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Sunday 29 July 2012

BATTLEFIELD 3 FIRST LOOK AND SCREENSHOTS





The first public showing of Battlefield 3 took place this evening at an off-site event at the Game Developer’s Conference. There, select press were shown the first chunk of a the single player campaign, and what the technology behind the game; the Frostbite Engine 2, is capable of.

Last year, EA attacked Call of Duty’s hold on the Christmas shooter market with Medal of Honor, with limited success.

This year, Battlefield is going to mount a full blown assault on CoD’s dominance. The good news is: it’s built for the PC, to showcase what the PC is capable of. And it’s the best looking PC game in the world right now.






The demo opened with a precis of the tech. Frostbite 2 uses animation systems developed for sports games to give characters heft and weight. As the soldiers turn into doorways, you can see the weight shift on their feet. The destructability of the old Frostbite engine has been ramped up; bullets can chip away at masonry and concrete, while full bore explosives can tear down entire buildings. And when buildings collapse, they don’t vanish in a cloud of smoke and magically transform into burning husks – the destruction is more complex – signage wobbles and shakes, concrete awnings tumble down.

The sound is as violent and deafening as Bad Company 2; bullets echo and snap with nightmarish cracks.

But it’s the sheer visual quality that’s the real star. I think it’s down to the lighting – the bright sunshine of the Iraq level was extremely impressive. When the demo transitioned to the indoors, shafts of sunlight shone through any open windows, creating gorgeous pillars of dust. It absolutely looked a step ahead of last year’s big shooters.



The game demo was split into four sections all taking place in Iraq. The storyline states that the PLR are involved in an insurgency on the Iraq border. US soldiers are sent to blow them up. Or something. I don’t think the Battlefield 3 team are overthinking the story.

The first slice saw the team drive into a staging area in a APC, while one of the lead character’s team-mates complained of not doing his taxes, the other worried about how they were disembarking way off their expected position. As they exited the APC, they walked through a very busy US checkpoint. Following a briefing from a commander (find the missing US soldiers. they’re…. over here somewhere) the team run through abandoned buildings, kick in a few doors, and dodge a PLR patrol. At one point, the team pause as the ground beneath them begins to shake. “We’re on a major faultline,” remarks one. That’s called foreshadowing.

As they exit a garage, the game enters slow-motion, and one of your friends is sniped. Nooeees! The dev playing dragged him back into cover a mini quick time event. Minor point – it was pretty cool to see the usual Press A or B replaced with WASD. Then, a full bore firefight broke out.



This is where the demo was less impressive. Battlefield’s single player campaign is clearly a tightly scripted, tightly controlled shooting gallery. In the demo, there was little evidence of enemy soldiers using their own brains to find cover and avoid getting shot. Nor did your team-mates do anything to really help out. The player simply pointed the gun at the baddies heads until they fell over.


There was a brief moment when the developer used a grenade to blow a chunk of balcony away to reveal a sniper (complete with satisfying ragdoll wheeling through the air), but mostly the player lined up headshots until the PLR began to retreat.

Following the retreat, the player attempts to track down the source of an IED, following a long wire into a basement bomb factory. He crawls through a ventilation shaft (yay, shafts! it’s a PC game alright!) before finding the remote detonator. As he tries to unplug it, he’s punched hard in the chest by an enemy.

There then follows a vicious no holds barred fight from first person in which prompts to click the left or right mouse button in the appropriate corners of the screen are followed by punches, kicks, and a quite brutal knee to the tummy.


It reminded me of a more controlled version of Mirror’s Edge’s melee fighting. In fact, the whole game reflected DICE’s experience with Mirror’s Edge – there was a real emphasis on maintaining the first person perspective while constantly reminding you of your own physical presence. It’s always good to look down and see your legs.






The third section of the demo was more interesting, and used the destruction tech in a more creative way. The player’s squad comes under heavy sniper fire on a rooftop. Each rifle bullet creates a shockwave in the air – and pings off plantpots, concrete, and the pipes and air-conditioning units that offer your only cover.


The player crawls to the edge of the rooftop with his squad who, on a count of three, all offer suppressing fire while you fire an RPG into his spider hole. The RPG round is a little bit too effective – the entire frontage of the hotel the sniper has been hiding in collapses. “Good effect on target,” jokes your team-mate.

The final section of the demo was a full blown ground battle in the heart of the city. Infantry were joined by tanks and helicopters in holding a vital pedestrian bridge. Now I write that, I’m wondering exactly what was so vital about the bridge. Is the green cross code considered destabilising?

