain calmer during

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confrontations. It’s a similar idea that is being applied here; the video gamer managed to take out mental and emotional aggression, without the need to become physical. The possibility of positive effects of video games goes beyond just that, though. Several companies and organisations overseas have been looking into the idea that video games can have very positive results as training and recruiting tools. The US military, for example, uses the game America’s Army as part of their recruitment drive. Other organisations have learned that video games can lead to positive results in gamers’ divided attention performance, developmental issues and spatial and coordination skills. Journalist and author, David Sheff, believes that video gaming can teach gamers many valuable skills. He says that the activity can have very positive effects on youngsters. “By playing video games children gain problem solving abilities, perseverance, pattern recognition, hypothesis testing, estimating skills, inductive skills, resources management, logistics mapping, memory, quick thinking and reasonal judgements”. Some research even suggests that playing video games with a lot of on screen activity can improve eyesight. Some research into the area has yielded concrete results. It has been found that video gamers have better

gamecca BGGG • issue 15 • September 2010


eye-hand coordination and visuo-motor skills. Additionally, they are more resistant to distraction and improved peripheral vision information sensitivity. Research results discussed at the 2008 Convention of the American Psychological Association showed that gaming could lead to improved dexterity and problem solving skills. In a study performed with laparoscopic surgeons, the research found that doctors who also played video games worked 27% faster than non-gaming doctors, and made 37% fewer errors. Research into education has shown that video games – particularly educational games – can be a valuable method of instruction. Because the player’s concentration on the video game is so high, they are able to take in information almost effortlessly, in effect learning without being aware of it. A system of “learning while doing” has met with some success, while still enabling the student to think creatively. Author Steve Johnson argues that video gaming demands far more from the player than traditional games, like board games, in his book Everything Bad Is Good For You. In playing a video game, the player must first find out what the objectives are, and figure out how to achieve them. They further need to learn the game controls and the interface between human and machine, including menus and the user interface. Beyond these (which many gamers aren’t even aware that they are doing) the player needs

gamecca BGGG • issue 15 • September 2010

to navigate very complex systems, comprised of almost countless variables. This demands flexibility, adaptability, and a strong analytical ability. Johnson believes that the process of adapting to playing a game within the strictures of the video game environment places heavy demands on many areas of the player’s cognitive functions. Most games require a lot of patience, and are not “instant gratification’, as many would believe. In truth, most video games require the player to wait longer than other forms of entertainment for gratification. And here’s the most controversial one of all: research at the University of Illinois found that while habitual gamers generally showed superior mental aptitudes, non-gamers showed no significant increase in memory or multitasking abilities after 20 hours of playing three different games. The researchers came to the conclusion that “individuals with superior abilities are more likely to choose video gaming as an activity in the first place”. So, if your kids want to play video games, it might just be a sign that they are smart! In the end, there is still a lot of research that needs to be done into both the positive and negative effects of video gaming activities. However, there has been enough done to give everyone concerned a little food for thought. g

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Essential Classics

Titan Quest

The unsung hero of adventure games by Walt Pretorius

W

hen adventure games are mentioned - with particular reference to top-down, fantasy games - the Diablo franchise springs to mind. And why not? Diablo has proven itself twice over to be a very enjoyable gaming experience from Blizzard, one of the best development teams ever. But there is another game that bears mentioning, because it comes very close to Diablo in numerous ways, and even exceeds it in some. And that game is THQ’s Titan Quest. Developed by Iron Lore and released originally in 2006, with the essential Immortal Throne expansion following in 2007, Titan Quest puts the player in control of a character

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that takes on the perils of a world based primarily on Greek mythology. In fact, the game kicks off in Ancient Greece, and although it leads the player through to Egypt and the Far East, it still culminates in concepts brought about in Greek Mythology. The expansion even takes the player to Hades’ underworld. Perhaps Titan Quest’s biggest failing was the fact that, unlike Diablo 2, it’s maps weren’t randomly generated. Playing through the game twice would have the player experiencing identical environments. But where Diablo 2 offered a handful of characters, Titan Quest set itself up as being almost infinite in terms of replay value. Because of the character development system, which gamecca feature • issue 15 • September 2010


