Games Magazine

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GAMESWORLD WWW.GAMESWORLDSA.COM • OCTOBER 2009 • LAUNCH EDITION • R29.95 INCL VAT

DIABLO III

ONE OF THE MOST ANTICIPATED GAMES OF ALL TIME IS JUST AROUND THE CORNER!

HANDS ON

WE PREVIEW FINAL FANTASY XIII, THE WITCHER 2, ARMY OF TWO, AND A WHOLE LOT MORE! JAPANESE POP CULTURE

RONIN

EXCLUSIVE

WE TAKE A LOOK AT HOW JAPANESE POP CULTURE HAS INVADED THE REST OF THE WORLD

FREE LAUNCH EDITION OF OUR EXLUSIVE MMO E-ZINE INCLUDED ON THE DVD!

UNCHARTED2 EXCLUSIVE PREVIEW AND INTERVIEW WITH THE DEVELOPERS!

ON THIS MONTH’S

DVD

EXCLUSIVE LAUNCH EDITION OF OUR ELECTRONIC MMO MAGAZINE, 24 DEMOS, 8 FULL GAMES, 12 PATCH UPDATES, 128 MOVIE CLIPS AND A WHOLE LOT MORE!

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A NEW ADVENTURE They say that behind every great deed there is always a pinch of madness. I think that it has never been truer than in this our case: . The story behind the origin of the magazine you are holding in your hands is something truly unrepeatable. And yet, as it often happens in life, the best things can come out offrom the most unexpected places.of premises. See ed. Note belowpremises. Let Allow me to open with an expression so typical of the first editorial for a new magazinecliché: Wwelcome to GamesWorld! GW begins as a multiplatform magazine with the purpose of filling a gap that exists in the South African market at present, that is a printed multiplatform product only in a paper edition and with at a price that makes it accessible to everyone. Notwithstanding this, we might look at broadening our offer in the future, but let’s say for the moment that we’ll think about that at a later stage and once we are sure that our magazine is addressing your exact needs. In developing GW, we set ourselves the goal of creating an editorial product that would deal with the video gaming world in its widest sense. This is reflected in the various columns that you will have the opportunity of to reading and which are designed to lead you through the life of a video game, from its very beginning up untilto its release to the public. While News will contain the first available information on any title deserving of a closer look, Last Minute will take care of updating update you once the first images and art work are available for of a video game, but perhaps whileespecially if the information is still insufficient for a proper preview. Once past the stage ofFollowing Last Minute, it we will be the turn of theto Previews, then Hands-on and lastly Reviews. Video games, and -– especially today’s -– ones, are no longer just single single-player experiences but they almost all have a second multiplayer soul. And this is where a column dedicated to this increasingly relevant aspect comes in, one through which we will have a look at the mods being developed for the most interesting games. This column will also include a look at MMO as well as and at to the most important events in eSports, for many the next frontier of sporting evolution. Obviously we could not have omitted a column on hardware, which we will always try and combine with a corner space looking at the most intriguing and enticing of products: after all, we don’t just live on video cards . . . Two more columns may tickle your fancy. The one is about on iPhone games, a segment that according to some analysts’ estimates will represent 23% of the video gaming market in the next four 4 years. The other, covering past glories, is an opportunity for the younger readers to understand the origins of what is being played today and for the less youngmore matured to dwell in a touch of nostalgia reminisce about ing of the old days – the pioneering days of video games -– with a touch of nostalgia. when being video gamers equalled being pioneers. Last but not least, a mail box concludes this publication. This is a crucial corner from which we expect to hear lots of advice and suggestions that can help us improve ourselves and rectify thoseour youthful errors the absence of which would be miraculous. Of course, nobody writes mail to a magazine not yet released, so this time we have written ourselves a few imaginary messages in which we explore in more detail what GamesWorld is about. As I approach the end of my space, I would like to leave you with my best wishes for an enjoyable reading, hoping to see you in the next issue and many more to come, and in greater numbers each month.

Stefano Silvestri Stefano Silvestri

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GAMESWORLD GAMESWORLD GAMESWORLD SOUTH AFRICA PROMOTIONAL ISSUE / NOVEMBER 2009

MAIN FEATURES

048

COVER STORY 048

THIS MONTH’S HYPE 052 NEED FOR SPEED: SHIFT

054 COLIN MCRAE: DIRT2

056 HALO 3: ODST

060 GUITAR HERO 5

062 THE BEATLES: ROCK BAND

064 MINI NINJAS

068 DEAD SPACE: EXTRACTION

070 METROID PRIME TRILOGY

016 FUMITO UEDA – VIDEOGAME ARTIST As the creator of two cult classics – ICO and Shadow of the Colossus – Fumito Ueda is able to command an impressive hype.

FORGET INDIANA JONES OR LARA CROFT! Uncharted 2 is probably the most obvious synonym for the word ‘adventure’ in the video gaming world.

020 DIABLO III The King of hack and slash is about to return and he seems determined to kill his competitors without mercy.

044 FIFA 10

032 FINAL FANTASY XIII Fantasy is a realm whose boundaries change constantly, just like the story underlying the most popular fantasy brand in the world...

032 REGULARS News

026 020

026 CALL OF DUTY: MODERN WARFARE 2 To win one hundred victories in one hundred battles is nothing. To subdue the enemy without fighting, that is the acme of skill.

Business

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Diablo III

020

Dead Rising 2

024

Call of Duty: Modern Warfare 2

026

Last minute

012

iPhone

082

Retro

083

Army of Two: The 40th Day

028

Hardware reviews

084

The Last Guardian

030

Movies

088

Mailbox

090

INTERVIEWS Funito Ueda – Videogame artist

Issue 1 - October 2009 | info@gameworldsa.com | Editor Federico Coppini | Art Director Stefano Silvestri | Editorial Coordinator Silvia Taietti AGREEMENT ON USE OF INFORMATION Design & Layout Greymatter & Finch Contributors | Francesca Noto, Virginia Petrarch, William De Gregori, Eliana Bentivegna, Vincenzo Letter, Gianluca Cupiocae adducondam si simis noximus ta, nius eterectum mandacto us invenatus, se consulemus ades restiam ficussa vivermanditi fecul hus, Verri, Maria Elisa Calvagna, Stefano Mancini, Andrea Peduzzi, Catherine Caratozzolo, Francesco and Giovanna Serino Vizzaccaro (proof reader) consul huidiis hocum perfes? Nam tere, ne ena, que audam ium. Maris COPYRIGHT te ave, endi ces sentiam ium cum erem nuntres audet, qui int, firivendam. Cupiocae adducondam si simis noximus ta, nius eterectum mandacto us invenatus, se consulemus ades restiam ficussa vivermanditi fecul hus, consul Nequam furorterit plicidees cie atum serce dum in dium que in di consum huidiis hocum perfes? Nam tere, ne ena, que audam ium. Maris te ave, endi ces sentiam ium cum erem nuntres audet, qui int, firivendam. Nequam hoctuit ionsus, sil hos vernihili senatum possa nequam. Consulvid pro vic furorterit plicidees cie atum serce dum in dium que in di consum hoctuit ionsus, sil hos vernihili senatum possa nequam. Consulvid pro vic fir quodie tumus fir quodie tumus esimus, nius cris iacto cam ellabemus, con Itastraelatu esimus, nius cris iacto cam ellabemus, con Itastraelatu intiu menatin atuit; Cupimis ressis obsenatus sul vid patuusp econfit, caet vidi, Cast? Nihilictur. intiu menatin atuit; Cupimis ressis obsenatus sul vid patuusp econfit, vat, Orudete nis, tum sentiam inte, Palis, acis, patum, conte tamditra nondendam cons Mae nultum que consupio pullabunum prit; Cupieni ursumei terrio Caturat iondicastrae publina, qua dem firimium. inaris pulinat issolus, vat, Caturat iondicastrae publina, qua dem firimium.

REVIEWS

PREVIEWS 006

016

ONLINE MMORPG Zone

076

Betawatcher

077

Multiplayer

078

Modwatcher

080

FIFA 10

044

Uncharted 2

048

Need for Speed: Shift

052

Colin McRae: Dirt 2

054

Halo 3: ODST

056

Katamari Forever

058

Wolfenstein

059

Guitar Hero 5

060

The Beatles: Rock Band

062

Final Fantasy XIII

032

Crackdown 2

034

Mini Ninjas

064

Witcher 2

036

Ninja Gaiden Sigma 2

066

Metal Gear Solid: Peace Walker

037

Dead Space: Extraction

068

Metroid Prime Trilogy

070

No More Heroes 2: Desperate Struggle

038

Spyborgs

072

Wet

073

Okamiden

040

Tatsunoko vs. Capcom

041

Scribblenauts

074

Gran Turismo PSP

075

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NEWS

NEWS

Left 4 Dead 2 demo on its way

We bring you the lowdown of all the latest international gaming news 5th already thinking of post-Scribblenauts

Size doesn’t always count Hideki Kamiya, Platinum Games designer, was urged to defend the main character of his latest work (Bayonetta) from numerous accusations that she had been designed around her curves (compared to which even Lara Croft would appear an amateur). “It’s a huge mistake to think like an idiot that big breasts on women seem erotic” declared Kamiya, adding sharply: “I am bald but I am not gay!” His convincing arguments have dispelled any doubts about the aesthetic significance of his heroine. It appears that Kamiya may be somewhat annoyed by the comparisons with his historic rival Tomonobu Itagaki, creator of the generous curves of Dead or Alive and Ninja Gaiden, for his top-heavy female characters. Try again Kamiya!

Aion fever

Just two and a half weeks after the launch, two Western players of NCsoft’s new MMO Aion were the first to reach the level cap of 50. Almisaela and Drno, a Chanter and a Ranger, both playing on the Elysian side of the European Votan server, reached level 50 almost simultaneously, according to the AionSource forums (via Massively). If one considers that it took the pair – both members of the For The Harmony legion

– 17 days to reach the result, it is easy to imagine that they must have played and lived in symbiosis. An acquaintance reported: “They played about 18 to 20 hours a day and grinded most of the time. There was no account-sharing or anything like that. Just enormous will power.” Our congratulations go out to both and we hope that their social life will somehow return to normal fairly soon.

Jeremiah Slaczka, one of 5th Cell’s founders, has stated that the company is working on a new Xbox Live Arcade title, which is going to become a big project, even if it’s still early days. In an interview with Gamasutra, the producer said that the development of Scribblenauts had taken about 15 months during which 5th Cell were competing with large companies with much bigger budgets. The experience convinced them that the only way they could continue to produce original material without relying on anyone else was to change their business model, looking at digital delivery, self publishing and optimisation of resources.

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Alpha Protocol postponed

This partial version will allow players to experiment with the campaign called “The Parish”, with up to four players in co-operative mode (with a split-screen option for two players Xbox 360). It will also be possible to see a preview of new boss Infected and some special weapons. The launch of the final edition is expected on 17 November on Steam and 20 November in all retailers.

Christmas has claimed another victim: SEGA and Obsidian have announced a delay in the release data for Alpha Protocol until the third quarter 2010. The postponement will avoid the usual market rush around Christmas and give the developers more time to further improve the game. Seeing how many other games have suffered a similar fate, we are beginning to wonder what the mid-year rush will be like. Obsidian leader Feargus Urquhart said in a statement: “We’re very happy that Sega has made the decision to hold back the shipment of the game in order to give it the best chance of becoming the publishing success that we at Obsidian and our partners at Sega are striving for.” Alpha Protocol is under development for PC, PS3 and Xbox 360.

Will Wright always at work Since he left Maxis (the company he founded in 1987) at the beginning of the year, he hasn’t been sitting on his hands. Instead, he has thrown himself heart and soul into his new venture, Stupid Fun Club, which he defines as a “think tank focused on researching new IP”.

NO MORE VIOLENT GAMES!

In a recent interview he revealed that he is working on three new projects, one of which could be commercialised within six months to a year. The Spore and SimCity creator declared that at the moment his efforts are concentrated on a limited number of projects which could increase in due course: “I want to stay pretty focused. We have a lot of ideas that we want to do. But it’s just three now.” For the time being he doesn’t seem to be restricted to any specific type, from consoles to Facebook games, with a natural focus on quality rather than quantity, especially considering the limited size of his team. “We want to be more of an early design shop, doing research and development. We are expanding what we call the ‘play industry.’ Play can be applied to so many different kinds of experiences. We’re kind of looking for ideas that cross a lot of different boundaries.”

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The demo of Left 4 Dead 2, the next, muchawaited game by Valve, is here. PC users who pre-ordered the game are able to access it on Steam from 27 October, whereas the broader audience will be given access on 3 November. Similarly, a dual timing will apply for Xbox 360, with Xbox Live Gold users being able to kill hordes of zombies from the beginning of November, while the Silver audience will have to wait until 10 November.

New episode of Silent Hill out soon Konami declared that Silent Hill: Shattered Memories will be released across Europe from February 2010. The title, a remake of the first chapter of the series dating back to ten years ago, is promising fans that it will reveal the origins of a series that has become famous the world over. The Wii version will take advantage of the special functionality of its controllers and will generally contain extra features compared to the original version. We wait anxiously in the dark.

This is the cry with which the German movement, formed to fight against video games deemed responsible for deviating young minds towards obscure forces, has picked up its fight again. Following the sad events of March at the Winnenden school, where yet another carnage was perpetrated at the hands of young students, the fight has been re-ignited with new vigour. The citizens of Stuttgart have been invited to dump any games that simulate the killing of people. A container has been placed at the Aktionsbündnis Amoklauf Winnenden, where it will be possible to dispose of the nasty burdens and enter a competition to win a Germany soccer shirt autographed by all the players. No mention is made of the fate of the games thus returned. The motto of the initiative “if we do nothing, nothing will change” seems to be aiming for a witch hunt with unclear motives.

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Apple and the development route

LocoRoco comes back! For all LocoRoco fans, Sony has announced that the new episode Midnight Carnival will be available for download on PSN from 29 October. Sixteen stages, two mini-games as well as a cooperative multiplayer mode will be included in this title that makes fantasy its strength. Warm up your thumbs!

Life is beginning to smile at those involved in development for iPhone and iPod Touch: if until recently, developers were forced to supply a limited version of their software in order to allow the audience to access the trial versions of the various products, now they will be able to offer a free version that can be unlocked once the user opts for the complete edition, much along the lines of Xbox Live Arcade. Apple’s new internal regulations seem to start meeting the requirements of video game producers, simplifying access to the market. Initial feedback seems to indicate that the route chosen is the right one.

Microsoft persists in its fight against piracy, a widespread evil and a true plague for the market. Permanent bans have in fact been activated on Xbox Live for those users who have played Borderlands or Forza Motorsport 3 prior to their launch. Naturally, only those in possession of pirated copies will be penalised, whereas those who may have obtained a promotional or retail copy won’t be sanctioned. Microsoft’s Stephen Toulouse clarified on Twitter: “In general, if you got a receipt, play away. These are illegit copies we’re hitting.”

New year, new Mario?

New technological platform per Modern Warfare 2

Latest rumour concerning the world’s best known plumber: Charles Martinet, Mario’s familiar voice, has said that a new chapter on the happy plumber is on its way.

Infinity Ward seem set to do away with the servers dedicated to the PC version of Modern Warfare 2 and make space for a new service called IWNet, in an effort to make the title “equal on every platform”.

In the era of social networks, the news could only have come via a Twitter post: “Mama mia!!!! I’m going to Seattle this week to record a new Mario game! “, wrote Martinet on 10 October on the popular communication system. And if that wasn’t enough, he added again at the weekend: “Awesome new Mario Game! And it’s not NSMB Wii, and it’s not Galaxy 2, but its going to be crazy fun!”.

“We have built this system to allow matchmaking for our PC users, much like what’s used for consoles built on Xbox Live and PSN platforms. The system didn’t exist for PC, so we developed it and now PC players can be matched to others of the same rank”, explained Bowling.

Nintendo in HD?

Tough line on pirates!

Talk of the main console in the video gaming market going HD has been doing the rounds for some time. Among the opinions that have emerged in support of such a necessary technological update, is that of Wedbush Morgan analyst, Michael Pachter, , who said a few months ago that Wii HD was definitely on its way with full knowledge of Sony and Microsoft.

Donkey Kong 64 missing in action It seems that Donkey Kong 64, the adventure platform derived from the famous arcade Donkey Kong and developed by Rare for Nintendo 64, will not be arriving on the Virtual Console any time soon. Questioned about it, Rare admitted that they had no idea as to the reason why such a long-awaited conversion could not be completed. This was also confirmed by one of the developers on the team site: “I have no idea why DK64 hasn’t shown up yet. Who knows? Not us, obviously, or we wouldn’t be sitting here pitching clueless alternatives.” It is worth noting that Rare and Nintendo have long been involved in a battle over the rights for GoldenEye. The opportunity was ideal for gaining some information about the English software house’s future plans, as confirmed by the same developer: “I don’t think it’s fair to assume that we’ve permanently quit DS development, but yes, we are focusing on other things at the moment. Natal is a pretty big deal and needs a lot of attention.”

If the waters seemed to have calmed, all it took to stir up speculation again was one statement by Shigeru Miyamoto, in which he promised to support the new technology as soon as it becomes available. During a round table held in New York, the designer said: “I don’t think there’s anything wrong with pretty graphics, and if I’m a consumer that has an HDTV, I’d want to be able to play my games with nice graphics too.” He added: “But what I don’t think is necessarily true is that the graphics themselves are something that’s going to make the gameplay experience better”. We’re all with you Miyamoto!

Nintendo has yet to comment, but we would expect a statement soon.

Mass Effect 2 expected in January

The Star Wars universe returns on our screens

Video games make music

A crucial date for the fans of science-fiction series BioWare is 29 January 2010. This is in fact the date chosen for the release of Mass Effect 2, the sequel to the award-winning ancestor that introduced new standards in the RPG genre. In order to encourage fans to order the game in advance, the team envisages several incentives linked to the pre-order, which will be redeemable upon release.

Star Wars Battlefront: Elite Squadron has a date: Activision has promised that the game will be released for DS and PSP on 6 November. Ground and air combat within one battle and a new story about a clone called X2 with the DNA of a Jedi Master will form the backbone of this new game set in the universe and created by Mr Lucas more than twenty years ago.

There are different multiplayer modes for the two platforms. Up to 16 players will be able to challenge one another online on PSP, either by choosing their favourite characters or creating a customised warrior. DS, on the other hand, will support up to four players and the characters will only be available for selection from a preset list.

Dr Ray Muzyka, co-founder of BioWare and group general manager of the RPG/MMO Group of EA, believes that focusing on the fan base is critical to the title’s success: “Our fans are in for a genuine thrill in the new year with Mass Effect 2 – the second instalment in the trilogy will be of amazingly high quality [...] and we couldn’t

be more excited to reward them for pre-ordering by delivering some awesome bonus content!” Featuring prominently among these bonuses are some armours and weapons specifically designed to improve the skill and speed of Commander Shepard, such as the powerful Terminus Assault Armour (created to survive in extreme conditions and capable of augmenting the speed and the shields of the mythical character), the Inferno Armour and the M-490 Blackstorm Heavy Weapon.

It is a known fact that the integration of video games and other media is gradually becoming the rule. The latest testimonial comes from Timbaland. This famous hip hop producer has said that he used his PSP game Beaterator to create a couple of new tracks for his upcoming album Shock Value 2. “Oh yeah, I made a couple from that... I had to” he told Invasion Radio. Beaterator, created as a collaboration between Rockstar and Timbaland, offers a range of music production tools that are suitable for musical illiterates and professionals alike.

Stay tuned on the official website for more news.

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BUSINESS

GAMESWORLD

BUSINESS

The magnitude of the video game business is something that is often overlooked in the pages of gaming magazines. This column aims to fill this information gap and update you on all that means business in the field of video games. Effective price cuts for PlayStation Portable and Nintendo Wii The PlayStation Portable and Nintendo Wii have seen sales almost triple following their respective price cuts in Japan. Following a 15% price reduction to JPY 16.800, PSP sales rose to 51 215 units this week, up from the 17 334 the week before , an increase which nearly resulted in Sony’s console outselling market leader DSi. The Wii rose to number four in the chart, with sales of 35 392, up from 11 731 the previous week – an increase of over 200 per cent. PS3 followed in fifth place with sales remaining buoyant at 37 538 units sold, down slightly from the 39 960 achieved in the previous week. In Japan’s software chart Nintendo took home another success with Wii Fit Plus. The game entered the chart at number one with over 340 000 copies sold.

Activision closes Shaba Publisher Activision has confirmed today that it has closed its internal studio Shaba. The team was in its twelfth year, and had worked on Tony Hawk and Shrek titles, as well as the recently released Spider-Man: Web of Shadows. An official statement from the company said that “Activision continually evaluates the resources at our studio properties to ensure that they are properly matched to our product slate and overall strategic goals. As part of this process, we recently made the difficult but necessary decision to close Shaba Studios. We are grateful for the studio’s contributions and wish this talented team success in their future endeavours.” All 61 members of staff have been laid off. A few days ago, Activision also reduced the headcount at the newly acquired 7 Studios, the team originally responsible for Scratch: The Ultimate DJ.

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Playstation lands on Amazon

Moonshot, son of Bungie

Sony Computer Entertainment America has begun selling PlayStation Network content via online retailer Amazon.com.

Three former Bungie developers have started up their own development studio, Moonshot Games.

The service is so far only available in the US and features over 200 items including new games such as Fat Princess and classics including SOCOM and Twisted Metal. “We are excited to expand our current library of videogame platform downloads,” said Paul Ryder, vice president of consumer electronics for Amazon.com. The popular online retailer already sells WiiWare and Xbox Live titles. “PlayStation Network games are an important addition and we plan to continue making it easier for customers to instantly enjoy new content as well as their favourite games from the comfort of their living rooms”

The team intends to focus on high-quality downloadable games. Managing director Michel Bastien, previously production lead for Halo 2 and Halo 3 is joined by Damián Isla, who takes on the technology director role and creative director Rob Stokes, who was responsible for mission design on the Halo series.

Ubisoft races on Trackmania Ubisoft has announced the acquisition of development studio Nadeo, creator of Trackmania, the popular multiplayer racing game. “The acquisition of Nadeo is an important step in our expansion within the online gaming sector”, said Yves Guillemot, CEO of Ubisoft. “Through Nadeo, Ubisoft will gain an expert team, one of the best online technologies around as well as a flagship multiplayer game that enjoys an unrivaled reputation among a loyal and committed community. We are excited about the idea of introducing TrackMania to an ever-wider audience and sharing the expertise of Nadeo’s teams with our group’s other developers.”

HALO

NATAL

Frank O’Connor, creative director of 343 Industries, the Microsoft division responsible for all that concerns Halo, has revealed that the firm’s plans for the popular series extend into the long term.

Peter Molyneux, head of Lionhead Studios, does not deny rumours about a possible announcement regarding Natal support for the upcoming Fable 3. The rumour started doing the rounds after Microsoft announced at E3 that Lionhead was already working on Milo, a title that would use the new motion control technology developed by the Redmond house.

A predetermined future

“We do have a projected plan for at least the next six years”, he said in an interview with USA Today. “Eventually, it will become very apparent that there is a plan for the way the canon all ties together and the way the comic books and the novels all tie together.” Since its debut on Xbox in 2001, the Halo brand has expanded to comics, novels, action figures and anime. O’Connor has confirmed that, although the movie directed by Peter Jackson has been put on hold, Microsoft has not abandoned the idea but is “being very careful to pick the right time and the right partner”.

lands on Fable 3

During an interview with GameKings on the subject, Molyneux said: “Let me get one thing straight. I have not said that we are not going to have Natal in Fable III” and then went on to say: “Do you really think, knowing me, that I wouldn’t want to use something like Natal?! I mean, that’s just mad, man!” Although Microsoft has not released any statement on the subject, there is little doubt that the Xbox 360 manufacturer would be more than happy to feature a popular product like Fable III for the launch of its long-awaited Natal, expected in 2010.

The long wave of achievements Gearbox CEO Randy Pitchford has said that easy achievements of results and goals can increase a game’s sales by up to 40 000 units. “The achievement hunter – the one who’s going to make purchase decisions around the achievements per minute ratio – he’s probably buying ten to twenty titles a year,” said Pitchford in an interview for the Official Xbox Magazine also featured on Edge Online. Pitchford’s advice to developers is therefore to make achievement hunting a simpler process. Pitchford isn’t alone in this line of thinking. Stephen Toulouse, who heads up Xbox Live policy at Microsoft’s Live Services Group, said in May that achievements help drive game sales. “It’s been statistically shown that games that have achievements and implement them well, sell better,” he noted. Toulouse was probably referring to a 2007 study by Electronic Entertainment Design and Research, according to which “the results showed a strong connection between a game title’s diversity of accomplishment types and that game’s profitability.” “Most people in the industry don’t think through it that much”, said Pitchford, who added: “the time it takes is minimal because you’re designing achievements anyway, and you can probably affect your sales by up to 40 000 units.”

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LAST MINUTE

SUPER STREET FIGHTER IV Developer: Capcom Publisher: Capcom Website: http://www.capcom.co.jp/sf4/ Platform: Playstation 3, Xbox 360

R

umours had been doing the rounds for months and after a long wait, Capcom has finally revealed the truth: There will be a new edition of the popular brand from the Japanese house, but it won’t be a DLC or a true sequel. In line with a tradition that many thought surpassed, Super Street Fighter 4 has been introduced. According to Yoshinori Ono, the series producer, the decision to create something more than an add-on was motivated by the large amount of available material, which required the creation of a brand new disk. Naturally the game will not be sold at full price and it seems that the owners of the original version will benefit from an as yet unspecified advantage at the time of purchase. The plot is indicatively set about one year after the conclusion of the previous chapter and tells about the fate of the many fighters; the rich roster should be expanded by eight new characters compared to the release a few months back: Dudley, Ibuki, Cody, Adon, Dee Jay, Makoto, Guy and Hakan. The PS3 and Xbox 360 release is expected in the second quarter of 2010, whereas the PC version’s release has not yet been made official.

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LAST MINUTE

MAFIA II F

FABLE III F

able III has been the subject of many rumours since it was first hinted that a new episode of Lionhead Studios’ flagship series was in preparation. Thanks mostly to the ability of founder Peter Molyneux to be at the centre of attention (a true stage animal!) the spotlights are already on the new adventure in the land of Albion.

irst quarter 2010. From that date you will be able to don the suit of an American ‘picciotto’, more precisely Vito Scaletta, a young gangster with ambitious hopes of climbing to the top of organised crime. For those who had the opportunity of playing the original episode (one of the best games of all times), the wait is nothing short of excruciating.

Developer: Lionhead Studios Publisher: Microsoft Game Studios Release: 2010 Website: http://www.lionhead.com/ Platform: Xbox 360

Release is expected (optimistically, knowing Molyneux and his promises) in 2010.

Code word realism, with all that it entails – be it good or bad. Cars, chases, shootouts will all be represented as faithfully as possible to the historic setting, in which the game will unfold. Realism will include complete day/night cycles which will in turn give rise to certain events and situations, in addition to the opportunity to embark on specific missions.

Developer: 2K Czech Publisher: 2K Games Release: Q1 2010 Website: http://www.2kgames.com/mafia2/ Platform: Xbox 360, Playstation 3, PC

We don’t believe that the postponement of the release date – initially set for Christmas 2009 – is due to bad planning, but rather to the desire to create something more than a simple open-world product where one can run amok and spread chaos, and deliver instead a true virtual reality, alive and kicking and able to grab the heart of the players.

And while we wait, we can dust off our shotgun . . .

Compared to the original Mafia, there won’t be a clear separation between missions, and situations will alternate without any loading or delays, thus favouring a greater fluidity in the game as well as the identification with the main character.

