E3 2010: Supremacy MMA Preview

The folks at Kung Fu Factory know exactly what kind of game they want to make. EA Sports’s MMA Fighter, also seen at this year’s E3, is too tame, too “TV” for them and their audience. Their upcoming MMA game- revealed only a few days ago- is shaping up to be a brutal look at underground MMA fighting. Rather than opting for realistic combat, Kung Fu Factory wants to keep the game fun, fresh and fast, while accurately capturing the “culture” surrounding the MMA phenomenon.

Kung Fu Factory liken themselves to the Harmonix of their respective genre, in that, well, they’ve been around for a while making solid games. They created what they claim to be the first UFC game on the Dreamcast, as well as numerous titles since then, including last year’s UFC Undisputed 2009.

The version of the game they showed us today was only 35-40% complete, according to the developers, and it was admittedly pretty rough. They assured us, though, that every aspect will be massively improved, from the graphics to the sound and everything in between. What was made apparent, however, especially through a trailer shown behind closed doors today, was the tone the developers are shooting for.

They want to explore “no-holds barred fighting and the origin of the sport” in the most authentic way possible. Despite the early stage the game was in, much of the combat was playable, and Kung Fu Factory showed off two fighting styles: Karate and Muay-thai. They stressed that the various fighting styles, when pitted against one another, will create the bulk of the game’s depth and replay value. Characters’ power and stats will be less important than how players use their styles advantageously. Button mashing will also be effective, though, as they want players of all abilities to be able to pick up the game and have fun.

The studio has apparently done extensive research to make the game’s environments and atmosphere authentic, including watching Youtube videos- and attending international underground MMA fights. That may be where they got the idea to include strippers and a cockfight in the environment they showed off during today’s presentation. They also remarked that the game will feature online, though they weren’t ready to go into detail, and that they’re “keeping an eye on” their competitors.

E3 2010: Mortal Kombat Preview

The Mortal Kombat franchise has seen better days over the past few years, but now that the franchise is in the hands of Warner Bros. and NetherRealm Studios, it looks like much better days are ahead for Sub-Zero, Scorpion, and friends. The new Mortal Kombat (no subtitle or iterative digit here) aims to bring back the best aspects of the original arcade trilogy with a modern update with fresh visuals and design updates. The game was not playable at the show, but I was able to watch two of the developers duke it out across several familiar locations with eight beloved playable characters. It looks that Mortal Kombat is finally on its way back to glory.

Long-time Kombat fans will be glad to see the return of Scorpion, Sub-Zero, Johnny Cage, Mileena, Nightwolf, Sektor, Kung Lao, and Reptile. Each of the kombatants has been given a visual makeover, yet they are all immediately identifiable at first glance. Palette swaps are a thing of the past, as previously similar characters such as Scorpion, Sub-Zero, and Reptile are all now visually distinctive. Reptile is now obviously part lizard with green skin and lizard-like features. Scorpion’s costume retains its yellow shade, but now sports extra flair. Sub-Zero is still Sub-Zero, of course. Sektor is even more of a cyborg and Mileena wears even less (if that is possible). Moreover, each character has their own motion capture animations, giving each one a distinct appearance and style. They each even have stylized entrances such as Scorpion rising from Hell. Stages such as The Pit II and The Living Forest are back for revised encores. It’s invigorating to see this much care given to a franchise that many had written off, which brings us to to fighting action itself.

Each character retains their familiar attacks. Scorpion still has a way with “GET OVER HERE!”, Reptile still has his acid spit, and Sub-Zero can still freeze characters in mid-air. There are plenty of new tricks to learn though, as the Dial-A-Combo system from the old days has been replaced with conventional fighting game mechanics. The speed has been cranked up to keep everything moving, appearing to bring it on par with Super Street Fighter IV. A super combo bar has been added as well, bringing larger regular attacks into the mix. The most brutal addition are the special x-ray attacks that cause the action to zoom in and slow down at key moments to show characters’ bones breaking and organs crushing on impact. The small audience watching the gameplay demo cringed at seeing and hearing snaps and pained grunts.

Speaking of pain, the infamous fatalities are back as well. The developer staff was reluctant to show them at first, but eventually the crowd “convinced” them to show us Sub-Zero yanking out spines. Reptile chewing on faces, and – most scarringly memorable – Kung Lao turning his trademark hat into a buzzsaw, grabbing his opponent by the legs, and bisecting him/her right down the middle before holding up the bloody halves in triumph. It’s gory, over the top, and everything one would expect from the Mortal Kombat franchise. At the end of the demo, the crowd was treated to a fatality montage for every currently announced character, and I believe I can call it right now that parents have a new bloody scapegoat when it comes to video game violence.

