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  • Brink: Agents of Change DLC Impressions

    Earlier this week, the Agents of Change downloadable content pack was released for Bethesda's class-based shooter, Brink. The pack includes two new maps, two new outfits, two new weapon attachments, and five new abilities, and I spent some time with each new element to see if Agents of Change is worth your time. Note that I didn't say "worth your money." Agents of Change is currently free to download for PlayStation 3, Xbox 360, and PC owners alike, though Bethesda has announced that it plans to charge 10 dollars for it once two weeks have passed. The only cost now is about five hundred megabytes of storage space. If you're still playing Brink actively, then the download is a no-brainer, but is it worth going back to the Ark if you've already moved on? Read on for descriptions of each shiny new element and how it fares on the battlefield.

    First up, let's talk maps. Labs and Founders' Tower both take place in the well-manicured, Security-occupied areas of the Ark. In Labs, the Resistance is on a mission to steal a sample of Arkoral, the ivory-white substance that forms the floating structure of the Ark, and Security must stop them. In Founders' Tower, Security goes on the offensive as they try to break into the Resistance-occupied spire to prevent an explosive act of sabotage. Labs is the weaker of the two, and the two hotspots, both located in large indoor rooms with balconies offering elevated vantage points, feel overly similar. There's a lot of doorway combat in both of these areas, and not a lot of ways in or out, which makes the map feel limited.

    Science is different when you use a machine gun on the new Labs map.

    Founders' Tower covers more ground, providing a more diverse combat experience. Security first infiltrates through a labyrinthine courtyard with a lot of different levels to traverse and then enters the tower proper for one of Brink's most vertical environments. Each floor isn't very spacious, so there's a lot of climbing and descending aided by an abundance of ramps, scaffolding, and construction material. Light characters can find a bunch of sneaky routes, which keeps the defenders on their toes and discourages pitched firefights. If you happen to spot a character in skinny jeans and runny clown makeup, don't worry. You haven't run into an Insane Clown Posse concert; you're just spotting one of the new outfits. Likewise you might see a crisply dressed bobby (read: British police officer) who looks like he's about to issue a citation.

    The Founders' Tower map boasts some nice landscaping work, which you can just go ahead and walk all over.

    Weapon Attachments

    The next two videos feature the new weapon attachments and abilities, respectively. After each video, I've included Brink's description of the item in question followed by a brief evaluation of whether it's fit for battle or best left on the customization shelf.

    You don't have to name your bayonet, but if you do, I suggest Mr. Pointy.

    Bayonet

    This replaces your normal weapon melee strike with a much more powerful stab. You'll no longer knock enemies down, but will do significantly more damage.

    This bottom attachment can be used with assault rifles and submachine guns only. It certainly does pack a more powerful stab, and melee kills with this pointy prod yield a juicy squelching noise. It won't kill on the first hit unless your opponent is weakened, but it will, contrary to the description, knock your enemy down. A second hit is always fatal, and players who like to sprint in for the kill and slide-tackle opponents should find this useful. Those who prefer to avoid getting close because of the occasionally finicky melee mechanic should give this a pass, as it negatively affects your gun's stability and equip speed.

    It ain't pretty, but every bullet that hits the weapon shield is a bullet that didn't hit you.

    Weapon Shield

    The weapon shield can protect you from direct enemy fire but does not provide complete protection.

    This bottom attachment can be used only with assault rifles, so light characters can't make use of its mild protective powers. I found it came in handy during mid- to long-range firefights when I was crouched and shooting it out with another player. It definitely helps even the odds when trying to take out someone at a machine gun emplacement, but it is a huge drain on your equip speed.

    Abilities

    Agents of Change brings one new ability for each category (universal and individual classes), but you have to be Rank 5 to use them. If you haven't maxed out at level 20 yet, you're going to need to get there before you can unlock these new additions. Agents of Change also raises the level cap to 24, giving maxed-out players a bit more room to accrue abilities.

    There's a whole lot of ability-ing goin' on.

    Tactical Scanner - Universal

    Tactical scanner lets you see class indicators for up to four buffs on enemy players when aiming at them, rather than just their health, letting you prioritize your targets more efficiently. Please note, if the enemy has more than four buffs, the scanner will not reveal the additional ones.

    This is a small aid at best. In addition to seeing enemy health bars and class icons, you now see smaller class icons lined up underneath the health bar indicating what buffs the player has. It's tough to decipher the small icons in the heat of combat, and only slightly easier if you're sniping from longer range. But even if you aren't dissecting who has what buff, seeing a bunch of icons lined up over an enemy's head can make you a bit more cautious. If you're the kind of player who doesn't need reminding, however, there are better ways to spend your credits.

    Napalm Grenades - Soldier

    Napalm grenades blanket an area with fire that will damage all enemies who try to pass through it. The napalm will last for a short time and then burn out. There is a cooldown period between successive uses.