The story is set some fifty years after the end of the events of the previous episode, in a deeply transformed setting. Lionhead’s lead artist John McCormack said in an interview that the landscape would be substantially influenced by the advent of mechanisation, marked by masses of pistons, steam and clockwork in constant movement, in a sort of industrial-era version of the series’ usual setting. It is however worth clarifying that Fable III will not be a true revolution but an expansion of the original concept. Recently there has been news of the possible inclusion in the gameplay of Natal, the futuristic interface under development at Microsoft. Given the importance of the studio and its visionary leader’s propensity to adopt available technologies, we can probably expect that Natal will be one of the strong points of the next generation of video games.

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As the creator of two cult classics – ICO and Shadow of the Colossus – which are widely and justifiably rated among the most exciting experiences ever produced by the gaming medium, Fumito Ueda is able to command an impressive hype with his every appearance.

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t is not surprising then that the attention of the gaming press at the 2009 Tokyo Game Show should be focused on trying to pry some insights into The Last Guardian, more than two years after Famitsu magazine dropped a hint about Ueda being at work on his first PS3 game. Although we attended the event, we were not able to gain any preview of relevance, but we took the opportunity to exchange a few words on the past and the future of this brilliant game designer.

GamesWorld: Your games are characterised by an aura of magic: they are visionary, out of imaginary worlds, rich in poetry and generally true oneiric experiences. How do you create these little pearls? Fumito Ueda: Honestly I don’t consider the public’s likely perception when establishing what I will develop. I prefer to rely on my instinct, trying to put into practice what my brain thinks up, until I end up with something that I am satisfied with. GamesWorld: David Cage has said that he sees you as an artist, but you have said you don’t see it that way. Moreover, the acknowledgement that your

relationship end up defining the game?

games have achieved an unexpected success with even the most hardcore of gaming audiences, both in the Western market and in Japan – almost an implicit tribute to the quality of your games. Why do you think people have such high regard for you? Fumito Ueda: We need to consider something upfront. Although the two markets (Western and Japanese – editor’s note) have been separated historically, they share some common traits. Having said this, ICO and Shadow of the Colossus are two titles originally designed for our type of target market and I really cannot explain how they have ended up being so successful in the rest of the world.

Fumito Ueda: We are talking of a macro structure that is definitely on a different level compared to my previous works. On a dimensional level, everything will be very imposing and ‘alive’, with all that this entails on a playing level. As far as the artist goes, I can only be honoured by being described as such: I have always loved art in its broadest sense. Working at Sony, I am given the opportunity to embrace the production process in its whole as opposed to focusing on just one aspect. GamesWorld: In spite of their success with critics and the public, your titles have never become real blockbusters; how far should one stretch in your view, in order to create an ‘artistic’ product? Fumito Ueda: As I said before, when I work on a project I don’t think of its economic returns. My main focus is to create something that is enjoyable to play. I am not a big fan of PES and the like, so you can draw your own conclusions . . . GamesWorld: This time, can we expect a simultaneous launch around the world or will the Japanese market be given preferential treatment once again? Is there an indicative date? GamesWorld: I think that we will consider a worldwide launch for The Last Guardian, but there aren’t any firm plans yet. It is still premature to talk about work progress at this stage of the project; best not to make any promises which might not be fulfilled. GamesWorld: The release of the Last Guardian E3 trailer shortly ahead of the show has sent the fans into a frenzy. Was it an internal leak or an astute marketing ploy? Fumito Ueda: That incident really infuriated me as it sent up in smoke months of work aimed at the E3.

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GamesWorld: Let’s talk about the game in more detail. Will there be some explicit link to your two prior works? Will they share the same setting?

GamesWorld: From what you tell us, you seem to almost have a measure of regret for not introducing all you would have liked into ICO and Shadow of the Colossus. Were you expecting something different from what was ultimately released on the market?

Fumito Ueda: To be honest, I don’t have an answer yet and it is not a case of smoke and mirrors. The same happened with Shadow of the Colossus and ICO: having started off as two independent projects, they ended up being interconnected. What I can tell you with some degree of certainty is that there won’t be any return of characters featured previously . . . definitely not.

Fumito Ueda: As I was saying earlier, the final product of any of my projects tends to be a direct development of my initial idea. Working at Sony I am able to use a very linear production model whereby I go from point A to point B and resolve any problems that may arise along the way. The fact that this methodology should eventually meet what the market demands is something that I can be pleased about.

GamesWorld: Will there be substantial innovations in terms of gameplay compared to what we have seen so far? Will new interfaces such as Wand play some role within the development of the adventure or is it still too soon to say?

GamesWorld: Is there some legacy from your previous works on a technical level?

Such a huge effort and then this result . . .

Fumito Ueda: Wand is an interesting project but we haven’t thought about if and how we should introduce it into the game dynamics. As for gameplay, strictly speaking, the focus has been on creating something that will allow the player to think, allowing less space for the action side, which plays a bigger role in ICO for example. You should expect a strong emphasis on enigmas. GamesWorld: The Last Guardian seems to unfold within the mutual relationship between the main character and Torico, who (‘who’ is preferable if this is a living character – editor’s note) at first sight could be defined as a griffin. To what extent will this

Fumito Ueda: Clearly the underlying technical fabric needs to draw on previous works, especially regarding the physics, but the scale of the project is such that we have been forced to work on a number of aspects from scratch. Torico (see ed. note above) introduces some highly innovative elements, and I am sure that seeing him in action will surprise many. GamesWorld: How will one control Torico? His dimensions seem to indicate that it won’t be possible to influence his decisions directly. Will he be the only creature of this kind within The Last Guardian? Fumito Ueda: You hit the nail on the head: the control won’t be direct but only through a cause-andeffect relationship. We had a few more ideas for other creatures, but I can’t say if we will include them in the game. GAMESWORLD SA

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PREVIEWS

Dead Rising 2

The Last Guardian

The Witcher 2

Is surviving hordes of zombies your favourite pastime? The sequel to one of the most underrated games of previous seasons is here to remind you of what it means to be afraid. Our preview will have you shuddering with terror.

Poetry returns to the gaming world with the third work by Fumito Ueda, Sony’s poet. We have immersed ourselves in the Japanese artist’s new dream and discovered that we are ready to fall in love again, among manors and griffins that ooze art.

The best role-playing game of all times returns with its usual charisma, after a few ups and downs (including the cancellation of the conversion for console). Once again, following Geralt’s adventures, it has the taste of an unexpected surprise that we just couldn’t miss.

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Blizzard has decided to do things seriously. The third episode of a series capable of influencing a whole genre is in production and our road test can only confirm that we are probably looking at yet another masterpiece from the US software house.

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Diablo III

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Call of Duty: Modern Warfare 2 If there is one series that can define the concept of video-gaming war, it must be Call of Duty. Its present day reincarnation is about to reach the second chapter, which is set to be as good a show as ever. Troops, attention!

The four classes that we’ll have the opportunity to drive are rich in detail. This detail perfectly complements a gameplay characterised by the precision in the balancing of game mechanics that has given the team so many successes. Although there is still some time to go before the final release, we’ve had more fun making your character panic than we’ve had in a long time. Welcome back, Sanctuary!

Final Fantasy XIII

No More Heroes: Desperate Struggle

One of the most long-lived series in the video-gaming landscape returns to visit us with its customary load of promises and special effects. The story behind it is expected to be as epic as usual, and the graphics just as astonishing.

According to many, Suda 51 left an unfinished job with the first episode of No More Heroes – a game with many arrows in its quiver but which was penalised by the less than effective controls. Let’s see if the new combat system will do justice to the sequel.

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Army of Two II

Crackdown 2

MGS Peace Walker

The ultimate in cooperative games returns to show that it has learnt the lesson. Although there are still many doubts as to whether such a formula can work, the ideas are there. We wait impatiently to see them come true.

This is an issue of sequels – all of them set to leave you gaping. The return to Pacific City does not escape this rule with the promise of the usual exceptional dose of action set within a vast open-ended world where imagination will be your only limit.

Hideo Kojima’s declaration that he would not work on the Metal Gear series again has been punctually belied by the announcement of a new episode for PSP, which promises to bring back into the limelight the visionary Japanese game designer’s work.

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Okamiden Japanese mythology and its charm firmly land on Nintendo’s portable console. You will be tasked with saving the world; we will have to tell you if (at least) this time it will be a success.

Tatsunoko vs. Capcom Take the best in Japanese comics of the past few years and combine them with some of the fighting stars of Rising Sun and you have a game that Wii owners have been waiting for. GAMESWORLD SA

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The King of hack and slash is about to return and he seems determined to kill his competitors without mercy.

DIABLO III

Developer: Blizzard Entertainment Publisher: Activision Blizzard Release: TBA Website: http://www.diablo3.com/ Platform: PC, Mac

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the energy wave of Dragon Ball, which is capable of affording much satisfaction. Wherever you tread, the grass won’t grow anymore.

ince the announcement of a new episode of Diablo was made at the 2008 Blizzard’s World Wide Invitational, the network and in general the crowd of adoring fans has been in ferment. A series with a renowned title, the fruit of an apparently simple and immediate gameplay, but capable of exceptional depth in its game mechanics, based on the characteristics of the various usable classes, it has over time attracted hordes of enthusiasts like bees to honey, all intrigued by the adventures in the magical world of Sanctuary. In spite of the promises of a particular focus on the narration front for this new episode, at this year’s BlizzCon − where a first playable demo was presented − everyone’s gaze was fixed on studying and analysing the four announced classes, now substantially more complex compared to their design in the past and true milestones of the gaming experience. At the end of a test which left us mentally strained by facing the reality born of a desire, we can confirm that our expectations were met, from every point of view. Before mentioning in detail the classes that we were able to test with our magic touch, a preface is necessary: even though we are quickly approaching

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the date of publication indicated by the American software house, there are still some obvious balancing problems that will probably be resolved in the finishing phase of the title. This of course has not prevented us from daydreaming about the opportunities that we were presented with (our desire for blood appears to have increased; you should start worrying about your social life); but for a truthful assessment of the overall quality of the game, we will have to wait until just before its release onto the market. Having said that, as novice Dr Frankensteins, we can proceed with the game vivisection. The first class we were able to put under pressure was that of the Monk, a character that we found difficult to master right from the start and with a particularly large range of opportunities, evidence of an upstream body of work worthy of the Benedictine monks. Whereas he appears to be particularly gifted in mêlée combat – albeit far from the potential of other classes − our warrior is likely to find himself in difficulty in fight situations, due to his predilection for speed rather than brute power. The Way of the Hundred Fists special move stands out among those worth mentioning; although it takes hours of training and patience (the concentration of a warrior/player), it seems to have a destructive potential on a par with

After the Monk it was the Barbarian’s turn, a character typically undistinguished for his cerebral capacity and the only return from previous episodes of the series. In this new incarnation, our crazy hitter seems to have done an accelerated university course, given that he seems much more complete and able to carry out both offensive and defensive tasks equally effectively.

We can confirm that our expectations were met, from every point of view.

Particularly exciting is the presence of the “Fury” indicator, a kind of bar that will recharge more or less quickly depending on your skill in gathering enemy heads in your killings bin, based on their number and type. Once the indicator is full, you will receive a considerable increase in power that can be used to save your skin in more complex situations. It seems as if anti-doping has not been introduced in the universe of Diablo yet. The third class, probably the most refreshing and innovative, is that of the Witch Doctor, a character midway between a voodoo priest and a necromancer and the most oriented towards a strategic approach to the game. The special features of this mysterious GAMESWORLD SA

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blackened trees are evidence enough to demonstrate that the first impression was wrong. The heart of the game is actually rather dark. Diablo III has capitalised on everything that occurred between the release of the second episode and this new chapter. The introduction for example of audio journals that can be collected throughout the game world, similar to those of BioShock, adds an important level of narration and detail, that bears witness to the desire to give the whole experience a new dimension and let the player be absorbed into a more immersive reality. Deserving of mention are also the scenes inserted to narrate and close chapters, or the interaction between the characters, the scripted events and the wonderfully interactive art direction. All these new features will play a very important role in conducting a narrative able to constantly absorb you (Blizzard definitely competes for the role of best marriage breaker in video gaming history). Coming across characters that drag themselves screaming or eavesdropping on conversations between a servant and his Lord about your fate are experiences that leave a mark. The choice of channelling the narration through characters and personalities of the respective classes is commendable; this gives everyone a voice and a character that is reflected in the different approach individual will indeed force you to adopt a “bite and run” attitude, because not even the creatures you are able to evoke will effectively replace your presence on the field. The bestiary you will be able to draw from is particularly vast and ranges from zombie dogs (a kind of decoy for the enemies), to poisonous spiders, useful for weakening opponents but not powerful enough to finish them off without direct intervention. Perception and the ability to read situations promptly will make the difference between life and death. Last but not least, the Wizard, the only character that is able to master magic properly an offensive projection and simply as an obstacle. Extremely entertaining among the various skills is the possibility to self-bewitch in such a way as to increase or introduce specific skills for your alter ego. Transforming your skin into rock to become impenetrable is very much like The Thing from the Fantastic 4, but it is tremendously effective. In addition to all this, there is the possibility of combining more spells together and thus creating a devastating combo. Next to the skills list of every character there is also a complicated system of totally interchangeable Runes, which can drastically alter the utility of a certain skill and are capable of providing a totally new gameplay

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that every PNG reserves for the player. For example the same guard that has a reproachful attitude towards the dark energies controlled by the Magicians and treats the Wizards only as bizarre oddities, becomes strangely subservient when faced with a Barbarian. Our hope is that all of this is based on a sensible cause-and-effect logic and not just the product of a random adaptation. At the moment, Diablo III represents everything that a union between tradition and modernism should be. It is different enough to show all the innovations to the original but it respects the gameplay by best exploiting its strong points. Blizzard does not differentiate itself from the masses for originality, but rather for the way it is capable of combining differently ideas and systems that have been widely tested in the past, in order to refine them almost to perfection. And this time perhaps without the “almost”. Diablo III is one of the most anticipated products in 2010. If it is difficult not to disappoint the expectations of hundreds of thousands of fans, Blizzard does not seem at all intimidated by the challenge and the choices made are a sign of great confidence. From what we have seen it is certainly well placed.

The watchword has remained “extreme accessibility”. with each different combination. One of the editors on the project said that their efforts were focused on an attempt to “... make it so that, for example, two Whirlwind Barbarians can, despite everything, appear and be different by using Runes and other skills that we implemented”. In this way longevity is exponentially increased. In general the impression that emerges after this first test is that they want to make the player pay more attention to mêlée combat, so as to place him as close as possible to the heart of the action and increase the intensity of the experience. A more intense experience and special incentives during the game seem to confirm this assumption. On a game dynamics level, we welcome with joy the fact that the effective single click of Diablo has remained unchanged: left click to attack, right click to attack, click to pick up objects, click to walk, etc. The player will therefore have to choose three skills to set: one for the left click, one for the right click and another spare which can be activated through Tab and right click. Apart from a likely tendonitis awaiting your index finger (especially when you begin to go on furious, immoderate killing sprees), I am pleased that

the watchword for the series has remained “extreme accessibility”. By using a simple and effective control system, it is possible to shift the player’s attention to other aspects of his experience, allowing him to take note of details which in other circumstances would be relegated to the background. There are still some obscure points, such as for example the effective integration of the system of runes, but in general the work is progressing in a direction that promises to deliver Blizzard the umpteenth box office buster. The studio is obviously aware that the response of the public will be particularly sensitive, as stated by Jay Wilson, Diablo III game director: “When you are working with a famous title like Diablo, it is impossible to make everyone happy. It is one thing we must accept.” The initial criticism directed at an alleged excessive “softness” in the title, which emerged after the first images from the game were shown, was swept away like leaves in the wind: dead children calling for help with ghostly voices from the depths of abandoned wells, while mutilated bodies of the peasants swinging from the dry branches of twisted and GAMESWORLD SA

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DEAD RISING 2

Who said that being horny is a disgrace...?

Developer: Blue Castle, Capcom Publisher: Capcom Release: Q1 2010 Website: http://www.bluecastlegames.com/ Platform: Xbox 360, Playstation 3, PC

If you aren’t tired of zombies yet and can’t wait to smash a brain-eater’s head, then warm up your guns.

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he first Dead Rising (dated 2005 and now four years old) was in my opinion one of the most underrated games of past years (actually more by the critics than by the public). Powered by a truly exceptional graphics engine, it was able to spread adrenaline in a way we had rarely seen on the video gaming screens, all within a grotesquely amusing frame.

way through real hordes of the non-dead. We will need to understand to what extent his experience will help him get out of this little dilemma he finds himself in, but sooner or later we will find ourselves riding on a beautiful bike, away from the besieging mob. Much like his predecessor, Chuck too won’t be particularly subtle each time he finds himself in front of a pale and staggering individual...

On the strength of its sales that (with the assistance of the recent adaptation for Wii) have stabilised around the respectable figure of one and a half million units sold, Capcom has decided to offer a second edition of the fight against the brain-eaters, and tasked Canadian team Blue Castle Games with the project. A decision in line with the firm’s recent policy, is increasingly oriented towards an openness to Western developments and the great results that this brings. Bionic Commando, Dark Void or Spyborgs are real witnesses to a vital and rewarding reality such as that of the Japanese firm.

From a numbers point of view, Blue Castle has decided to show its muscle: there will be up to 7 000 enemies to be fought on screen at the same time. If on the one hand these figures seem astonishing (we should expect the ‘ant hill’ effect), we should however consider how such an elevated number of enemies per square inch of monitor might cause some inevitable overcrowding of the scenes in the long run, making it difficult at times to see with clarity the hero’s actions. The alternative would be to talk to your optician, but for the time being this problem does not seem to be top of the list for the Canadian firm.

The choice of outsourcing the development to an outside team is the product of a real commercial strategy, aimed at creating Western products for a Western audience, while their attention stays focused on channelling the right message to the public. In the words of Keiji Inafune, in charge of Capcom’s Research and Development Division: “One of the main goals we have set ourselves is to create a truly Western game and to make it completely identifiable as such.” Seeing such attention to a market historically disregarded by the Japanese is certainly a decisive moment, provided it is more than just a front. Too many times have we been promised the moon only to be given a worthless stone. If we consider the first episode, it is however easy to understand how the true public success can be related to the wise mix between a Japanese soul and a macro structure closer to the Western taste, rather than some weird alchemy of doubtful flavour – 72 hours in which to decide between life and death for the main character, hundreds of zombies on screen and non-linear missions combined with camera angles of Nipponic inspiration, secret bonuses and caricatured enemies. A real boon for any player with a healthy appetite. The hero of your adventures will be a Chuck Green, having ended up in Fortune City (the new setting for this episode) for reasons that must have been valid at some stage, but which now appear rather obscure. The only thing we know about him is that he is a former motocross champion who will have to make 24

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any given time, which will make the splatter factor covertly vivid but amusing at the same time. The interface will have the same features as we have been used to, with a health bar that can be boosted, the availability of Prestige Points to improve the character’s ability and his capacity to carry objects, and lastly a kill counter in the lower part of the screen. Support for the multiplayer component will be there, as has become the norm with any modern video gaming production, especially those with an action/ arcade cut, such as this title. In this case, once again the fog still seems to be quite thick, as the team has indicated that they are still working on how to implement this mode within the game mechanics. There are many question marks remaining, even after viewing all the available material. Among those of greater interest are the prospect of using a possible cooperative mode (we all know that two is more fun) and how much of the previous episode

Ladies and gentleman please take your ticket. 34. Come through. 35? Is 35 there? A double light sabre for some, a double rotating saw for others.

Being able to exterminate zombies while sitting comfortably is so important. Stress can cause all sorts of problems. Censorship is an axe threatening to fall on overexplicit games. Fortunately in this case it is just a farce.

Gameplay will be as wild as usual: anything that lands in the hands of the hero will become a useful weapon to sever a few heads... Without doubt, the team’s strong point is its ability to find a fair compromise between the desire to amaze the masses technically, the respect of Japanese standards and the ability to create a product that is suitable for any type of audience. According to Capcom, Blue Castle has all it takes to ensure that perfect harmony that a great Dead Rising 2 requires. Gameplay will be as wild as usual: anything that lands in the hands of the hero will become a useful weapon to sever a few heads, in spite of the presence of more conventional weapons such as baseball bats, guitars, bar stools, benches and a few firearms like an assault rifle for example. Although they are good to see, the amusement that their use creates is far lower. It is far more gratifying to kill a non-dead with a clothes peg than with a machine gun. Combats, the focal point of the whole experience, will be as packed with adrenaline as is customary. The chaotic aspect of clashes with zombies will remain prevalent, with tens of hundreds of non-dead mowed down without continuity. You won’t have an instant to get your breath back and the rare moments of calm will be just the prelude to another homicide apnoea. As should be expected, blood will flow in rivers, also due to the huge increase in the number of individuals present on the screen at

will be preserved within Dead Rising 2. Although the continuous exchange of information between the development team and Capcom Japan may seem complex and involved (on more than one occasion Inafune has referred to problems due to the time difference), it is undoubtedly the pillar of the new policy followed by the publisher lately which has brought along many positive results.

There will be no shortage of moments typical of a saloon brawl.

The release date is still surrounded by a veil of mystery, but you can rest assured that the title will be multiplatform and that it will be released simultaneously on PlayStation 3, Xbox 360 and PC.

Conclusion Killing zombies has always been research material for many video gamers. If the technical premise is maintained, you will hardly be able to close your eyes again without imagining that a brain-eater will appear from under your bed.

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Potentially technically scary Some original flaws removed surprise effect is lacking ease of play might be sacrificed to technology

Almost any environmental element can be used as a non-conventional weapon. Today it’s the turn of the fish.

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CALL OF CALL OFDUTY DUTY Developer: Infinity Ward Publisher: Activision Release: November 2009 Website: http://modernwarfare2.infinityward.com Platform: Playstation 3, Xbox 360, PC

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the head, running at breakneck speed and throwing yourself to the ground as soon as an enemy is seen, everything seems to have been ably designed to shoot litres of adrenaline straight into your veins.

Modern Warfare 2

This is just one of the pearls sown by the ingenious programmers, but it is good enough to appreciate the effort and the thought that went into the writing of the code. This is something that cannot be produced through ‘industrial’ development sessions with no soul. Only through experience can something like this be implemented without upsetting or taking away anything from all the previous good work.

To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting, now that is the acme of skill.

f The Art of War author Sun Tzu could have seen Call of Duty: Modern Warfare 2 with his own eyes, I really don’t know what he might have thought. The most realistic modern day war simulation – derived from a series that built its fortune on a transposition of World War 2 – is generating such hype that any competitor appearing on the horizon is already a loser from the word go.

To be honest, there is a logical explanation for this, even without appealing to the precise theories of the lord of Chinese war. Infinity Ward has created such a peculiar alchemy with Call of Duty 4 as to be able to conquer the heart of its players so that, in spite of very high expectations, it is natural to be astonished at the sight of what the team has been able to create.

Since the presentation at the E3 in Los Angeles, hosts of journalists have exhausted their most primordial instincts, at times with insane expressions sprinkled with the occasional shudder, all of this due to the excessive wait before the release date. Trying to cast aside the mouthwatering effect that such vision elicits, it is hard to be objective and calm when the most extreme expectations seem to have truly materialised.

We are not talking of an insipid re-heated soup, but rather the enrichment of a winning formula without losing its magic. A pronounced success, the ultimate war. As we mentioned earlier, the setting of this spin-off, deserving of its own dignity, could be placed more or less in our days, within a context of political science fiction that will take us through places in Latin America, Russia and Afghanistan. All these

destinations have been splendidly recreated and are very believable, not only in their aesthetic aspects but also in the atmosphere on the battlefields. Perhaps on a graphics level we are not departing visibly from the previous episode, but there is no shortage of brush strokes of outstanding quality onto a foundation that is excellent to start with. Detractors of IW and of its scripted events won’t have much to complain about when faced with the cinematographic power deployed by the team. Set within an adventure with a Hollywood-style cut, the single player campaign – which is not excessively long, as was the case with the previous episode – will become exasperatingly intense, albeit in a positive sense, of course: this is a game after all. However, the strong point of Modern Warfare 2 is in its multiplayer mode. Once more single-player

Jet skiing is A-W-E-S-O-M-E.

Someone will have a stiff neck tonight.

missions will become little more than challenging training sessions in preparation for the online war between clans. Chaos and adrenaline will combine with the tactics and strategy of the shrewdest of players in what is the pride and joy of this new chapter of the series.

Starting from the solid foundation of the previous episode, the team seems to have focused on flattering the player and pushing him once more to give his best in view of eventual rewards and a rise in the ranking. Thanks to an incentive system of rare intelligence, as a player advances through the ranking, he will gain access to many new skills, allowing him to implement a variety of new attack schemes, which become increasingly effective and complex.

A prominent aspect in this mix of power and bullets is the option to customise freely and arbitrarily, the set of options available according to one’s inclination and thus develop a custom class in the most suitable way. Admittedly, the aim here is to favour such a degree of immersion (and integration, which develops in the more solid and higher valueadd clans) as to make the player completely involved in and absorbed by the whole experience.

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If you are new to this genre you shouldn’t worry too much about falling under the blows of a skilled enemy: thanks to a little touch of ingenuity you will be allowed to select the Copycat as one of your

Let your rapidity be that of the wind; your compactness that of the forest; in raiding and plundering be like fire; in immovability like a mountain; let your plans be dark and impenetrable as night and when you move, fall like a thunderbolt. Be a soldier (Sun Tzu).

War will hold no more secrets for you and before long you will feel quite close to the destructive might of His Majesty John Rambo.

Do you recognise the statue on top of the mountain? We are in Brazil and it is hot. But don’t blame the weather.

knife, which will give you an additional bonus, if thrown firmly between the eyes.

primary skills and thus be able to assume the same class as the enemy that has taken you out three times before. Giving some of his own medicine back to the unlucky victim– who will only have his experience on his side, but no technical boost – will turn many of your gaming sessions into moments of sweet exaltation. Implementing plans studied in the finest detail and calmly waiting (while smoking a cigarette) for the enemy to advance, only to kill him with a shot to

Modern Warfare 2 is the definitive representation of war, like you have never had a chance to experience. Not a simulation that is accurate to the millimetre, but an adventure that interprets our thoughts with the greatest ability as they have been formed through dozens of movies and series on the topic. Taking up a gun, lying in wait behind a wall or even just advancing through enemy lines, all of this will contribute in making this a unique experience. A first-rate multiplayer will take care of the remaining hours of your social life. November has never felt so distant.

Conclusion Modern Warfare 2 is simply outstanding from all points of view. If you were looking for a game not to be missed, you have found it. Seeing what lies ahead in the next few months (as you will glean paging through the magazine), our wallet will start crying in despair.

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Outstanding multiplayer Game is calibrated with precision We can’t have it yet single-player campaign is probably too short (for our taste)

In multiplayer you can never lower your guard.

The way in which scores are allocated is an encouragement to a soldier’s ability. Every act of courage is rewarded according to a number of factors, such as multiple killings (as usual highlighted on screen in real time, as established by Quake, one of the forefathers of online gaming) or cold-blooded murders with the help of your trusty GAMESWORLD SA

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ARMY OF ARMY OFTWO TWOThe 40th Day As if to prove wrong all those who continue to claim that video games create isolation, Electronic Arts replies with a sequel that makes cooperation its way of life.

