Transformers: Revenge of the Fallen Review

Imagine what it would be like to become a Transformer. Walking, jumping, and climbing in your humanoid form would be pretty familiar, and you could easily get the hang of whipping out your guns to blast enemies. Driving yourself around might be a bit awkward at first, and flying would be significantly trickier, but the real problems would come when you tried to transform. Shifting your physical form would be really disorienting, and it would take a while before you really mastered it.
Hitman

Hitman

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Hitman

16GB PSP Go revealed early, new PSP MGS confirmed?

Image 1

[UPDATE] Pre-E3 2009: Leaked video from next month's Qore reveals SCEA's John Koller touting Mylo-style sliding screen handheld with no second thumbstick, built-in flash memory; Gran Turismo Mobile to be reannounced at E3?

Though Sony's E3 Press Conference isn't until 11:00 a.m. on June 2, one of its centerpieces appears to have been prematurely exposed. A YouTube video of what appears to be the next issue of the PlayStation-focused video magazine Qore has revealed that Sony will use its event to unveil a new PSP model, the PSP Go.

As had been widely rumored, the PSP Go will have a sliding form factor like the Mylo, Sony's ill-fated Internet communicator device. The new handheld--which does not sport a second thumbstick--is shown several times in the video, which features Qore host Veronica Belmont and John Koller, director of hardware marketing at Sony Computer Entertainment America.

According to Koller, the main differences between the PSP Go and the PSP-3000 are "on-board memory, the flash memory, and 16 gigs of space. There's Bluetooth on board as well, so you can use a Bluetooth headset, and you can tether it to your cell phone as well. But ultimately, it's the portability. Since you can bring all that content with you in a smaller form factor, you've got the most immersive games to play, and now you've got a smaller unit to do it with."

Koller also said the emphasis will be on downloadable games. "Little Big Planet, Jak & Daxter, and even a new Metal Gear Solid coming--all of those games will be available. So will all the first-run movies you can rent or buy on the PlayStation Network. So you can bring so much content over with you and fill up that 16 gig of flash memory." (Emphasis added.) The new MGS PSP game was previously hinted at in a Web post by the Japanese arm of the 7-Eleven convenience store chain.

Koller also appears to reveal that the long-lost PSP Gran Turismo Mobile game--first shown off in 2004--will resurface at next week's expo. "There are games like Gran Turismo being announced at E3," said the executive.

Host Belmont then asks, "So since it's called the PSP Go, I would image it will work with Remote Play as well." Koller responds with the following blanket statement: "Integration with the PS3 is very important, and it works just like the PSP-3000. A lot of people like to be able to take their PS3 content with them on the go."

As for the PSP Go supplanting its predecessor, Koller said flatly: "It won't replace the PSP-3000. We're going to keep them both on the market." Koller did not mention a price, release date, or whether or not it would have a touch screen when closed. Sony Computer Entertainment America reps had not responded to requests for comment as of press time.

[UPDATE] A second video from Qore shows the PSP Go in even greater detail and also reveals its logo. The handheld will have a 3.8-inch screen--versus the PSP-3000's 4.3-inch screen--and will be 43 percent lighter than the original, and it will have "all digital content," according to Koller. "The UMD drive goes away...and it has a Memory Stick Micro, so you can add memory to it if you like. ... It will be something the digitally savvy consumer can really enjoy," he explains, before revealing that some new PSP games will be download-only.

The full YouTube video is below, although the sound and images are out of sync. It appears to also show a version of the original Warhawk for the PSP:

Electronic Arts E3 Press Brief

Star Wars: The Old Republic trailer as seen at the EA press conference

Go to Hell. That’s how EA started off its 2009 E3 press brief, and for a while I thought maybe I had. Maybe we’re too spoiled by early leaks, blood, and guts, but the EA press conference left much to be desired. Until the end.

Opening The trailers for Dante’s Inferno and Mass Effect 2 were by now a little too familiar, showing what seemed to be 90% “old” material with a slightly different ending. Don’t get me wrong; I plan on purchasing both when the time comes, but I was hoping for footage or video that hadn’t been leaked previously.

Chicks, dogs and chicks After that came Littlest Pet Shop Online, which is Hasbro’s answer to the megahit that is Ganz’ Webkinz line. Now you can take your oddly-proportioned little pet and flesh out its story and wardrobe online. Accessorize with blinged out collars and…All right I’ll stop right there and just say that if your kids have Webkinz animals, now they’ll bug you for cash and internet access for their Littlest Pet.