    As any good soldier knows, throwing firebombs at your enemies is a fun and effective battlefield pastime. Unlike the Molotov cocktail, napalm grenades don't knock your enemies down. Instead, they do damage on explosion and leave nasty little fires burning on the ground. These fires are helpful for temporarily blocking doorways or scattering an enemy advance, but they burn for a disappointingly short amount of time (possibly making you yearn for the sticking power of the operative's caltrop grenades).

    Field Regen Unit - Medic

    Field regen units, when deployed, will automatically increase the health regeneration rate of any teammates nearby.

    This is a great support tool and easily the most powerful ability Agents of Change has to offer. The field regen unit creates a cloud of increased metabolism vibes, helping any friendlies nearby heal faster and stay alive longer. Parking this bad boy near a contested entryway or in the middle of an allied sniper nest gives your team a significant edge in combat, and opposing players would do well to grenade any FRUs they see. This ability definitely earns a spot on your directional pad for its support capabilities, and the harvest of experience you reap for a well-placed FRU is a nice bonus.

    Pyro Mine - Engineer

    Pyro mines can be deployed like land mines but deal increased fire damage to enemies.

    With a turret, land mines, and the new pyro mine in his directional pad, the engineer has the capability to make the battlefield a lot more dangerous. Once these mines explode, the result is similar to the soldier's napalm grenade. A damaging fire blazes strongly for a few long seconds but then is over too soon to confer a real tactical advantage.

    Unmanned Aerial Vehicle - Operative

    The UAV lets you place or remotely control a small spy drone. Any enemies the UAV sees, your teammates see. You can also remotely detonate it.

    Tiny helicopters have found effective roles in many recent shooters, but the one in Brink is only so-so. Once you activate it, the little guy just sits there until you take remote control. Once it's airborne, any enemies you see will appear on your team's radar. It doesn't handle very well in flight, and you can't manually change the altitude, so you are left hovering at about head height without the ability to surmount obstacles or fly up to a second story. Whoever heard of a helicopter needing to take the stairs? The one redeeming feature is the remote detonation ability, which can easily kill an enemy or two if you are close enough. Also, there's no cooldown period on the UAV, so you can find a safe place and keep spawning little flying bombs until you run out of supplies.

    Despite the uneven quality of the abilities, Agents of Change does provide some nice new toys to play with in Brink. If you're at all interested in revisiting the Ark, you should download this pack soon, because it's going to be free for only the next two weeks. It's definitely not worth the 10 dollars they are planning to charge for it, but if you've got some free hard drive space and a hankering for parkour gunfights, Agents of Change is a good bet.

    BONUS: Achievement/Trophy List

    Science Maven - Win Labs as both factions in Campaign mode

    Towering Achievement - Win Founders' Tower as both factions in Campaign mode

    A Burning Thing - Kill an enemy with a napalm grenade

    Pyromancer - Kill an enemy with a pyro mine

    Remote Control - Kill an enemy with a UAV

    Mutual Support - Have a field regen unit buff more than three players simultaneously

    Ark King - Reach level 24

  • Ultimate Marvel vs. Capcom 3 coming to Comic-Con?

    Source: Comic book and nerd-culture enthusiast site The Quarter Bin.

    What we heard: It's pretty clear that Capcom has something up its sleeve for Marvel vs. Capcom 3 at Comic-Con 2011. Both Capcom and Marvel will be hosting panel discussions at the event, and producer Ryota Niitsuma is scheduled to be on hand to deliver "fantastic news" about "future plans" for the crossover fighter. Now, it appears as if the companies' big announcement will be a Marvel vs. Capcom 3 redux, complete with an expanded roster and budget price point.

    The Quarter Bin reports that Marvel and Capcom will announce Ultimate Marvel vs. Capcom 3 at next week's San Diego event. A rerelease akin to Super Street Fighter IV, Ultimate Marvel vs. Capcom 3 will reportedly include 12 additional characters on-disc. The original MVC3 included 38 playable characters, including downloadable fighters Jill Valentine and Shuma-Gorath.

    Despite the added content, Capcom is apparently lowering the price for the game's rerelease. The Quarter Bin indicates that Ultimate Marvel vs. Capcom 3 will carry a $39.99 sticker tag, a move that falls in line with SSFIV's discount rate.

    The official story: Capcom had not responded to a request for comment as of press time.

    Bogus or not bogus: Looking not bogus. Capcom has a long tradition of rereleasing its fighting games with gameplay tweaks and expanded content, to substantial success. Expect more information at Capcom's Comic-Con panel, which is scheduled for 11 a.m. on Saturday, July 23. Marvel's talk will follow shortly thereafter at 12:30 p.m.

  • Crysis 2 DirectX 11 Update Released

    Shooter fans: Today was the day Crytek officially released its DirectX 11 update to Crysis 2--an update many a PC gamer believed should have been part of the game in the first place. Regardless, we took some time today to download both the DirectX 11 update and the high-res texture pack. And this Wednesday, there shall be even more downloadable happiness available, in the form of a mission editor, which I'm hoping to spend some time with, if time permits.