Developer: EA Montreal • Publisher: Electronic Arts • Release: 8 January 2010 • Website: http://www.armyoftwo.com/home.action • Platform: Playstation 3, Xbox 360, PSP

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he concept of tag team or cooperation has been around since the early days of video gaming history. If hordes of screaming children would gather cheerfully in the arcades to finish Double Dragon or play a match on one of the soccer games of the moment, class mates would meet in one of their warm and welcoming homes to share some magical moments of challenge. But never before the original episode of Army of Two has the need to have someone at your side been more pressing. For those who may have missed the first title of the series, it is important to have a look at what the plot was about. The main characters in this captivating alchemy are Elliot Salem and Tyson Rios, two mercenaries who, after joining the ranks of the SSC – a private American army – find themselves carrying out various missions under its mandate, until the day they uncover a plot and try to stop it. Once this deed is accomplished they decide to set up on their own and form TWO (Trans World Operation) and this is where you come in. In the sequel, as head of this micro-organisation which could rightfully be called an army, considering the destructive potential of the pair, you will be catapulted into Shanghai, where a few riots organised by the local gangsters are in progress. From there on you will be able to start carrying out your favourite job, negotiating each time the price you feel more appropriate for your services. Naturally, the greater your ability and the better your results on the field, the greater the magnitude of fees you will be able to command . Up to now we have talked about the plot, but it is in the gameplay that the real contest will be disputed. Even the developers admitted that the seminal game in the series had a few stylistic flaws that would sometimes make it rather repetitive or clumsy in its attempts to force the combined use of the two hit men; and this in spite of basic game mechanics that were far more original than the average for this genre. Proof of this is the frustration that used to afflict the player after yet another “use this super cool co-op move”, causing attributes to be used that are best left unrepeated. On the strength of the players’ feedback (and especially their complaints), EA Montreal has decided to have another go and at the same time address the above-mentioned flaws and introduce

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some interesting new features in the dual dynamics, the true pivotal point of the gaming experience. Hence the appearance of a few new options, such as the ability to utilise human shields for protection (with all that such an option may entail) or a very handy scanner that can provide detailed information on the individuals we are about to interact with. Knowing in advance who is the innocent victim taken hostage and who the executioner, can make all the difference between a blood bath and a clean and accurate operation. You will obviously have the possibility of choosing your favourite type of approach. You will be free to decide whether to be the good Samaritan and

by the scene we had the privilege of previewing. The two mercenaries are standing in front of a wall which turns out to be the top of a skyscraper overlooking the city. Suddenly, all the structures along the horizon start to crumble like a castle of cards and a handful of enemies begin to make their presence felt quite persistently, forcing us to dive into the heat of the action. If this is not a truly dramatic opening scene, then we don’t know what is. Our ‘mysterious’ heroes (the dynamic duo who seem to prefer operating with their faces covered by hockey masks) seem to have undergone a substantial makeover. If the textures in Army of Two were already of acceptable quality, their rendering

Knowing in advance who is the innocent victim taken hostage and who the executioner, can make all the difference between a blood bath and a clean and accurate operation. thus continue repeating the mission until even the last of the innocent is rescued, or stay focused purely on your objective and disregard what might be the collateral damage, in your view not worthy of attention. The game will not reward you in any particular way or encourage you to take one route or another, but each action will have its consequences within the dynamics of the game. A truly enticing implementation in the control of your partner (unless he is not human, in which case verbal communication always yields best results) is the ability to allocate specific tasks so as to be able to elaborate convincing tactics with considerable depth. And this is still nothing compared to when you are asked to act as a co-op sniper and hit two distinct targets within the same time window, or risk triggering a premature massacre where innocent people might be killed. All of this is supported by an AI capable of giving us the illusion that our companion may not be just a bunch of bits and processors, but that he might have a soul. Seeing him stumble around looking for shelter from a rain of bullets or initiating a cover operation gives the entire adventure a very different depth. The overall approach is decidedly cinematographic, to the point that a movie has been announced which will be based on the events narrated through the video gaming counterparts. The usual cut has also been maintained in this episode, as demonstrated

in 40th Day is on a different level altogether, with defined models capable of rendering the tension and the dynamics of the combat at best. The environments appear pleasantly realistic too, even though they may not be as varied as in the previous episode where we were able to wander around Iraq, Miami, Somalia and China. The structure of architectural elements is such that different angles of approach can be chosen in the course of the various missions. Overall, even the physics (a weakness in the previous episode) look more ‘active’ than previously seen. There are no more static environments, but a more realistic rendering of bodies, especially in gunplay. Although we are not talking of any major innovation, we are equally pleased that some things were improved . Succeeding in creating cooperative dynamics that can be enjoyed even in the absence of a human counterpart with whom to share the experience, is something extremely complex, as the first attempt of the Canadian team shows. The basis for this sequel (expected in January) seems excellent, and we hope that what EA have learnt from past experiences will enable them to innovate wherever they have been stuck in an ‘old style’ execution of innovative dynamics. If we have to work with someone, we prefer it if that someone knows what he’s doing!

Conclusion Army of two: The 40th Day promises the return of the mini army formed by the two greediest mercenaries in history to our screens. Achieving this without falling into repetition will be the hardest challenge it will have to face.

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Cooperative options effectively inserted into the gameplay Action is never tiring A few implementations feel like déjà-vu Not much fun on your own

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THE LAST GUARDIAN GUARDIAN Ueda has decided to create another glimpse of poetry As we begin to feel the wind in our hair, his voice calls us back to adventure... Developer: Team ICO • Publisher: Sony Computer Entertainment • Release: 2010 Website: http://www.jp.playstation.com/scej/title/trico/ • Platform: Playstation 3

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here are two groups of games. There is the kind that can sell millions of copies, mobilise endless hordes of fans and be acclaimed as one of the biggest commercial successes of all times; then there is the kind of game that can, with its poetry, fascinate those who allow their soul to be transported, but will never achieve results which make history. One cannot say upfront which type is the best, but it can definitely be said that the works of Fumito Ueda and his group (Team Ico) fall rightfully in the second category. It is interesting to note that, at the critical moment when Playstation 3 is desperately looking for its own identity, a work like The Last Guardian is able to emerge from its role of niche product, of hidden pearl, known only to the enthusiasts and those who move in such circles, to suddenly become a banner under which the exclusivity and value of a console born to be a table Blu-Ray reader can be proclaimed to the whole world. But let’s not get too excited: Ueda himself has said on more than one occasion that his purpose is not so much to create artistic products, but rather to produce games that can amuse and enthuse, in spite of anything that may be read into them. All I can say about such a statement is that I wish all games were such simple products as those of Team Ico. Let’s talk about The Last Guardian, the third episode in a trilogy begun in 2001 with Ico and continued in 2005 with Shadow of the Colossus. Although the Japanese team’s new effort is not directly linked to the two previous works, the author himself concedes that there will definitely be some connection, whether implicit or not. The plot behind former project Trico (the name by which it was known until this year’s E3) can be surmised from the film that we were able to view

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shortly before the official presentation at the LA Fair. The main character will be a boy (somehow reminiscent of the hero in Ico, perhaps in his manner and features) who, dressed in ceremonial clothes, is trying to escape from something or someone that is chasing him. What looks like a big temple in fact appears to hide some obscure presences, one of which seems to be powerfully intent on chasing the boy. The end of the film is a crescendo The boy comes out of the temple and, after being momentarily blinded by the unexpectedly bright light, seems to lose his balance and be about to fall off the ledge. Suddenly, and contrary to our expectation, the creature chasing him bends down and tries to save him from his fall. Thus the second main actor is introduced to us – a giant creature which is a combination of bird and mammal (the developers called it a dragon, but to us it looks more like a griffin), which will become the boy’s companion in the adventure.

been structured differently, but the space left for interaction certainly promises many surprises. A few questions remain about the mysterious terracotta army that seems to be at the heels of our heroes and which appears to be particularly bent on catching them both; the arrows stuck in our friend’s back give us a few hints of this.

of play that we will devote to this game. The graphics offer no reason for complaint. Just seeing the models of the giant griffin and the sensation of vitality it conveys, leaves you with your jaw dropped; even the light-and-shade effects, which appear so distinctive of the temple in which we move, are able to define an atmosphere of

A few questions remain about the mysterious terracotta army that seems to be at the heels of our heroes and which appears to be particularly bent on catching them both; the arrows stuck in our friend’s back give us a few hints of this. The mechanics in which we will be operating are essentially stealth. Our dear friend will find himself exploring places of a mystical aura and mysterious buildings, the meaning of which we will learn to understand during the course of the events. Environmental enigmas and fights to the last breath will, in all likelihood, be able to involve the player in a stimulating way, hopefully without boring him. There will of course be some moments in which we will have to fight for our lives, but the overall approach seems to suggest that this is not what the whole experience will be focused on. Based on the history of the team and what we have learnt about them, we can be certain that there will be no shortage of surprises capable of extending substantially the hours

continuous tension and at the same time immense involvement. Just watching the preset movie, we found ourselves staring open-mouthed; I dare not imagine what will happen when everything moves in real time. A glimmer of anticipation remains about the use of Wand and its movement sensors, even though this is not a priority at this stage of the production. Judging from what has been shown, we don’t know what to wish for. In closing this juicy preview, we could deliberate at length deliberation about the value of an experience which will certainly not stand out for action and gunplay, but which instead proposes an entirely different approach. In this case it will be up to

each player’s judgement to understand what they are looking for within a work that was created essentially to tell a story and which, from what we have seen, does it superbly. The Last Guardian is only the last expression of a team of artists capable of creating universes in which the player is enraptured and where any space-time reference is determined by the action taking place in the environment. No invasive interface, no useless menu; everything is left to the evocative power of the images that run on the screen. Are we looking at a video game? I believe we are closer than ever to exploring the boundaries of a medium of unlimited potential.

Conclusion The Last Guardian promises to take to the next evolutionary step in a genre that seemed to have nothing left to say but which can still amaze with touches of poetry. Living together with our hero will become your main activity for many months following the release.

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Poetry turned video game Oneiric environments A few uncertainties about the interaction with the griffin It will never become a global success

Now he sees me... now he doesn’t...

In this unusual way we are introduced to the dynamics behind Ueda’s new work – dynamics which seem to want to dig deeper into the dual relationship between Agro and his rider, defined in his previous work; a relationship of mutual need that leaves much room for imagination. Who are the two? What do they have in common? How are they able to communicate? Fragments of poetry left to the player’s imaginative space. What we do know is that, as one can easily assume – given the dimensions of the griffin – it will not be possible to directly control our slightly overgrown friend, but the whole dynamic will be driven by a wonderful cause-and-effect relationship. Perhaps this will not leave space for that empathy that would have been possible if the whole system had The game exudes poetry from every pore. GAMESWORLD SA

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PREVIEWS

Fantasy is a realm whose boundaries change constantly, just like the story underlying the most popular fantasy brand in the world...

Final Fantasy XIII

Developer: Square Enix • Publisher: Square Enix Release: TBC • Platform: Playstation 3, Xbox 360 Website: http://www.square-enix.co.jp/fabula/ff13/

business. Ahem, sorry, someone who feels it right to overturn an untenable situation. As Lightning, the stunning heroine with icy eyes, we will thus come into contact with NORA, a rebel group headed by blond Snow Villiers (a second playable character). The plot is set to be articulated and enigmatic as is customary and, judging from the demo, already one can surmise a predominance of highly dramatic tones and atmosphere, with no shortage of twists and moving scenes.

The rendering of faces is impressive: movie or video game?

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inal Fantasy XIII will go down in gaming history as the turning point. After years of exclusives for Sony consoles, the Japanese house has lost its exclusive over Microsoft (except in its homeland, the last outpost against the enemy’s advance), who has grabbed its own version – even though some maintain that it will somehow be penalised. Notwithstanding this, we are talking about the latest Final Fantasy, number thirteen. Undoubtedly one of the strongest pillars of the Square Enix empire, this brand is preparing for the generational jump in a guise which we could almost define as mystical (one and three). In fact, under the name Fabula Nova Cristallis, it will carry with it the interesting Versus XIII in exclusive on PlayStation 3 and Agito XIII, targeting the mobile and PSP market. A complex, ambitious project and suitably varied in its triple structure, which has for years been tantalising the taste buds of millions of players worldwide without solution of continuity but which, in its continuous multiplying, risks draining the creative vein of this bunch of developers. The tone will once again be epic, as has been a tradition for a number of chapters. A bunch of heroes called to save the world, evocations of supernatural creatures, crystals with magical powers and yellow feathered creatures called Chocobo, an omnipresent and mystical connection between the numerous appearances of the series

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and the constant presence of a character called Cid. As for the rest, each chapter has been the bearer of new plots and new game dynamics, within a context able to shift more or less subtly between a markedly fantasy trend and a more hi-tech derivation. These two creative thrusts have always been able to merge in a crystal-clear fusion and this thirteenth episode can be regarded as the definitive consecration of this visionary series.

From the early images that are beginning to do the rounds, it is evident how Tetsuya Nomura has given full expression to his art with small but significant brush strokes, while still fulfilling the obvious demands of the design. Lightning has already bewitched hordes of fans and established her status as an unforgettable character; her blue eyes conceal an extraordinary inner strength which is able to charm whoever meets her gaze. But don’t expect to be free to make moves on her; you might be thanked with a memorable burst of blows.

that will be capable of impressing owners of both types of consoles (that’s if we want to believe it).

the clashes. We believe this should be a standard in 2010.

A shortcoming in the previous chapter was the dreadful Gambit System. Fortunately the guys at Square Enix have realised that something was wrong and have wisely decided to perform a moderate return to the past with the retrieval of the Active Time Battle, albeit in an improved and more action-oriented version and one which is worthy of some attention.

Once we approach the enemies we will see an exclamation mark appear above their heads, following which the scene will dissolve and reappear with the characters already deployed on the battlefield. We touched on the ATB earlier. This feature implies the presence of a loading bar ahead of any of our actions, which will tell us how much action we can perform and how. The bar is subdivided into three sections, each of which can represent one or more moves. Waiting for the full loading of the bar will allow us to select the actions in sequence and perform them when in proximity to the enemy, thus creating exciting combos.

The exploratory stages will be assisted by a camera that can be moved freely with the right lever. This allows us not only to appreciate the most hidden views in the landscape and the beautiful making of the characters (whose clarity competes excellently with CG movies), but also to spot the treasures deployed in the different locations. Thanks to a map in the upper right corner of the screen, we will always have a clear view of our goal and any enemy will be well visible, a sign that casual encounters have definitely been cast aside in favour of a more logical preparation for

Conclusion To many, Final Fantasy is the synonym for video game – a brand that broke through the boundaries of a nation and spread right across the world. Although a bit hazy in its recent episodes, it seems set to climb back with its thirteenth reincarnation.

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Graphically it promises to be the top for PlayStation 3 Revised poor combat system from the previous chapter Two versions might require some development compromises At risk of running out of new ideas

Generally I would say that the whole game flows as smoothly as silk. Considering the attraction of a brand of such importance, the wait for the “final” product is beginning to take its toll. Let’s hope the game is not crushed by the excessive pressure.

Real-time action is set to dominate.

Another leading role worth mentioning is Sazh Katzroy, an original black character and perfect example of comic support, in whose hair we will find a minuscule Chocobo. The most hardcore fans will remember that the only other character of colour

Extraordinary weaponry complements the whole as is typical. Swords that change into firearms and evocations more choreographic and spectacular than ever are just some of the features in this episode. The starting point for this new adventure will be Pulse, a world of lush and uncontaminated nature, but also somehow hostile towards the human race, guilty of undermining the preservation of its purity (geo-political themes have always been present; many will recall the movie carrying a very specific message in this regard – which nearly sank the Japanese house). Looming high above this world is Cocoon, a totalitarian outpost which is opposed to anything coming from the territories beyond its boundaries. Predictably, this situation cannot remain static for too long, as wherever there is injustice there has to be always someone who cannot mind his own

The moves available for each character are a real multitude.

in a Final Fantasy was in the unforgettable seventh chapter, which has become a legend. Extraordinary weaponry complements the whole as is typical. Swords that change into firearms and evocations more choreographic and spectacular than ever are just some of the features in this episode. Locations will alternate between exquisite rural sceneries and others menacingly controlled by the Sanctum, the obscure forces of Cocoon. We can rest assured that the graphic aspects are fully in line with expectations and, notwithstanding the fact that the initial development was conceived for its console only, Sony lets us anticipate a title

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PREVIEWS

The cards laid on the table look convincing, but all will depend on how tough its competition will be.

Take a huge empty container and build a setting inside it where you will be the ruler and all you encounter is just a pretext to do whatever you like best. Welcome to...

Flying has never been easier...

CRACKDOWN 2 Developer: Ruffian Games • Publisher: Microsoft Game Studios • Release: 2010 • Website: http://www.ruffiangames.com/ • Platform: Xbox 360

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here are several reasons why a video game is born and raised. Passion, economic needs or purely commercial requirements are some. When the first Crackdown was announced, there were hardly any doubts in this regard. Realtime Worlds’ game was designed to bridge a gap while waiting for blockbuster Halo 3; its release would unlock the key to access a beta version of what was presumed to be the game of the century. It was like Easter in advance, with a video game in place of an egg. Presumably the designers didn’t quite see it this way (we all know how confident video game producers can be), so they decided to go hell for leather and create a game that could entertain and piggyback on its better known brother which, according to the news of the time, had sent sales rocketing. And so it was that there appeared a new title, offering a convincing and amusing mix, based on the over-utilised structure proposed by GTA and employing the “do what you want” weapon in a most original way. The creative sparkle that brought about such unexpected results is actually rather simple. What does every human being dream of from the time of birth? To have super-hero powers, of course. Who has never dreamt of having X-ray vision to see a pretty schoolmate or being able to fly and avoid hours of traffic jams? Since our genes do not justify such characteristics in a game, that’s where technology comes to the rescue, omniscient and 34

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omnipotent, with a product that stands out among the masses. The premise for this sequel doesn’t seem to depart much from what we saw in the first episode (alas, originality is not very common in the video gaming world, as we have seen so often in recent years), with a structure based on free roaming and the addition of a more substantial plot which can increase the pace of your actions, thus avoiding those attacks of narcolepsy which were such a frequent occurrence with the original version. If then you are among the more malicious or even just the

If it all sounds rather simple, in reality it is much worse The situation in the most unfortunate city in the world has been compromised by an unusual, rife and merciless virus (H1N1 pales by comparison) that has turned large numbers of people into zombies and which the Government has kept under wraps to avoid spreading panic. Clearly with very limited success. In a crescendo of originality, the population decides to rebel against the status quo, to try and understand what lies behind these events, or simply because of survival instinct, faced with the

So here you are in Pacific City once again, at last rid of any criminal or bully of little worth after your clean-up operation. more astute (in video gaming terms – we cannot comment on other aspects), you will notice that it’s exactly the same as that offered by Crackdown’s reference series; but we point this out without handing down judgement. So here you are in Pacific City once again, at last rid of any criminal or bully of little worth after your clean-up operation. If all were going smoothly there would be no sequel to speak of. You can therefore imagine that your beloved Agency (home of protectors of the law with attributes) will find itself tasked with a little job, among the very population it defended a few years ago. Gratitude is still an important value in this series.

multiplying irrational creatures. When the situation seems destined to fall into a bottomless chasm, that’s where you come in. And I’m afraid you cannot go on leave. Graphically, the game will reflect the tragicomic situation in which you operate with much darker tones than in the past. If this may seem like a risky gamble (one of Crackdown’s main attractions had been its mix of brightness and comic), it was in fact the only choice, as fireworks and smiling clowns would not have been very suited to these nights haunted by flesh-sniffing brain eaters. It is for this reason that the graphic style is darker – even though the marvellous cell shading is maintained – and in some ways even more

intriguing (for those who love this genre), almost as if it wanted to distance itself from the light-hearted impact of the first episode. You should therefore expect your ruthless massacres to be encouraged by monsters of all sizes and aesthetically less than appealing. If something looks gross, it must be wiped out.

The customisation of vehicle with firearms and an online multiplayer with up to sixteen players complete the picture for which a sequel is eagerly awaited by many, due to its predecessor’s ability to surprise, which we hope has not got lost in the complicated choice between what the market offers and the good done in the past.

At a gameplay level, the big novelty is the introduction of a co-op mode for four players, particularly fitting if we consider that survival is rule number one in Pacific City. You just have to silence that little voice that keeps whispering Left 4 Dead insistently in your head We are talking about another setting and a different approach, or at least this is what they want us to believe.

Crackdown 2 aims to succeed in its challenging attempt to break into the hearts of the video gaming audience without dangling the carrot of a Halo 3 beta key which the previous episode contained. The cards laid on the table look convincing, but all will depend on how tough its competition will be. As long as the sum of ideas is handled with care, we are suitably confident that this can be an amusing title, which is what really counts in the end.

If we consider that we will be dealing with various levels of development (agility, strength, and driving, weapon and explosive skills), the option to operate as a team varies the way missions are tackled and offers a level of repeated playability which is definitely above average. Let’s imagine for example that we are still far behind in the development of our skills (if someone else can do it, that’s better) and that one of our partners has substantially developed his character. A world of possibilities which were theoretically unachievable will open up for you at that point For example, you will be able to use an otherwise unapproachable means of transport (the Agency’s newest helicopter) or achieve objectives that would be impossible in single-player mode. The praise of values continues, this time through the respect for other people’s work.

The first Crackdown was much brighter.

The feeling of omnipotence is one of the game’s strong points.

Conclusion Crackdown 2 tries to break away from the formula of the past episode, turning definitely dark. In doing so, it plunders some of the best ideas to have emerged in the multicoloured world of video gaming over the past years. The key is to understand if it will manage to produce an appetising mix.

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Cell shading remains exceptional.

The dark tone seems to give the gameplay greater depth Finally the plot makes sense and has a logical flow We struggle to find original ideas It risks departing too much from the successful recipe of the original

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PREVIEWS

WITCHER 2

Once upon a time there was a game which was set to be released on console. Then, everything went quiet and the game was cancelled only to reappear as a sequel...

Developer: CD Projekt RED STUDIO • Publisher: Atari • Release: TBC • Website: http://www.thewitcher.com/ • Platform: PC

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owadays it seems impossible to maintain any secrecy with the internet in the background. As soon as a software house even considers issuing a press release announcing a new game, a video stolen straight from its premises is leaked on to the net. It happened with The Last Guardian, and then again with Witcher 2, the sequel to one of the best role-playing games in recent years. Some are delighted by these incidents, anxious as they are to learn as quickly as possible of the arrival of any new games and allow the wait to consume them; others are distraught at losing the exclusivity they coveted. Everyone is entitled to their point of view, which is what makes the world an interesting place. This time, as we were saying, it’s been Geralt’s turn to make a comeback to our screens, in what for the moment has been renamed ‘Assassins of Kings’, a title which promises a substantial departure from its predecessor. Polish developers CD Projekt have decided to revamp the game engine and the

Geralt’s charisma is unquestionable.

gameplay, thanks especially to the introduction of the Havok engine, to control physics in a world where its details are still shrouded in secrecy. You can be certain that there will be no shortage of monsters and blood-thirsty mythical creatures.

Truly credible and impressive detail. The graphical impact is one of the features on which the development team seems to be focusing the most. If we think about the already excellent polygonal models used in the previous chapter, the depth of work that we have been able to admire in the trailer is tangible. The characters on screen have been polished up, and so have the settings, so rich in detail and elements that move as if to accompany our fate. A true delight for the gaming buffs is the alternating of day and night, together with changing atmospheric conditions and lighting effects that vary the landscape as the hours go by with truly credible and impressive detail. But the boys at CD Projekt did not stop at making the game visually pleasing, without considering substance. Instead they rehashed a good part of the game system and the virtual directing has also been superbly revisited. For example, dialogues are much more substantial and there is a multitude of choices that influence interpersonal relations and how certain quests are approached.

We are expecting an expanded bestiary in this new episode.

Your every action will determine a reaction in those around you; every dialogue will affect your reputation; the resulting level of interaction within the story is expected to be greatly improved. Although all of this has been seen before, once set within the magical context of Geralt’s world, it will acquire a very different charisma.

METAL GEAR SOLID

PEACE WALKER Developer: Kojima Productions • Publisher: Konami • Release: 2010 • Website: http://www.konami.jp/mgs_pw • Platform: PSP

The combat system promises a highly cinematographic cut, with blood spurts and moves worthy of the best action games. This is where the impact of Havok is felt the most, as it is now possible to carry out much more spectacular combos compared with the first episode and ones that are highly choreographic too, due to the ability to involve many factors at any one time.

On a graphical level it is impeccable. PSP seems to have given its best.

Conclusion

War is the hero here.

Just when we had given up hope of any progress in the conversion of the first mythical Witcher, a sequel has appeared out of nowhere. Having seen the quality of the original, we await its release with anticipation.

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The setting is one of the richest ever to have been transposed in a video game Graphically imposing There are no firm details yet on the use of physics. Is it just a useless ornament? We need to understand how deep beneath the facade, the innovations will go

The graphic quality achieved by the Polish guys is as magical as the stories of their hero.

Two is better than one.

The release of Metal Gear Solid: Peace Walker is expected in an unspecified first half of 2010 but knowing Kojima’s dicer oaths, we should prepare ourselves to wait a little longer.

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SP had to work extremely hard in the second half of 2009 to take advantage of the terrain lost by its Nintendo rival. One of the reasons for this critical situation – probably the main one – was perhaps that it lost the plot with a device that lacked a clear strategy. After some clever brainstorming at Sony management, a decision was made to aim for a new restyle (which would produce the “Go!” version) and a high impact line-up worthy of its older “brother”. At the head of this cheerful party, in all its manliness, out came Metal Gear Solid: Peace Walker, the punctual confirmation that Kojima’s words cannot be blindly trusted (a dicer’s oath is nothing in comparison). Following MGS 4 he in fact declared that he would not work on the series again.

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There will be space for innovations too, as stated by the producer: “A stealth with action elements? Of course, but there will be some aspects of the gameplay that we could only implement on PSP!” Knowing Kojima’s ability to get the best out of the platforms on which he operates and create cinematographic involvements, expectations are certainly high. If we could, we would be posted at his front door to find out more!

We are thus halfway between an innovative sequel and a game developed to please numerous fans. If Witcher 2 is able to maintain this delicate balance, then you can be sure that we are looking at an announced masterpiece.

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The gameplay is typical of the series, with a markedly stealthy character who will have you moving in the shadows like the quietest of mice.

Kojima’s prominent role further confirms the importance of the project, which has grown to the point of losing the label of a simple saga spin– off and being re-defined as a “possible fifth official chapter in the series”, as Kojima himself has said several times in recent months. If the environments are reminiscent of what we saw on Portable Ops (the other MGS released a few years ago on PSP), the dismissal of the Japanese master’s disciples who worked on the project initially, makes it unlikely that in the near future we will see an apocryphal interference with a setting that has grown proportionally to its author. The gameplay is typical of the series, with a markedly stealthy character who will have you moving in the shadows like the quietest of mice.

When we heard about a co-op mode for two players, we were astonished: in certain sessions of the single player campaign it will in fact be possible to join forces in terms of equipment, fire power and strategy and face the enemy or even execute special-move combos that are only possible with another player on PSP. Other features such as the shared inventory and maps seem less relevant in the face of such news. The setting for our actions will take us back in time, focusing our attention on Big Boss. More specifically, we will travel to Costa Rica during an interlude between the establishment of Foxhound (which happened in Portable Ops) and the Outer Heaven revolt (led by Big Boss himself in the first Metal Gear). An alternation of flashbacks and a plot on the edge of a razor – so typical of the narrative ability of the Japanese designer – will take us deeper and deeper into an event that seemed to have come to a major conclusion with the fourth episode in the series but instead promises to give us even more emotions. The universe of Metal Gear seems destined to reign for some time to come still.

Conclusion Just when we had given up hope of any progress in the conversion of the first mythical Witcher, a sequel has appeared out of nowhere. Having seen the quality of the original, we await its release with anticipation.

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The setting is one of the richest ever to have been transposed in a video game Graphically imposing There are no firm details yet on the use of physics. Is it just a useless ornament? We need to understand how deep beneath the facade, the innovations will go GAMESWORLD SA

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PREVIEWS

NO MORE HEROES 2

DESPERATE STRUGGLE A sequel to the imperfect cult of last year, Desperate Struggle, is without a doubt one of the Wii titles to watch out for in 2010.