allowed the player a primary and secondary class choice, a huge number of combinations for characters was available. Combined with the skill tree, individualisation of characters in Titan Quest was almost endless. The use of physics in the game was also rather revolutionary - a powerful character could send enemies zooming across the screen with a single hit, and (given the perpetual nature of the detailed 3D world) might even find that same enemy hanging from a tree branch a way down the road. One particular area where this game managed to trump Diablo was in the fact that equipment could be transferred between different characters (a facility brought in by the gamecca feature • issue 15 • September 2010

expansion.) This meant that you never had to groan when finding a fantastic item for your other character... you simply transferred it in-game. Titan Quest featured excellent graphics (even by our newer standards) and an addictive game dynamic that made it an exciting game, whether as a single player, or in multiplayer co-op. If you manage to stumble across this title in your game store travels, be sure to snap it up. If you already own it, we won’t tell you to play it again - chances are that you never stopped playing it in the first place. Every adventure fan should experience Titan Quest and the Immortal Throne expansion. It’s essential gaming. g

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Stateside

We Hear They Like to Play Games by Corey Schon

S

o really, who are they? They are hip, and always up on the latest fad. Sometimes it’s important to remember that they have families. That they’re devoutly religious. That many of them hate being pandered to, at least when they’re not being pandered to. They’re the target market for games, and they’re the apple of the games industry’s eye. As the production cost of games has increased dramatically over the last five or so years, the industry at large has had to consider very closely what can go into a game to make it eminently saleable. To some degree, this has meant that some games are increasingly indicative of the time at which they are released – Marc Ecko’s Getting Up (2006) was released as parkour entered public consciousness, to say nothing of the influence that the “Marc Ecko” part had on the “Getting Up” part. Beyond that, there’s the matter of the way in which the system selfperpetuates. Sequel-itis, as it were. The “classic” styles of games – things that have been redesigned and retooled since before the gaming landscape was as monetized as it is now - continue to be key in a lot of our biggest gaming touchstones. Innovation in games is often considered tantamount to foolishness and unprofitability in the view of publishers, if not also developers. And to a degree, that’s a self-fulfilling prophecy; an unusual

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product is going to have a hard time finding the funding it needs to have a real chance at life – and a flop game seems a death sentence more so than ever in our economic climate. You simply don’t get more than one strike. So market research becomes an important part of the game development cycle. But who’s really being considered when research is conducted? To an extent, the core demographic is taken somewhat for granted – it is somewhat expected that certain types of games will appeal to the hardcore gamers. Especially in the last few years, “core games” have almost been secondary in coverage and public interest as compared to games tailed to new target markets. Casual games, family gaming, motion-capable games – by

and large, the audience for these games are not the long-time members of the gaming community, or those who are especially vested of it (enough, say, to read opinion pieces about it in a gaming magazine). Any cross-purchasing from the core groups is just delicious, delicious icing for the devs and publishers. Especially in the case of casual gaming, it’s also easy to induce the interest in a sequel factory (World of Pegglecraft, anyone?). People-watching takes on an interesting new dimension when you start wondering just whom around you is being marketed at any given time. Here’s a hint – it’s probably everyone, even the kid playing a game next to you on the bus. But in-game advertising is a subject for some other time. g

gamecca column • issue 15 • September 2010



Logitech Wireless Drum Controller (PS3)

Smashing! Get what you pay for

by Brian Murdoch

T

he Logitech Wireless Drum Controller has been around for a while now and has many aspects to it that are simply fantastic. While some companies will keep revising products to get rid of problems, this Logitech device came out right on its first release. It comes unassembled, of course, but putting it together is so simple that instructions are not needed. Just take out the large frame, stand it up, put pieces in the correct slots and match the colours up with the right connection. Mobility is a problem because it is a bit bulky; all the little pieces will fit in a kit bag, but the big frame cannot be compressed or folded to be made any smaller. This might not be so bad if you have the space to leave it setup all the time, but will come to be a problem when packing it away. Each symbol and drum pad is adjustable to a degree,

