Wednesday, August 3, 2011

Dead Island Single-Player Preview

After all the hype surrounding it earlier this year, Techland's zombie survival game Dead Island is fast approaching its planned September release. We had the opportunity to sample its multiplayer components back at the Electronic Entertainment Expo, but now we've spent some time with the game's single-player storyline and got to experience what it's like to deal with the zombie apocalypse surrounded by a group of sissies. For starters, though there are four different characters you can choose from, the initial story is the same regardless of which one you choose. You'll begin with a prologue, which gets you familiar with the basic controls and movement and puts you in a brief combat situation.
Combat is heavily focused on melee attacks. Available weapons are not easy to find, and keeping them functional can be quite a task. Wooden items break relatively quickly, while metal weapons, such as knives and wrenches, become less effective after some use. The game promises the ability to use firearms, but in the first hour of playing, the opportunity to use one was not available.
Most items can be repaired and upgraded with the right amount of money. Early on, the cost of improving smaller items doesn't break the bank, and in most cases, you can fully upgrade thanks to the fact that cash is very easy to find. Unfortunately, the first portion of the game doesn't give you the opportunity to create new weapons, so that aspect of the weaponry was not experienced.
There also wasn't much of a difference between the four characters in regard to their abilities. The one specializing in firearms didn't even have the opportunity to get hold of one. Also, these characters, including the football player, lose their stamina very quickly in the beginning. As you progress and level up, they do improve, but early on, you will have more luck in "hit-and-running" rather than attacking head-on.
After completing the brief prologue and meeting the first group of non-player characters, your initial task is recovering an ID card that opens up the lifeguard station. Once there, you'll face off against some zombies, and once the area is secure, it becomes your early base of operation. For an open-world game, the opening sections are extremely restrictive; the first missions are limited, but thankfully quite short in length. Once you do secure the location, multiple mission types become available, and the island becomes yours to discover.
Even with the limitations for this preview, there is a lot available to discover. Missions themselves are what you'd expect: recover items, find people, and defeat as many zombies as possible. You can accept all missions or just follow the core storyline and progress that way. Considering there is a very robust leveling system in place, the best course of action is to take on as many missions as possible.
Vehicles are also available if you can find one in drivable condition. You can either complete an early mission that makes one available to you, or you can search for one on your own. With this early look, the driving wasn't that enjoyable and took a bit of time to get used to. Thankfully, though, the car can take quite a beating; even when we launched one off a cliff, it was still very drivable.
We played with each character for an hour, and it seems that Dead Island will be much more appealing to play with a group of people rather than on your own. Early cutscenes show the four together, but when you're playing solo, the three other characters don't fight alongside you. Also, since there is no evidence of there being any differences in the story, you may be more inclined to play through a single story rather than seeing four potentially different tales. Hopefully as the in-game story progresses, more individuality is introduced to each, especially since each character seems to have a reason for being on the island. Dead Island is scheduled for release in September, so we will just have to wait to learn more.

Borderlands 2 arriving in 2012?

Source: A source "close to [Borderlands 2]" speaking with UK gaming website Eurogamer.
What we heard: The Gearbox Software-developed shooter/role-playing game Borderlands was released in 2009 to widespread critical praise. The title has gone on to sell over 4 million units, release a Game of the Year edition, and arrive on the Mac.
Rumors of a sequel to Borderlands began to swell shortly after the original was released, with Gearbox creative director Mikey Neumann saying in November 2009 that Borderlands 2 was a "no-brainer" based on the success of the original.
Then in December 2009, during a financial call, parent publisher Take-Two chairman Strauss Zelnick teased a sequel further, saying Borderlands shows "every sign of becoming an important, long-term franchise."
Now, the rumor mill has churned out more speculation of Borderlands 2. A source close to the game told UK gaming website Eurogamer that the title is currently in development and is scheduled to arrive for the Xbox 360, PlayStation 3, and PC in 2012.
Gearbox president Randy Pitchford followed up with Eurogamer, telling the website that he believes the Borderlands franchise is beloved, but that's there is no official confirmation of Borderlands 2 just yet.
"I can tell you that myself and everyone at Gearbox loves Borderlands, and we have been absolutely thrilled at the reception it's gotten from our customers and the fact that it's sold over 4 million units now," he said.
"So you can see that we supported the game like mad with lots of great DLC, and you can imagine that we're going to want to do a lot of things with Borderlands in the future. But we've only announced what we've announced. If we haven't announced it, it doesn't exist."
Additionally, Eurogamer's source said an announcement from official channels concerning Borderlands 2 will be made "soon."
The official story: As of press time, Gearbox had not responded to GameSpot's request for comment on the matter.
Bogus or not bogus?: Almost assuredly not bogus that Borderlands 2 is in development at Gearbox. Given the critical and financial success of the original, paired with not-too-subtle previous comments by Neumann, Pitchford, and Zelnick, it's unlikely Take-Two would abandon the series. However, whether Borderlands 2 will ship during 2012 remains to be seen.