    The updates add features you'd hope to see in a DirectX 11 game: tessellation, high dynamic range motion blur, improved water rendering, and more. In effect, the changes take an already attractive game and make it look even more stunning. Particle shadows and motion blur are particular striking in sequences with a lot of destruction, and the HDR post processing makes moving from a darker area into an area bathed in sunlight momentarily breathtaking. My work PC took only the slightest frame rate hit when compared to the original, only rarely dropping under a solid 60 frames per second.

    The recent trailer does a good job of comparing the enhancements. In addition, we took a few gameplay movies and screens for you to gaze at, though the differences at a glance will likely be minimal to those not searching for them. I am hoping to get some pre- and post-patch screens tonight to share tomorrow, but I hope you enjoy these in the meanwhile!

  • Review in Progress: The Witcher 2

    GameSpot reviews editor Justin Calvert detailed last week how the evolving nature of games--and game publishers--makes the reviews process a challenge greater than it typically was in the past. His words stand on their own, so I needn't repeat them, but they do bear on our attempt to provide a timely review of The Witcher 2: Assassins of Kings. While we ideally would have had the game for weeks already, we never did receive a prerelease copy of the game from Atari, even after countless requests. Our UK office was fortunate enough to receive a copy from European publisher Namco Bandai last week, but the game was unplayable using the retail CD key, because the game couldn't yet be activated online. We received a press key to allow us to start playing just yesterday.

    So while I have spent a number of hours with The Witcher 2, I am not sure when the review will post. As you know, it is probably a very long and complex game, and while we would ideally have had a review up on the day of release, we won't rush an evaluation of any game--certainly not one as involved and lengthy as a major role-playing game. Until the review is posted, I will post screens and movies galore. My first priority is to play The Witcher 2 thoroughly and write/film a review, but I will do my best to keep you up to date, and hopefully appease your interest with media until the time the review is posted.

    I will say this based on my time with the game thus far, however: the visuals are absolutely phenomenal. I look forward to sharing more with you soon!

  • Review in Progress: MX vs. ATV Alive

    As I mentioned in my recent Reality Check column, when MX vs. ATV Alive arrived in stores earlier this week, we had yet to receive anything resembling a reviewable copy of the game. The good news is that shortly after the aforementioned column was written, Xbox 360 and PlayStation 3 retail copies of the game arrived in the mail. I've spent several hours checking out both versions since then, and our review won't be ready until early next week, but I wanted to post a heads-up on how the game is treating me thus far.

    PS3 Footage: With PSN down, this is one of only two full-length tracks available until you reach level 10.

    The first thing I noticed about MX vs. ATV Alive is that it doesn't feature a career mode. Rather, you simply have a persistent character across all single-player and multiplayer races who levels up the more you play. That's all well and good, except that your rider needs to reach level 10 before you unlock a decent number of tracks on which to race. Prior to that, you have only four full tracks (two of which need to be downloaded using a code that comes with new copies of the game, so they're currently unavailable on the PS3), two short tracks, and two free-ride locales. Racing the same tracks over and over again isn't a huge deal because they're well designed and there are multiple difficulty levels to choose from, but MX vs. ATV Alive definitely feels repetitive early on because so little of its content is unlocked.

    Like MX vs. ATV Reflex before it, Alive is played using a dual-stick control system; the left stick steers your chosen vehicle while the right controls your rider. It's a good setup, and it's taken me a little while to get comfortable with it, but it makes getting huge air off of ramps and successfully negotiating sequences of humps pretty satisfying. I'm mostly playing on the default and Pro difficulty levels right now, and I feel like the game is posing a pretty decent challenge. Unlocking upgrades for bikes and ATVs (vehicles level up independent of you depending on how often you use them) makes winning races much easier, but that's quickly remedied by cranking up the difficulty, at which point you earn experience more quickly.

    Xbox 360 Footage: Even the first track in the game can be tricky until you learn it.

    You can also race online if you're looking for a challenge, of course, though for obvious reasons, I'm currently only able to test this on the Xbox 360. I've yet to race in a full field of 12 riders, but getting into lag-free races with seven or eight other players hasn't been a problem at all. My rider is currently at level 15, and I'm hopeful that, over the weekend, I can get him to level 25 and unlock the six or seven tracks that are still grayed out on the event select menu. I guess I could just go to the in-game store and pay $6 to unlock everything, but where's the fun in that? Some areas of the rather unwieldy "MotoClub Depot" don't appear to be open for business just yet, incidentally, but it's clear that while this is a $40 game, the hope is that you'll spend more money buying new rider gear, vehicles, events, and even butt patches for it.

    I look forward to delivering a full review next week. In the meantime, if you already bought the Xbox 360 version of the game and happen to be playing online this weekend, keep an eye out for me playing as JusticeCovert.