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ince its inception, Nintendo’s next-gen console has often been labelled as the game machine for children, due to its graphical limitations and the communication strategy adopted by the Japanese firm. The choice has undoubtedly borne some fruit, but the ultra-loyal have still regarded this as a betrayal to the essence of uncompromising hardcore players. The arrival of the first episode of No More Heroes had therefore represented that breath of fresh air that early Wii owners had been begging for insistently, and it was with ill-concealed pride that they found themselves presented with a title that could,, under certain conditions, bear comparison with the more prestigious series of Grand Theft Auto or Yakuza. It would thus have been easy for the sequel to follow the fail-safe rule of larger, bigger, more vicious, more everything that usually celebrates the follow-up to a series born under the lucky stars of success. Furthermore, the foundation was certainly excellent: where else could one find a character that in order to save the game, had to go and relieve himself in the toilet or would take up irrigation by chopping his foes here and there with resulting arterial emission? The direction taken by Suda 51, a brilliant yet fundamentally undervalued Japanese studio, therefore seems to be retracing the path of tradition, although under closer inspection, it departs from it significantly. The introductory trailer shows a rapper gangster with a 1980s radio attachment that can be transformed into a robotic arm extension and a rocket launcher with which to cheerfully bombard the neighbourhood. Much to our dismay, our friend will have no scruples in using two African prostitutes as human bullets: more bimbos, more 38

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wrestling moves and especially two beam katanas. The pot is richer than ever. The trailer forebodes without a shadow of a doubt an intention to surprise and etch each moment of the adventure in the mind of the player, with the typically visual and charismatic explosiveness of Killer 7’s creator. After all the constraints that emerged in Travis’s first video gaming adventure have been trimmed, as if by new gardeners, there now can grow, a thriving tree, which is capable of fascinating us with the variety of situations proposed. Needless to say, the second trip to Santa Destroy is heralded as something exquisitely substantial, especially from the gaming point of view, with a series of improvements aimed at making the game experience even more unique and memorable. The combat system has become more complete, with new mêlée moves and unpublished and devastating gestural finishing moves; the arsenal available to Travis has been made richer and more implacable and the AI of the opponents has been considerably improved in order to make the action even more brutal and savage. On a technical level, one has to admit that much hope is placed in the adoption of the Wii Motion Plus, which is potentially capable of giving a different depth to your sword-wielding forays. The notorious 1: 1 control, the holy grail of all games released so far for the Nintendo console. The promise of a follow-up capable of being improved where the predecessor had failed miserably is definitely there; having noted that the planned release date set for the first months of 2010, is relatively close, all that remains is to cross

our fingers in the hope of being able to brandish our katana and release that pride that the white Japanese machine has required for (too) long. A sequel to the imperfect cult of last year, Desperate Struggle, is without a doubt one of the Wii titles to watch out for in 2010. The return of the easy-going murderer Travis Touchdown promises to repeat what we have seen in the acclaimed original episode, by proposing a surreal odyssey with Tarantino tones thoroughly focused on the theme of revenge (with Bishop Shibux, an employee of the Beef Head video store and close friend of the protagonist, in the uncomfortable part of the sacrificial lamb...). Absolutely unique and whacky end-of-level clashes are guaranteed (there is talk of up to 50 bosses to be faced, even more than one at a time!) as well as stages played as characters other than Travis (already confirmed is the comeback of Shinobu, the unforgettable killer student featured in one of the most fascinating moments of the first episode). Special mention must also go to the renowned mini games, to be played in between missions, now transformed into two-dimensional games in the video game itself, so as to make the already obvious retro-postmodern character of Suda’s work yet more tangible. In the hope of seeing important changes in the presentation of the GTA-style overworld seen in the original (terrible from the point of view of technical performance and underutilised in purely gaming terms), there also remains to be seen if and how Suda 51’s desire to exploit the technology of the MotionPlus − a potential trump card capable of making the gameplay even more profound and immersive − will be put into practice.


PREVIEWS

OKAMIDEN

The magic paintbrush of the Okami world will soon paint on your DS, in the sequel of an adventure hidden among the petals of Japanese mythology...

Developer: Capcom • Publisher: Capcom • Release: 2010 • Website: http://www.capcom.co.jp/o-kamiden • Platform: DS, DSi

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kami demonstrates in a most peculiar way how a game can go from prince to pauper. The offspring of a software house hounded by misfortune (symbolic in this respect are the cases of Viewtiful Joe, God Hand and Madworld – works of a high quality and sensational commercial flops), it had been hyped so hard to the point of having gigantic posters displayed on the skyscrapers of Shibuya, subways covered in thematic advertising and even models walking the streets of Akihabara with little dogs dressed as Amaterasu (enough to mobilise the WWF). It is a pity that when all was said and done, even this ambitious title, based on the aesthetic magic of Japanese Ukiyo-e and drawing significant inspiration from the fascinating Japanese mythology, should have turned into yet another failure, to the point that the studio – already destabilised by the less than favourable performance of other titles – was forced to close down. The fans, those few brave ones that had had a taste of the incarnation for PlayStation 3, had given in to discouragement – a universe of unexplored potential nipped in the bud. The announcement about Okamiden in recent weeks was therefore met with some surprise; an unexpected sequel for the one console that can probably best exploit its qualities – the inexorable Nintendo DS. The title will be developed by Kuniomi Matsushita (head of the Okami conversion for Wii, the console

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that offered through its controller the best integration for the “magic paintbrush”) and by Motohide Eshiro (producer of Onimusha 2 and Ace Attorney Investigations: Miles Edgeworth). It will tell the adventures of Chibiterasu, a sweet albino wolf puppy and a reincarnation of the sun goddess, engaged in a delicate odyssey to restore life in a world corrupted by the barren evil of malicious spirits.

A truly sensational level of interaction. If the plot does not sound particularly original to you (in all honesty, nor does it to us), you should consider that the original project was based on the idea of creating an “intelligent clone” of the Zelda series for Sony devices. Having changed the reference platform, the operation is now at risk of clashing directly with its inspiration in an attempt to compromise between Eastern aesthetics and Western taste. At a gameplay level, the game does not depart much from its forefather. By using your stylus to move the iconic Celestial Brush, you will be able to draw and solve puzzles, with a truly sensational level of interaction. Accompanying the young wolf through landscapes characterised by a unique art direction and with cell shading capable of marrying Hokusai’s art with the video gaming medium, is truly

TATSUNOKO VS. CAPCOM Ultimate All Stars Developer: Capcom • Publisher: Capcom • Release: Q1 2010 • Website: http://www.capcom.co.jp/tatsucap/ • Platform: Wii

jaw-dropping. We would never have expected to see the 3D capability of the machine pushed to its limits in such an apparent yet effective way. The pictorial rendition alone would be worth the purchase price (unless this had to soar to unreasonable figures well beyond our budget). Through your epic you will also have the opportunity of meeting a number of different characters who will prove essential in prevailing over the difficulties that you will encounter. Due to your young age, you won’t be able to count on Amaterasu’s strength and we all know that anyone can feel big and strong when they have a god behind them, but once they are left alone... Having said all this, we can’t tell if it will be a success, but it will certainly be a work of art...

Conclusion Okamiden has the chance of bringing a wind of “art” novelty onto a platform that has accommodated a remarkably wide universe of commercial products. The risk is that it might be crushed on a mediatic level by the new Zelda, and that would be a real pity.

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Fantastic setting Fascinating graphic realisation At risk of being crushed by the new Zelda Gameplay perhaps too complex for Nintendo’s portable

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ake the best in Japanese comics of the past few years and combine them with some of the fighting stars of Rising Sun and you have a game that Wii owners have been waiting for with anticipation in its European/American version (it was released in Japan some time ago): Tatsunoko vs. Capcom: Ultimate All Stars, the latest precious pearl from Capcom’s coffer. If the owners of the next generation consoles competing with Nintendo on other shores can boast about the hyper-spectacular graphics of their games or their sense of epic, this time the roles seem to have been reversed. This Capcom title is simply a true gem in the universe of combat games. Street Fighter IV takes the punches and is not even allowed to complain.

A true gem in the universe of combat games. The conversion of a game with so large a cast as to seem never-ending is indeed a job requiring tons of patience. As a result of some serious problems due to copyright and, to a lesser extent, the interventions

required for balancing and improving an already convincing formula at its first release, the finish line has gradually been moved to the first quarter 2010. Several changes were made to the original version of which some were particularly painful. For example, Hakushon Daimao will be excluded from the title destined for the American market but has a chance to slip back in through the window for the European one. Fortunately, this will work both ways and we are reassured by the fact that Capcom have decided not to rest on their laurels . This means that we will see some gaps left by the characters lost along the way filled by several new entries capable of padding up, with quality, a roster otherwise at risk of becoming too lean. Unfortunately the audio tracks will also fall victim to the censor’s axe, that has forced the programmers to remove some of the original music by Tatsunoko and replace it with other specially written tracks. A real pity and a good reason to stand up to this witch called copyright, especially when it is the player who ends up being so heavily penalised. Looking beyond these problems (critical to some, laughable to others) one can only be pleasantly

surprised by the technical aspects. Although constrained by the technical limits of the white console – with models of fighters not made up by zillions of polygons or animated to perfection - the game is fully capable of making up for these shortfalls, thanks to an awesome general design and stylistic choices. You will struggle to choose only one pair of favourite characters from the classic Versus mode, dedicated to two-men tag team combat. The entire game exudes passion, in every smallest detail, at all levels. Where the recently muchadmired title Street Fighter IV leaves a lot to be desired in many respects , such as meaningless scenes or a worrying dearth of characters, Tatsunoko replies with heart and humour and with countless pearls introduced by the programmers for the joy of fans of specific characters. It will be a long wait for the new year, when we can lay hands on a title that promises to leave an indelible mark in its genre. Despite all the cuts, its key gaming qualities such as the spectacular nature of the attacks and the fluidity of the combat system will remain untouched. It’s time to fight, it’s time to win.

Conclusion At last a game for real players on Wii. If you are tired of pink princesses or adorable little mushrooms, throw yourselves into Tatsunoko vs. Capcom: Ultimate All Stars, a fighter like no other that exudes passion from every combo. Not to be missed.

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An epic cast Technically a combat game like few others Copyright issues are a pity 2010 is too far

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REVIEWS FIFA 10 48 • Uncharted 2 52 • Need for Speed: Shift 56 • Colin McRae: Dirt 2 58 • Halo ODST 60 • Katamari Forever 62 • Wolfenstein 63 • Guitar Hero 5 64 • The Beatles: Rock Band 66 • Mini Ninjas 68 • Ninja Gaiden Sigma 2 70 • Dead Space Extraction 72 • Metroid Prime Trilogy 74 • Spyborgs 76 • Wet 77 • Scribblenauts 78 • Gran Turismo PSP 79


REVIEWS

FIFA 10 2010 is World Cup year: let’s warm up our thumbs with a soccer video game while waiting for this major event capable of capturing the attention of billions of people.

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IFA’s slow ascent to the podium of the best soccer simulation, which began with the excellent job done with FIFA 08 and then with FIFA 09 can be considered complete. The king of the pitch has regained his crown and life is tougher than ever for pretenders to the throne. The choice of ever more immersive and realistic experiences coupled with the ability to create such magical atmospheres worthy of the major soccer arenas has proved to be

Developer: EA Canada • Publisher: EA Sports • Website: http://fifa.easports.com • Rating: PEGI 3+ • Platform: Playstation 2, Playstation 3, Xbox 360, PC*, DS, PSP, Wii * CPU: 2.4 GHz, RAM: 1 GB, video card 128 MB – GeForce 6600 or above, ATI Radeon 9800 Pro or above, shader support model 2.0 or above

a winning combination and one that is leaving an ever-widening gap with competitors. Konami can only pick up the pieces and hope to find strong glue. FIFA 10 is the final answer to the wishes of soccer fans the world over − that definitive masterpiece that everyone had been awaiting for, for months. No exaggeration, no marketing ploys, we are facing a truly unique product, one that can almost recreate the smell of the grass crushed by the studs of your favourite players. It is not just a simple improvement on the (excellent) game proposed last year, but a clever rework sprinkled with a few vintage pearls.

The first great revolution is in the physics: at last controlling Messi or Ibrahimovic will be substantially different, since the game will determine the outcome of a tackle based on a calculation of the physical parameters of each player. Players who are highly skilled in one-on-ones will become useless when faced with rocky defenders. It will no longer be possible to pick a favourite player and fly towards the goals with just a few touches, a feature that used to make gameplay unrealistic and was one of the main causes of boredom in the long run. The clever game designers have introduced a new feature that can balance the game with even greater realism: the 360° player control introduces a greater number of game variables, while getting rid of that eight-way axis of movement which has always been one of the shortfalls of the series. It is now possible to dribble in the true sense, so as to free oneself from opponents with greater simplicity than in the past and thus conquer important space to manoeuvre.

Particularly relevant in those acrobatic moments that get budding players so excited (if I can’t do it for real, let me do it with a joypad …) is the new expert dribbling that allows total control over the athletes, and thus eliminates any predictability in a tackle. Just as in real life, a quick glance and the ability to read the opponent’s intentions can make the difference between a well executed nutmeg and a shameful dispossession. Of course its use if far from simple, nor is it easy to play with no help from the CPU. Lots of practice and a couple of dislocated finger joints should allow you to master this technique with adequate ability, and thus gain an advantage over those who continue to rely on the traditional technique.

Gameplans and moves will have you dreaming of tactics at night

Looking for new blood is a must in order to strengthen the team and save the budget

A goal is a religion. A header its prayer. Getting rid of defenders won’t be so easy anymore

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REVIEWS

Speed of play has increased considerably: ball control is as fast as it is effective and allows for really useful through balls, rather than sadly doomed ones. Counter attacks will have their role to play, making things harder for the opponent’s defence and easier for those players who like to exploit the space that is created on occasion. Clearly, having an advanced personal technique at one’s disposal will make certain moves even simpler. In order to gain the upper hand over the hardest of matches, your creed will need to be team play and synchronisation of the moves. Just as in a real match, singles can add that finishing touch, but a single man cannot win the championship. Onetouch, one-two-passes and switching play will need to be your mantra. Goalkeepers have lost their puppet status

Even the stadiums have improved after the annual graphic restyle

Looking wider than the individual players, we are pleased to welcome an improvement in the physics in respect of the ball. Even a simple observer of the game will notice the fluidity of the highly dynamic matches that never fall into a frenzy which could muddy the water. Players will move in synchrony on the pitch and you will be unlikely to repeat the same action a number of times knowing what the outcome will be, as used to be the case in the past. No more privileged positions or pre-calculated shots and plenty of space for imagination and invention. Naturally this addition does not only bring benefits, but also makes it harder to direct the ball, not so much

The Manager mode offers all the statistics that number lovers will need

The Series A Milan derby is one of the most fascinating matches in the world

because of the accuracy of the controls, but rather because of the greater realism introduced: crosses, corners, chip shots and shots are in many ways more complicated and tricking the goalkeeper will require a good dose of ability and good timing. The manager mode, initially introduced in previous editions as a simple addition to pad out the offline section, now holds some pleasant surprises, having been expanded and improved in many respects. Even though the depth is virtually unchanged (it is nonetheless a soccer simulator and not a managerial one), we welcome the reduced frequency of unrealistic transfers that would sometimes take first-class players to less prestigious clubs. There might still be a few rough edges, but they are definitely on the right track. In career mode it is possible to follow the journey of a single player, as well as create a customised athlete (in the Virtual Pro section) to be used in all other offline modes as well as in Pro Club and matches classified online. When it comes to possibilities, FIFA 10 is truly a rich and varied game. AI can be a real enemy for those who do not like playing against human opponents. It is a particularly difficult aspect to assess too, given the subjective and multiform nature of the game. There is no shortage of challenges thanks to the number of levels and the possibility to remove any aids at any time. CPU-managed teams display a generally laudable gameplay and an intermediate difficulty. Manoeuvres appear better thought-out than in the past, less rigid and isolated and with a better utilisation of all team members. In any event, if you are looking for a real challenge, online still remains the only true and undisputed test bench and the only outlet for all your athletic aspirations. Bringing players even closer to the real world of soccer, the introduction of an even more complete and stimulating Live Season is a real treat for all those who love 360 degree soccer. It is now possible to retrace in the greatest detail the seasonal journey of a team through what EA Sports has defined as ‘My Live Season’. Yellow cards, line-ups – all that surrounds a challenge can be reproduced with the goal of changing (or confirming in case of a positive outcome) the course of a particular match. To supporters of those teams who have been trudging at the bottom of the log for years, this can be a reason to raise their head and conquer a few trophies, albeit virtual. Note that you are only given one chance per match, or the game would have turned into a trial-and-error that might have penalised the simulation aspect. If on the one hand, this choice may appear limiting (no

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more excuses such as: ‘I had cramps, I need to play the match again...’), on the other it can increase the adrenaline in your veins considerably. Each tackle could be the crucial one. Looking at multiplayer proper, we have to admit that it is hard to better what has been offered in past years. The range of options and the almost complete lack of lag (at least from the server side) bode well for fun gaming sessions aimed at the moral destruction of your opponent. A few shortcuts such as saving the formation, setting and tactics are welcome aids in reducing down-time even further. A last, comment on a new function (the Set Piece Creator) that may still be immature in many ways, but offers a few interesting aspects which are likely to become a frame of reference in years to come. After accessing the relevant section of the main menu, it will be possible to store a range of move combinations that involve many players, so as to record completely customisable gameplans. This will allow you to experiment with a tactical alchemy worthy of soccer’s top gurus, even though this mode does not allow you to recreate the same dynamics as those experienced in training (as is the case in real life). Some more flexibility in this aspect could definitely improve its use. At the end of the game we can reaffirm, as mentioned earlier, that EA Sports has packaged once more a complete product from any point of view, which will raise the bar on many parameters without undoing the good work of the past years. Playing FIFA 10 is as close as it gets for those who cannot compete on real soccer fields and the best part is that it’s really good too. The only game that we would expect to be able to compete with this monster of technique and skill is only its sequel; may all the others rest in peace. This is football!

Conclusion Fifa 10 is the soccer simulation par excellence; rich in modes and interesting features; it contains all that a fan could ever ask for in a sumptuous package. Playing both offline and online is a pleasure for eyes and hands. Everything else is boredom.

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Soccer itself At last physics plays a very important role For newbies it will be difficult to master in all its aspects Manager mode sometimes superficial

Score:

10/10 GAMESWORLD SA

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REVIEWS

UNCHARTED2 UNCHARTED2

Developer: Naughty Dog • Publisher: Sony Website: http://www.unchartedps3.com/ Rating: PEGI 16+ • Platform: Playstation 3

Uncharted 2 is probably the most obvious synonym for the word ‘adventure’ in the video gaming world.

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t is a game with a soul, an experience that can excite and create that sense of disbelief that few others can. When you end up unconsciously admiring the landscape around your character, while dreamingly moving the right stick on the joypad in the unobtrusive company of silent valleys and breathtaking sceneries, then you understand how close it comes to the perfection one can expect from a video game. Originally inspired by classic adventure movies, the plot is worthy of the best Indiana Jones. Some time after the events of the first chapter, Nathan finds himself involved in stealing an ancient relic in a fascinating Turkish museum, at the suggestion of his friend Flynn and stubborn Chloe. From here we are drawn into a whirlwind of history and mystery that will take us from Marco Polo to the fabulous kingdom of Shangri La.

Forget Indiana Jones or Lara Croft, they’ve had their time.

The reign of Nathan Drake has begun... and it won’t end very soon.

According to the story, the Italian adventurer returned to his country after spending 17 years in China at the court of the Khan, with a deep knowledge of the Eastern Empire and an unavowable secret: his expedition was secretly looking for the Cintamani stone, a huge sapphire also known as the Jewel of Desire. Is this enough to tickle your fantasy? Don’t however expect that everything will run as smooth as silk: there may not be Nazis throwing spanners in the works, but they are fittingly replaced by an amusing gang of mercenaries led by a Zoran Lazarevic, just to make things more interesting. Runaway trains, exploding trucks, entire buildings collapsing, bursts of bullets from helicopters and hopeless ravines will accompany your endeavours under the careful direction of Naughty Dog, always ensuring the most spectacular settings and no frustrating mazes with no way out. The basic structure is there and is solid, but it is in the technical and practical test that the game really shows its teeth. Even though the gameplay follows – predictably – the excellent previous chapter, you shouldn’t expect a carbon copy but rather an intelligent and polished reprocessing that keeps the game refreshingly brilliant for its entire duration. Uncharted 2 is a merry-go-round in a constant motion of acrobatics, shootouts, explosions, puzzles; a Ferris wheel from which you will hardly get off, even for a comfort break.

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REVIEWS

On a technical level, the game reaches heights of supreme quality: controlling Nathan is an easy task right from the start, thanks also to the fact that inputs supplied by the player are immediately reflected on screen with no hesitation. The feeling delivered is as immediate as it is rewarding, regardless of the action being tackled: climbing an icy mountain, jumping aboard a moving train, shooting the enemy – it all feels as natural as breathing. Seldom have we seen such immersive examples of interface integration, and all without the highly praised (and often overrated) motion sensors. Visually, Playstation 3 shows off all its potential, dispelling any doubts (if there were still any) about performance of the black monolith. The images featured in this article speak for themselves, even though their rendering is far better on an HD screen. Characters appear alive and their expressions, created through the simple click of a button, are so human that one often wonders if it is a video game or a movie. The number of moves available to Nathan has been expanded and again the change is a positive one, thanks to a motion capture effort worthy of a standing ovation. Although Naughty Dog has tried to keep your hero within the limits of credibility (sorry, you won’t be able to fly), you will be able to dive with natural awkwardness, while a shower of bullets will try to open new air vents in your body,

as a result of that uncanny ability of the budding thief to end up in trouble and his determination to escape more or less unharmed (with the emphasis on less).

Originally inspired by classic adventure movies, the plot is worthy of the best Indiana Jones. So powerful is this context that you will often be overcome by that immersive feeling which will have you moving convulsively in an attempt to dodge a blow or two. This is further emphasised by a brilliant screenplay capable of delivering glimpses of real life – the intimacy with which Nathan embraces Chloe (a Lara Croft lookalike, both in attitude and lung capacity), his boastfulness and his way of laughing off a tumble or the hilarious nonsense that he is able to utter in between shootouts. At last a three-dimensional character and not a monotonous, brainless caricature. Nathan’s fellow treasure hunters aren’t disappointing either. Elena and her cameraman are able to produce pretty good drop scenes, while good old Sullivan maintains that air of a mature charmer and wise mentor full of useful advice. You will have a choice between two modes when tackling the hurdles and dangers encountered

along the way. The first, a stealth mode (not as accurate as that required by other games) will bring you great satisfaction, also considering the series of medals and trophies that can be unlocked by taking out enemies with a touch of callousness. Sneaking up on the enemy from behind and finishing him off with a couple of well-placed blows – all without him noticing anything – can be extremely gratifying. The speed of the entire sequence allows the player to calculate the moves required and time them adequately. The advantage in this type of approach lies firstly in the possibility of saving ammunition for the tougher enemies, those that won’t go down with a couple of gunshots, but also in the ability to move with confidence, maintaining control over an environment that could otherwise become risky in case of a frantic shootout. The cherry on top is the option to become a professional sniper for a while and mow down enemies in the dark with one headshot after another. The alternative mode is just as full of entertainment. You can choose a fixed position from which to shoot bursts of lead at 360° onto wave after wave of enemies; the rising tide will never be excessive and will allow you to maintain control of your shooting. The best choice for this option is to control the mercenaries’ advance from the top of a building or keep changing the angle of cover by using environmental elements. A table, a

Fights on moving trains will be ordinary stuff.

Good cover is the first step to a good victory. The depth of field allows the player to admire the most impressive sceneries.

Nathan isn’t looking too good.

Cooperative mode can deliver hours of intense entertainment.

Yes, it is cold. And yes, you have to get over there. Sometimes Rambo looks like an amateur.

Sometimes you need to get your breath back.

car, a wall – all can offer temporary cover thanks also to the fact that the enemy’s AI does not seem to be particularly sophisticated, if not in their layout on the ground. The structure of the various levels supports the gameplay adequately. There will be a wide range of options both in gunplay and in exploratory phases, even though the direction of your adventures will be roughly linear. Although you will be able to wander around looking for treasures to fill your chest, you will always have only one path available. This is probably the only real flaw in Uncharted 2. With so much room for improvement, we trust this will be addressed in the next episode of the series. Fortunately, the scenery is so rich in detail and so fluid that you will hardly notice this limitation. Puzzles are few but good, and implemented with such knowledge that they can create a real purpose within the game dynamics. Using a notepad will be critical to solving the most complex and unravelling a logic that goes well beyond the classic binary “find-key-open-door” so typical of this genre. Moving to the multiplayer mode, a must in any next-generation game, the outcome is predictable. We are simply faced with such stylistic perfection as achieved only by the equivalent mode in the latest Halo – detailed, rich in all the features that you would expect, and immersed in the same

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fabulous sceneries as you would have experienced in the single mode. If you throw the competitive Cinema and Machinima modes into the mix (allowing you to record and replay your missions) and the integration with Twitter, this game exudes as much class as a top fashion model.

Runaway trains, exploding trucks, entire buildings collapsing, bursts of bullets from helicopters and hopeless ravines will accompany your endeavours... Interestingly, and in contrast to the current trend, the cooperative mode has not been implemented within the main plot so as to avoid losing that spectacular setting that has become a trademark of the brand. Cooperation will progress through a variety of environments borrowed from single-player mode and adequately revised from an AI point of view for pure and simple warfare. You will be able to shoot, look for cover and jump with just as much agility. Up to ten players can challenge each other on Versus, which offers classic competitive modes such as Deathmatch and Plunder, even though we are dealing here with greedy relic hunters fighting over real treasures.

In conclusion, Uncharted 2 cannot be defined as innovative, but rather as the perfect match of different elements taken close to their optimal form of expression. It is not a simple type of action game that anybody could have created, but rather a new milestone and the benchmark for this genre in coming years. There might not be a perfect recipe for the perfect game, but Naughty Dog has created something that in a player’s mind and heart feels very close to that.

Conclusion Uncharted 2 is a pleasure for the hands and eyes of any player. Seeing so many elements fuse so harmoniously within a polished gameplay is something we didn’t expect to experience so easily. Having all of these distilled in one product is almost magic. It is adventure.

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An addictive game for newbies At last a game where shooting is not the be-all and end-all Sooner or later it must end At times too linear

Score:

10/10 GAMESWORLD SA

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REVIEWS

Slide your worries away...

NEED FOR SPEED: SHIFT Even the great can make mistakes. By learning from them, though, they may be able to inject new life blood into a failed series or project. Today we would like to tell you the story of the phoenix of the gaming world... Developer: Slightly Mad Studios • Publisher: Electronic Arts • Website: http://shift.needforspeed.com • Rating: PEGI 3+ • Platform: Playstation 3, Xbox 360, Iphone, Psp, PC* * Intel Core 2 Duo 1.6 GHz or faster, 256 MB Video Card, 1.5 Gb Ram

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eed For Speed has had a rather troubled history in recent years, having lost the course that earned it a following of faithful fans over time. With Shift, Electronic Arts has decided to break with the recent past in an attempt to regain some of its lost shine. Shift has done away with street gangs, wild chases up and down hills, busy streets and other pleasant pastimes of this kind. No more sheep’s eyes and attractive girls, artificial tests for our testosterone levels; no more additions seeking to satisfy the general public without pleasing anyone in the end. Welcome, instead, dear old, new Need For Speed. The start is as smooth as one could expect. Based on your performance on completion of the first racetrack, the game will suggest the best settings that can deliver an engaging experience without having you hit your head against the wall. The game will, however, let the player modify the parameters at his discretion – we all know how sensitive a proud, budding driver can be – so that the novice Fernando Alonsos among you can choose their challenges and smash their cars against the wall in blissful happiness (and with their heads held high). The career mode is the benchmark against which players will ultimately be judged. Enough is as good as a feast, so goes the old saying. And although the career mode may not present as wide a choice as in the past, it still offers some very significant features, which will convince us that even if the music has changed, the good tunes are still there. Over sixty vehicles to choose from, all brilliantly modelled on the original counterparts, and a World Tour that will seal your rise through the rankings with challenges on the world’s most diverse tracks (Europe, US, Japan, on both streets and circuits) are certainly nothing to be ashamed of. Added to this, the time trials, head-to-head and special manufacturer-sponsored races (a sort of single marque championship) are sure not to disappoint us. In keeping with the tradition of the series is the mechanism for vehicle customisation and improvements. Racing victories will in fact

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generate a fair amount of cash that can be spent on expansions of the fleet and substantial renovations of the garage. In this case there have also been some interesting additions. Based on your performance and behaviour on the racing tracks (that is if you opt for aggression – bashes and dents – or precision –where even the smallest kerb will shave off that vital hundredth of a second), you will receive a given number of stars and a score allowing you to unlock new vehicles and

under pressure. It is a subtle balance that seems to hold quite well, apart from the few isolated – and probably inevitable – instances, and one which is present in any kind of competition a player chooses to participate in. Outracing a rival in the last stretch, when all seems lost, remains a priceless feeling. The technical aspect has been a long-standing cornerstone of the series, and traditionally its undisputed pride. Lighting effects, blurs and every tiny polygon are skilfully mastered to highlight the

Sitting behind the wheel of each of the cars available is a highly rewarding immersive experience. ever more exciting and selective championships. Admittedly, this may not be the most original of schemes, but again it can adequately satisfy a player and give sufficient motivation to keep sharpening those racing skills.

driving experience. At times you will almost smell burnt tyres in your room. Considering all the game offers, such minor shortcomings as the less-thanimpressive navigation menus and the rendering of the race public become quite insignificant.