The player lay down and used a machine gun to mow down dozens of soldiers, while the helicopter hovered above, hosing incoming jeeps with round after round of tracer. As each wave was pushed back, the player shifted to another side of the intersection, until finally, he leapt onto the back of jeep, and used the mounted turret to hold back the hordes.






“Great,” I thought. “A mounted machine gun bit. That, right there, is the future of games.”

But, immediately, the ground begins to shake violently. It’s an earthquake. The concrete splinters and shatters in a terrible wave, infantry are knocked off their feet, and the player is bounced out of the jeep. Then, the buildings around him start collapsing, one by one. At the final moments of the demo, a skyscraper falls directly onto the helicopter, which crashes onto the player.






I was impressed with almost everything about Battlefield 3. It’s beautiful, sounds awesome, and has some impressive destruction tech. But I wasn’t entirely convinced. For all the fire and fury of combat, the AI of the enemy soldiers didn’t impress, nor did your team-mate seem to want to help. That needs work. And I’m desperate to see what the developers do with Frostbite 2.0 in multiplayer. But, I came out grinning, if deafened. I can’t wait to play it. And I can’t wait to play it on PC.




BATTLEFIELD 3 AFTERMATH




Set amongst the shattered districts, streets and surrounding villages of a post-earthquake Tehran, Battlefield 3™: Aftermath depicts a continuing struggle for supremacy and survival amongst the devastation.
With operational capacity severely compromised the opposing forces must adapt and engage in vertical and horizontal urban combat amongst the dust and rubble with cracks and fissures in the terrain providing unexpected cover and paths to objectives. Additional support comes in the form of heavily modified troop transports and civilian vehicles specially adapted to deliver deadly force to the enemy.



We didn't get a release date for Aftermath, the next set of four maps for Battlefield 3's multiplayer, but an official page does provide some detail as to what it includes. New vehicles and a new game mode are featured on four new maps set in Tehran after an earthquake. Destructible terrain would seem to be highlighted in this set.


Key Features

  • Urban warfare on four new maps
  • Fight through the dust and rubble, use the earthquake damaged terrain to your tactical advantage
  • New heavily modified military and civilian vehicles – ingenuity and firepower combined
  • New game mode
  • New assignments, achievements and dog tags

Saturday 28 July 2012

ASSASSIN'S CREED 3 MULTIPLAYER

A new trailer is now available for fans eager to learn more about Assassin’s Creed 3 multiplayer. According to Eurogamer, the trailer first appeared on GameTrailers last night. It has since been taken down, though it’s still available on YouTube.

In-game multiplayer is explained as a training exercise run by Abstergo, the Templar-connected research company. The trailer shows off several gameplay modes. In “Domination,” a four-on-four team based game, teams capture and defend territories to score points; “Wolfpack” is a two-to-four player mode during which players hunt AI targets.

Assassin’s Creed 3 will also bring back multiplayer favorites such as “Wanted,” “Manhunt,” “Artifact Assault,” “Team Deathmatch” and “Capture the Flag.” Eurogamer also reports that new challenges will be available, including “Drive the Car,” “Open the Can,” and “Meet Ted.” Who is Ted? Nobody knows.

Screenshots: 









Multiplayer Gameplay video:


 

NEED FOR SPEED MOST WANTED – Hands-on preview


Need for Speed: Most Wanted is the latest chapter in that quest for giddy high-speed thrills. 

Taking the bare bones of the original game – its urban racing competitions and police chases – this reboot grafts the franchise into a vast open-world, where events can crop up on any corner or any stretch of road, and where every cool action you take adds to your haul of Speed Points – and your Wanted status. 

The key message is "racing without rules" – players can take shortcuts, smash into opponents and leap over ramps – anything goes; and between events, it's time to shake off the cops via high speed, free-roaming chases. 

I played a brief single-player race through the Four Bridges area of Fairhaven City, gunning the Porsche across multi-lane roads, through deep curves and along swooping straights. Handling is classic, classic Criterion, a touch of oversteer, a beautifully intuitive drift mechanic that invites you in with a dab on the break before swirling you through corners like a fairground Waltzer. Meanwhile, AI cars nip at your vehicle, edging in from the sides, stealing your slipstream – everything feels super condensed and competitive, yet there's space to zip out of line and head off from the pack down side roads and incoming lanes. 