  • PSN Down, Delaying PS3 Game Reviews

    As you're no doubt aware, Sony's PlayStation Network has been down for almost three weeks as of this writing. As a result, we've been unable to download a number of PSN games that we were planning to review, including Arcana Heart 3, Outland, and Puzzle Agent, to name but a few. Up until now, this has pretty much been the extent of the PSN outage's impact on our reviews team, but with the impending releases of games like Brink, DiRT 3, F.3.A.R., and Virtua Tennis 4, which all boast online features, that's going to change.

    We only post reviews for versions of games that we've actually tested. That's why, occasionally, we're unable to post reviews for all versions of a multiplatform game on the same day. When the Xbox 360 version of Portal 2 was the only one we had access to prior to the multiplatform game's release, the Xbox 360 version was the only one we had a review for on day one, for example. If you wish to base your purchasing decision for one version of a game on a review of another, that's up to you. (It's true that reviews for the same game on different platforms often end up being very similar.) But we're not going to make that decision for you by posting reviews and scores for products that we haven't tested. With that and the continuing PSN outage in mind, we feel we have no choice but to postpone our reviews of PS3 games with online features until we've had an opportunity to test those online features. To do otherwise would be a disservice both to you and to the companies whose games we'd be making assumptions about.

    Exactly when PSN will be back online is anybody's guess; today, we're told it will be restored by May 31, but on April 27 we were told it would be "within a week from yesterday," which was about a week ago at this point. When normal service is resumed, catching up on the PS3 reviews that we've been unable to get to will be a priority. In the meantime, we'll continue to play any PS3 games that we're sent alongside other versions, post screenshots and gameplay movies from them, and use this blog to alert you anytime we feel like they're significantly different in some way to the versions that we've been able to review.

  • Review in Progress: Darkspore

    Of course you remember Spore, 2008's not-quite-revolutionary game about not-quite-evolution. That game soared because of its excellent use of user-created content. Darkspore uses a few of Spore's creation features, but if you were looking for a similar experience, keep your expectations grounded: Darkspore is an online action role-playing game in the vein of Diablo. The game was released today, April 26, though it was in open beta for some time before. While I did get several days of play in that beta last week, I wanted to take in the full experience this week; online-focused RPGs can surprise us in wonderful and terrible ways upon release. This means I'm not ready to deliver word on Darkspore's quality just yet, but I wanted to share with you a few quick thoughts, along with some screens and video taken from my time with the beta.

    Three's company, just as John Ritter and Suzanne Somers taught us all those years ago.

    Darkspore introduces you to its sci-fi world with a short tutorial, giving you control of a hero creature called Blitz and having you slice up a few foes while a robotic voice-over fills you in on the basics. If you've played an action RPG on your PC before, however, you probably already have a good idea of how the moment-to-moment gameplay goes: you click on your alien foes to turn them into bloody bits, occasionally casting various spells to make them dead even faster, or to keep you alive even longer. You do this alone, or with up to three other players as you progress from level to level, though it's worth pointing out that while you can tackle the campaign alone, this is still an online game meant to be shared with friends and strangers: to play, you must maintain your Internet connection and be signed into the online lobby.

    The basic action may be ripped from the Diablo playbook, but there's a definite Pokemon catch-'em-all element at work, too. As you level up, you earn access to new creatures to command, from 100 in total (well, 4 variants of 25 heroes, anyway), each of which has different skills and genetic types. Before each level, you choose a squad of three, and can switch between any of the three in battle, depending on the role you wish to play and the effectiveness of your various heroes versus the enemies you encounter. Your sole goal is to cut through swaths of buzzing flies and grenade-tossing robots on your way to a final boss, accumulating as much loot as you can. In between levels, you upgrade your heroes with said loot in the hero editor, enhancing their statistics and leveling them up simultaneously. (Player level and hero levels are separate entities.) This editor is a highly streamlined version of Spore's creature creator. You place equipment on your heroes where you like and can paint them in various ways, but the editing tools aren't very robust, and as a result, you aren't likely to invest much time in them.

    Getting low on health? Switch to another hero. Quaffing a potion will also grant some healing to your inactive squad members.

    Heroes don't have skill trees in the traditional sense, though a few of a hero's six total spells vary depending on the constitution of your squad. You have to consider not just how those skills can be used to maximum effectiveness, but also your heroes' genetic types: heroes take double the damage from foes of the same type. My favorite aspect of Darkspore thus far, however, is how you choose after each level whether to roll for extra loot then or to transition directly to the next mission, which gives you an even greater chance to earn good stuff if you triumph. I just wish there were more context to all of this saber slashing and laser shooting. You don't experience much story firsthand--you are simply told about one, by the same disembodied voice that guides you through the opening tutorial. Aside from collecting crystals and stat-enhancing orbs, there are no mission objectives or other structural elements designed to give you a sense of purpose. At least the game has a slick New Age style. Spacey atmospheric music drones while you make your way across glowing walkways and down planetside corridors.