What ultimately makes a racing game is the road test, and here again Need For Speed: Shift does not disappoint. Sitting behind the wheel of each of the cars available is a highly rewarding immersive experience, no matter what the settings and difficulty selected. It will really feel as if you are driving a high-speed racer. The sense of speed, together with visual effects inside the cockpit, modelling of crashes, skidding, the tarmac itself – all will contribute to putting your immersion experience at the top end of the curve.

Thanks primarily to the ability and visionary direction of Slightly Mad Studios, it can be confidently said that Need For Speed: Shift achieves its objective with excellence, that is reinstating the racing game mark par excellence and reviving a brand that had over time fallen into oblivion while offering a driving experience, perhaps without frills, but still adequately satisfying for the budding driver inside us all. Even though the game is not flawless – a few negligible faults here and there – we acknowledge this throwback to our childhood afternoons with a touch of emotion. Racing passion is back on track.

Granted, at times the slides will feel too rigid, their feeling not exactly genuine, perhaps due to a gameplay turned too simulative to distance itself from the arcade-style simplicity that had cost the series its popularity. Nevertheless, the sheer driving pleasure that is conveyed through a genuine rendering of the mechanisms that regulate a highspeed race – and not just by over-penalising the player for the smallest mistake – can quickly bring the gaming experience back on track. Artificial intelligence (AI) plays an excellent role too, although it is only in the multiplayer mode up to eight players that you will get the most satisfaction. Right from the start, your opponent drivers look reactive, motivated and, above all, credible. You will see competing drivers make mistakes, lose their cool in sudden fits of folly, appear as aggressive as the Persians of 300 or become more competitive

Conclusion The route taken by Electronic Arts is certainly positive – a smartly executed return to the past with a wink to present times. At last we are back to driving for the sake of fun and not just to please the virtual bimbo of the moment. Satisfying indeed.

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The return to the decency of a historic series A realistic sense of speed Slide dynamics unlike “need for speed” Restricted single player mode

Score:

8/10 GAMESWORLD SA

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REVIEWS

DIRT2 COLIN MCRAE

Developer: Codemasters • Publisher: Codemasters • Website: http://www.dirt2game.com/ • Rating: PEGI 3+ • Platform: Playstation 3, Xbox 360, Wii, DS, PSP, PC

The smell of burning tyres makes your heart beat faster. You have to finish first, you have to win. You are the challenger, and your thoughts are bent on speed...

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n the recent years Codemasters have concatenated a string of successes in the racing world to the envy of many: DiRT and Race Driver GRID have in fact fascinated a considerable audience of enthusiasts and as a result, the expectations of this new racing game could only be very high. By contrast to what common sense might have demanded, the British company has opted for a radical change, both in style and form, thus departing from the typical standards of franchises and consequently increasing its risk exponentially. The first noteworthy feature is the territorial variety the game offers, together with a set of suitcases which allow us to move from one place to another (tough life, that of an online racing driver). Destinations include Croatia, China and Morocco with their rural landscapes, Los Angeles and Tokyo with their urban stadiums, California for races immersed in nature, the sunny tracks of Malaysia, the Battersea Power Station in London and the barren rocky roads of Utah. This mix is capable of pleasing any virtual driver and offers different challenges according to each person’s aptitude. Codemasters have wisely decided to integrate these challenges with the possibility of having a dynamic difficulty level. It will be up to the player to switch the degree of difficulty at any time and without consequences (except for the money earned after a race). In this way, maximum entertainment is guaranteed without penalising any category of players (even a three-year-old could happily start counter-steering!) and players are given the freedom to decide how badly they want to get hurt. Although this game is in line with an increasingly popular trend and its artistic direction is focused on expanding the user base (even by drastically

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dropping the degree of challenge) we should still note that there are also more difficult levels available, which can truly test the skills of the best virtual drivers around.

detail and movement (such as the foliage and dust lifted by the tyres) thereby increasing the immersive experience. The whole ensemble is enhanced by lighting effects of superb making.

The approach to the front end is much more direct and realistic than in the past. You can experience all your races and the management of your career from inside a caravan, a 3D environment that can be explored in first person. Not the most original of ideas, but one that lends credibility to the experience and makes it more participative, by providing a real taste of the atmosphere of competitive off-road driving. You are instantly placed at the heart of the action, able to select events as if watching them on TV while peering out of the window to choose a vehicle.

A delicate topic is that of the damage modelling effects, this time designed with authority, which often end up as little more than aesthetic ornaments since cars no longer need to be repaired during races. This in turn tends to encourage a much more reckless driving style (if the damage doesn’t affect the performance of the vehicle and has no repercussions on subsequent races, why should one drive carefully?). Some other features typical of the previous episodes, such as varying weather conditions, are also inexplicably missing – blatant voids left without any valid reasons.

Destinations include Croatia, China, Morocco, Los Angeles, Tokyo, California, Malaysia, London and Utah. More realistic need not mean more tiresome; in search of the perfect alchemy, the trend towards favouring newbies has resulted in a more arcade-like feel, especially in the handling model. Obviously, this doesn’t mean that you will be able to win every race just by pressing on the accelerator, but rather that the mid-point between accessibility and realism is probably good enough to satisfy the majority of video gamers, except perhaps for the ascetic purists who engage in doubtful practices with their own vehicle. Technically DiRT 2 lives up to the expectations created by the previous edition, thanks especially to the EGO engine and its ability to chew 30 fps like peanuts and to handle the different settings (all truly magnificent) effortlessly, while enriching them with

magnificent sceneries to be traversed at breakneck speed, and Raid, where the traditional rally cars are replaced by heavier vehicles and buggies, so as to best negotiate the off-road terrains. The last in the gaming variants, as well as the only real novelty offered by DiRT 2 (not in an absolute sense, but compared to what was previously seen in the series) is the Gate Crasher mode. Here, races are characterised by the need to crash into a series of small gates in order to top-up a countdown timer. A pleasant variation which is useful for breaking the normal pace of the game and shaking your coronaries out of their inertia after familiarising yourself with the game.

When you get bored with the AI of the game, it’s time to jump into multiplayer mode, a fundamental aspect of the overall gaming experience. Although we won’t forgive the programmers for the lack of a split screen (we can’t understand why they persist in leaving it out), we must admit that the online and its system link have proved truly exceptional. The Pro Tour Online mode, open to a maximum of eight players, offers the possibility of taking part in any type of race or event present in the single player mode and if this wasn’t good enough, it is also possible to join forces with three other drivers and compete towards a common goal.

Cooperative mode can deliver hours of intense entertainment.

Aside from a few scattered flaws – more oversights than fundamental mistakes – DiRT 2 is truly a solid product capable of involving the player, as to be expected of a racing game with attributes. If you love rally, and more generally, driving simulations, this title will give you immense satisfaction despite a few minor compromises.

Conclusion Colin McRae: DiRT 2 has decided to abandon the tried and tested structure of the previous episode in favour of a much more sparkling look and feel, perhaps more suited to the type of race it represents. Definitely captivating.

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The best in terms of speed currently on the market Highly involving in its every race The difficulty curve has dipped dangerously downwards Where has split screen gone?

Score:

8/10

Once the side dishes have been assessed, it is a good idea to focus on the main dish of the day. What can be done within the game? Easily said: the Career mode (the main one) will see us competing in a set of approximately 100 events that unfold in the various locations with increasing difficulty. If during the first hours of play you feel as if you’re stealing candy from a baby, know that when you get to a certain level, you will start to sweat heavily, as you face advanced-level challenges such as having to finish up to five races of a given type before achieving a final victory. For those who prefer to race in the more traditional point-to-point competitions, the game offers the choice of other modes such as Trailblazer, set in

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HALO 3: ODST

A good briefing and off into adventure! Such a pity it’s all so linear.

Developer: Bungie Studios • Publisher: Microsoft Game Studios • Website: http://www.bungie.net/Projects/odst/ default.aspx • Rating: PEGI 16+ • Platform: Xbox 360

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he universe of Halo is a world apart for any reviewer: a brand that, like it or not, is one of the building blocks of the modern videogaming industry and, as such, can be extremely difficult to rate. Coming up with an objective assessment without any interference from these types of prejudices, in a sort of ascetic review, is the hard task awaiting us.

Don’t we look good? Someone is about to get hurt...

The obscure and troubled story around the birth of Bungie’s last son adds spice to the matter. Having started as a simple DLC (for newbies: downloadable content), it kept growing until it was able to walk on its own feet in its new incarnation as the official spin-off from the famous series – and sold at full price, by the way. To the more financially minded among you, this would smell of legalised theft if it hadn’t been packaged with all the care required.

All in all, it remains a short adventure.

The bigger they are, the harder they fall.

As a general note, we have to admit that the original structure comes out strongly on more than one occasion, with a few huge holes at action level due primarily to the new movie-style character of the game. The range of actions has expanded from the classic ‘let’s kill anything within range’ by including the ‘let’s wander around happily’ kind or the ‘let’s download information from designated terminals’, the latter being extremely useful to understand the underlying plot.

Did someone invite me to the party?

The new visor gives combat some clarity.

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A game of Halo without Master Chief is like pizza without mozzarella; if you like exotic foods, then chances are you will like this game too...

If asked whether all this is fun (which is much more relevant to a player than any statistics or press release), we can answer with a ‘fun enough’. If one forgets for a moment the never-ending walks that will take us from a point A to a point B in search of our promised land (groups of Covenants to be taken out), the whole thing is moderately appealing, at least in the single-player campaign. A campaign that no longer features the nameless, sad figure of the previous episodes – born to be the Mario of Microsoft and turning out as just one of the many – but one which will see you performing as the new recruit of the moment

(Buck, Dutch and friends), identified this time with a name and not just a nickname. The return to New Mombasa begins with a small element of novelty, even if it is just a hint. Before launching into a closer examination, we need to consider a few points: firstly, I have to admit that I have always regarded Halo 3 as one of the most overrated products of recent times, in the year of big disappointments and products of hype such as Assassin’s Creed. Basically I believe that, although it has been hailed by an adoring base of fans, its only true merit is to have an almost perfect multiplayer section. All in all, it remains a short adventure – a long way from the tones advertised in the months preceding its release – and with a character that continues to have the charisma of a Bic pen. Moving on from this last point to talk about the story you will experience in this episode, you can rest assured: you will wait in vain for that unforgettable moment, that change of pace, that something that will make you feel like you haven’t wasted your time when the monitor switches off. Only the epilogue and the intertwined adventures, along with a soundtrack that is, traditionally, nothing short of amazing, are worth saving. What should be expected at gameplay level? Certainly not a sort of science fiction Call of Duty, but not even something original – nothing but ‘more of the same’, that same that has always made you feel like you are about to take off and instead takes you towards the end of the campaign (less than six hours at normal level and about 10 on Heroic – and, I repeat, sold at full price) without ever leaving you open-mouthed. Or even surprised for just a moment. If this were a first kiss, that moment able to reveal if the person will be with you for the rest of your life, I am afraid you are destined to remain single. Dynamics are the usual: attack/ retreat, attack/retreat in a sort of obsessive litany. The Only variations are the media packs (overtly inspired to Bioshock’s audio dramas) offering a taste of events lying ahead, even though these too are drowned in a design that is flat and uninteresting. Not much, considering that sooner or later your lack of adrenaline will urge you

to go looking for frenetic action and all you will find will be a respectable sequence of events that won’t thrill you excessively. In an FPS game weapons play a critical role and, considering the point of departure, we should not be disappointed. In addition to what we saw in 2007, Halo 3 offers brand-new explosive grenades – which can be very useful against such annoying enemies as the giant Hunters – as well as the possibility of using terrestrial and alien vehicle alike. Average to fairly good. The overall technical level of the game is within the upper range, with an engine that remains stable even through the busiest on-screen situations, with the exception of a reduced attention in some models. The introduction of the VISR, which will guide you towards the various objectives in each campaign, offers a performance that is able to compete with similar recent features. Wandering around a dark, ravaged metropolis won’t be much of a problem. The last aspect to be analysed is multiplayer mode, the feather in the cap of the previous episode. The two DVDs on which the game is distributed, contain three new multiplayer maps, as well as those already available on Live and the key to access Halo: Reach Beta at an opportune time. Unfortunately, even by increasing your playing hours between Cooperative and Firefight, you will not be able to access a new ranking system or additional battlegrounds. It almost seems that the overall offer is mutilated in its every aspect. Inexplicable. Let’s say that in evaluating ODST one has trouble defining it as the single-player must, especially when considering that Rockstar has offered a DLC like GTA: The Lost and Damned – virtually a complete product – at approximately 20 euros. A few questions need to be asked.

Conclusion Halo 3 ODST was born under a bad omen. Although it belongs to a universe with significant charisma, it never manages to take off in any aspect. Only Halo enthusiasts and those desperate to return to New Mombasa should consider this a necessary purchase.

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It is still the universe of Halo At last we have a name Excessively anonymous Insufficiently epic

Score:

6/10 GAMESWORLD SA

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REVIEWS

Katamari returns on next generation consoles, hoping that a new look might be enough to justify its existence. It is such a pity that “forever” is not just in the name…

KATAMARI

FOREVER Developer: Namco Bandai • Publisher: Namco Bandai Website: http://www.katamariforever.com/ Rating: PEGI 3+ • Platform: Playstation 3

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atamari Damacy (the 2004 original episode of the series) should be counted among the ten best games in the history of video gaming. It is therefore with some curiosity that five years (and three sequels) after the original, we approach the appearance – exclusive on PlayStation 3 – of Katamari Forever, the umpteenth iteration of the dynasty that turned rolling into a subculture. The basic question that we’re going to try to answer is as easy as it is hard: Will the adventures of the Prince and his weird cousins, which will unravel over 34 (sparkling) levels, together with the new control abilities of Katamari, be sufficient to justify a new episode in this original gaming idea? One of the most frequent issues in the series has been its obsessive reappearance without any

novelty, in a constant chase aimed at passing a string of identical games for sequels, with the obvious risk of compromising that uncommon feeling of a ‘special’ game that was so characteristic of the crystalline and brilliant above-mentioned (and much regretted) original incarnation. From a visual point of view the use of innovative graphics filters to vary the overall aesthetic appeal tries to paint a new coat onto core game mechanics that retrace the original in a not-so-subtle manner. As a result, the pleasant variants in cell shading or hallucinogenic effect created by the palettes chosen for

Keita Takahashi, that ingenious and crazy game designer, might have been right when he decided to abandon the series after delivering the very first chapter, on realising that that was it: the novelty and the life blood had been worn out. In spite of Namco’s attempts, we can only (sadly) take note of how an unconventional and original project for its time has been bleakly turned into a saga designed to milk, in the most miserable of fashions, the poor player who is still yearning for long-appeased emotions.

the occasion cannot hide a generally stodgy ‘old-gen’ effect, especially for a game that retails at full price.

In all fairness, there are a few new interesting and enjoyable features, pleasant memories (all soundtracks are offered in a polished-up version) and extravagant special moves (the Prince Hop, allowing Katamaris to jump, and the King Shock, a power-up with magnetic effects on nearby objects). Unfortunately these features are overshadowed by the regrettable lack of an online multiplayer option.

This new iteration feels even more painfully distant if we cast our mind back for a moment to the sense of marvel and astonishment elicited by such an absurd concept when it was introduced all those years ago, and the surprise in realising what exciting functionality the gameplay mechanics and controls could offer, together with the freshness of that surreal pastel-coloured universe.

All in all, Katamari Forever remains a fun experience to be recommended to anybody who may have somehow missed one of the previous iterations. All those who don’t quite enjoy the ‘let’s carry on playing this game for ever’ will be overcome by a sense of melancholy and essential boredom. Let’s hold thumbs and keep our hopes up for the next episode.

The dynasty that turned rolling into a subculture.

Conclusion Katamari Forever is the latest episode in a series that has been dragging on wearily since its first appearance. The graphical upgrade (albeit inferior to what we are used to seeing on next-gen consoles) is not enough to justify its existence. Only for pure enthusiasts or newbies.

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An ‘addictive’ game for newbies At last a game where shooting is not the be-all and end-all The same old gameplay, unchanged since the beginning of the series Technical implementation less than perfect

Score:

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6/10

WOLFENSTEIN

Take a sprinkle of history, add Nazis as required and a pinch of exoteric and science fiction and Wolfenstein is served.

Developer: Raven Software, id Software • Publisher: Activision • Website: http://www.wolfenstein.com/ • Rating: Pegi 18 + • Platform: Playstation 3, Xbox 360, PC* * Pentium 4 3.2 GHz or AMD Athlon 64 3400+; 1GB RAM; NVIDIA Geforce 6800 256MB or Radeon X800; DirectX 9.0c

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f previous chapters of the Wolfenstein franchise might have been regarded as some of the most loved FPS titles of all times, and rightly so – by virtue of their indisputably positive features and a highly refined gameplay in a charming setting – the latest representative of Raven Software’s series has really touched the bottom. Once again we have an example of a high-quality product being followed by a lower-quality sequel, as is the case with Wolfenstein.

you. Once you have recovered from this shocking revelation, you will soon realise that – in spite of the support of the local resistance – this time you will (theoretically) have to sweat out more than just your guts in order to gain the upper hand over the army of Hitler’s children. As in any fairy tale with a happy ending, you will be able to rely on more than just your physical strength and, thanks to your natural knack for moving comfortably between the

You will have all it takes to sweep away the Nazi threat. Already from the initial details of the plot, one begins to suspect that the developers have probably exhausted their creative fuel: a bunch of Nazi soldiers (at least this element is unchanged!) have discovered the existence of a mysterious and obscure parallel dimension called The Veil (no, we aren’t talking about Harry Potter) and decide, most originally, to prepare to take over the world. Naturally, there is little hope left for the ‘civilised’ world and nobody seems able to stop the advance of the Third Reich. All hopes are now placed in a single, heroic individual: BJ Blazkowicz – that’s

real world and The Veil, you will have all it takes to sweep away the Nazi threat. You will have four extraordinary skills on which to rely and with which you are able to stand up to the enemies driven by a brainless AI, whose challenges are worthy of the Christmas bingo. You will be able to slow down time (an original novelty in gaming), form a magical shield to absorb bullets (I said it before – Harry Potter has nothing to do with this), increase the lethal power of your weapons and use a super sight that allows you to spot your enemies through walls.

If up to here you have felt a strange sensation that you cannot quite describe (perhaps despair?), you should also know that you will hardly be guided through the course of your adventure, as the classic level structure has been replaced by an open environment in which you will feel as if you have the constant need to wander aimlessly in search of someone to give you your next mission. The idea itself might be a first sign of sparkle in the game designers, but it feels pointless and inadequate within the Wolfenstein context. A dim light in a dark night is provided by the multiplayer mode. Although limited in content, it is fundamentally pleasant and able to lift (even if not by much) the overall quality of the title. Nothing smacking of originality, but at least it meets minimum standards most of the time. Wolfenstein is an old product, both conceptually and technically. The graphic engine, a derivation of the one used in Doom 3, is in fact incapable of moving next-generation settings, in spite of the hormonal treatment it seems to have been given. Compared to the previous episode of the series, its performance seems to be even worse in some circumstances. To be tried only if you cannot help spending your day killing Nazis within a plot of high esoteric content.

Conclusion Delusion. This is the word that best defines the Wolfenstein experience. Old in gameplay, too limited to offer a challenge deserving its name, its only saving grace is the charm that Nazis can exercise on the average video games. Rejected.

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Multiplayer is acceptable Nazis and esoteric are always a winning match Technically backward It bores easily

Score:

5/10 GAMESWORLD SA

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REVIEWS

GUITAR HERO 5

String your guitar on your arm, grab the microphone and get ready in front of the drums.

diverse genres – from rock classics to modern songs, passing via Nu Metal and other material for a teenage audience. There will be a favourite song or genre for everyone, in addition to some timeless classics such as Sultan of Swing, 21th Century Schizoid Man, Under Pressure and Ring of Fire, which can please almost everyone. The presence of HRH Kurt Cobain alone (in spite of the controversy that accompanied his addition) is worth the price of the ticket. There are a number of modes available to the budding musician. These, again, are set to meet a wide range of needs – from the Party Play mode, which leaves the player with total freedom (anything can be done, from dropping a song in one section and then picking it up again in another, or deciding to follow one’s musical instinct and following notes at random) to a completely revised Career mode in which any basic plot has been removed (at long last) and the player just needs to tackle the various tracks in order to unlock extras, characters, bonuses, croissants and cappuccino (perhaps not the latter, but in the frenzy you might not notice). The songs, which are unlocked from the start, can thus be played in any mode. The Star Power prize mechanism is a legacy of the past, incentivising the player through a system of

stars (the more you play, the more you get) to pass instrument-specific challenges. In some instances a track could require a personalised interpretation, passing from guitar to bass, or other instruments, without solution of continuity (at the simple push of a button before the track starts). The variation in difficulty is as simple, which makes each track accessible without needing to navigate through the menus. It will no longer be necessary to restart a track (or a career) in order to take advantage of a little aid, to the benefit of the overall enjoyment. Band harmony is extremely critical to achieving the highest scores. If completed without mistakes, some parts of the tracks increase the general multiplier of the band, or one can opt for a dynamic distribution of the Star Power, so as not to lose what has been earned through such hard work. A short note on the technical side: the detailed visual work carried out by Neversoft cannot go unnoticed. The arenas and the characters now appear much more detailed and in some cases they will have you uttering that unconscious, highpitched sound that is triggered by the appearance of a star. The design of the musicians has been slightly modified, the caricature aspect tapered in favour of greater realism, with a much more pleasant result and a less plastic look than in the past.

If I had been asked to take a bet on the fate of Guitar Hero, I would never have imagined that it would have come back with such a fresh and, at the same time, accessible product. Being able to play songs for the sheer fun of it (something which was more akin to a job in the last episodes) is truly priceless. Pick up your instruments and play the tempo of your life!

Conclusion Guitar Hero 5 is able to resurrect a brand that seemed destined to succumb to the blows of Rock Band like an Arabian phoenix. And it does so with personality, charisma and love of music. Playing in a band has never been so much fun.

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There is Kurt Cobain Guitar Hero has finally returned to being a game for all Touchpad still pointless For maximum enjoyment you need three friends

Score:

9/10

The challenges will put your ability to the test.

Developer: Neversoft • Publisher: Activision Blizzard • Website: http://gh5.guitarhero.com • Rating: PEGI 12 • Platform: PlayStation2, PlayStation 3, Xbox 360, Wii

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ince the time of the famous video gaming split, with Harmonix’s desertion of its favourite offspring in favour of the creation of a new little masterpiece – that Rock Band which until today has been a point of reference in the musical scene of video games – the Guitar Hero series has had to go through a few major ups and downs. If Guitar Hero played it safe by maintaining most of the classical elements of the series, with the subsequent episodes and increasingly tough competition, Electronic Arts’ product has encountered ever more serious trouble.

sunk Neversoft with the multitude of problems that put it clearly in second place behind Rock Band 2 – the software house in charge of the series decided to take a sharp change of course, in a moment of clarity that in hindsight can be defined as epic.

Firstly, a gradual shift of the gameplay (or rather the stage) with the move from one guitar to a proper band offering players the option to choose what role they wish to fill between those of singer, guitarist, bassist and drummer. Then, a continuous approach of social dynamics unknown up until today, with a particular focus on the harmony among the members of the band (strength in unity). Altogether it is an overall complex balancing act very difficult to achieve.

Accessibility has thus been the watchword during the development of Guitar Hero 5, a mark recognisable from the very first menu. After being welcomed with the usual introduction and by a band that is about to play a piece at random from the game set list, you will be allowed to decide whether to navigate among the available options or dive straight into the fray, grabbing an instrument at random.

So it was that after the extremes reached with Guitar Hero World Tour – an episode that could have

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The presence of HRH Kurt Cobain alone (in spite of the controversy that accompanied his addition) is worth the price of the ticket.

The “everything goes” logic that applies to the instruments is exceptional in this sense: regardless of what “means” you have, you will be able to test

your ability with any of the songs available. Do you have all the tools of the trade but nobody willing to play the bass? You will be able to tackle the song with vocals, drums and two guitars. Are you crazy enough to only have four bass? In this case, take up arms and give vent to your sound! The whole is handled with such fluidity and simplicity that you will feel like going wild with the rhythm, much to the joy of your relatives/parents who might have you carried away in a white jacket.

Seeing Kurt Cobain on stage can send shivers down your spine. Four friends, a song, a single goal: dominating the stage!

The same kind of logic applies also at a track list level, where we are presented with the best we could ask for. Besides the 85 tracks initially present (a considerable figure) it is finally possible to make old content unloaded for Guitar Hero World Tour compatible with this episode (and of course the next ones), subject to payment of a small amount of money. Unfortunately only 35 tracks from the whole Worlds Tour track list can be imported, but it is a good start and a good sign of becoming receptive to the needs of the public, for once not just regarded as a chicken to be plucked with each new episode. The development team has tried to provide the widest variety of tracks, ranging between the most

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mind at rest and simply let the notes go by. The limited difficulty will be more than compensated for by the quality of the tracks and the joy you will experience in playing them. The developers’ aspiration for a broad appeal is also demonstrated by the availability of all tracks from the beginning in the Quick Play mode (with the exception of the last one, which can be unlocked in the Story mode). The track list probably carries the only shortcoming of the title. Unlike what normally happens in an “expansion” (a category in which we would include this title) and although it is possible to download additional tracks (all the remaining songs from Abbey Road not included in the main track list have been released to online stores), it is practically impossible to share them across the other titles in the series. Considering the price, we think this is an unnecessary restriction.

The Beatles: Rock Band

The price, since we are in the mood for criticism (albeit constructively, since we are still talking of a master game), deserves a few complaints. Having to

buy three microphones with as many stands, a drum kit and three guitars – the perfect Beatle kit – is a rather considerable expense that not everyone will be prepared to bear. If it is any consolation, the peripherals will be cross-compatible with those of other titles. You will thus be able to use those of Rock Band, Guitar Hero as well as the microphones from SingStar and Lips. Guys, in times of crisis you can’t throw anything away! Coming back to the game itself, it is worth pointing out that the multiplayer support is first class. Bands and singles will be able to give vent to their desire for music, aided by a network system capable of encouraging the formation of small improvised bands keen to emulate their idols. As with any good concert, you look back at the end, think about the songs you heard, the performances you saw, the blond girl in the front who seemed to wave at you and draw your conclusions. This time you are bound to walk out of the virtual stadium entirely satisfied and convinced that the cost of the

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he rhythm games category has seen an explosion of fights down to the last exclusive or newest instrument in the last few years. While waiting to see a plastic harp or triangle with motion sensors being commercialised, Rock Band will “satisfy itself” by contracting a small town band that goes by the name of The Beatles for the release of its new episode. Considering that this Harmonix title has contributed to the growth of a genre in which the hype preceding a release has become almost greater than the fame of the artists it contains, such a move can only appear disruptive, provided its outcome remains within the bounds of human tolerability. This is far from being the case with The Beatles: Rock Band. Now that the title is complete and tested, we can say without a shadow of doubt that we are looking at yet another masterwork not to be missed, well beyond the threshold of mere acceptability. Granted, competition has become more aggressive and brands such as Activision and MTV certainly have their say, but the boys from Liverpool have that magical aura that can work miracles in the sale of products associated with their name, and the result (albeit expensive) is extraordinary. The only real hurdle to the success of a product with such promise could be a a bad-mouthing fan.