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so they can be changed for those real drummers that like their kit setup in a specific way… or if you just have long legs. The foot pedal, when compared to the Guitar Hero drums foot pedal, is superior and feels more like a bass pedal. It’s enclosed and this might be a problem if it starts acting up, but if it’s anything like the rest of the set, this will be nothing to worry about. The setup can be customised for Guitar Hero and Rock Band as three drum pads and two symbols are required for Guitar Hero and 4 drum pads are required for Rock Band. With these drums a symbol will be needed as the fourth drum pad, but it beats using your Guitar Hero drums for Rock Band. There is an extra connection on the drum set but don’t try using this for an extra bass pedal… been there, done that. The adapter that comes with an extra bass pedal (or just an audio splitter) will g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0


AT A GLANCE: still be required for double bass pedals. It was weird, at first, having two different pedals but soon I was rocking, just as I would on expert, to my favourite Metallica songs. This bring me to the performance and durability if the product because those Metallica songs are not kind to the drums or the drummer. Both score a sweet 10 out of 10 for that. I have broken countless Guitar Hero Drum kits (I don’t count anymore) but this kit looks to stand the test of Brian. I don’t know if it’s my style of drumming or the quality of the drums that come with Guitar Hero, but these look to be more solid. It is understandable that the cheaper set of drums will not last as long and if this Logitech set of drums came with every game, the game would be ridiculously expensive. The Logitech wireless Drum controller is the perfect upgrade that is needed before moving onto a real set of drums. Rock on! g g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0

The drum set can be adjusted to fit your drumming style and will not break after 6 months of use.

Score

85

Manufacturer: Logitech Distributor: Logitech Online: www.logitech.com RRP: R3499.00 Tech Specs: • Fully Adjustable • PS3 Compatible (Xbox & Wii versions available) • Folds up • Steel pedal

Pros & Cons: • Tough (Brian proof) • Solid • Versatile • Quiet • More expensive • Not very portable

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ASUS EAH5550 Silent

Dead Silence Quietly does it...

by Walt Pretorius

T

here are certain things that are undeniable facts when it comes to being a PC gamer. The first is that your machine, at some time or another, will need to be upgraded. There’s simply no escaping it. Unlike console platforms, PC hardware doesn’t dictate to the software industry as much as moves along with it. It’s more likely that a new game will be using the latest in technology, and the player will need to keep up. But these upgrades are expensive, for the most part... particularly when it comes to graphics cards. These devices are vitally important, of course, for many reasons - not least of which is that graphic performance is vital in effectively interacting with a game. Asus offer a fantastic solution to this issue in the form of the EAH5550 Silent graphics card. Not only does it perform well, but it also falls into a much more pocketfriendly price bracket. Powered by an ATI Radeon 5550 chip, the card handles most graphics quite smoothly. The user shouldn’t expect

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high end performance from the card, because it is outside of that price range. But the performance that the EAH5550 delivers is remarkably good, all things considered. The most prominent feature of the card is the massive heatsink that it sports. This heatsink adds the ‘Silent’ to the card’s name, because it effectively cools the GPU without even a whisper. The added bonus of guaranteed cooling is also a plus - there are no fans that can stop spinning here. Despite the lack of fans, the card is still fairly large, and will take up a considerable amount of room in your PC case. It is, however, smaller than the run-of-the-mill card these days, which will also assist with air-flow in a properly put together PC box. The EAH5550 sports 1GB of DDR 2 VRAM. This should be more than enough graphic RAM for any of the latest releases (StarCraft 2 requires only half of that as a recommended spec.) The GPU chip is also punchy g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0


enough to deliver solid performance. You might not get to set everything to maximum in your favourite game, but chances are you will be able to squeeze a hell of a lot out of this sweetly priced device, particularly if the system it is combined with is good. The EAH5550 sports three video outputs, in the form of standard VGA, DVI and HD ports. It will take up a PCIe slot on your motherboard, so make sure you’re running the latest PCIe drivers. As an affordable option, you could do much worse than getting hold of the Asus EAH5550 Silent. The card performs well under pressure, and while it might not have all the bells and whistles of a top end graphics card, it does its job effectively and quietly. In addition, Asus have built in their Fuse Protection and GPU Guard systems, meaning that this card is as tough as it is quiet. And with the usual Asus quality a given, one can rest assured that the EAH5550 is a good investment... at least until the next required upgrade. g g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0

AT A GLANCE: Good performance from this wellpriced card, which is perfect for those who like their PCs silent.