Aiming for the tween and early teenage girl crowd is the Charm Girls Club. Instead of your daughter customizing her stuffed animals’ alter egos, she customizes hers with fashionable mini-skirts and high heels. I mean, what father doesn’t want his little girl frothing at the mouth over Jimmy Choo lookalike shoes? I digress, as always.

Racing Next came Need For Shift, the “new standard” and “the definitive racing game of this generation.” I thought I had gone back in time Star Trek-style and was back listening to the guy at Microsoft’s presser describing Forza. Anyway, NFS Shift has a new cockpit, new driver profiles, and, stuff. I’m more a Gran Turismo guy, but again, I digress.

EA Sports EA Sports took the longest time slot of them all, beginning with Fight Night 4 and its new physics engine. I’m not much for the boxing games, but after a long break from them it’s good to see they’ve improved the genre so much. The graphics were better, the models were more fluid, and I’m still not buying it. EA Sports Active had the help of a former Days of Our Lives actress, who lost all her baby weight with EA Sports Active and nothing else.

Grand Slam Tennis was demonstrated in a match between Pete Sampras and some EA guy. After a 4-year break from EA football games, the players still look like their feet don’t touch the ground. Good news for football HR wannabes: you can still recruit, draft and trade players at your will.

Star Wars: The Old Republic Star Wars, Jedi, Sith and Mandalorian lovers got a kick out of the stage presentation for The Old Republic today. Well, it was less of a demonstration and more a bunch of guys in robes wielding lightsabers on the BioWare guys’ flanks. I recognized what I believe were costumes made from the concept art, but I can’t be sure without a few minutes of checking.

You may be used to the TOR web comics; today they showed the first ever cinematic trailer for Star Wars: The Old Republic, and I loved it. Sith vs. Jedi with a little bit of female Mandalorian Bounty Hunter mixed in - what’s not to love? That wraps up the EA E3 roundup. On to Ubisoft! Yea, come follow us on twitter for our off the cuff impressions. It’s almost like being there … not really, but it’s the best we can do.

X-Men Origins: Wolverine

It's derivative and occasionally buggy, but solid action and over-the-top gore make X-Men Origins: Wolverine a cut above other movie tie-ins.

The Good

  • Raw, brutal action
  • Varied enemy types
  • Good showcase of Wolverine's powers.

    The Bad

    • Disappointing (and sometimes buggy) boss fights
    • Cheap deaths
    • Too easy.

    X-Men Origins: Wolverine Boxshot
X-Men Origins: Wolverine will give you new insight into how much damage indestructible, razor-sharp claws can do to a human body. This is a game that revels in gore, with decapitations, eviscerations, and mutilations drenching the screen in blood. It may be derivative, a cakewalk, and at times buggy, but the sheer visceral impact of the over-the-top violence in X-Men Origins is enough to make it a fun action game, as well as one of the better movie tie-ins released recently.



It helps that the violence in X-Men Origins: Wolverine is backed up by decent gameplay, and though it doesn't bring anything new to the third-person action genre, it's still solid and satisfying at most times. You play as the titular Marvel mutant, with the game's muddled storyline mimicking and expanding on events in the movie of the same name. Along the way, you take Wolverine through the jungles of Africa, the hidden Weapon X base at Alkali Lake, the interior (and exterior) of a massive casino, and more. You have to take on groups of increasingly aggressive and dangerous enemies, solve not-too-taxing environmental puzzles, as well as go up against several guest boss villains from the Marvel universe. Unfortunately, the game doesn't do a great job of introducing these nefarious individuals--such as the Blob and Gambit--and often throws them in with little explanation of why Wolverine needs to beat on them in the first place.

Your weapons of choice for dispatching these villains are Wolverine's claws, and even though the game's jumping timeline means that you'll be playing as both pre- and post-adamantium Logan, the claws retain their indestructible ability to slice through practically anything throughout the game. You have light and heavy attacks that you can string together to perform various combos, and also an extremely useful lunge that lets you launch Wolverine at enemies from a distance. These button-based combos are easy to pull off, and get gradually more intricate as you unlock more. As Wolverine gains levels, new combos open up, as well as four different fury attacks, which are supermoves that require you to build up your rage meter before unleashing. These four attacks can be upgraded as Wolverine gains experience, giving the game a very basic character-customization element.

Although spamming the same combos can prove useful early in the game, you won't be able to get away with mindless mashing for too long. The game does a good job of forcing you to change your tactics, sending at you a wide variety of enemy types that require different attacks and combos to dispatch. For example, though the lunge may work on low-level enemies, tougher foes and midlevel bosses will simply swat you out of the air. With a bit of practice, all of Wolverine's moves can be chained seamlessly, making you feel extremely powerful as the mutant unleashes his rage on groups of enemies.