Assassin's Creed: Revelations Multiplayer Hands-on

"Revelations" might sound like a meaningless stock subtitle for unnumbered sequels (see also: "Origins", "Evolution"), but when Ubisoft's Annecy studio first added multiplayer to stealth action series Assassin's Creed, it was genuinely revelatory: a tense, cerebral, asymmetric competitive experience, true to the spirit of a till-then decidedly single-player, story-driven franchise. But that was in last year's Assassin's Creed: Brotherhood. What manner of revelation can Revelations bring to the table?
A chat with live producer Andreane Meunier about Revelations' new modes.
In a word, none. In many words, the multiplayer in Assassin's Creed: Revelations isn't a radical overhaul of the previous game's offering, but instead a richer, refined experience that builds on the comparatively bare bones of Brotherhood, as well as adding the expected new maps and skins. So though Revelations' multiplayer suite won't offer the full surprise of its predecessor, the additions and improvements are many, sweeping and, in as much as we've seen so far, welcome.
First up, the fixes. The core free-running and stealth-killing action feels much the same as in Brotherhood, but with a handful of mechanics retuned or rebalanced. Locking on to a distant target is less fiddly. Stunning your attacker, which felt unreliable and finicky in Brotherhood, is much easier, with the balance tipped a bit further in the prey's favour than before. What's more, if assassin and prey hit kill and stun simultaneously, the target receives an "honourable death": though he or she will still be killed, both parties earn points. It's Revelations' way of rewarding you for spotting your attacker, even if you weren't fast enough to evade them.
Outside of the action itself, Ubisoft promises to cut down the time players will spend queuing for their next match (Brotherhood multiplayer fans will recall the frustration of long and occasionally unfruitful wait times). It's not yet possible to confirm how improved the online access is, having spent our hands-on time playing opponents in the same room, but this is exactly what we wanted to hear. At any rate, players can now vote for their next map and mode between matches, from a selection of three.
In our time with the game, we got stabby with nine new characters across three new maps (Antioch, Constantinople, Knights Hospital), all designed in keeping with the exotic, Constantinople-centred plot of the single-player campaign. We sampled two of the new modes, too: Deathmatch and Artefact Assault. These sit at opposite ends of a scale of multiplayer complexity. Deathmatch is a simple free-for-all, a pared-down version of Brotherhood's Wanted mode.
You play without a radar to point you to your target, but also without computer-controlled duplicates of your target to distract you. We're told Deathmatch is intended as a kind of entry point for those inexperienced in Assassin's Creed multiplayer, delivering the basic experience with less sneaky evasion going on than in the other modes; if you can spot a character who matches the portrait in your target window, it's more or less seek and destroy.
Artefact Assault, on the other hand, is Revelations' take on capture the flag, blending team base defence and attack with the game's characteristic free running and devious stealth, and making for a more complex mode than Deathmatch. The map is divided into two. In your team's half, you are an assassin; in the enemy's half, you are their prey. You must sneak--or, riskily, dash--into their side of the map, swipe a flag (sorry, artefact) from their base, then get it back to yours. The Assassin's Creed twist is that you might run hell for leather out of the enemy's half of the map, where you are at risk of assassination, to the relative safety of your own, or you might smuggle the invisible artefact out from under their noses, putting the assassin-eluding tricks in your abilities load-out to good use.
The new content is capped off with new perks and skills for those custom load-outs. Among them is the tripwire bomb, in effect a proximity mine; closure, which instantly shuts and locks nearby gates; and minor hack, which kills opponents at long range by 'hacking' the animus software itself. New, also, is a storyline layered over the multiplayer progression; as you level up, to a level cap of 50, you will proceed through an Abstergo-based story--the plot of Revelations as seen through the eyes of the Templars. Revelations will also provide an equivalent of prestiging for multiplayer enthusiasts; you can loop through the 50 levels of progression up to 99 times.
Customisable avatars are the icing on Revelations' multiplayer cake. The Templar persona skins are more minutely customisable than in Brotherhood, with six body parts or costume elements to choose designs for (head and hair, chest, arms, legs, belt, and accessory), along with the usual colour choices. In addition, you select your avatar's primary and secondary weapons, which in turn determine the in-game animated flourishes for kills, stuns, and the all-new, just-for-fun taunt moves.
Cosmetic customisation spills over into Revelations' new social features, in which a player's Templar profile divulges his or her stats, including favourite skin, favourite ability, kill-to-death ratio and the like. These profiles are the calling cards you'll encounter in the game's leaderboards and in its new Dares feature. Dares are challenges issued by your friends' multiplayer accomplishments--a little like Need For Speed's recently added Autolog social suite.
In customising your Templar profile, you can also pick a title--with various titles unlocked by levelling up and by completing challenges--as well as a customisable emblem design, of the kind we've seen adorning armour in, say, Halo multiplayer. This emblem, though, isn't just for your profile card: it appears on your avatar's costume (usually on a cloak) in the game proper, as it will on the computer-controlled duplicates drafted in to confuse your assassin.
It might be hard to beat the revelatory leap of no multiplayer to some (rather good) multiplayer, as between Assassin's Creeds 2 and Brotherhood, but Revelations looks ready to take the series' first stab at multiplayer somewhere special. Look out for it in November.