With plenty more characters waiting to be announced and planned DLC, there’s a lot more to see about the new Mortal Kombat before it releases next year.

E3 2010: WWE All-Stars Hands-On

There was a little surprise sitting on the back side of THQ’s booth. When you walked by, there was a long lineup of arcade style cabinets standing up for play. Inside these cabinets was a collection of machines running WWE: Superstars. THQ was trying to make a point. This isn’t your typical overly complex, inaccessible grapple fest. This is a freaking arcade game.

Say hello to the spiritual successor to WWF: The Arcade Game. In place of complex pins, slow plodding wrestlers, realistic depictions, and strategy are giant comically over powered character models, high flying super moves, two button combos, and lots of button mashing. Superstars is an arcade game at its core meant to appeal to that generation of WWF/E fans from the 90s that enjoyed the balls-to-the-wall bullshit style of face smashing insanity that wrestling games of the era touted. Its made to appeal not only to WWE fans, but also mainstream fighting fans with its more traditional six button style of fighting (strong/quick attacks and strong/quick grapples) and dual button press super combos. If Smackdown Vs. Raw 2010 is like Street Fighter, think of this as Marvel Vs. Capcom. Its total random, crazy, bullshit fun.

The comparison to Marvel isn’t totally unwarranted. All the wrestlers have been jacked up to Incredible Hulk scale. All of their trademark attacks and finishers have been included in the game, but everything is done in an over-the-top style that is nothing short of laugh educing. Muscles are steroid levels, and characters get bruised and red after taking some abuse. Clearly the game wasn’t finished yet, but things looked plenty cool as is.

The L1 & R1 buttons serve as your two block/counter buttons. L counters grapples, and R counters blocks. Its a gambling game to guess which attack your opponent is going to throw and block it appropriately because the grapple block button isn’t going to block a punch or kick to the groin. If you can keep guessing each others moves, a grapple reversal fight can start. You can keep calling your opponents grapples and attempt to reverse them into an offensive attack. Reversals can get very tactical, but the combat system is so easy to wrap your head around that we were throwing reversals and super moves like pros within eight minutes. Each confrontation is a little different Combination button presses trigger super moves, which are really exaggerated versions of their real trademark moves. Its all incredibly easy to get into, yet with tons of depth. Air juggling is incredibly easy. Slam your opponent into the ring hard enough, and they bounce back up into the air ready for another hit/grab. In one particularly awesome fun beta bug while playing with Matt Green (him playing as John Cena and me as The Rock), I was slammed into the ground so hard that I went through the floor and completely vanished, only to reappear in the sky and crater back to the Earth with a comedic bounce. Awesome.

WWE All-Stars is the kind of wrestling game that they used to make, and its just goes to show that arcade wrestling is just as wild of a party game now as it ever was.

E3 2010: Killzone 3 Hands-On

Killzone 3 (KZ3) is a very much anticipated title for the PlayStation 3 this winter, and at E3. The PlayStation booth not only had stations for two dimensions but also the 3D version of 3D. With Sony’s big push for 3D Kombo was very excited to see how 3D impacted a well known franchise. The three demos offered featured the jetpack, an on rails turret experience and another that was not detailed. Wanting to know most about the newest feature we chose jet pack mission.

The pre-alpha demo started by having Sev, returning from the previous Killzone jump in to a jet pack in a glacier environment. The 3D effect was met with mixed reactions as some Kombo reviewers saw double vision through the 3D glasses, this wasn’t consistent as others saw it normally. This may be because of glasses or contacts but either way this was disconcerting for an upcoming flagship 3D title. Working with the 3D effect gave everything a depth to the game and structures such as Helghast outposts and crumbling glaciers. Enemies didn’t look too different in the 3D setting.

The demo had Sev work the jet pack to eliminate an enemy presence on a snowy Helghast facility. The jet pack frame could hover, fly vertically and speed boost throughout the map. The enemy soldiers fell like swiss cheese to the jetpack’s machine gun and it was a blast to hover and eliminate enemies from above.
The movement with the jet pack was very solid with the right amount of unbalanced fusion of power and stability. We finished the demo by hopping from glacier to glacier, emphasizing the speed boost feature of the jet pack to catch on to the edge of the glaciers. The end of the demo finished by having Sev eliminate all combatants, no story elements were revealed as to why Sev was in an arctic environment and no multiplayer details were released.