Score

78

Manufacturer: Asus Distributor: Asus Online: www.asus.com RRP: R1010.00 Tech Specs: • ATI HD 5550 GPU • 1 GB VRAM • DDR 2 • DirectX 11 Support • OpenGL 3.2 Support

Pros & Cons: • Good Price • Quiet • Capable • Not ‘Top of the Line’ • No fans

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ASUS Rampage III Gene Motherboard

Backbone

Focussed gaming performance by Author’s Name

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was told, many years ago, that a PC is only as good as its motherboard. And while we are easily distracted by all the bells and whistles that processors, graphics cards and other components have on offer, this statement rings true today. Without a good motherboard, even the best components are going to suffer from lack-lustre performance. In fact, the right choice of motherboard is crucial. Sure, there are many good motherboards on the market, but using the right tool for the right job is always a wise approach. And Asus’ Rampage III Gene is the right tool for the job of gaming. The Rampage III Gene supports socket 1366 CPU chips, meaning that it is going to take advantage of all the power that Intel’s i7 CPUs offer. Aside from that, though, the Gene has a host of features and compatibilities that make it a great board to consider. More speed can be squeezed from this board thanks to the triple channel memory architecture that it employs.

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The Gene can handle up to six RAM DIMMs, with a total of 24GB of DDR 3RAM usable by the board. On the graphics side, the Gene supports both SLi and Crossfire technology, giving the user flexibility in choice of graphics cards. It does not offer on-board graphics, but no gamer worth his salt would want to use an on-board GPU anyway. A big plus for the Rampage III Gene is the inclusion of a built in SupremeFX X-Fi 2 sound processor. This means that the player will be able to enjoy superior surround audio, without losing one of the board’s slots to a sound card. The Supreme FX makes use of an 8 channel high definition audio codec, and is compliant with EAX and THX standards, as well as offering X-Fi Extreme Fidelity and Creative ALchemy functions. Beyond all of this, the Rampage III Gene sets itself up as an overclocker’s dream. With simple overclocking methods provided by the board, including clearly indicated performance measurement points and ‘CPU Level Up’ g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0


overclocking functions, the Gene takes the sweat out of squeezing the most out of your system. It even uses a system that will ensure that gaming gets priority, to minimise online latency. This means that the user will be able to effectively play online games while listening to music, downloading files and performing numerous other functions concurrently. Asus have been in the motherboard market for ages, and their experience shows. While they may not produce the most pocket-friendly boards, the little added expense in purchasing one of their products means that the user will have a reliable, good quality and highly functional component installed in their PC. If you want to ensure that your PC’s performance is perfectly suited to gaming, there are few boards as focussed on the activity as the Rampage III Gene - it’s a no brainer, if it fits within your budget. g

g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0

AT A GLANCE: Although it’s not the most affordable mobo around, the Rampage III Gene’s focus on gaming makes it a winner.

Score

88

Manufacturer: Asus Distributor: Asus Online: www.asus.com RRP: R3250.00 Tech Specs: • Socket 1366 • DDR 3 support • SupremeFX onboard • 6 x SATA ports • 11 USB ports (2 USB3) • SLi & Crossfire

Pros & Cons: • Gaming focussed • Excellent onboard sound • Easy overclocking • High functionality • A bit pricey

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ASUS CineVibe Rumble-Feedback USB Gaming Headset

Easy Street Plug & Play... what a great idea

by Walt Pretorius

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good headset is a boon for gamers, for a number of reasons. Sound is vitally important in games, naturally, and using a headset means that angry complaints from other people don’t become a problem. A good headset can also be deceptively difficult to find. There are a great many headsets out there, and the obvious move for most gamers is to go for the cheapest set that looks fairly decent. I did it myself a few times, but the truth is that each time the investment gave me exactly what I paid for – a cheap experience. On top of the importance of excellent sound delivery, the increasingly prominent need for a headset with a solid microphone also needs to be taken into consideration. A good headset, these days, is only as good as its microphone. Asus have a great solution in the form of the CineVibe headset. This stylish headphone and mic combo performs admirably, delivering excellent sound performance,