You want gore? Then you've come to the right place, bub.

Among the game's highlights are a number of particularly gruesome ways that you can dispatch your foes. Some are situational; throw enemies near any conveniently located floor or wall spike and you'll automatically impale them. Some are part of normal attacks, which can result in arms, legs, and heads flying in any direction. The best ones are Wolverine's various flashy finishing moves. The angry mutant can stab an opponent in the side of the head with one set of claws before decapitating them with the other; rip off someone's arm and beat him to death with it; literally tear someone in half; use the spinning blades of a helicopter to transform an enemy's head into bloody chunks; and much more. It's certainly the most blood-soaked superhero game in years, and one that younger Wolverine fans should avoid. However, adult fans of the character will probably find this a guilty pleasure, in turns laughing and wincing at the blood-soaked display in front of them.

Your enemies will try to give as good as they get, and Wolverine will have to face off against a good variety of human, mutant, and robotic foes. Most pack heavy firepower or super abilities, but Wolverine has his rapid healing to fall back on. His health bar will automatically refill after a few seconds of not taking damage. In fact, Wolverine's health recovers quite quickly, which makes the game fairly easy to breeze through on normal difficulty. It's rare to feel too threatened by the odds stacked up against you, and chances are that the only time you'll die in the game is when you fall off of a high ledge or into water. That's right: Wolverine can survive bullets, swords, flames, explosions, and lasers, but fall into one of the game's few predetermined no-go zones and it's instant death.

This is particularly jarring during the game's final boss fight, in which falling off means having to restart the battle from the last checkpoint. Wolverine's other boss fights are mostly anticlimactic, with some of the bosses even freezing up on occasion. In one instance, a boss character simply stopped moving, whereas in another it failed to reappear after being thrown offscreen. These occurrences were rare but quite annoying when they happened, and to its credit, the game does have two standout showdowns, the first with the Blob, and the second a fight with a gigantic Sentinel. But though the latter is a fun multistage battle that culminates in a spectacular finishing blow from the near-invincible mutant, it's probably not quite the epic face-off that fans of the X-Men series have been hoping for.

The Sentinel showdown in one of the game's better boss fights.

X-Men Origins: Wolverine is easy; you'll likely finish its five chapters in fewer than 10 hours. There's no multiplayer here, and most of the replay value is in finding hidden alternate costumes throughout the levels, as well as an unlockable hard difficulty. There are only a few extra costumes (such as Wolverine's classic brown spandex), but once unlocked, they can be used while you play through levels to replace the boring "faded jeans and white shirt" look that serves as Wolverine's default.

The game's environments--particularly its indoor ones--are plain-looking; the various corridors and laboratories lacking real distinctiveness. Characters fare a little better, sporting good animations if lacking a little in the detail and sharpness departments. The model of Wolverine himself is the standout and features an interesting structure that shows off real-time damage. Get hit, and the damaged areas will show the exposed muscle underneath. Keep on getting pummeled and you'll even see the character's skeletal structure exposed, to be gradually replaced by muscle and skin as Wolverine heals. This sounds better than it looks--most of the time, this real-time damage lacks clear definition, looking more like random red splotches on Wolverine's clothes than serious injuries. As for sound, the highlight again is Wolverine, with movie star Hugh Jackman lending his voice to the character. However, other environmental effects are inconsistent. Most of the time, the various slashing, gunshots, and explosions in the game sound appropriately meaty, but there are some occasions when onscreen actions seem to lack the accompanying sound altogether.

Although X-Men Origins: Wolverine does sport some clear technical deficiencies, it's never enough to fully distract you from what it is at its core: a solid if unspectacular game that, for once, takes those metal claws of Wolverine seriously. This is a game that's at its best when it's brutal, and though it lacks any real depth, it's fun while it lasts.


Sony Wows With Whopping PS2 Price Cut


Yesterday rumors abounded over a “Big” announcement from Sony. Speculation included a possible PSP2 unveiling, and/or a PS3 price cut that’s been long overdue.

Rumors weren’t what they seemed to be, or so it seems.

Starting tomorrow, April 1st, the Playstation 2 (that’s TWO, not three) will sell for $99.99. I don’t know how excited you are, but I’m experiencing excruciating anticipation pains, especially since my PS2 died a year and a half after I bought it, and it was never replaced. Good times, good times.

Could this be a little April Fool’s Day action from Sony? Are they “hip” and “fun” enough to hoodwink us and declare a real announcement tomorrow or the day after? I hope so.

Air Conflicts

The long drought of WWII air combat sims on the PSP has finally come to an end. We go hands on with Air Conflicts.