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At the risk of being contradicted in one or another detail, we would like to dispel this doubt too. All Beatles fans will be able to continue asking themselves whether Paul McCarthy is dead or alive, instead of unnecessarily attacking a video gaming transposition. The attention to detail and the quality of animation will please even the most finicky of fans who will see their dreams come true in epic Story mode.

You are bound to walk out of the virtual stadium entirely satisfied. From both a visual and a sound point of view, the result is commendable (you will even see fans screaming in hysteria at the appearance of their heroes). The Beatles too, in spite of a cartoon-like look (required by the game design), display a great realism, both in their lip synching and in their movements on stage (notwithstanding the negligible imperfections that only a fanatic may notice). The structure of the game follows what we have seen in the previous episodes of the series, obviously adapted in order to best follow the achievements of the fantastic four. The player will be led through the most significant moments in the Beatles’ history (and a sum total of 45 tracks) tracing the most salient stages in their blinding career – from the early days in Tavern Club until their

Conclusion Here is a title that Beatles fans will not forget too easily. Seeing their favourite band back on stage and being able to take part in their performances is like a dream come true. An admirable production does the rest. The Beatles in digital version: stunning Singing on the roof of Apple is priceless The overall package is a bit costly Songs cannot be exported

Score:

appearance on the Ed Sullivan Show in America, concluding with the legendary performance on the roof of Apple London headquarters. All those epic moments that any fan of the English band knows so well have been recreated to perfection.

8/10

Singing in a duet is difficult enough. A trio is an endeavour.

It is in the gameplay that the only big difference with what we saw, for example in Rock Band 2, can be found, besides of course an optimisation which is almost mandatory given the amount of time that has passed since the previous release. A true vocal trainer has been introduced in this episode to assist the player by explaining in great detail all the techniques required to excel in this difficult field. Since the game supports vocal harmonies for up to three people simultaneously (an option present in 27 of the 45 tracks), the task would be very hard without adequate assistance. Fortunately we all know that the boys from Liverpool did not become legends because of their names or good looks, so our pride remains safe nevertheless. If singing needs a little encouragement, the whole game features a slight lowering of the overall difficulty compared to the tradition of this franchise. Unlike the past episodes where the player was sometimes expected to become a real wrist contortionist, it is hard to define The Beatles: Rock Band as “difficult”. This was probably Harmonix’s intention, keen as they were to immerse the player into the experience instead of having him despair over an impossible riff. If you are looking for some strong stimulation, put your

Musicians and video gamers, you have no excuse: this will be just your cup of tea.

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If you are fans of the fantastic four from Liverpool, if you love to play or you are simply looking to have some fun with music legends, this title is made for you. Developer: Harmonix Music Systems • Publisher: MTV Games • Website: http://www.thebeatlesrockband.com/ Rating: PEGI 12 • Platform: PlayStation 3, Xbox 360, Wii

ticket was well worth the show. The Beatles: Rock Band could hardly have fallen short of expectations, but the exceptional quality with which this product has been created, has to be praised, even though it may not introduce anything significantly new within a franchise fully tried and tested. It is a game capable of doing justice to one of the most influential and important groups in the music universe whilst eliciting the interest not only of video gaming fans but also, and most importantly, of those who in their past have been fortunate enough to experience the golden era of The Beatles.

The super-sideburn style was the rave in those years. You will generally manage to sing a song decently after the second attempt.

Yesterday... All my trouble seems so far away...

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If, after trying this game, you silently lie in wait at your kitchen door ready to steal food, invisible as death, blame it on IO Interactive...

Developer: IO Interactive • Publisher: Eidos Interactive Website: http://www.minininjas.com/ • Rating: PEGI 6+ Platform: PlayStation 3, Xbox 360, Wii, Nintendo DS, PC* * CPU Core 2 Duo E6400 2. 13GHz, NVIDIA Graphics CardGeForce 8600 GTS 512 MB, RAM 1.5 GB, Hard Disk Space 6 GB

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n this era where the animated productions of large studios (Pixar primarily) are effectively able to compete with Hollywood blockbusters, often succeeding in surpassing them in the emotions they provoke, it should not seem strange that a software house has decided to momentarily shelve their new brand (Kane & Lynch) of shootings and gruesome murderers and pin everything on a title with a childlike air, but which conceals a heart full of action.eyond the threshold of mere acceptability. Mini Ninjas, the new effort of the Hitman team, is without a doubt a product designed to entertain without committing too much, a lightweight and light-hearted distraction. However, it should absolutely not be regarded as lacking character. A gameplay characterised by softness of tones and a “nice” graphic component complete the picture for a product carefully studied at desktop level and capable of giving much satisfaction to anyone approaching its adventures. The fable tones are also evident in the game’s plot. A team of six tough and determined (mini) Ninjas must defeat the army of an evil samurai. If the events told may not be the most engaging, the decision to choose as protagonists some mini warriors from the Japanese tradition is likely to encourage a few smiles. Initially you will fill the shoes of Hiro, a tiny ninja intent on saving his friends − who were sent on a mission without him and never returned − with the purpose of returning peace to his kingdom, plagued by a series of incredible misfortunes. 64

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Once your adventure companions have been recovered, you will be able to assemble a group of lethal but very sweet warriors: a contrast that will accompany you with some lightness for the entire duration of the game. As in the best tradition of multi- character games, you can choose at any time which fighter to impersonate, thus exploiting the peculiar characteristics of each, depending on the situation at hand. Relying on brute strength and viciously beating anything you encounter with a giant hammer; acting with discretion and shooting arrows as a new Robin Hood or basing everything on agility and co-ordination in a shower of shurikens and smoke bombs, are only some of the options at your disposal. Each of the alternatives is optimally implemented so that the choice is related only to the preferred approach and is not the product of a process of exclusion. The handbook of the perfect ninja should always have a place for magical skills, a traditionally distinctive character of this mythical figure and in this case extremely useful to introduce some basic strategy into clashes characterised by an incessant beating (of both the enemies and your joypad) in order to overcome the hordes of enemies that hinder your journey. The electrical storms are particularly enjoyable, capable of striking the unfortunate people who try to oppose them, and rendered remarkably well from a graphic point of view. The overall difficulty level is not high, so much so that you will hardly see your favourite characters collapse under the blows of enemies that are harmless, both in appearance and in actual combat.

Seeing them brandish their weapons like lollipops will put a grin on your face the moment before you sweep them off the screen with a sadistic sneer. Even the bosses at the end of each level do not constitute insurmountable obstacles, but at least their appearance will put some irony into the simple struggles they will require of you: thumbs up for their design.

on the circumstances. These ninjas have thought of everything! There will be no shortage of comic scenes and seeing one of your small heroes produce his hat and climb on it after diving into the water will give you a few smiles; consider moreover the possibility of doing some fishing, to obtain some good sushi and thus restore your energy following the fights

Protagonists are supported by very thorough animations that give the whole a “funny” but stylish tone. The relative simplicity is also reflected in the design of the levels, generally linear enough to prevent you from losing your compass (if you wish to use your Boy Scout skills, please try another game), but still capable of encouraging exploration and perhaps varying a little the approach strategies, thanks especially to an additional skill (third pillar of the ninja way): the disguise. You can in fact take the form of the fauna that cheerfully surround the various sceneries, disguising yourself from time to time in the shape of a fox, a hen, a rabbit or a panda in an attempt to go unnoticed and proceed towards our goal. The gameplay also presents a discrete variety in the tasks and actions that will fill your missions with colour. Several stages of the game, for example, will require you to navigate a quiet lake or descend at speed from a river or a frozen mountain; both the actions will be performed from on-board your hat, which can double up as a boat or sled, depending

or during clashes with the end-of-level bosses and you will see more evidence of the care taken in the creation of this title.

some group interaction or at least a shared adventure. Yes we are talking about the cherry on the cake, yet its absence is evident enough. The game is a simple one, even when selecting the maximum difficulty, precisely because that’s what its developers wanted it to be. Of course, we are not in the league of the more prestigious productions, but if you are looking for a break from the raw and flat massacres continuously proposed by the prevalent line of thinking, mini Ninjas could do for you. The lack of a local multiplayer is a small, missed opportunity that mars the overall judgment, but ultimately we still recommend it warmly for your little brothers/cousins/grandchildren on whose behalf you could also add a point to the final score.

The whole game is supported by admirable graphics. The detailed and coloured protagonists of your adventures are supported by very thorough animations that give the whole a “funny” but stylish tone. Mini Ninjas wants to be fun and harmless, make you smile (it often succeeds) and ensure a few hours of entertainment without ever putting the player in difficulty in any of the available versions, but leading him along while telling him a beautiful story. The scenarios that form the background to the story are rich in vitality, with a depth of field able to make the places poetically Japanese.

Conclusion

The lack of a co-op mode is a disappointment. It would have been particularly welcome in this context. In fact starting with a team of six nice warriors, there would have been space to insert

Score:

Mini Ninjas is a title intended for an audience composed mostly of the very young, but it should also appeal to more mature players. A cartoon look and lovely characters make it an excellent alternative to the Pixar movies.

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Concept of the characters is spot on Can make you smile Missing a co-op mode Not challenging for expert players

6/10 GAMESWORLD SA

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NINJA GAIDEN SIGMA 2 Voluptuous women and bloodthirsty ninjas are a difficult mix to conceive of. Obviously not for Team Ninja who tries it again with the new episode in the Ninja Gaiden series. Developer: Team Ninja • Publisher: Tecmo • Website: http://www.ninjagaidengame.com/ninjaGaiden/top.html • Rating: PEGI 16 • Platform: PlayStation 3

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hose who have known the video gaming world for some time know very well that it is difficult for a creation to survive its creator. Usually when the creator decides to abandon his creation more or less definitively (any reference to a Mr Kojima is purely unintentional), the creation carries on indefinitely under a commercial thrust that has nothing to do with quality and everything to do with the exploitation of the charisma of a brand to its last drop. This time we are presented with a peculiar case. Ninja Gaiden Sigma 2 is nothing but an adaptation of the previous Ninja Gaiden 2 released for Xbox 360 into a “new” game for the Sony console. If the original had impressed you for its stratospheric degree of violence (we are referring to “pleasant” images of severed limbs, blood spurting onto walls and beheadings), which was the brainchild of Tomonobu Itagaki, seeing an adaptation not done by its original designer (Itagaki has meanwhile packed his things and left the team) sounds like nothing more than mere commercial exploitation. Thanks to the reins having been handed over (and taken up “personally” by Yosuke Hayashi, former creative director of the previous Sigma), a few adjustments have been possible to the tough and blunt realism that seemed so fond of fights to the death between tough ninjas. One of the flaws in the eyes of Microsoft’s original was due to the excessive visual violence that cost the game an 18+ rating, with all that this entails at a sales level (and in the face of the detractors of the rating systems who proclaim their ineffectiveness). The decision to self-limit the crudeness and physicality of the killings in the game was therefore a wise one. Don’t expect a puritan game though; simply put, the level of gore present is more aligned to what we are used to seeing in other productions, coupled with a good dose of action. The modifications obviously go beyond this to include among the numerous adjustments – both small and big – the introduction of three new female characters, all predictably well gifted, as is customary in the series. On the subject of the three new entries, we should point out that they are not entirely new characters:

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Rachel, for example, was present in the first Ninja Gaiden Sigma and, in spite of her lethal power, she still carries on her shoulders the burden of her original sluggishness. Ayane and Momiji stand out for their rapid combat style, as lethal as Ryu’s, the series’ main character. Much to the delight of Dead or Alive veterans, many of the combos and Ayane’s techniques are again offered here, giving rise to a series of elements capable of revitalising and deeply influencing the gameplay. Ayane’s explosive kunai (most effective against certain kinds of enemies) or Momiji’s bow which, unlike Ryu’s, does not need to be manually aimed, are highly satisfying options to use and capable of turning the girls into usable alternatives rather than simple additions just to increase the numbers. In addition to the new characters, present in the particularly brief Story mode, a truly exciting introduction is the cooperative online campaign. This allows all characters in the episode to be utilised in a captivating challenge that brings back memories of old gaming arcades full of youngsters, or that neighbour who would inevitably install himself in your home. This mode includes a series of single missions to be completed with one’s partner, putting all focus on the harmony of the pair. It is a pity that where something is added something else is taken away; it is not possible to play in local on the same console (and I honestly struggle to find a good reason for this), but only with virtual counterparts. Small consolation is the option of asking the console to compensate for the lack of a physical partner. As in the worst of jokes, the artificial counterpart is not particularly smart and its rather stiff behaviour in many instances can break the spell that seems to form after a few moments of playing. Add to this the fact that it is sufficient for one of the partners to die for the game to be terminated and the dreaded “game over” screen to appear and you won’t be too satisfied with the hyper mega dual combos that Ninja Gaiden offers. Technically there is a substantial advancement compared to the Xbox 360 version. The annoying delays of Ninja Gaiden 2 may not have disappeared, but at least they are no longer as numerous and irritating. Seeing Ryu jerk as if in some form of convulsion in the midst of a fight to the death is not exactly what we would define

as a pleasant sight. In this case again we are not talking of an epic work, seeing that the Raymond version came out in pitiful conditions and there was little that could be saved. It should also be considered that everything in the game depends on the fluidity of the combat systemand without this it loses most of its potential. Lovers of physics will note its careful implementation within the gameplay. While you are running alongside your lovely female characters shaking your faithful pad it will be possible to see their breasts move realistically. This is an addition that any being with some testosterone will be able to appreciate in a special way. For those who find this addition fascinating, it will be possible, through the Cinema mode, to replay any recordings endlessly, thus creating a hypnotic loop which will make it difficult to divert one’s gaze.

Sometimes ninja bunnies are not enough. A last note regarding a camera which once again represents one of the weakest aspects of the game: although it is possible to reset it with the simple push of a button or rotate it with the right stick, it will prove difficult to accomplish this in the heat of combat, with the result that it will sometimes be necessary to move around blindly. Altogether, the makeover operation carried out on Ninja Gaiden Sigma 2 has managed to achieve a more than acceptable result. The ideas put forward work well and are able to deliver a challenging and tasteful experience. It is just a pity that the design has not been improved as adequately. This is proved by the fact that the bosses, although fitting into the classic big, strong and ugly triad, can never move past the “forgettable” state. If we consider that a certain God of War 3 is looming on the horizon, it will be hard for Ryu Hayabusa’s work to continue topping the sale charts and capturing fans’ hearts, although it is a good game overall.

Conclusion It is hard for a game to draw much attention when it is just an adaptation of a previously released one. Ninja Gaiden Sigma 2 does so with honesty, while implementing some reassuring technical solutions. The competitors looming on the horizon are already looking like a different league. Scenic.

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The girls have really interesting lung capacity On a pure action level, it has few rivals Some technical glitches are still present Would it have been that hard to implement a local co-op mode?

Score:

7/10 GAMESWORLD SA

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DEAD SPACE: Extraction WARNING TO USERS: Avoid playing the game at night time or at times of pressing physiological needs. RISK: Very high.

in the original chapter, through the necessary excursions in zero gravity, nothing in Visceral Games’ debut has been left to chance. You will be able to defend yourself not only with weapons, but also with powers such as stasis and telekinesis which will add variety and make the action all the more spectacular. As a result, the game dynamics typical of this genre will be far less ordinary than one would expect and will reward you for your persistence in following the plot.

A little bit of action with no thinking is just what we need after a hard day’s work, isn’t it?

Developer: Visceral Games, Eurocom • Publisher: Electronic Arts • Website: http://www.deadspacegame.com/ • Rating: PEGI 18+ • Platform: Wii

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et’ be honest, the Wii is not exactly the device on which you would expect to play a game with horror hues. Wii participants are typically sweet grannies trying to keep in shape with Wii Fit, innocent youngsters engrossed in Mario Kart races or young girls for whom Princess Peach represents the ideal woman. Placing the Dead Space franchise – in my opinion, one of the current console generation’s most genuinely interesting products – on a console with a target audience theoretically so far removed from the themes of the series, might look like a gamble. But clearly at Electronic Arts they see things differently. It’s a prodigious debut in the survival horror panorama, with a first title in the series which is able not only to dethrone His Majesty Resident Evil from the top (actually, that didn’t take too much, following a fifth chapter for which nondescript would be a compliment), but also to bewitch millions of fans with a monumental mix of claustrophobia and terror in zero gravity. With the news of a Dead Space episode specifically dedicated to their warhorse, Nintendo hardcore fans rubbed their hands with enthusiasm and jubilation, only to scream in terror and despair at the subsequent announcement that the project was to take on the horrifying appearance of an on-rails shooting (does House of the Dead ring a bell?), in place of a more reassuring (and for many more enjoyable) action adventure along the lines of the original chapter. In my view this is not such

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bad news (as you may have surmised by glancing over the final score), particularly in the light of a multitude of titles which are excessively brainy. A little bit of action with no thinking is just what we need after a hard day’s work, isn’t it? The success of Umbrella Chronicles seems to prove me right. At this point, we could essentially adopt one of two attitudes: We could whine for the rest of the review about life’s cruelty and EA’s wicked sadism , guilty as they are of not having presented an experience more akin to the one seen on PS3 and

One of the most intense works in recent years. Xbox 360 (albeit realistically downgraded) . Or we could choose to put ourselves in the shoes of the American giant, pretend to understand that machines and development costs are different and accept things as they are with our head held high, while trying to take an approach which remains as unbiased as possible towards a title so extraordinarily executed and deserving. Basically, we have to decide whether to be men or Men. I opt for the latter, considering that one of the few things I have learnt in life is that there is always time for complaints at the end. And, for the second time in this piece, the facts seem to support me, if the promises of Eurocom and Visceral Games are anything to go by. Although

The technical department is no less impressive, rather worthy of the bigger sisters and their high definition. The atmosphere that this game is able to convey, together with an audio quality we haven’t encountered for some time, will underscore in a sadistic and, at times, distressing way– your incursions in the universe of Necromorphs, giving tangible substance to the horrors that plague the mining colony Aegis VII and the ill-fated Ishimura (not even the alien ship was this unlucky).

Well, if I had to tell you that Dead Space: Extraction is by far the best representative of its genre, I wouldn’t get very far. After all, light gun shooters have always been considered as “disposable” titles, created for gaming arcades or technical demos at the most, products of unaccomplished depth and generally insignificant in terms of the gaming experience. Extraction is not only the proverbial exception confirming the rule, but it also somehow paves the way for the whole new generation of on-rails shooting genre. Never before has this type of video game been able to engross me to such an extent, making me live first-hand an adventure that is as good as (and in some aspects even better than) the unforgettable original episode. Nothing will ever be the same once competition with Visceral Games’ title begins. Coming to the end of this Wii-flavoured shooter, I hope you will have realised that the only thing capable of truly scaring you are the monsters that you will encounter during the game, and certainly not its on-rails shooting nature. For all those users of Nintendo’s next generation console who want a challenge worthy of their adult age, this will be mandatory. For the others, I can only wish that they wouldn’t deny themselves a few hours of pure, vigorous enjoyment.

Conclusion In spite of appearances, Dead Space: Extraction proves itself a title with all the attributes and which, thanks to its unique place in the Wii games collection, deserves to be elevated to “unmissable” for anyone looking for something grown-up for the Nintendo console. Brave.

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Highly involving in spite of its being on-rails Graphically pleasing Eight hours are too few Sometimes inaccurate in pointing

Score:

9/10

we find ourselves within the realm of rail shooters, the final results present a few interesting points of departure from the genre. The desire to renovate the genre seems to have been accomplished in this title, capable as it is of providing a memorable experience in an environment in which the player’s involvement isn’t usually a main objective. The fusion of adventure elements immersed in a gameplay focused on action, the various branching pathways that present themselves, the art direction and the high-quality narrative with playable, dialogue-rich cut scenes, all make this game one of the most intense works in recent years. From the point of view of the plot, Extraction will serve as a sequel for the chapter released last year for the more ‘muscular’ consoles, telling the story of a particularly unlucky group of space travellers who have to deal with a rather unpleasant infection which can “bring back” the dead and make them more aggressive than they were in life. The result is an all-round adventure, with the amazing character of an insane and revolting nightmare. You will live moments of pure gaming pleasure (if you were looking for other kinds, you are knocking on the wrong door), thanks to the obsessive attention to detail. From the dark passages in need of illumination by means of flares (you will be torn between charging your flare – by frantically shaking the Wiimote or picking up a gun to protect yourself) to the impeccable integration of the powers enjoyed GAMESWORLD SA

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geniuses at Retro Studios does not require any particular attention, still being more than acceptable by current standards. We must however note a bad mark due to the lack of some effects present in previous versions, for no apparent reason. Considering how some of the textures have been polished, this seems a bizarre choice. As is often the case with the majority of games released for the Nintendo console, the difficulty level leans towards the elementary . Perhaps not fit for a single-cell bacterium, but definitely accessible to a broad audience. Although Metroid may appear to be a sort of FPS, one should not be misled by the subjective visual. Dynamics are definitely not very nail-biting and the pace of action is calm and reasoned, allowing the levelling of required skills.

Metroid Prime Trilogy Playing video games is a metaphor for real life. They follow one another at breakneck speed and there’s no going back, except when Nintendo has such ingenious sparks . . . Developer: Retro Studios • Publisher: Nintendo Website: http://metroid.com/primetrilogy/ Rating: PEGI 12 • Platform: Wii

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ostalgic operations seem to be the latest fad. Take an old classic, polish it up here and there, package it in an attractive guise and concentrate on that nostalgic effect that catches so many. Often this kind of operation conceals a purely commercial spirit, without the slightest desire to introduce players to something from bygone times, the kind of attention deserved by these pearls from previous generations. Although Metroid Prime Trilogy appears to fall squarely within this category, it actually removes itself in some respects, consider for instance the love that shines through in each part of its realisation. Let’s try for a moment to put all of this in context. Once upon a time there was a little purple cube called GameCube, a platform that in its brief life almost decreed the end of Nintendo’s home consoles with its very limited public response. This despite its game collection that, although limited, carried a few occasional gems of extraordinary value. Notwithstanding its poor success, this little device of underestimated potential did not end its vital cycle, once out of production, but instead was reincarnated in a new guise in the next generation console of the Japanese house, with one of the highest value add operations ever in video gaming history.

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The classic “happily ever after” tale masks a careful and sharp analysis of the market. Add to this miracle the fact that Wii is fully backward compatible and you won’t have a problem understanding the reasons for its success. And so we come to our days where, riding on the back of this enjoyable console, an operation is kicked off to retrieve those few pearls that the GameCube could pride itself on.: The circle closes as we finally reach the origin of Metroid Prime Trilogy.

bait for collectors – and you will end up with a product that you can’t afford not to own if you still want to call yourselves video gamers.

The new controls deliver an accessibility and natural feel never experienced before. This is not to say that the traditional pad would impose major constraints, but it is undeniable that the pointing offered by the Wiimote adds a much more immediate dimension

to the gameplay, thus making tasks simpler (if not too simple) to perform. Aiming at enemies on screen will (unluckily for them) feel like the most natural thing in the world. The introduction is perhaps a little abrupt and may disorientate those encountering the series for the first time, as the player is literally thrown into the fray in the initial moments of the game. The overall duration of the magic triad is approximately sixty hours. Considering that the whole package is sold according to the same standards as the other Wii titles, such a good quality/price ratio hasn’t been seen in a long time. Fascinating stories unravel through science-fictional universes, aboard spaceships where getting lost is easy and the desire to explore roars wildly. So much knowledge in so “few” lines of code. The support for the 16:9 widescreen (relax guys, we’re at the movies!), a medal system modelled on the 360 Achievements, updated controls and a slight rebalancing of certain games (thank goodness

for this: at times Echoes required a degree in psychology) are all arrows in the quiver for Metroid Prime Trilogy – one of those offers that cannot be refused. This is not to be missed by fans and highly recommended for those who might have missed one of the most incredible sagas in the history of the medium. This compilation may be left on the shelf only by those who have played the original versions. But already we know it will be difficult to do so.

Conclusion Metroid Prime Trilogy is one of those operations that is good for the soul of players. True - these are previously released games and they are not that different from the originals. But to lay hands on them is something unique.

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Samus Aran in all her splendour The Wii controllers bring a breath of fresh air to the genre For those who have experienced the adventures on GameCube it might feel like a reheated soup Some of the effects from the version for the cube are missing (Why?)

Score:

8/10

The modification done to past work includes the adaptation of the simple medal system present in previous episodes (and conceptually very similar to Microsoft’s achievements) as well as an unrestrained utilisation of the rich controls already so much appreciated in Corruption, the closing

We are talking about the masterpiece saga of Texan Retro Studios and the epic of the charismatic figure of female bounty hunter Samus Aran. What kind of version should we expect? As you may have guessed, you won’t find any major revolution compared to the original editions of Metroid Prime, Metroid Prime 2: Echoes and Metroid Prime 3: Corruption. The first two, created for the little cube, only offer an adaptation of the control, whereas the episode designed for the white console does not show any major variation. So where does all the author’s excitement come from? Dear friends, firstly consider that we are talking about the masterpiece saga of Texan Retro Studios and the epic of the charismatic figure of female bounty hunter Samus Aran. If this isn’t enough to entice you (crazy though it may sound), throw into the mix the deluxe disk cover – a true

episode of the series that appeared in 2007. Picking up your Wiimote and beating up a few pirates is not only a convincing experience, but also amusement capable of leaving you gasping (today even more so than yesterday) thanks to its peculiar and distinct mix of exploration and adventure. Seeing old locations that can still charm many years later – such as alien landscapes rich in breathtaking beauty that far exceeds a cold polygon count and enhanced by Kenji Yamamoto’s monumental melodies – prompts a few questions on the value of current video gaming production. Will this crazy race to hyper-realistic graphics really get us anywhere? The technical recovery work has actually delivered some effects, although the work carried out by the GAMESWORLD SA

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Spyborgs If it is true that even the best ingredients may not create a tasty dish, then even more so that mixing successful gaming elements might not be enough to create a game that can make a difference. Spyborgs is proof of this. Blood, bullets and adrenaline – a winning cocktail that can quench the thirst of Sunday players. Pity it’s Saturday . . .

Developer: Bionic Games Publisher: Capcom Website: http://www.spyborgs.com/ Rating: PEGI 12+ Platform: Nintendo Wii

Developer: Artificial Mind and Movement • Publisher: Bethesda Softworks Website: http://wet.bethsoft.com/ • Rating: PEGI 18 • Platform: Playstation 3, Xbox 360

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pyborgs is a game that should not have been. The initial idea was to base the game on action TV shows with tongue-in-cheek undertones – along the lines of popular US sitcoms –based on cooperative action dynamics that retrace the old-generation gameplay. However, it underwent an abrupt change from its point of departure. The defects of this troubled development are most evident in the stylistic design of the characters who are stereotyped and have little personality. They find themselves surrounded by laughable enemies with whom they are completely unable to engage. Immersed in settings of virtually no appeal, it cannot even entice young boys with their hormones in full swing. Almost perfect for the generic Wii audience (at least according to Bionic’s brilliant analysts), it is a pity that the whole gameplay should have been immersed in a trial-and-error format at times so repetitive and tedious as to become frustrating. And yet everything looked so promising on paper. The game comprises a team of professionals with unquestionable talent (Bionic Games was started by a former Insomniac team), a cartoon style that is so popular among the more hardcore of Nintendo fans and a newly designed structure (after mother Capcom’s intervention) which makes the game resemble a scaled down clone of Gears of War. It is just a pity that theory and practice should differ so often, and that Spyborgs may not exactly be an irresistible blockbuster. There are no faults on a technical level. From this point of view we are presented with one of the most impressive titles of the entire Wii game collection. A genuine wonder of visual enjoyment, a jaw-dropping 72

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shower of sparks, superbly designed light effects (on par with those generally seen on PS3 and Xbox 360) and animation. Even in the faster-paced moments, the game engine performs like a Swiss clock: not even one frame lost or a hint of a jolt.

et’s get something straight upfront: This may not be the masterpiece of the century nor a title that can leave the gamer of the moment with his jaw hanging, but if you are looking for a companion for your lazy afternoons that can call to mind the atmosphere characteristic of Tarantino’s movies and give you a couple of hours of fun, stop looking.