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whether coming in or going out. The quality of the headphone sound, particularly, is quite admirable, with excellent bass response matched by good quality highfrequency performance. The headset isn’t overly large, either, and is fairly easy to transport for those who wish to do so. The mic boom, which is flexible, stows neatly up alongside the headset’s main body, for those who want it out of the way. Another plus is that this is a USB device. Battling with lots of jacks, or worrying about having the right kind of sound-card, is not an issue. It quite simply is a plug and play device – as soon as you slot it into the USB port, drivers are automatically installed. A handy in-line volume control is also provided, which features buttons to increase and decrease volume, as well as a mic mute button. On the downside, the setting of volume takes a bit of getting used to… the buttons are a little alien in a world where most volume controls are g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0


taken care of by wheels. Also, the cord could have been a little more generous, but for desktop or notebook gaming, the length should be fine. Aside from the great sound quality, the CineVibe also features another special something: it has rumble feedback. To be quite honest, this can be a little disconcerting at first, but once the user gets used to the idea, the effect can enhance audio experiences greatly. Overall, the CineVibe is a very worthwhile headset. Initially they seem as though they might be a little uncomfortable, due to their slightly smaller earpiece size but, after a few protracted gaming sessions, we noticed no real difference in comfort when compared to larger earpieces. With great clarity, a beautiful design that has translated into a sturdy build, and absolutely wonderful ease-of-use make this a top-notch choice for a PC gaming sound solution. g g a m e c c a h a r d wa r e • i s s u e 1 5 • S e p t e m b e r 2 0 1 0

AT A GLANCE: An excellent choice for those wanting great sound performance combined with ease of use.

Score

80

Manufacturer: ASUS Distributor: ASUS Online: www.asus.com RRP: +- R900.00 Tech Specs: • USB • Inline Volume Control • 30mm Speakers • Speakers 20Hz - 20kHz • Mic 100Hz - 10kHz

Pros & Cons: • Rumble function • Flexible mic boom • Plug & play • Small ear pieces • Short cord • Volume buttons

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ASUS Xonar DG Soundcard

Sound Good Because it’s important...

by Walt Pretorius

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nce upon a time - when 3D graphics cards were still a twinkle in the technician’s eye - sound cards were all the rage. In those days (which weren’t all that long ago) a PC gamer’s bragging rights came from which sound card he was using. Things are different now, and the sound card has become an afterthought. Most sound requirements are now taken care of by systems built in to motherboards. But having a seperate sound card can have all kinds of advantages for the user, just like using a graphics card instead of onboard graphics. Not only does it free up performance from the system processor, but it also allows for better sound performance - which is vital in gaming. Asus’ Xonar DG provides excellent sound, with all the functionality a gamer could want. From automatic front and rear jack detection through to high definition audio, this card performs admirably. Excellent signal to noise ratios mean that the audio - both input and output - are crystal clear, and a host of compatibilities make this card a winner. g

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AT A GLANCE: Great audio performance from this small, yet powerful sound card.

Score

78

Manufacturer: Asus Distributor: Asus Online: www.asus.com RRP: R390.00 Tech Specs: • GX 2.5 Gaming Engine • Smart Volume Normalizer • FlexBass • CMI8786 Processor

Pros & Cons: • Built -in Amp • 5.1 Headphone performance • Jack-sensing • Realistic 3D audio effects

g a m e c c a h a r d w a r e • i s s u e 1 5 • S e p t e m b e rxxx 2010


logolink Essential surfing made easy


In the Lair

Spring Gaming by thebanman

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ast month saw one of the largest online comps take place. PolarfluKe’s StarCraft II tournament, entitled - PolarfluKe: Released – (www.polarfluke.co.za) I was able to catch up with Flipi ‘Alcardu’ Portman and chat about how this weekend comp rolled out. PolarfluKe: Released had a staggering 86 players in group stages that later moved into single elimination. To round out the tournament, with an even more impressive 400 odd games played over this weekend. The PolarfluKe team were very happy with the way the comp ran, even though they did have the occasional hiccup with players not being online for their games at specified times. For those of you keen on getting access to some of the replays, they can be found here: http://polarfluke. co.za/?p=470 Richard ‘V|ANGRYAFRICAN’ West of Ventus Gaming took first place with his impressive “Terran Bioball” strat. Take a look at some of his replays - well worth a watch.