When you think of World War II air combat games, Sony's PSP might not be the first gaming platform that pops into your head. After all, flight combat games have long been the dominion of the PC (and to a lesser degree, consoles). Still, that hasn't stopped developer Graffiti Entertainment from bringing the upcoming Air Conflicts: Aces of World War II to the handheld. We had a chance to try this game out recently to get a feel for how the genre translates to the small screen.

Off we go into the wide blue yonder!

The core of Air Conflict's modes is a campaign mode, where you can join one of four World War II forces: Germany, Britain, USA, and USSR. Each of the 13 campaigns is composed of a number of missions (240 total in the game) that are inspired by actual WWII combat actions, but all revolve around showing your worth behind the flight stick.

Campaign missions typically start out with a quick tutorial--the USAAF campaign we played first had us piloting our plane through a series of in-air waypoints. Soon enough, however, the action picks up and you'll be engaging the enemy in toe-to-toe dogfights. Right out of the box, Air Conflicts is a very difficult game, even on the novice difficulty setting. Part of the problem is the small screen size, and the even smaller aiming reticle that indicates where your bullets will strike. Compounding that is the very difficult nature of dogfights in general--you've got to lead your opponent, anticipating where the bullets will strike him when they reach his position. The aiming cursor helps a bit here by glowing red when you have an opponent correctly lined up, but it's very small, and the enemy AI is tenacious enough to put up a good fight even at the lowest difficulty level.

Mission varieties include escort missions, which have you protecting bombers as they look to destroy strategic targets; patrols, where you're looking to blast any enemy aircraft out of the skies; and bombing runs, where you're piloting the bomber and looking to take out targets yourself.

The game's varied missions demand a big roster of planes to pilot, and that's one aspect where Air Conflicts delivers, with 17 historically authentic planes. Sample aircraft include the Spitfire, the P-51 Mustang, the B-17 "Flying Fortress," the Ju-87 Stuka, and many more. Many of these planes have their specific uses--for instance, the B-17 is a bomber--but they all have strengths and weaknesses. For instance, while the aforementioned B-17 isn't very agile, its multiple machine-gun postings (front and rear) make it a formidable opponent against enemy fighters. Different planes have different weapon loadouts as well, and because you'll often have a choice of aircraft before beginning a mission, you'll want to make sure you choose the right plane for the job.

To its credit, Air Conflicts' realistic settings are counterbalanced by relatively simplistic controls. The left and right triggers control throttle, the analog stick is used to steer your plane, and the face buttons are used to fire various weapons (X for machine gun, triangle for missiles, square for bombs). Still, the game's AI is formidable, so don't be surprised if you're shot out of the sky multiple times in the early goings of the game. Interestingly, a failed mission doesn't necessarily mean the end of a campaign--sometimes you'll just move on to the next mission, even if you failed the previous mission. The game will also include multiplayer, with support for up to eight players to connect and battle it out.

Graphically, Air Conflicts holds up decently. The plane models are consistently nice, and some of the explosions in the game, particularly those of damaged planes crashing to the ground, are well done. We just wish that a game that's already presented on a small screen would take pity on folks with bad eyes--the miniscule aiming reticle and barely legible mission text might have you reaching for your glasses (or considering a prescription). Still, if you're upset over the WWII-flight-combat-game hole in your PSP library, Air Conflicts just might be your thing. Look for more on the game in the coming weeks.


Air Conflicts: Aces of World War II

Graffiti Entertainment
Cowboy Rodeo
WWII Flight Sim
Release:
Apr 2, 2009
ESRB:
Teen

Guitar Hero: Metallica First Look

We take a look at the first Guitar Hero spin-off to support guitars, drums, and vocals.

If you want a good example of the incredible growth the Guitar Hero series has undergone since its 2005 debut, last year's Guitar Hero: Aerosmith is a great place to start. It's hard to tell who exactly the headliner was in that show: the phenomenally successful band that's been around for nearly 40 years or the phenomenally successful video game franchise that's existed for a 10th of that time. No matter the answer, the formula must have worked, because Activision will soon be releasing a similar spin-off in the form of Guitar Hero: Metallica. Besides the obvious switch from bluesy hard rock to heavy metal, Guitar Hero: Metallica will differ from its predecessor by supporting the full suite of instruments bundled with Guitar Hero: World Tour while also cranking up the level of fan service packed into the game. Just yesterday, some members of the Neversoft development team dropped by the GameSpot office to give us a look at what to expect out of the final release.

Metallica band members are rendered in Guitar Hero's signature caricatures.