Crashes, meanwhile, are utter Burnout wreckage porn. Head-on collisions swap to slow motion as mangled supercars disintegrate in mid-air; but even the slightest touches realistically dent your chassis, giving cars a lived in feel after every race. Gone is the sterile Gran Turismo reverence – at Criterion, the catchphrase is very much "drive 'em like you stole 'em" - they want your engine over-revving, they want you throwing evasive bootleggers, they want you trying to tuck in between an underpass wall and a Cosworth Impreza buffeting both in the process. Nothing looks new for long.


As in the ostensibly similar Burnout Paradise, there are landmarks to discover throughout the map. Auto garages will repair your car as you whizz through, while ramps and billboards provide mini-tasks, and fences can be knocked down to reveal new areas. This time, Criterion has added jack spots - secret areas hiding previously unattainable ultra exotics to pick up and drive away. There are also special cool down spots, which allow you to escape the police and douse the heat. 

Autolog is back, of course, only now it's Autolog 2: the next generation. While the first version only really recorded your best race times and shared them with your friends, in Most Wanted, the system saves everything from your fastest laps, to your longest jumps; anything you achieve or discover in the game is sent to your friends and becomes a potential competition. 

The aim is to become the most wanted among your peers; the ultimate illegal street racer.
For the drop-in/drop-out multiplayer, Most Wanted introduces a new playlist option, which serves a barrage of challenges so the competition just keeps going. Meet online with a bunch of friends, and it'll get you all to assemble at a meeting point somewhere on the shared map – there are no grid starts here, you'll need to compete for the best positions, bumping mates out of the way.

From here, you may get a straightforward race through the city streets, followed sharply by a "speed test" to see who can jump the furthest over a specific ramp; next it could be a team race, where the cars are divided up into two sides, and then compete together for the better score. Here, players who have finished the race will be able to go back and crash into opponents, helping their team mates place better. 

The important thing is, everything flows. Criterion says it has been learning from Battlefield, looking at the way FPS players are seamlessly moved from map to map, and how team-based modes incorporate group tactics. The Most Wanted team challenges even allow you to "spot" opponent cars by looking through the rearview mirror and hitting a button, alerting members of your squad that a rival vehicle is approaching. And instead of dog tags, players get customised license tags, which record successful takedowns. 

Up to 12 players can compete in these online skidmishes, and it seems that there will be a selection of special Freedrive co-op challenges, allowing up to a dozen players to work together. There's no other info just yet, but we're intrigued to see what all this entails.
Speed points earned during racing can be spent on unlocking new cars, as well as paint jobs and modifications to your tyres, nitro system, suspension and chassis. It's a familiar set-up, a Need For Speed staple since tuner culture hit the mainstream in the late nineties, but the car models are so luscious in Most Wanted that it should feel like an exciting addition once again.

And that's really what Most Wanted promises. Frenetic speed challenges, enthralling cop chases, exciting cars, competing with friends … Hot Pursuit brought the whole concept of asynchronous social play to console gaming; this is likely to be the next step.
But at its core, fundamentally, every Criterion game is about this: the sound of an engine ripping through the city air, and the drift of tyres along blistering Tarmac.

Gameplay video:




Release Date: 

  
Need For Speed: Most Wanted is released on 30 October for PC, PS3, PS Vita and Xbox 360.

Friday 27 July 2012

ASSASSIN'S CREED 3


Assassin's Creed 3 is set in Colonial America, you play a half-English, half-Mohawk assassin with an unpronounceable name (Ratonhnhaké:ton, but you can call him Connor Kenway), George Washington and Benjamin Franklin are both in it, and you can run up trees before hitting people in the face with an axe.

Assassin's Creed 3 sees the franchise shift gears both in terms of scale and pacing, and this looks to be exacerbated by the fact that the hero is now doing his whole righteous-vengeance thing in the middle of a brutal war. Expect to see bigger, bloodier, and more spectacular battles, and a greater sense of urgency to the sci-fi meta story that involves Templars, "Those Who Came Before," and the impending apocalypse.


Don't forget, there's a real-world ticking clock for fans to concerns themselves with too. Desmond Miles, the modern day protagonist of the series, needs to finish his tale by the end of this year, so expect some huge revelations.

"In Assassin's Creed we set up a timeline with this whole end of the world plot in December 2012," Alexandre Amacio, creative director of Assassin's Creed Revelations told us. "That's fast approaching, and the story we have to tell, we obviously need to do it before we arrive at that point. It would be stupid of us to be centering a game on a semi-reality and then have that conclusion happen after that date in real life."

Screenshots:




Gameplay video:



Release Date:

Assassin's Creed 3 on PC has a confirmed release date on Tuesday 30 October 2012. It is 93 days left until you can play Assassin's Creed 3 on your PC in the USA.