    There are one-versus-one and two-versus-two battles as well, though I haven't experienced enough of them to get a sense of how much fun they are, though you could say the same about the entire game. I am having fun in the mouse-clicky way of most action RPGs, though I am not yet sure whether the hero collection and squad considerations are enough to give Darkspore the legs it needs to be a long-term prospect. I am hoping to deliver a full review late this week or early next. For now, enjoy the screens and movies, and maybe I'll even see you online!

  • Why only an Xbox 360 review for Portal 2?

    With the Portal 2 review now live, we've noticed some users in the comments of the video review are wondering, "Why is this review only for the Xbox 360 version?" Good question! Here's your answer:

    We received the Xbox 360 version last Wednesday (April 13). We did not receive the PlayStation 3 and PC versions until Monday (April 18), and the PC version was not playable until it unlocked on Steam last night around 9:30 p.m. This gave us plenty of time to play the single-player and cooperative campaigns on the 360 version, but very little time on the other platforms. Even now, we are playing the PS3 and PC versions and testing the cross-platform play through Steam. The multiplatform reviews you read on GameSpot often read very similarly, but each one is backed up by time spent playing the game on that specific platform.

    So while it may seem strange to review a game from Valve Software, a historically PC-first developer, on the Xbox 360 first, it would be even stranger (and downright dishonest, to be frank) to publish a PC review without spending quality time with the game. Speaking of which, time to get back to work!

  • First Wave of 3DS Reviews Is Live

    In case you haven't noticed already, we posted our first wave of reviews for 3DS launch games today. Of the 16 launch titles (17 if you include Europe's Splinter Cell 3D), we've managed to get eight of them reviewed this side of the weekend. Ghost Recon is under embargo until Sunday morning, and the rest will follow next week. We'd have loved to get all of the launch titles reviewed ahead of the system's North American launch, but with access to only two 3DS consoles on this side of the pond, our core reviews team simply wasn't able to devote as much time to 3DS reviews as we would have liked. Big thanks to our colleagues in the UK for helping out where they could. Here are the 3DS reviews you can check out on GameSpot right now:

    Lego Star Wars III: The Clone Wars (Video Review)
    Nintendogs + Cats: Toy Poodle & New Friends (Video Review)
    Pilotwings Resort (Video Review)
    Pro Evolution Soccer 2011 3D
    Steel Diver (Video Review)
    Super Monkey Ball 3D (Video Review)
    Super Street Fighter IV: 3D Edition (Video Review)
    Tom Clancy's Splinter Cell 3D

    Capturing footage was especially fun; currently, we have no way of capturing direct feed from 3DS games, so our crew chief Frank "MacGyver" Adams whipped up what I affectionately call THE CHAIR. This ingenious (torture) device requires us to play the 3DS (which is fixed onto a near-vertical surface) more or less at arm's length, with both the top screen and our heads tilted back. To say that I was skeptical (and terrified) as I sat in it for the first time would be an understatement, but Frank did a great job, and we're all really pleased with the gameplay videos and video reviews that we were able to produce as a result of his efforts.

    Tom McShea gets comfortable in THE CHAIR.

    As of right now, I think it's fair to say that while we're feeling good about Nintendo's new system, we're pretty underwhelmed by the 3DS launch lineup. I believe I'm right in saying that I'm the only member of the reviews team who has preordered a system. I also preordered just one game, which, at the risk of hinting at how our review is going to look when it posts on Sunday morning, is Tom Clancy's Ghost Recon: Shadow Wars. Anyhow, it's Friday night and about time that I got my weekend started. Have fun playing with your new 3DS systems, those of you who are picking one up, and be sure to put your Mii Maker to good use by scanning in this QR Code of everyone's favorite Nintendo character.

  • Where the heck are the Crysis 2 reviews for the PC and PlayStation 3?

    As you may have noticed, we have posted our Crysis 2 review--but only for the Xbox 360 version. Now, you may be saying to yourself, "Hey GameSpot! This is a sequel to an awesome PC game. What about the PC version? And for that matter, what about the PlayStation 3?"

    As it happens, there was a Crysis 2 review event where we and other members of the press were invited to play the game for review in a controlled setting. As you may know, we don't attend review events, because we feel that we should play games just like you would: using our own televisions and our own systems, and without interacting with game publishers or developers during the experience. While we've asked multiple times for review code for Crysis 2, we have yet to receive any other version but the Xbox 360 version--and we received that on Friday, four days before the game's release.

    I finished the game on Saturday and have spent lots of time in multiplayer, so we went ahead and posted the review for the version we were sent. However, as of this writing, we still haven't received the other versions. In fact, we were specifically asked if we needed to play those versions before posting reviews. (Of course, the answer is always an emphatic yes!) I've already purchased and downloaded the PC version from Steam and will purchase the PS3 version today if we don't receive it in the mail. I didn't want anyone to think we were intentionally slighting the other platforms or ignoring them. Unfortunately, this is a frequent occurrence. We are commonly sent only a single version of a game for review--sometimes just a few days in advance of release and sometimes not at all. I wish we could have had a review of every version up at the same time, but I wanted to reassure you that I'm working on it, and we will post those reviews as soon as we're ready to deliver our final word.