In the end the 3D stayed consistent with all of the sporadic movement of the jetpack and it didn’t feel overwhelming or blurry at any time, but I was one that didn’t get any headaches during Avatar. KZ3 looks like a solid visual title with the previously acclaimed gameplay and hits all of the right features with the new direction of the jet pack. The 3D will be an interesting element to play with not breaking or making the game in any particular way.

KZ3 will ship this winter on the PS3.

E3 2010: First impressions of PlayStation Move

The principle applies to just about any new piece of tech hardware: it is only as good as the software it features. The PlayStation Move is no different. Having tried out Sony’s motion control device during E3, it’s pretty entertaining thanks to a solid collection of titles, although not every game is a great fit.

The primary piece to Move is the main controller, which looks like a microphone with a glowing bulb on top. At the center is the Move button, which players will use most often. Surrounding this are the four face buttons PlayStation 3 users are accustomed to seeing on a standard controller. On the opposite side is a trigger, while the select and start buttons are placed on the side.

Move also features a secondary navigation controller with an analog stick, directional pad, two shoulder buttons that sit near the top, and X and circle buttons. Both controllers are wireless and feel extremely light.

Overall, Move feels responsive, and the PlayStation Eye camera seems to track movements well. For a better idea of what Move had to offer, here’s a rundown of some of the games I experimented with.

The Fight: Lights Out. My favorite of the bunch. The game tracks any punch thrown using the two main controllers, from uppercuts to hooks. Players can raise the controller up and slam down for a hammer punch, or bring their hand across their body and move sideways for a backhanded strike. To head butt, players hold both controllers in front of them, press the triggers and quickly pull in. The Move buttons allow players to slide left or right.

The Shoot. A straightforward rails shooter set inside a series of themed movie sets, ranging from a Haunted House Party to Robot Rebellion. Most of the action is a simple point-and-shoot mechanic using the main controller, but players can perform special moves as well. A quick jab performs a melee attack, while pointing the controller toward the floor and firing performs an shockwave attack striking multiple foes. Shooting precisely felt comfortable.

Start The Party!. A fun party title featuring about 20 different mini-games. The interface places the player themselves on screen framed within the game. One mini-game requires players to move baby birds to their nest using a portable fan, while another has players swatting bugs. Players can turn their wrist to hold objects at different angles. It’s a very entertaining game to play with a group.

SOCOM 4. It’s hard to say whether this tactical military shooter is a great fit. Part of the problem stems from trying to maintain controls meant for a standard controller on Move. Aiming and firing wasn’t too bad, but managing other tasks felt awkward at times. Reaching for that directional pad on the navigation controller during a firefight was not very fun.

PS3/PC Modern Warfare 2 Resurgence Pack DLC Officially Dated for July‎

Modern Warfare 2 PC and PS3 players craving new options now can plan to spend some money the week after American independence day.  I mean who wouldn’t want to shoot enemies in a carnival or at a gas station am I right? I mean seriously.. only Zombie apocalypse games have nailed those locations up till now.

Though 360 owners have had the DLC as a timed exclusive since June 3rd, the paid content goes universal to PC and PS3 in July. American PS3 and all PC players can buy the pack July 6th while Europe will pretty much get it at the same time only a day later – since July 7 in Europe is July 6 in the US.

3D PS3 games available Thursday

We’re sure Sony will shed some more light on the company’s stereoscopic 3D offerings at next week’s E3 gaming expo, but PS3 owners with a 3D HDTV can get in on the action early.

According to CNET sister site Gamespot, Sony will release three full titles on the PlayStation Network with 3D support on Thursday. Wipeout HD and Super Stardust HD will offer a full 3D experience, while PAIN will only support 3D in two of the game’s levels. Those who already own Wipeout HD and Super Stardust HD can update for free, while the PAIN update will go for a small fee.

In addition, a 3D demo of MotorStorm: Pacific Rift will be available though there’s no indication that the title will ultimately receive a full retail 3D makeover down the road. Sony has also announced one of the first PlayStation Move titles to support 3D called The Fight: Lights Out.

For those in the market for a 3D HDTV, Sony is offering the trio of 3D PSN titles for free with the purchase of a Bravia 3D HDTV.

Time Crisis: Razing Storm announced for PS3

Namco Bandai have announced a new PlayStation Move title today. Time Crisis: Razing Storm is the next title in the Time Crisis series bringing the lightgun shooter to PlayStation Move.