2nd place went to Travis ‘Bvd`Shase’ Weedon of Bravado Gaming, with George ‘miNtKreeflewer’ Bence of Mint Gaming taking 3rd place. AMD came to the party to sponsor 1st through 4th place prizes with an AMD Processor. Other prizes were sponsored by Afrihost and ESZ. Polarflukes next comp - PolarfluKe: Heaven’s Devils – will take place soon on the 4th and 5th of September. Warp over to http://polarfluke. co.za/?page_id=562 to register. On the Local Is Lekker Lanning scene for this month we start in Cape Town, the Mother City. Organised Chaos This month the event begins on the 17th of September at the Bellville Velodrome. The standard fee is R120 (Booking online) or R150 for a standard 10/100mb connection to the network. Alternatively you could pay R170 (Booking online) or R200 for a Gigabyte connection to the network. For more details on the event visit http://oc.co.za/ Up the East Coast we go to Durban. Frag I could not find any info regarding Frag’s September Event on their website, so you will have to just swing past www.frag.co.za a little later to check it out. But typically the cost is R120 (booking via EFT) or R130 at the door will get you in. For more details on the event visit http://www.frag.co.za/ Now arriving at Johannesburg...

The Mayhem LAN Vapour and the gang will open their doors early on the 25th of September for its horde of gamers. On the video gaming side, Mayhem has a large community of COD, Company of heroes, Quake 3, DotA, CS, Left for Dead, Blur, Gears of War and Guitar Hero players. These titles span PC and Consoles, including Nintendo 64s and the occasional 8 bit console if you ask nicely. They also cater for Magic the Gathering, WarHammer 40K Figure Gaming, various board games and other card games. R60 will get you in the doors. For more info on this event visit http:// www.mayhem.co.za Liberty LAN Liberty LAN will take place on the 17th of September this month. Lanning at Liberty is almost a spiritual experience, but you will have to attend in order to understand why. For more information visit http:// libertylan.co.za MPLD (Monthly Pretoria Lanning Day) I was also unable to find any info about MPLDs event this month. Typically R80 will get you into MPLD. For more information visit http://www.mpld.co.za FragArena Noobab will be turning on his switching gear on the 10th of September for two days. FragArena is a fairly new LAN but has grown steadily over the last few months. Details can be found at http://www. fragarena.co.za/ g

This page is provided by The Lair www.thelair.co.za



From Space

Dear Diary by ColumnistA Day 67 Started over, built a new house – cobblestone and wood. Much sturdier. Found my old house on the other side of the island. Started exploring my network of tunnels. Day 69 Found the cave of spiders. I was equipped with fire and a sword. They didn’t stand a chance. Picked up all the items from my “old” body. Sweet! Treasure chests had a loaf of stale bread and leather boots. Hmmm. Day 99 Tunnel network expanded too far. I found underground water springs. And lava. Amazingly, the bucket I built was able to hold the lava. I took some home to show my wi… wait. Nobody there. At least the lava looks pretty.

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ay 1. Woke up on a beach. I don’t know where I am. Everything looks like it’s from a 1980s videogame. Day 2. Terrible night. Lots of spiders crawling around. A skeleton zombie started shooting arrows at me. I retreated to this cave. It’s dark. Day 3. Figured out I can gather some wood and built temporary shelter. Day 7 My wooden home is awesome. Spiders can’t get to me, now. New type of zombie came along and exploded when I hit it. Ow.

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Day 19 Built some pickaxes and shovels using wood and stone. Chopped down trees to make a crafting table, too. Started mining in a cave. Found coal. Now I can have fire! Day 47 Dug too deep. Found a cave full of spiders. Saw some treasure chests, but they overpowered and killed me. I respawned at the beach. Day 48 Today is the day. I’m going to set out and find my wooden house. Day 49 Can’t find anything. This is depressing.

Day 198 I quite like this being alone. I’m the king of everything. I’ve mined enough to have a ton of rock and stone stockpiled, so I built a castle, with a tower. I made some glass in my furnace and used it to build an undersea aquarium. I have some boats to travel between islands and the zombies no longer scare me. Tomorrow I’m going to build a stone statue in the shape of Mario’s head, then use lava to light up the eyes. It’s gonna rule. www.minecraft.net Pay the ten Euros and support the developer of this awesome, awesome game. If you need any more proof that Minecraft is awesome, then go here: http://tinyurl.com/ minecraftisawesome g

gamecca column • issue 15 • September 2010



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