  • Review in Progress: Yakuza 4

    I've spent a few dozen hours now with Yakuza 4, running around the streets of the noisy, neon-lit pleasure district of Kamurocho. When not kicking dudes in the face and beating them bloody with everything from signs to sofas, I've been engaging in a host of pastimes both innocent and adult in nature. The full review of this latest entry in Sega's gangster saga will be up on Monday, but I wanted to share some of my experiences with you now.

    Always bet on the guy with the awesome back tattoo.

    First and foremost, Yakuza 4 is absolutely, completely crazy. This will come as no surprise to anyone who has played the earlier Yakuza games, but if you're new to this series, be prepared for a lot of ludicrously over-the-top fight choreography and a ton of larger-than-life characters. Perhaps the biggest thing that sets Yakuza 4 apart from its predecessors is that you now play as four such characters, rather than just one. The inscrutable Kazuma Kiryu, hero of the earlier Yakuza games, is still here, but he's joined now by three other memorable protagonists. There's Shun Akiyama, a loan shark with a very unconventional way of running his business; Taiga Seijima, a convicted murderer whose quiet exterior hides a passionate soul; and Masayoshi Tanimura, a corrupt cop who operates according to his own moral code.

    Each of these four characters has his own fighting style, and his own personality. Like the earlier Yakuza games, the story here is an intricate tale, packed with betrayals and stunning revelations. The way it's told isn't always exciting--many scenes substitute dry text and canned animations for voice acting and prerendered visuals--but it's overflowing with emotion. Like a good soap opera, the heightened emotions and constant surprises make this story an engaging one. And the fact that it hops from one fascinating character to another at regular intervals keeps the story moving until the credits roll.

    You have to clobber hundreds of dudes before you reach the end, though. As you run around Kamurocho, thugs constantly approach you and demand your money or just insult you, which inevitably leads to fists and feet flying. Showing these punks the error of their ways is rarely challenging, but it's fun nonetheless. The responsive controls make pulling off insane, physics-defying combos easy and enjoyable, and you frequently level up, which gives you access to new moves to expand your arsenal.

    But there's more to Yakuza 4 than just brawling. A lot more. Kamurocho is a pleasure district, after all, so it makes sense that on its streets, you find video arcades, bowling alleys, and batting cages, along with more adult forms of entertainment, like massage parlors and hostess clubs. These latter locales were removed from Yakuza 3 when it was released outside of Japan, but Yakuza 4's international release contains the full, uncompromised experience. Spending time with hostesses is a dating sim in which you give gifts, choose responses in conversation, and participate in activities like karaoke (a simple rhythm game) in the hopes of making the hostesses fall for you. Visiting a massage parlor triggers a minigame in which you try to receive as much relaxation as possible from the massage, if you know what I mean. Elements like these certainly won't appeal to everyone, but they do enhance the sense that this is a pleasure district you're hanging out in, and with the early minor exception of a brief bit of time spent in a hostess club, you can avoid these aspects of the game altogether if you prefer. You can also while away the hours (and earn money and prizes) playing poker, blackjack, darts, billiards, mahjong, and a number of other traditional Japanese games of skill and chance.

    Regardless of how much or how little time you spend with these activities, Yakuza 4 delivers much more of the outrageous brawling and juicy melodrama that are staples of the series and introduces three memorable new protagonists who can each stand proudly beside the charismatic Kazuma Kiryu. Our full review on Monday will have more detail, but suffice it to say that if you're a fan of the series, or if you're open to experiencing some emotionally charged, hard-hitting action with a distinctly Japanese flavor, I think you'll enjoy your time in Kamurocho.

  • MotorStorm: Apocalypse Review Postponed

    If you're one of GameSpot's many European readers, you might be wondering where our review of MotorStorm: Apocalypse is, given that there are already a number of reviews out there. Evolution Studios' latest racer isn't scheduled for release in North America until mid-April, but prior to recent events in Japan, the game was due to arrive on European shelves this Friday. Our review, written by GameSpot UK's Mark Walton, was ready for posting when those of us in the US arrived at work last Friday morning, but given that the game takes place during a massively destructive earthquake, we decided that in light of what had transpired in Japan only hours earlier it would be insensitive for us to post it. Subsequently, we learned that Sony has decided to delay the release of the game as well, and so while our original intention was to delay the review for one week, our current plan is to post it only when it becomes relevant. In other words, we'll aim to post our review shortly before whatever new release date Sony decides on for the game.

    Thanks for understanding, and if you haven't already, please consider making a donation to Japan disaster relief using the button at the top of the site.

  • Review in Progress: Rift

    When you first start up Rift, it's hard to shake the feeling that you've seen this game before. With the art style, the interface, and the basic structure, you see the influence of World of Warcraft and Warhammer Online all over this massively multiplayer online game. (And of course, those games dripped with the influence of earlier games, like Everquest and Asheron's Call.) Its derivative nature was the first thing I noticed about Rift, and when you see screens and gameplay clips, it might be the first thing you notice too. The good news is that Rift is more than just a clone. I've been playing it for a week, and the game has absolutely grown on me. I am still a week or two from delivering a full review, but I wanted to share some thoughts and invite those of you who have entered the world of Telara to share your own as well.