The game promises a new multiplayer online battle mode, destructible environments, and engaging combats when it hits the US this fall. It’ll include three games in one: Razing Storm, the recently released in arcades title Deadstorm Pirates, and Time Crisis 4.

Story mode in Razing Storm will actualy allow players to move around, rather than go the traditional route and keep them on rails. They can take cover behind objects and interact with the environment.

The game’s out this fall.

Valve Stuns Gaming World With Announcement Of Portal 2 For PS3

Portal 2 is an upcoming first-person action/puzzle video game, developed by Valve Corporation. Though initially expected to be released in the last quarter of 2010, Portal 2 has been pushed back for a 2011 release on nearly every major platform.

Portal 2 will continue to challenge the player by solving puzzles in test chambers within the Aperture Science Enrichment Center using the portal gun (the Aperture Science Handheld Portal Device), a device that can create two portals connecting two surfaces across space. Players solve puzzles by using these portals to move unconventionally between rooms or to use the ability to fling objects or themselves across a distance. The functionality of the gun has not changed between the games, but within Portal 2, players can take advantage of the bleeding of other physical effects through the portals. Game Informer identified two examples of this: one was the ability to use air currents created by a series of transport pneumatic tubes through a set of portal openings to push a turret over or to draw objects into the suction. The second example was to use the power of tractor beams through portals to bring Chell or other objects to otherwise inaccessible areas.

The game also introduces special paint that can be used to impart certain physical effects to a surface (for example, one identified by Game Informer is an orange paint that when stepped on will impart high speed to the player). The player will be required to determine how to transport that paint to appropriate surfaces using portals in order to progress. This paint can also be applied to objects, such as the Weighted Storage Cube crates that affect their own physical nature. In addition to the Storage Cube, there are new types of portable objects that assist the player, including Redirection Cubes with mirrored, reflective surfaces, Aerial Faith Plates that can launch objects placed on them, and spherical Weighted Storage Balls, which made a brief appearance in the original game in one of the advanced chambers.

While most of the single-player game will take place in the test chambers created by GLaDOS or her personality cores, there will be times where the player will need to move behind-the-scenes in areas beyond the test chambers as they are reconfigured, leaving the player free of GLaDOS’s observation and control.

The game will include a two-player co-operative mode in addition to the single player mode. Both players control separate portal guns and can use the other player’s portals as necessary; the second player’s portals will be of a different color to help distinguish between the two sets. Because of the number of possible portal combinations, the test chambers that the players proceed through are much more difficult than the single-player campaign, encouraging the two players to work together. This includes complicated laser redirections using both series of portals, or working in two separate chambers, performing actions in their side of the chamber to allow the other player to progress in theirs. The game includes voice communication between players for this mode as well as split-screen for players playing locally. Online players will have the ability to temporarily enter a split-screen view to help coordinate actions. Players have the ability to place icons on the game’s levels as a means of informing the other player what they need to do.

As part of the Sony press conference at E3, Portal 2 was revealed by Gabe Newell, co-founder and managing director of video game development at Valve, that Portal 2 will be available for the PlayStation 3; the game will include some features of Steamworks used in the PC and Mac versions and will be the only console version of the game to do so, making the game in Gabe’s words “the best console version”. The news came as a surprise to many journalists, as previously, Newell has made negative comments about the system, calling it “a total disaster on so many levels”; Newell jokingly referred to these comments by thanking Sony for “their gracious hospitality and not repeatedly punching me in the face”.

Sony announces $200 PS3-friendly sound bar

Along with all the big E3 news from Sony, the company also announced a new, PS3-friendly sound bar home theater system, the CECH-ZVS1. Despite being described as “for the PlayStation 3,” nothing in the announcement suggests that it’s different from any other sound bar, except for some PS3-like styling. Here’s a quick rundown of the CECH-ZVS1′s key features.

Key features of the Sony CECH-ZVS1:

  • Built-in subwoofer
  • One optical digital audio input, one analog audio input
  • Dolby Digital and DTS decoding
  • Sony’s “S-Force PRO Front Surround Sound” virtual surround processing
  • $200 list price; available fall 2010

Though the connectivity is certainly skimpy–most sound bar home theater systems allow you to connect at least three total devices–the $200 price is sure to be attractive to gamers with a minimal home theater setup who just want an upgrade over their TV’s built-in speakers. If you’re looking for more connectivity options, Sony also offers the HT-CT150 and HT-CT350, which both include three HDMI inputs and a separate subwoofer.

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