The challenge that exists in creating a music game dedicated to such a massive artist is the sense of progression in the game's Career mode. After all, when you're already on top of the world, there's not a lot of vertical growth left to achieve. Neversoft's solution to this will be to replace the documentary-style approach of the Aerosmith game--which took you on a chronological journey of the band's greatest hits--with a fleshed-out storyline that puts you in the shoes of a garage band looking to achieve their dream of opening for Metallica. Animated interludes that play out between sets show a young collection of Metallica fans doing their best to win over the famous rockers, and the visual style is definitely in the rough and grungy aesthetic Guitar Hero fans are familiar with.

The progression of the game's Career mode will alternate between performances by Metallica--complete with eerily accurate character models for all four members--and performances by the upstart band featuring characters of your own creation. Metallica will be playing some of their hits, such as "Enter Sandman," "Master of Puppets," "No Leaf Clover," "The Unforgiven," and "Nothing Else Matters," alongside some lesser-known numbers, while your group will be covering the work of bands that are associated with Metallica in some way. Whether it's a group that played with Metallica, inspired them, or used them as a source of their own inspiration, there will be a wide variety of other bands' music available to you. A few examples are Bob Seger's "Turn the Page," Social Distortion's "Mommy's Little Monster," Mastadon's "Blood and Thunder," Lynyrd Skynyrd's "Tuesdays Gone," and Judas Priest's "Hell Bent for Leather"--plus an unnamed Queen song. Similarly, the venues you'll be playing in will be those taken from key moments in Metallica's career and will include the likes of the Los Angeles Forum, Hammersmith Apollo, and Tushino Airfield in Moscow.

Like the Aerosmith game before it, Guitar Hero: Metallica will have a lot of fan service for those who consider themselves big followers of the band--the only difference is that Metallica will have a lot more of it. As you progress through the game's songs, you'll unlock all sorts of bonus features, such as video of old live performances and behind-the-scenes footage at Neversoft, pictures such as backstage photos and setlists, and other audiovisual fragments of the band's history. One of the more interesting unlockables is something called "Metallifacts," which is a performance of each song in the game by the computer accompanied by pop-ups on the screen containing facts about each song. For example, if you didn't realize before that "For Whom the Bell Tolls" was inspired by James Hetfield's love for the work of Ernest Hemingway and represents one of the many examples of literary allusion in his songs, well, now you do. Further unlockables include details for each song, such as lyricist, producer, original recording date, and complete lyrics.

Expert+ drum difficulty allows you to play with two kick pedals.

One thing that sets Metallica apart from a lot of bands featured in Guitar Hero games is the prominent use of double bass pedal in their drum work. For World Tour, Neversoft had to effectively cut the number of pedal strikes in half for a lot of songs on the expert difficulty level, at the risk of forcing players to upgrade their human feet into something a little more cyborg. Now they've introduced a new difficulty setting for drums called Expert+, which allows you to plug in a second kick pedal (using a splitter accessory) and play the songs with full pedals. We watched as a member of Neversoft played through one Metallica song on this setting, and at several points during the song his entire note highway was filled purple kick pedal notes. It made our feet hurt just looking at it. But you can take solace in the fact that this is a purely optional bonus setting for mildly insane drummers; normal players won't be required to drum with both pedals on the standard, beginner-to-expert difficulty levels.

This being Neversoft's second stab at the multi-instrument branch of rhythm games, it has had some time to see what works and doesn't work as far as the gameplay is concerned. What Neversoft has found is that it liked the way players mimicked songs, but there was some room for improvement in terms of how players could tell whether or not they were doing a good job of it. So Neversoft made a few small but noticeable changes to the game's heads-up display. Now your overall success gauge won't be tucked away in the upper left corner; it will be attached to each player's own note highway, so as to limit the distance your eyes need to travel between seeing which notes you're playing and seeing how well you're playing them. Another change has been made to the overall feedback system for how well you're doing as a band. If the entire group is at risk of failing a song, the edges of the screen will glow progressively redder, as you might see in a first-person shooter along the lines of Call of Duty.

One of the biggest features from Guitar Hero: World Tour, the music studio, will be available in the Metallica game. A few Metallica-specific guitar sounds have even been added, such as the ESP Truckster guitar tone. All the songs you make in the music studio here will be compatible with those made in World Tour's music studio, and vice versa. That's good news if you've created a discography's worth of Metallica-inspired tunes in the World Tour music studio and would love nothing more than to play them in Metallica's favorite venues using spot-on doppelgangers of the band. You'll have the chance to do that when the game is released this spring.



Guitar Hero: Metallica

Activision
Neversoft Ent.
Rhythm / Music
Release:
Mar 29, 2009 »
ESRB:
Teen

Valuebux!