    The nature of the visuals and monsters changes depending on the type of rift. This is a water rift.

    I think it should be said straightaway, however, that in an age when few online role-playing games feel complete upon release, Rift is one of the most slick and refined MMOGs I have ever played during the launch window. I fondly remember the mostly trouble-free launches of Dark Age of Camelot, Earth & Beyond, and Asheron's Call 2, but even then, few games of this ilk feel like they have everything they need from the beginning. Final Fantasy XIV was missing an auction house and quick travel (among many, many other things); Champions Online and Age of Conan had noticeable content gaps; and Star Wars Galaxies lacked vehicles and mounts. Rift has had a few short downtimes for hot fixes, and I have run into login queues here and there, but otherwise, it is a working, attractive, playable game out of the box. All of the basic features you need in an MMOG are here from the get-go, without having to trust in a patch that may or may not come. Of course, patches and fixes will come; they always do in such games. But Rift isn't a shell, meant to have mechanics bolted on at a later date. It's a fully featured MMOG waiting for you to play it.

    And if you are already playing it, I hope you are enjoying it as much as I am right now. There's a certain amount of chaos when you begin. Rift throws a lot of lore at you at once, without much of an introduction. The tutorial gets you up to speed well enough: You are an "Ascended," resurrected and sent back in time to fight the forces of the evil Regulos and halt the apocalypse before it occurs. Quest givers throw a lot of backstory at you, but it's all a bit scattered, like being dropped into the middle of the third installment of a fantasy trilogy. The confusion is compounded once you start looting items and earning different currencies, unsure of how to use some object or another or where this or that currency might be usable. But once the game allows you a moment to breathe, you can get up to speed with the intricacies and start enjoying what makes this game uniquely "Rift," and not "just another fantasy game."

    Rifts and invasions are key to setting Rift apart. Everywhere you go, portals from other dimensions open into Telara from which nasty demons pour out. These events seem to happen almost anywhere and everywhere. One of the most memorable moments I have ever had in an MMOG was the first time such a rift opened right on top of me. The sky darkened, purple gunk erupted from the ground, and nasties appeared in flashes of blinding light. Nearby players converged on my location, and we defeated these demonspawn, the game automatically inviting everyone to join a raid group. You might think of rifts like Warhammer Online's public quests, except that rather than having to go to the quest location, the quest location comes to you. Marauding creatures parade down streets toward villages, and you might join a throng of other players as they pass, hunting down these monsters to halt the invasion. Rifts lend welcome unpredictability to a genre sorely needing it.

    The other aspect of Rift that sets it apart is its class flexibility. You choose a main class to start with, but within it, you equip three souls. Souls are essentially subclasses, and when you level up, you spend skill points in any of the three. This improves skills you have earned and allows you to learn new ones. It also lets you mix and match to make your own class, though some classes are better fits than others. (After all, no one wants to be a jack-of-all-trades and master of none.) You aren't stuck with the same three souls for the duration, however; instead, you earn more as you complete quests. My current mage is a necromancer/warlock/dominator, which I enjoy not just because it is a pet class, but also because I can do ranged DPS (that is, damage per second). I can also help with crowd control by, for example, turning enemies into squirrels. (This is incredibly helpful in player-versus-player matches.) But in time, I might swap in other souls to see how I fare as a pyromancer or summon the power of wind and rain as a stormcaller.

    In this PVP map, your team must hold onto the artifact as long as it can. The catch is that it depletes the health of the player carrying it. Another catch: Holding onto it near the center earns you points faster.

    Of course, these mechanics are wrapped into a by-the-book, quest-focused RPG. But they go a long way toward making Rift feel truly fresh--a big surprise if you judge this book by its admittedly derivative cover. I need to spend more time exploring this world, clearing dungeons, and closing rifts before I can deliver a more definitive word. But I offer a strong preliminary recommendation for now; not just because Rift makes a few nifty changes to an aging formula, but also because it does so in an elegant package that looks great and runs beautifully.

  • Review in Progress: DC Universe Online

    Online role-playing games have already given you the chance to act as a triumphant superhero or dastardly villain, but DC Universe Online marks the first time one has used a well-known superhero license. In this new massively multiplayer game, you create your own hero or villain and run about the streets of Gotham City and Metropolis, aiding your allies while fending off evildoers--or doing some evil of your own. As with all such games, reviewing DC Universe Online will take some time, though at the current pace of leveling, I suspect that this game doesn't hide many aces up its sleeve. But so far, it's light, breezy fun, with a smooth feel and a charm that is sure to delight fans of the license. I don't know that it's the right choice for someone looking to find a new long-term virtual home, though I have yet to experience all of its features. In the meanwhile, I thought I would share some thoughts regarding my experiences thus far, as well as some screens and movies to help tide you over before I deliver a full evaluation.