The problems arise when one moves to the game itself. Firstly a goal that, as mentioned before, can hardly be defined – a classic example of neither fish nor fowl. Indeed, when one happens to die an indefinite number of times in a particularly limited number of levels at the hand of a swarm of dumb grasshopper lookalikes, one may ask some existential questions that have no easy answer. It almost seems as if the game somehow expects the unaware man/ woman behind the remote to be game (excuse the pun). Once this little big problem is overlooked and at the same time, little attention is paid to the fact that the moves are about a dozen too few for a pure and tough action game (including jumps, that is), then Spyborgs takes on a magnetic charm and allows itself to be played quite enjoyably. The cooperative action beat ‘em up concept goes hand in hand with the inherent functionality of the Wii. If you are looking for a video game with few expectations, something that will allow you to put your brain pretty much on standby in the company of an old friend; if you are looking for a throwback to the afternoons spent in the arcade, courtesy of Double Dragon, then Spyborgs might very well be for you – especially considering that there is not much else around (especially for Nintendo’s white console). But beware: you might mistake this game for child’s play.

Conclusion Spyborgs cannot decide if it is fish or fowl: its dual nature of children’s game and tough challenge for hardened players is unable to deliver a credible product for either of the two audiences, possibly the result of a troubled growth period. Not quite ripe.

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An excellent pastime At last a hardcore challenge Limited moveset Stylistically poorly defined characters

Score:

6/10

The immediate thought on first impact with WET is that this may be a clone of under-acclaimed Stranglehold. Gunplay at the limits of physics, combined with situations in which the only hope seems to be divine intervention, produces a strange mix that, drawing from many elements and ideas of the recent years, is able to deliver an unusual and effective nostalgic effect. But first impressions can be misleading. After a highly charged first impact, you will most likely find yourselves passing by certain preset checkpoints and inevitably the two cut scenes inserted in the game will start playing. You will start to smell a rat. Added to this, an interaction with the environment that is limited to a few cans of a blood-red hue, in the name of an ‘extreme’ immersion (meaning that it will be extremely hard to believe you are in a realistic context), the likelihood of dying after a misstep with a trial-and-error consistency worthy of Murphy’s law, and the related loading screens to break the pace of the game and return you to the last, remote checkpoint. At this point, there seems to be little hope that the game might be saved from the guillotine of the final score, but as the most inquisitive will have noticed, the final score does not seem to match what has been said up to this point. Let’s try and understand why. First of all, an excellent reason for going ahead with your purchase is the female character, the attractive and lethal Rubi Malone whose exceptional athletic ability shows off in the most spectacular diving, pole swinging or wall jumping, all the while pumping bullets or whipping out her sword to finish off dozens of thugs. Something you will revel in.

Consider then a combo and multiplier system pushing the player to carry out longer and longer evolutions in order to slaughter whatever seems to breathe on screen, and thus rack up more points and more importantly boost Rubi’s energy faster, so as to avoid the above-mentioned mind-numbing deaths. Lastly, scattered here and there within a graphical setting that is far from exciting, we found a few pearls of programming that can keep the player entertained while waiting for the end of some scripted scene. Symbolic in this case is the elevator shown through black-and-white cameras positioned to deliver a convincing retro feel. After all is said and done, WET is a modern Frankenstein of video gaming which has the advantage of relying on a deeply characteristic style and a few fun ideas; nothing extreme one way or the other. Load your gun and enjoy the ride.

Conclusion It is not easy to give WET a score. If on the one hand it has a few faults that make you want to tear your hair out, on the other it is an effective mix of adrenaline and shootouts, always able to entertain. For those looking for a good way to avoid thinking – with style.

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Adrenaline, adrenaline, adrenaline A clever mix of ideas developed from a few cornerstones Graphically poor At times too punitive

Score:

6/10 GAMESWORLD SA

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REVIEWS

Scribblenauts

Fantasy comes to life on the screens of our Nintendo DS in 5th Cell’s latest work: an immense vocabulary, a star to reach and the world at our disposal – a throwback to our childhood in video games times. Developer: 5th Cell • Publisher: Warner Bros • Website: http://games.kidswb.com/scribblenauts/ Rating: PEGI 12 • Platform: Nintendo DS

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ince it was released to the public, Scribblenauts – 5th Cells’s latest work for Nintendo DS – has raised many expectations. Configurable as an experiment that can capture the attention and curiosity of the simple player, it ran the risk that such an open structure could become somewhat dispersive, in a gaming world used to well-defined gameplay leading players through their adventures step by step. The lack of strong enough motivation urging the gaming demiurge to advance through the levels – beyond a mere desire to experiment – is in fact an axe under which many games have fallen, long before this unusual adventure. The tutorial clearly shows what should be expected, right from the start – eleven introductory levels illustrating the possibilities of the game in a clear and sharp manner. Right from the outset all tools are made available to the player, whose potential is constrained only by his imagination. Briefly, the basic structure of Scribblenauts – essentially an action puzzle game – will see players in each stage engaged in their (initially clumsy) attempts to reach a star positioned at different places at each level. All that players are required to do in order to achieve this is to physically write the object or character that they would like to conjure up in their assistance and see if and how this can turn circumstances in their favour. This basic structure unfolds through two groups of levels – Puzzle levels in which players simply have to reach the loved/hated ‘Starite’, and Action levels (the brainier ones) in which they are required to solve a range of problems using a few initial clues. Adding to all this is a level editor, albeit not a particularly sophisticated one, that allows players to create their small masterpieces in a relatively easy way.

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The painstaking analysis that went into the myriad of cause-and-effect relationships in the game warrants some prestige and pride. The number of possible combinations is truly impressive and although things may appear too dispersive initially, a player’s creativity will soon find some gratification. Which is quite important, as each level carries a par of golfing affinity, that is a maximum number of items through which players can achieve the set objective. Staying under par earns precious Ollars that can be spent buying extras in the game store. Having seen all these “wonders of nature”, we cannot refrain from pointing out a dangerous fault which, unfortunately, can considerably undermine the gaming experience: Maxwell’s (the main character) control system, delegated to the stylustouch screen combination, is particularly inaccurate. This has the potential to waste much of our carefully planned, painstaking effort. Delayed jumps, sudden moves at the wrong moment and the inability to control closely our endeavours, will frustrate many of us players, especially as the levels advance.

Conclusion If we throw into the mix the boredom which is bound to set in once we realise that most levels can be completed using only a limited number of items, we can only feel some regret for yet another good idea that has remained just that.

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Originality from every angle The available vocabulary is immense It is bound to bore in the long run Inaccurate controls

Score:

7/10

Gran Turismo PSP

Warm up the engine of your PSP, put on your helmet and press the accelerator: Gran Turismo is here.

Developer: Polyphony Digital • Publisher: Sony Computer Entertainment • Website: http://www.gran-turismo.com/ • Rating: PEGI 3 • Platform: PSP

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aying that Gran Turismo PSP has arrived late is like saying that the earth is round. If the second statement may seem obvious to you, just consider that the release of the game was announced in 2005, during the conference at which Sony’s portable unit was introduced and for which Gran Turismo would become one of the proud flagships. So ‘only’ five years later, we can talk about the materialisation of the most loved game by simulation racing fans. Will the long wait have been worthwhile? We leave it up to this review to answer this tough question. From a numbers point of view, the Gran Turismo series has always produced significant statistics and the edition on UMD is in no way inferior. A total of 800 entirely customisable vehicles, 35 tracks (albeit borrowed from other episodes) and a frame rate firmly anchored at 60 fps make Gran Turismo PSP a small encyclopaedia of automobiles. So far so good. If one digs a little deeper, bouncing from one menu to the next, one goes beyond the purely aesthetic facade

and it is there that the situation gets noticeably worse. Take for instance the lack of a career mode (which had been widely announced and expected) could be considered a limiting factor by many. The opportunity to introduce something new was wasted on a range of options so flat that unlocking all the available content would be a deed worthy of a Zen monk. Once the challenges included in the single player mode have been successfully concluded, one can’t do anything else but expand the fleet in the garage and continue racing. For a 2009 product, this seems far too little. A performance ranking system offers at least some incentive to improve oneself, albeit in official races, time trials or drift trials. By accumulating a variety of trophies and monetary prizes, you will be able to reach that special car you have coveted for years. Alas, you won’t be able to boast too much as none of your successes will be shared online, nor is there any form of remote multiplayer mode.

The only concession, in this case, is offered by the possibility of swapping cars with your friends via a Wi-Fi connection and competing with up to four players in locale. Technically we have already remarked on the overall fluidity, although we have to admit that in this case too, all that glitters is not gold. There are in fact some rather obvious aliasing problems, most probably the price that has to be paid for having that 60 fps, one of the game’s significant features. The in-car views are a real disappointment in terms of realism (not to mention immersion). All in all, Gran Turismo PSP is an enjoyable game, especially if you are a fan of extreme settings. Being faced with a re-sizing required by the gaming platform is to be expected; but playing a game lacking any of the verve that should thrill the occasional audience typical of Sony’s console is a fault that cannot be ignored.

Conclusion Gran Turismo PSP fails miserably in several respects . If you were hoping that such a long wait would deliver a work to make your mouth water, move your goalposts. If instead you want to lose yourself in the numbers typical of the series while taking a walk, you won’t be able to put it down.

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Huge fleet Commendable game fluidity Deadly boring No career mode

Score:

6/10 GAMESWORLD SA

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MMORPG ZONE MMORPG ZONE

Welcome to this page which, as I am sure you will have guessed from its title, will offer a monthly look at the most relevant news concerning Massive Multiplayer Online Games. From most-played titles to hidden gems, capable of delivering good doses of entertainment, in this space you will find all there is to know to stay up to date.

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his month we are going to talk primarily about the state of the market, since every year around October, it is taken by storm by a huge number of new releases. The first mention must go to Aion, the latest MMO by NCSoft who has definitely focused gamers’ attention with a top product which had already topped all sales charts by the end of October. Clearly, the hype around the pre-order was more than a flash in the pan. The standalone version and Collector’s Edition are at the top of the charts, both in terms of digital delivery and traditional distribution. Adding the 400 000 pre-orders to the official figures that will be published in a few days, NCSoft’s MMO should easily have surpassed the 700 000 active accounts by the time you read this page. There has been no shortage of problems during the launch phase, mostly due to the huge number of gamers knocking on the doors of NCSoft’s servers – endless queues that reminded us of the many hours spent waiting to access the servers of World of Warcraft at the end of 2004. In any event, this is a situation soon to be normalised by the fusion of deserted servers and the opening of new ones. Aion’s future looks rosier than ever. The same cannot be said for its direct competitor in marketing terms as well as in terms of content. Champions Online, Cryptic Studios’ MMO that arrived on the market at more or less the same time, is definitely far from the sales levels of its rival. The fact is that all major reviews agree that it is not a particularly innovative game, compared to another well-known super-heroic MMO. City of Heroes confirms the risk that this false start might lead to a very tough recovery. Speaking of which,

the snapshot of the current situation for the two top MMOs of 2008 is quite clear. Age of Conan is slowly but surely returning towards the 500 000 active accounts, thanks to a highly focused update campaign superbly driven by new game director Craig Morrison. The addition of new content for high-level parties has combined with successful changes to the game economy – the crafting and combat systems – to form a truly explosive mix. If we add to this a very effective marketing campaign deployed by Funcom with free trials and various other promotions, we can easily appreciate that AoC’s future is virtually guaranteed, at least in the medium term. The same can’t be said for Warhammer Online: Age of Reckoning. The departure of Mark Jacobs has not led to any visible improvement in the situation. Lack of an attractive PVE and a Realm versus Realm that is unable to recall the success of Dark Age of Camelot, on which Mythic had built a prominent position, are the main faults in a game for which the future looks very uncertain from a commercial point of view. In the next few months we will certainly give this topic more focus with a comprehensive article.

• Aion has been doing very well since the day it was launched. The trend seems set to continue for the whole of 2010. • False start for Champions Online – entertaining but not enough to position itself as a prominent title. • Age of Conan is in slow but constant growth. The official expansion in 2010 should allow it to consolidate its figures. • The situation of Warhammer Online is not one of the best. Few signs of improvement and the feeling that Electronic

BETAWATCHER TITLE: All Points Bulletin BETA: Closed STATUS: Active WEBSITE: www.apb.com RELEASE DATE: March 2010

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ne of the most enjoyable games of our childhood has to be cops and robbers. We will soon be able to play it virtually, as a complete version of All Points Bulletin is expected before the end of the year. The MMO created by Realtime Worlds simulates a virtual city with endless opportunities for criminals. We had a chance to try our hand at it during the open beta in mid-October and we have to say that we were pleasantly surprised by the game’s quality. Expectations based on the last E3 have completely been satisfied; this has the potential to become an impressive title, capable of standing head and shoulders above the mass of MMOs that crowd the market daily. The reasons are simple and are exemplified by the base concept of APB. After a comprehensive and supremely customisable first phase of character creation, we are forced to take sides: to join the enforcers of law or the criminal gangs seemingly determined to enrich themselves at the expense of the community. Having made our choice, we can understand how APB may be a completely asymmetrical product in its gameplay. Don’t expect a city filled with thousands of cops and robbers chasing each other in wild shootouts. Apart from bringing down any server, this would result in more players than bystanders, to the detriment of the violent realism that the game seeks to achieve. The sessions related to the growth of our character see both factions engage, each with their own specific objectives. Missions allocated to evildoers entail the perpetration of an array

of crimes: theft, robbery, extortion; the worst the perfect robber has to offer. Cops are tasked with preventing all these by watchfully patrolling the streets and in search of wannabe criminals. Already, from its preparation phase, one can see that APB is an anomalous multiplayer title. Before we can lay our hands on the rogues we have to wait for them to actually commit a crime. Catching them red-handed is no easy feat, especially given the vastness of the city and the abundance of opportunities for crime. Often you respond to a call and arrive too late to catch the baddies red-handed. Other times you spot suspects even before they move into action. Following them unnoticed and setting up a trap is as exciting as placing a look-out during a robbery, or even planning a sophisticated robbery by studying possible escape routes. We really liked the gameplay in APB. It is without doubt an action MMO in which good mouse and keyboard skills are essential for the handling of firearms. This confirms how the growth of one’s character is dependent not on the amount of time available but rather on the player’s mouse and keyboard skills. Shoot-outs are well represented, with an excellent use of the concepts of cover, damage and simulation of the physics of bodies and vehicles, which won’t fail to produce absolutely epic moments. As far as problems are concerned, we can’t refrain from mentioning some defects related to the very peculiar structure of this product. In an attempt to balance the gameplay, the game assesses the players’ skills and tries to place cops and robbers of equal prowess in cat-and-mouse situations. But this system doesn’t always work and on more than one occasion vicious cops have pounced on pathetic and puny criminals. This aside, the game is of a high standard technically – something confirmed by the significant hardware requirements. This is more than adequately rewarded by a city that is marvellously rendered in terms of textures and the animation of vehicles and character models.

Spot the difference...

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ONLINE

MULTIPLAYER EVENTS – EA MAJOR LEAGUE GAMING Are publishers about to change the competitive multiplayer world? Exactly one year ago we commented on how the impact of the economic crisis had affected every aspect of video gaming life on a global scale. The cuts in the promotional budgets of many video gaming companies had a severe impact on the activities of many gaming communities and inaugurated what would turn out to be the annus horribilis of multiplayer. The same cannot be said for its direct competitor in marketing terms as well as in terms of content. Champions Online, Cryptic Studios’ MMO that arrived on the market at more or less the same time, is definitely far from the sales levels of its rival. The fact is that all major reviews agree that it is not a particularly innovative game, compared to another well-known super-heroic MMO. City of Heroes confirms the risk that this false start might lead to a very tough recovery. Speaking of which, the snapshot of the current situation for the two top MMOs of 2008 is quite clear. Age of Conan is slowly but surely returning towards

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the 500 000 active accounts, thanks to a highly focused update campaign superbly driven by new game director Craig Morrison. The addition of new content for high-level parties has combined with successful changes to the game economy – the crafting and combat systems – to form a truly explosive mix. If we add to this a very effective marketing campaign deployed by Funcom with free trials and various other promotions, we can easily appreciate that AoC’s future is virtually guaranteed, at least in the medium term. The same can’t be said for Warhammer Online: Age of Reckoning. The departure of Mark Jacobs has not led to any visible improvement in the situation. Lack of an attractive PVE and a Realm versus Realm that is unable to recall the success of Dark Age of Camelot, on which Mythic had built a prominent position, are the main faults in a game for which the future looks very uncertain from a commercial point of view. In the next few months we will certainly give this topic more focus with a comprehensive article.

FPS – ALL FREE?

Are multiplayer shooters moving towards a new era? In all likelihood 2009 will be remembered by many as the year in which the consequences of the economic crisis have seriously affected the pockets of citizens of the industrialised world. Unemployment, a drop in consumer spend and the credit crunch have engendered a vicious circle from which the whole planet is still trying to recover. This situation is mirrored in a video gaming industry, which has managed to survive the crisis with difficulties – some more obvious than others – but without excessive shake-ups. Somewhat exceptionally for this time of the year, this article will analyse the effects of the almost simultaneous publication of three multiplayer FPS games – all with one interesting characteristic in common – being free – but which conceptually, are at the antipodes, in terms of gameplay and

target audience. We are talking about Quake Live, Battlefield Heroes and America’s Army 3. An analysis of the very diverse motives that have driven id Software, Electronic Arts and the US Army to develop these three products, has prompted us to reflect on potential commercial developments in free – or presumably so – multiplayers in the near future. Quake Live is a reflection of id Software’s intention to bring back a top quality gameplay that could again put the player’s ability first. The operation has been tremendously effective, thanks to the support of an exceptional server and an excellent conversion of Quake III Arena for the main browsers, and it has fostered the rebirth of a community on the verge of extinction ten years after the publication of the original game. However, it is evident that up to this point id’ commercial strategy has not paid off in terms of revenues. The banners plastered around the gaming arenas have no sponsors to show, even though the constant growth in the gaming community might change the situation over the next few months. Electronic Arts is definitely much more satisfied: with 1,5 million active accounts and $40 million in microtransactions already in the coffer, Battlefield Heroes has turned out to be a great surprise that confirms once again how casual gaming can become a source of consistent profit, if adequately exploited.

The situation for America’s Army is less rosy. The third chapter has not met with much support from fans, as a result of the problems pointed out in the reviews. In this case again we are looking at a fundamentally different business model. This free-grant promotional project’s success should only be measured in terms of interest in a military career shown by young Americans reporting to recruiting offices. Apart from the overall quality of the above three titles, what got us thinking was the fact that in the space of a few months, three such important titles have arrived on the market simultaneously, which to us is an indication of the fact that the gold rush in free multiplayer space has only just begun. We have the impression that the big Western publishers may have had the opportunity in recent years to better understand the potential of this market, by studying the recent successes of the Asian software houses (see Albatross 18, Gunbound, and the plethora of Korean MMOs not yet translated). When are we going to see the first RTS, sports and racing games with the same formula? It is still too soon to tell if a revolution is about to hit multiplayer as we know it. Our impression is that the trend is not going to stop here, especially if the quality of commercial titles developed for single and to which a patched-up multiplayer is often attached, remains the same in future.

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MODWATCHER

MODWATCHER

GENRE: RTS GENRE: FPS TITLE: Frontlines GAME: Call of Duty 4: Modern Warfare WEBSITE: http://www.moddb.com/mods/frontlines SCORE: 9

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here are video games that don’t make it as big as they deserve in spite of their undisputable qualities in multiplayer mode. Others become successful, albeit for only a short time, despite their mediocrity. The difficult task of reaching agreement between critics and the public has for the past few years been performed by Activision Blizzard. Thanks to a solid brand like Call of Duty, the corporate giant is once again preparing to take the American market by storm with the imminent Warfare 2. As we wait for the impact of what will, in all likelihood, be a big game at a very high level, we would like to introduce you to the best mod ever of the original Modern Warfare; with it the community will be able to fritter away its time while waiting to jump the barricade. We are talking about none other than Frontlines – an extraordinary all-inclusive pack that expands the Modern Warfare gaming experience in two ways: by adding a multitude of modes and by changing the gameplay through a series of nifty tricks that will thrill lovers of the original who have grown tired of the same old gameplay. The list of modes is very long and we have summarised them in the sidebar. It is worth mentioning the most enjoyable of these. The Chopper mode involves the shooting down of a helicopter (which can fall at any point on the map) and the subsequent assault and defence on behalf of the two teams that will fight to the death to gain control of it. Also noteworthy are Prisoner, a variant on the classic VIP Escort that prohibits the two teams from killing the prisoner, and Unity, a variant on the classic Domination, except that only the captain can seize the control points. Then there are Waves with its endless waves of attackers, Escape with its breakneck escapes and the excellent Uprising, which simulates a revolt which our team will lead with only a few hand and machine guns available. As mentioned 80

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earlier, there are other reasons for the high quality of Frontlines. Most important of these is the option to play in ultra-realistic mode, with a marked increase in the damage from explosions or firearms giving us the advantage of suffering at least one and a maximum of two major wounds before we kick the bucket. Another excellent decision is that of removing the kill icon and instead just having our opponent scream when he falls, so that we can’t be certain of his death. Over and above this, there’s an entirely revised system for calling an air recon or an airstrike, different methodologies for disarming explosives and a review of the medical perk, thereby creating a doctor class capable of changing the game’s outcome. There is a lot of meat on the fire – all of it top quality. If you are not planning to buy Modern Warfare 2 on day one, Frontlines is definitely for you.

TITLE: American Civil War

Here is the complete list of all the modes included in the Frontlines Mod. There are enough to satisfy any taste! Deathmatch Team Deathmatch Domination Sabotage Headquarters Search & Destroy Assassin/Spy Assault Battlefront Chopper Commander/VIP Docs Escape Escort Exterminate Flags Hack Hill Nuke Objective Rescue Targets Unity Uprising Waves Wrath

GAME: Empire Total War WEBSITE: http://www.civilwar-mod.com/ SCORE: 8 After a long wait, the best mods for Empire: Total War are starting to arrive. Following the release of the Additional Unit Mod one month ago, it is now the turn of one of the first modifications of Empire: Total War, which entails a different place and a historical period different from the eighteenth century of the original game. We are talking about American Civil War. As you would have guessed, it is an adaptation of the American Civil War to the possibilities of Empire, including a tactical map of North and Central America and a completely re-edited deployment of forces. The player will be able to choose whether to take up the reins of the conflict either on the Union or the Confederates side, consistent with the real

GENRE: Racing TITLE: Steam Racers GAME: Unreal Tournament 3 WEBSITE: http://www.moddb.com/mods/ steam-racers SCORE: 7 Initially we thought it was a mod for Half-Life 2, but it only took a quick look at the pictures of Steam Racers to realise that it was the graphic engine from Unreal Tournament 3. Working from the basis of Epic’s shooter, a group of enthusiastic delegates at the 2009 edition of the Make Something Unreal Contest have come up with a racing and fighting game inspired by Steampunk technology. Steam Racers is therefore a cross between a shooter and a racing game where participants are allowed traps, door bashes and any dirty trick to win the race or upgrade their vehicle. Although it takes some time to become familiar with a peculiar gameplay, entertainment is guaranteed once you have entered the fray. Try it!

GENRE: FPS/RTS TITLE: Zombie Master Black Edition GAME: Half Life 2 WEBSITE: www.zmbe.org SCORE: 8 Do you remember Zombie Master? It was a hybrid mod in which human players were acting in first person as survivors who had to escape from a horde of zombies led by a master through an interface with a view from the top. It is one of the best mods of 2007 that has been released this year in a Black Edition version. Essentially it is an update of excellent quality that considerably augments the potential of a mod already appreciated from this point of view. Three new types of zombies are all it takes to make the lives of survivors difficult. The latter will in turn have access to new weapons with which to try and save their skin. Completing the offer, we find a series of new maps and updated versions of the original ones that won’t fail to give this wonderful mod new lifeblood.

circumstances in the initial stages of the civil war. From that moment on, it will be up to you to change the course of history or make sure that everything follows the real events. The reconstruction work performed by the team is outstanding and much attention has been given to the reproduction of uniforms, equipment and artillery. The only real problem with this mod has to do only with the realism of the battle array which, during the American Civil War, was already changing substantially due to the lethal nature of firearms. In any event, it is a minor detail that does not detract from the remarkable value of this product which we warmly recommend you to try, if the events of Union versus Confederates have always been one of your passions. GAMESWORLD SA

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iPhone

RETRO

Chop Sushi!

Knights Onrush

iDracula

Pigeon Poo

Mafia: The City of Lost Heaven

An interesting cross between a puzzle and an RPG with a plot, Chop Sushi! can rightfully be considered as one of the best clones of Puzzle Quest, continuing the journey of hard experimentation that began a few years ago with Infinite Interactive’s title.

The premise is as simple as it is effective. You will need to defend your castle from an increasingly tough horde of enemies of all sorts, much along the lines of the classic tower defence games that have become the latest craze in iPhone game collections. Unlike its numerous competitors, Knights Onrush focuses its attention on the action dynamics in a triumph of reflexes and speeds which is destined to disintegrate your digital pulps, while demoting the strategic side of the experience to a marginal role.

This game turns you into Van Helsing, pumped with steroids with a gaudy look and ready for the occasion. One sets out on a hunt for unstoppable hordes of ravenous enemies comprising a wide array of assorted undead, ghosts, werewolves and more . This is probably one of the experiences that Apple’s portable was lacking. The weaponry available for your sorties, weapons which would make Rambo look like an amateur, includes crossbows, machine guns, grenade launchers and even implausible portable laser cannons which will be your faithful companions. We can safely say that we have a killer application.

How many times have you walked back to your car and found yourself cursing that wretched pigeon that left such a lovely souvenir on your bonnet? Pigeon Poo will give you a chance for payback or rather give you the opportunity to take part in this strategic bombing.

Illusion Softworks, 2002. PC, Xbox, Ps2

We are not just talking about a simple replica (which wouldn’t make much sense on a platform such as -iPhone anyway), but rather a clever re-work that is able to produce a revitalised and fun mix, thanks especially to it being so overtly wacky. The artistic direction is in fact markedly crazy: colours so bright as to be almost hallucinogenic and multi-faceted characters that are able to drop playfully into the game dynamics. The soundtrack, an inescapable Nipponpop, is the perfect complement for a gaming experience so reminiscent of the immortal Bejeweled and its sushibased matches.

Every iPhone owner’s dream will be to become a skilful Japanese chef!

Although its basic dynamics may become repetitive in the long run, the game is extremely enjoyable thanks to highly detailed 2D graphics and a humorous medieval soundtrack full of cartoon-style effects, producing an engaging and festive atmosphere. With regular updates and a commendable quality/price ratio thrown into the mix, you are looking at a title not to be missed.

Crushing the invaders of your castle is something extremely rewarding.

The graphic style chosen by Chillingo is supported by a high quality technical rendering, offering gothic-style 2D graphics, which provide the necessary dose of drama for an arcade game that is all blood and ash wood; with all the ingredients in the right place, you can’t resist hunting for vampires!

Your blood will be very precious, in every sense.

This is the principle behind a game produced in Italy by Avoc Software – a game which, even in its simplicity, can be good fun if you don’t have excessive expectations. The game in fact only offers one mode (the completion of which will grant access to the Hall of Pigeons after achieving the best score) and three difficulty levels. Guiding your pigeon, collecting as much war material as you can in the preparatory session, leading your pigeon to the front and then finding exactly the right moment to bomb innocent bystanders – all within a reasonable selection of situations – is simply priceless. Especially if you imagine your target to be one of the people you most despise.

Point... aim... shoot!!!

Chop Sushi!

Knights Onrush

iDracula

Pigeon Poo

Developer

Universomo

Developer

MoreGames Entertainment

Developer

MoreGames Entertainment

Developer

Avoc Software

Publisher

THQ

Publisher

Chillingo

Publisher

Chillingo

Publisher

Avoc Software

Website

http://www.universomo.com/ internet/game-susi.html

Website

http://imoregames.com/ knights.htm

Website

http://imoregames.com/ idracula.htm

Website

http://www.avocsoftware. com/pigeonpoo/

Platform

iPhone

Platform

iPhone

Platform

iPhone

Platform

iPhone

Score: 8/10 82

GAMESWORLD SA

Score: 8/10

Score: 9/10

Mafia is one of the must haves in a games collection – such a rich and deep experience, highly effective, immersive shoot-outs, a longevity above the norm (which seldom falls into boredom or déjà-vu), a plot rich in twists and in general a unique atmosphere.

Mafia is a gaming paradox. Following the arrival of Grand Theft Auto III, which literally obliterated the competition on its release and redefined the very concept of a sandbox game, Illusion Softworks introduced a new product which was in many ways poles apart, but capable of recreating the retro atmosphere of the 1950s in an even more genuine way, to rise to the rank of an acclaimed masterpiece. The story of Tommy, which unfolds through many chapters, is in fact reminiscent of the tragedies of ancient Greece – a growing climax that is drawn out until it reaches a terrifying epilogue, capable of deeply shaking the conscience and soul of the player, torn between the classic dilemma of good versus evil. The acting through which events are illustrated, is worthy of a Hollywood movie, thanks to a very realistic rendering of faces, especially if one considers the time in which the game was released. In fact, if the quality of graphics were maximised, Mafia wouldn’t do badly, even in comparison to some modern productions. The product of a purer take on the GTA method of weaving the storyline into an open world game design and the extreme difficulty of some of the missions, is also the legacy of a way of producing and living video games which belongs to a gaming era that focused on challenges in their widest sense. The car race featuring among Mafia’s initial missions is symbolic in this regard – a hurdle on which many unlucky players have stumbled.

A remake in the wings for Bullfrog classics? Harvey Elliot, CEO of EA’s Bright Light studio, longs for a return of the classic games from Bullfrog (the software house acquired by EA in 1995 and closed in 2004), provided this is done with the required caution.

Beneath a Steel Sky Remastered Revolution Software announced during the (UK) summer that a new ‘revised’ version of its 1994 masterpiece would be released by autumn. As promised, as of 9 October iPhone and iPod Touch owners can download the new version of BASS from the App Store for a mere €3,99. In addition to the natural adaptation to the new platform, the remastered version also contains new animated scenes designed by Dave Gibbons (co-creator of graphic novel Watchmen, among others), the designer responsible for the graphics in the original edition. A context-sensitive hint system capable of adapting to the needs of seasoned adventurers and genre novices alike and a polishedup audio track, complete an offer that no lover of graphic adventures (and, more generally, video games) can afford to miss.

“I’m personally a huge fan of Populous and Theme Park. They were some of my favourite games – many years ago, obviously [...] I’m going to look at them at some point. I think there’s an opportunity to bring those back in the future, but only if it’s right for the time and not just a ‘remake’ or something. We’d need to do it in a way that’s true to the original values, but would still make a great game today.” he said. Elliot added a further word of caution: “The thing is, the romance of the idea is often detached from the reality of executing it. If you remember all the old classics you played and you go back and play them now, they’re not the same. They were right for their time, and the trick with those games is coming up with what’s right for the time now.”

Score: 7/10 GAMESWORLD SA

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HARDWARE REVIEWS

HARDWARE REVIEWS

Intel Core i5 750

Sapphire Radeon HD5870 T PROS • The fastest single processor video card on the market • Drastically reduced consumption when not playing • Option to connect three screens and use them to play

CONS • Quite bulky • Cannot be connected to traditional TVs

IDEAL USERS Those who want the latest available technology and are not prepared to compromise on their gaming.

RATING Excellent

his video card by Sapphire is based on AMD’s most powerful graphic processor, l’Ati Radeon HD5870, made up of 2,15 billlion transistors and with 1 600 streaming processors (twice as many as the previous top of the range model Radeon HD4890). The new architecture is compatible with the DirectX 11 libraries, released by Microsoft with Windows 7 and soon, we hope, to become available for Vista too. This means that it supports version 5.0 of shaders and new “DirectCompute” generic shaders with which it is possible to accelerate even more generic applications such as scientific calculations and conversions between video formats. The estimated computing power for this card is an impressive 2,7 TeraFLOP, a figure that until just a few years ago would have been worthy of a supercomputer. Moreover, it does not require very high frequencies to function; in fact it runs at 850 MHz. This video card by Sapphire has a 1 GB high speed GDDR5 memory: 1,2 GHz that, due to the special type of memory and the way in

which data can be transferred, correspond to four times as much, 4,8 GHz. Mind-blowing figures that, fortunately, are not reflected in the consumption. The Radeon HD5870 uses only 27 W in “idle” (that is when using only Windows desktop and 2D applications) and it is “limited” to 188 W in full use. In equivalent conditions, a Radeon HD4890 used to consume 90 and 160 W. In any event, all these figures mean nothing without some tangible examples. What exactly can be done with this monster? Have a whale of a gaming time! Not only do graphics stay fluid at higher resolutions, but this time Ati has also really outdone itself by allowing us to connect up to three monitors and use them simultaneously to play! A configuration that most of us can only dream of, but that someone will be able to afford. However, thanks to a clever positioning on the market, this card is far cheaper than a GeForce GTX 295, which remains slightly faster, and offers more advanced technology.

Pleomax UH-400 PROS • Cheap • Pleasant to the eye • Takes up little space

CONS • Has nothing more than other hubs

RATING Fair

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GAMESWORLD SA

PROS

IDEAL USERS

• Cheap • Communicates directly with memory and video cards • Perfectly suited to any kind of application

Video gamers and those who are looking not only for a fairly powerful processor, but one that can go the extra mile.

CONS

RATING Excellent

• The new socket does not support the old coolers

T

he new Core i5 processors with 1 156 sockets are set to replace Core 2 Duo and Quad in a key segment of the market, i.e. the one for those who don’t want to spend more than necessary but still want a powerful PC. The Core i5 750 is based on the new Lynnfield architecture, a revised version of the two very powerful Core i7 900 with 1 366 sockets. Its clock frequency is 2,66 GHz and the only thing differentiating it from the more expensive Core i7 is the absence of the HyperThreading which, to tell the truth, has never really delivered outstanding results. During our tests we raised the bus frequency, taking the little i5 up to 3,40 GHz without changing the fan and in this case it has outperformed even pricier models. Following the path taken with the first Core i7 last year, Intel has integrated within the processor the memory controller, which is compatible only

with DDR3 modules up to 1 333 MHz (2 133 in overclock) and which must be bought as a pair in order to be configured for dual channel. And not just that, the whole northbridge shifts to the inside of the CPU, which means that this processor can communicate directly with one or two video cards, be they two Radeon in Crossfire or two GeForce in SLI. A great advantage for video gaming, since this setup reduces the downtime to virtually zero! Unfortunately the only disadvantage is that the motherboards and the coolers for the old Core 2 and the more recent Core i7 with 1 366 sockets are not compatible. Fortunately, the Intel P55 platform which is planned to support these CPUs can accommodate a wide array of motherboards. There will be not only expensive ones but also ultraeconomical ones.

Memorex MiniMove PROS • Easy to carry • Can be battery operated

Those looking for a small and functional USB hub that can be powered independently, and thus can power all appliances connected to it, should look at UH-400 by Pleomax, a Samsung group company specialising in accessories. With this little device one can easily add up to three additional USB ports to the computer, which could always come in handy. The hub is part of a range of desktop accessories that also includes a mouse, keyboard, webcam and a set of speakers.

CONS • Mediocre sound quality • Too similar to a toy

IDEAL USERS Children playing with Dad’s iPod.

RATING Poor

To those who were children in the 70s, the MiniMove by Memorex resembles old record players, but in fact it is a colourful iPod docking station, available in different colours and which includes a radio, a line-in jack with which it can be connected to any device with a headphone jack. The audio quality is truly mediocre, but its round look and the practical handle with which it can be carried practically anywhere make it a cute toy. But perhaps the iPod audience would expect something slightly more sophisticated.

GAMESWORLD SA

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HARDWARE REVIEWS

PROS • Vapour chamber cooling system • High performance at highest resolutions

CONS • No faster than an ordinary HD4890 • 2 GB memory can do very little

IDEAL USERS Those who have a very high resolution screen and want to maintain a high level of performance.

RATING Fair

Sapphire HD4890 Vapor-X 2 GB W hen technology begins to age, the only way to hide the smell of fish is to somehow distract the senses. In this case, Sapphire has used a trick that has become most popular among video card manufacturers: doubling the memory, as if this helps at all. Perhaps in the 3D graphics sector where professional cards such as FireGL and Quadro are used, 2 GB video memory would have some relevance. In the video gaming world, where one always tries to stay below 512 MB memory in use, 2 GB would make sense only for a handful of games with exceptionally high resolution and might perhaps be marginally useful in GPGPU applications where, alas, AMD’s solution has yet to give its best. On the back plate there are all sorts of video output ports: SVGA, DVI, HDMI and

Jabra BIZ 620 USB PROS • Warm sound and surrounding voice • Very comfortable to use

CONS • Volume controls a bit awkward • Headphones sponge is too warm on the ears

IDEAL USERS Those who operate regularly with headphones and microphones, call centre staff and users of Teamspeak or similar software.

RATING Good

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GAMESWORLD SA

Jabra is a manufacturer specialising in quality audio appliances and catering mainly for people working in call centres or those who communicate primarily via computer. The Biz 620 USB model features a warm and clean tone which emphasises human voice above other sounds. This characteristic makes it particularly suitable for IP telephony and video-conferencing programmes, including those for video gamers. Listening to music will also be enhanced and, thanks to the USB connection, there is no need to rely on the PC integrated audio in order to use it. The headphones are comfortable, but the sponge covering them tend to make one’s ears a little too warm. Moreover, they cannot be adjusted freely. The microphone is instead very easy to adjust and automatically cancels out background noise

DisplayPort. Any type of monitor or high definition TV can be connected, but not standard TVs as it doesn’t have the traditional S/video and composite video ports. The vapour chamber cooler allows the heat to be distributed to the metal surface and then dissipated through a large but quiet fan. Even when in overclock, the noise level is very low. The operating frequency of the graphic processor is 870 MHz, but it can easily be taken to 950 MHz. However, this will not hide the hard truth that for the same price of the video card one can buy a much newer and more attractive Radeon HD5850, which is compatible with DirectX 11 and with Windows 7 new accelerated applications. A purchase which is advisable only in cases of sensational promotions or big discounts.

Techsolo TK-26 PROS • Battery life • Multimedia functionality The wireless keyboard TK-26 is economical but good-looking. It features a very small USB receiver, is very thin and has a shiny plastic frame. Strangely, it lacks the left Alt key, which may cause compatibility problems with some games and programmes. However, it has two rows of extra keys on the side, which can be useful for browsing or for use with media players. Power supply is via two normal AAA 1,5 V batteries. The most natural use for this keyboard would be for the primary controller of a media centre, or alternatively for a desktop PC. If you feel like moving away from the PC without giving up the keyboard . . . the TK-26 is just what you need!

CONS • Left Alt key missing • As with all compacts, it is not ideal for numerical data

RATING Fair

Roccat Kone Gaming Mouse PROS • Comes in different colours • Weight and precision can be adjusted to one’s liking • It is very comfortable to use.

CONS • The software doesn’t work too well with Windows 7

IDEAL USERS Those who need to grip a precision weapon while running and don’t have time to aim.

RATING Good

R

occat know well that the bond between a video gamer and his mouse is indissoluble, because it is similar to that of a soccer player and his boots, a driver and his steering wheel or a musician and his instrument. And since they are dealing with a particularly demanding user base, they have created a completely configurable mouse. Even if it still requires an initial period of adjustment before the right feeling can be found, the Kone will be satisfactory to anybody. The shape is strictly ergonomic, perfect for the right hand and although it may inconvenience left-handed users, this “little rodent” won’t disappoint. Available in four variable weights, between two and five grams, the Kone offers eight programmable keys, a mouse wheel and an integrated resolution selector, which can vary

between 800 and 3 200 DPIs. The programming of the keys can be saved in different profiles, directly onto the mouse memory, which makes moving from one game to another or one PC to another much easier. Moreover, the Kone is very pleasing to the eye. The back features two luminous lines that can change colour and produce brilliant light effects. All settings are easy to change and the standard software is all it takes to do so. For those who expect the absolute best from their mouse, Roccat also offers Sense, a mat available in two variants: Adrenaline Blue and Glacier Blue, the difference being only in the image and colours. The microcrystal surface coated in a plastic film can make movement very fluid, even if it won’t be able to improve an imprecise hand!

GAMESWORLD SA

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MOVIES

MOVIES

news

homevideo

Ghostbusters 3

Monsters vs. Aliens

Bubba Ho-Tep

The release of Monsters vs. Aliens on DVD and Blu-Ray is a small but significant step by Paramount to introduce 3D into the homes of cinema lovers.

Elvis Preasley (Bruce Campbell) is not dead but lives in a retirement home in Florida, where he is fighting testicular cancer. His room neighbour (Ossie Davis) claims to be President Kennedy (including scar at the back of the head) placed under national security by CIA following the Dallas events. But there is a minor problem: the old man is black! The two will join forces to fight an Egyptian mummy zombie dressed up as a cowboy, who is haunting the home, sucking the souls of their fellow residents. Could you imagine anything more brilliant? Certainly not. In fact Bubba Ho-Tep (based on the short novel ‘Bubba Ho-Tep’ by J. Lansdale) is one of the most enjoyable and original horror movies of the last years.

previews The Imaginarium of Doctor Parnassus A movie by Heath Ledger and friends. So read the closing credits at the end of Terry Gilliam’s latest movie, which is also – and more importantly so – Heath Ledger’s last movie. He passed away on 22 January 2008 in New York during a filming break. Three ‘heroes’ have stepped in to recast him, three friends of Gilliam and Ledger (who played the role of Tony). This is why Parnassus has become a film by Ledger: Johnny Depp, Jude Law and Colin Farrell have interpreted his character based on the material the actor had already shot, but also on what they knew of him. It is as if Ledger directed the movie posthumously.

daughter Valentina is about to reach that fateful age, Doctor Parnassus thinks that he can cheat the devil with a new bet, which Tony’s appearance might help him win.

Until this point there was no certainty that Ivan Reitman would be involved in Ghostbuster III, but it has just been announced that the director of the first two movies is officially on board. To tell the truth, nobody was too doubtful of his participation, after all the other members of the historic team had already agreed. Reitman, it seems, will be the producer of the movie but he is not yet sure if he wants to direct it. Rumour has it that the new movie should see the rise of a new generation of Ghostbusters, trained by the leading characters of previous adventures. According to unofficial sources, the plot, developed by Gene Stupnitsky and Lee Eisenberg, should open with the relaunch of the Ghostbusters’ operations base after it had been shut for a number of years.

When seen in this light, the movie obviously takes on a special significance. But the story is intrinsically fascinating too: Doctor Parnassus has a gift, which is to make people’s dreams come true when they walk through the mirror of the Imaginarium, his travelling show. This is a gift that he got from the devil a long time ago, as well as eternal life. In return the devil will take the soul of his daughter when she turns sixteen. As his

Lars Von Trier in science-fiction Looking for Eric

Tom Waits stars as Mr. Nick in Gilliam’s latest offering. Who better to play the devil incarnate?

A movie like this could only have been made by someone who loves soccer truly, deeply and with passion. A person who keeps his cell phone on during the press conference at the Venice Film Festival so that he can receive sms updates on his favourite soccer team. Perhaps due to its ‘genuine’ nature as a working class sport, soccer is truly a very important part of Ken Loach’s life. Looking for Eric is a magnificent ode to the passion and the psychological reactions that soccer triggers in the heart of its real fans (a concept that could be extended to other sports). And it goes beyond this. While entertaining his audience with a tale full of exhilarating gags and a pace worthy of a comedy (many have rightfully described the movie as Loach’s most mainstream to date), the UK director reveals his social stance through a statement on the harsh reality of hooligans and the cruelty of modern soccer that no longer allows historic fans to watch live games (the reference is to United, world’s richest club) as they cannot afford it.

88

GAMESWORLD SA

After generating worldwide controversy with his Antichrist, Danish director Lars Von Trier turns to science-fiction, with a psychological drama – a disaster movie combination called Melancholia. The script, written by the director himself, already resounds with the melancholy so typical of his works. The title of the movie refers to the name of a giant planet which suddenly appears dangerously close to Earth. Nothing more is known about the plot and the characters, except that it will not be about alien invasions and there won’t be any special effects of the kind we are used to in Hollywood, also considering the limited budget which hovers around US$7 million. The movie will be in English and filming should start in 2010, but no news on the likely cast as yet.

Children will enjoy an amusing and colourful adventure in the story of the clash between Ginormica and her friends and the funny tentacled Gallaxhar. Grown-ups will enjoy the numerous quotes from the classics of this genre in this excellent tribute to second-rate 50’s science-fiction. The special content in the three editions developed by Paramount (single and double DVD and Blu-Ray) highlights the quality of work in this project, from the ‘making of’ where Jeffrey Katzenberg explains why stereoscopic 3D is not just a passing fad and compares this innovation to that which took movies from black and white to colour. The approach of DreamWorks’ technical team also reflects this awareness of something seminal: this is not amusement-park stereoscopy but a truly innovative vision technology.

The DVD is technically rich and, more importantly, very rich in bonus material. The audio commentary by Bruce Campbell aka Elvis is not to be missed, nor are the three documentaries and the additional scenes with optional comment.

Battle in Seattle There will be blood Five years after the surreal love story of Punch-Drunk love, US director Paul Thomas Anderson changes his tune and returns to directing with a tough, deeply dark and pessimist film that, unlike any of his previous works, leaves no space for even a hint of hope or redemption. The DVD release is truly excellent from a technical point of view, delivering a top audio/video quality. With a good home theatre system and screen not smaller than 30 inches, it will almost feel like being in a cinema. Unfortunately, the edition’s bonus material is disappointing as it only offers an interesting 15-minute long feature (historical photographs, research and inspiration) alternating still photographs and period films along with the penetrating sounds of Radiohead’s guitarist. A minor fault considering that the movie is packed with value so that the lack of extra material should hardly be a reason for concern.

Seattle, World Trade Center, 30 November 1999. 50.000 people gather to protest against the power of corporations, globalization and the gap between the lifestyle advertised by media and that experienced by the working class. Director of Battle in Seattle, Stuart Townsend offers 12 different viewpoints against this backdrop, thus allowing us to gain a global view and leaving it up to us to exercise our judgement. This is undoubtedly the strength of this work: the total freedom of the camera roaming from the police to the protesters makes us realise that there are ideals and values on both sides. A movie that makes you think, and which absolutely deserves to be seen, especially in the light of the many protests of the recent years that have sadly seen violence rage. The lack of special content of relevance in the DVD is a minor fault. It would have been very interesting to watch the movie with the director’s commentary or to listen to an analysis of his work. Let’s hope this happens soon, perhaps in a next edition.

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MAILBOX

Send your comments to feedback@gamesworldsa.com

Having a mail box ready for issue number zero is always a difficult task. In the absence of sensational leaks or contacts worthy of the most imaginative 007 plots, there are no letters to be answered or themes to be continued.

that give them life. In the Last Minute section you will be find the latest news and the first images of those titles that feature in the news just before we go to print, but are too appetising not to be talked about. You can look at it as a direct line to the video gaming world, to keep you updated on the latest events.

Let’s start at the beginning. GamesWorld sets off as a multiplatform magazine, which means that in our pages we will be talking about video games for all consoles and PC, from Xbox 360 to Nintendo DSi, trying to touch on all the most interesting innovations and games. We will also make room for the emerging “console” iPhone and for stuff from the bygone days in our Retro section. To accompany all this, you will be able to read some interviews with the actual creators of the who physically make video games.

While on the topic, allow me to mention the Business section as well, where we will cover more news from the video gaming scene. This time, however, from a more technical point of view, in an effort to dig a little deeper into the economic and industrial dynamics that control this sector.

We don’t intend excluding any games beforehand; however,space might require us to do so. If anything deserves to be played, you will hear about it!

Hello everyone! Here I am! Your Mail column is awesome (Thank you, thank you . . .). At last a magazine that gives a 360 degree view of video games and can get me up to speed with what’s happening! I just hope you won’t do the same as the other magazines and review games before they are completed and then forget to point out the faults which we end up paying for! I trust you! Speak soon!

For these reasons we have decided to simulate a likely column and imagine that some of you had written to us asking us who we are going to be, what we are going to do and what direction we are going to take. You should therefore take the following pages as a sort of handbook to refer to, should you begin to think that we are drifting off course in the issues to follow, or simply as a declaration of intent to discover if we are on the same page. We are ready to bet we are, but it will be up to you to tell us month after month. Enjoy your reading and write to us; we can’t wait to write back! Hi everyone, I have been reading your magazine since the first issue (this has to be true . . .) and I was wondering what kind of magazine you are going to be and whether I will be able to read the reviews of my favourite games or if you are going to specialise in any particular area. Thanks for everything, keep up the good work! (We are trying our best.) A very faithful reader Dear faithful reader, thank you for giving us this opportunity! Explaining the rationale behind our magazine is very useful both to help us paint the walls of what will become our home (for a long time we hope) and to help those who approach GamesWorld for the first time and wish to understand who we are. 90

GAMESWORLD SA

Thanks again and stay faithful! Until next time! Dear GamesWorld staff, I am writing to dispel a doubt that I have had for years (that long?): I have heard from anonymous sources (whoever it was, speak up!) that in your magazine there will be two sections that look very similar, News and Last Minute. What are the differences between the two? Looking forward to your reply. Kind regards A worried reader Dear friend, I hope that after reading our answer you will be able to sleep again at night! The question you ask is not trivial, and has a simple explanation. In the News section we will cover any news about our magical world, be it the games or the personalities

A great mix to help you better understand this world, which has become such an integral part of our daily lives! Sweet dreams, worried reader!

A particularly hopeful reader! This is a particularly thorny matter. Often, in an effort to provide the reader with a review in the shortest possible time and offer an “official” opinion on a game at the same time as its release, we are forced to review something that is incomplete and which typically carries many generalised promises that this or that flaw will be fixed in the final product. Well, let me promise you (Scout’s honour!) that we will only offer you reviews of games that

are 100% ready. Better an opinion a month late than a judgement that has limited bearing on reality. After all we are here for you and it wouldn’t be fair to trick you! Demand explanation. Stop. Only video games in your magazine? Stop. Hope not. Stop. Cheers All. Stop. Your telegraphic reader. Stop. Hello dear friend who makes a virtue of brevity! We will be just as brief in telling you that in GamesWorld you will also find a cinema column (after all the two universes are becoming increasingly integrated) and one devoted to technology in general. We video gamers have to be up to speed on anything that has an influence on our hobby. I have seen worlds you can only imagine. I have seen the lands of Warcraft, the plains of Ultima and the endless spaces of Eve Online. I have wandered about the planets of StarWars, fought for my life in the worlds of Gunbound and killed anything that breathed in the landscapes of SilkRoad. I have fragged in the matches of Unreal Tournament, I have lain in ambush before the towers of Counter Strike and I have fought to my last breath in Team Fortress. Will I live these fragments of life in your magazine too? Thanks for your reply. Your traveller The online world has become an integral part of our favourite pastime and one of the main reasons for our social isolation. For these reasons our magazine will devote ample space to anything that concerns it. These will include mod news, stories from the web, descriptions of worlds, reviews on specific game functions; everything will find a place in this section.

While it is difficult to crystallise something that is in perpetual motion by its very nature (while you are fragging motionless from your armchairs, waiting for the decisive shot), we will try our best to offer you a few glimpses from our privileged windows and keep you up to date on everything that is relevant, so that you too can be consistently in the know. Don’t forget to take your virtual passport along! I live in the hope of acquiring even one more frame on my PC and I desperately need someone to help me obtain the best out of “mini-me”, the doorway to my fantasy world. Will I find a helping hand around there? C3P0. The relationship between technology and a player is one of love and hate. We will do our best to equip you with all the instruments to woo your counterpart and help you solve those little problems that exist even in the best of relationships. We will analyse the best that hardware can offer you and look at how to solve that annoying problem with the game that won’t start. Call us and we’ll do your dirty work for you We will find that apparently impossible solution and we will teach you that the cold case should have no secrets for you. Pick up your screwdrivers and CDs and let’s get to work! Here we are. We have tried to introduce ourselves in the clearest possible way, hoping at the same time to have kept you interested while we answered the bigger questions that you had in mind. We hope you will forgive us this “fake” exchange of correspondence, and remain ready to answer your homing pigeons as soon as they arrive at the office. So long!

GAMESWORLD SA

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Don't wait, Take to the track! TECHNICAL VIEW GAME NAME::

MotoManager

GAME GENRE:

Managerial motorcycle racing

GAME TYPE:

Online Game

PRICE:

Free

LANGUAGE:

Italian-English

ANNO DI NASCITA: 2005 SITO GIOCO:

www.MotoManager.com

MotoManager is a free online game that changes the design of motorcycle games, presenting a true career mode, where you do not take control of a single rider, but will play a Manager of a team racing that starts from zero and can savor the joys and pains of the results of their team. The player must attend to sign contracts with sponsors and suppliers, select the technical staff, find and hire the rivers on the marketplace, organize workshops and tactics on the real race circuits of the MotoGP and Superbike

A warm & friendly Italian welcome!

THE STABLES LODGE T

he Stables Lodge is situated in an exclusive area of Stellenbosch, less than five minutes from the picturesque town centre. The lodge offers panoramic views of the surrounding mountains, with accommodation in six comfortable en-suite rooms. All rooms are equipped with air-conditioning, coffee/ tea making facilities, Radio/CD players as well as towels for the pool. One self-catering unit is also available. We also offer secure parking, a spacious public area, honesty bar with soft drinks and snacks as well as wireless internet.

The goal is to finish as high as possible in the constructors' championship to earn a promotion to the higher category or winning the title of absolute champion of MotoManager. The climb to the summit will be long and full of unexpected, because the opponents are real people and not computer-controlled teams, and when they reached the most prestigious category MotoGP and Superbike will not take anything for granted, because in case of bankruptcies will recede into the categories below. The game leaves ample room for a customization of your team, the choice of colors of the bike, the uniform of the pilots, the faces and names of people on your team.

Enjoy a leisurely breakfast before heading out to explore the famous winelands, or discover the area through many available excursions and day trips! Should you wish to relax then our quiet and welcoming garden around our lovely swimming pool is just the place. A beautiful atmosphere with a fusion of Italian and African styles, make this affordable stay one to be repeated!

Italian and English spoken. German in progress!

www.thestables-lodge.com | info@thestables-lodge.com The Stables Lodge | 85 Jonkershoek Road | Stellenbosch | South Africa Tel/fax +27 (0)21 8864326 | GPS coordinates S 33° 56’ 5.18’ E 18° 53’ 6.74’

In addition to the races valid for the classification, there is a Category Cup where you can compare all the teams in group for win prizes and bonuses for the game. So don't wait, take to the track on www.MotoManager.com!



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