    Alerts show DC Universe Online at its flashiest.

    It's hard not to compare DC Universe Online to 2010's Champions Online, given their obvious thematic similarities. If you've played last year's superhero funfest, you may be somewhat disappointed that DC Universe's character creation isn't as flexible as that of Champions. There are fewer cosmetic options, nor can you create your own personal origin story, since the game's narrative provides you one. Don't fret too much, however, since you still get the opportunity to create a great-looking character using a variety of skin types, belts, boots, capes, tops, and so on. Of course, what makes DC Universe immediately rise above its recent competition is that you can play as either a hero or a villain, which enhances its appeal. Your choices aren't just cosmetic, however: you choose a basic power set (gadgets, for example, or ice, or fire) and an initial weapon. My magic-focused villain uses a staff to beat up her foes, while my hero gadgeteer wields dual pistols. (Note that you are limited to your initial weapon choice for the first nine levels).

    You also decide upon a method of travel. On the PC, I went with acrobatics for my villain, which allows me to glide and quickly scale surfaces; on the PS3, my hero takes to the skies in full-fledged flight. My fellow reviewer Tom Mc Shea chose super speed, and it's a hoot to watch him flash across the screen while we travel together. You also must choose on a mentor. There are three mentors for heroes and three for villains. If you feel particularly virtuous, you can side with Batman, Superman, or Wonder Woman; scoundrels choose from Lex Luthor, The Joker, and Circe. After you make these choices, the game opens with a quality tutorial that introduces you to the story and combat. The battle system is striking for its clicky/mashy action, which is a refreshing change from the more usual, less direct, massively multiplayer online combat. DC Universe feels like an action game, which gives it an immediate user-friendly appeal, though you may find that the appeal wears thin over time.

    DC Universe Online mixes up its open-area questing with instanced scenarios in which you enter private areas and beat up on adversaries and interact with non-player characters and objects as you make your way to the end boss. One thing I appreciate about playing as a villain is that there's a definite evil (but tongue-in-cheek) twist to the missions that 2005's City of Villains sometimes lacked. For example, in an early quest you convert helpless citizens into less wholesome beings, and there's something awful and wonderful about hearing their cries for help before channeling a demonic presence. The main quest chains culminate with those instanced quests, which reward you with a sharp-looking, narrated comic cutscene. There's a lot of voice acting in DC Universe, and most of the beloved DC characters sound quite good. (As you can imagine, Mark Hamill is impeccable as the Joker.)

    These workers are entirely too devoted to their winged leader.

    I've tried other types of content as well, including player-versus-player battles. Your introduction to PVP play has you and your teammates taking the roles of iconic characters and capturing key points while fending off an opposing team. I prefer using my own characters, however, since I am beginning to develop a bond with them, as I would in any online RPG, and have had more fun in the arena as a result. The PVP is flashy and enjoyable, though I haven't played enough of it to know if it has lasting appeal or if it's balanced particularly well. I've also taken part in alerts, which are extended player-versus-environment team missions. My first alert's end boss took some time to defeat, but that was due more to an inflated health bar than to an actual challenge. Most of the PVE content I've seen has been rather easy, which has led to a certain sense of shallowness. That impression is enhanced by other aspects of the game--the simple combat, limitations to how many powers you can equip at once, the fact that there are only two major locations (though they are impressively large), and certain interface and feature quirks. (For example, you can't share your quests with teammates as you can in most similar games.) Some of those limitations make sense from the console perspective and make the game friendly for those using a controller. Keyboard jockeys, on the other hand, may miss many of the interface standards and the flexibility they've grown used to over the years.

    Exploding barrels: a villain's best friend.

    One of my favorite aspects of the game is that you loot new gear and weapons, but you can choose whether or not those items should appear on your character when you equip them. This way, you can get the stat bonus without messing with your physical appearance. My flirty she-villain doesn't look so hot in a flouncy blouse, but I enjoy seeing different looks appear on her as I progress. On the other hand, I love the appearance of my mysterious gadgeteer so much that I refuse to change it. This was a smart way to allow players the satisfaction of collecting loot without forcing a new look on them. And speaking of looks, DC Universe has them. This isn't a technical stunner, but the game's art is colorful and captures the spirit of the source material, and DCUO has performed admirably on both my work and home machines. I've experienced some performance hitches on the PlayStation 3, but nothing particularly earth-shattering.

    Mind you, these are top-level impressions based on a dozen-plus hours of play, and I expect that my weekend will be spent spreading my online infamy. I'll have a review ready soon, but until then, I'll be posting screens and videos for you to feast upon. And if you're already cavorting about Metropolis in a cape, I'd enjoy hearing your thoughts!

  • Review in Progress: World of Warcraft: Cataclysm

    Several days ago I stayed up until midnight so that I could be among the first players on my server to start playing the new content in World of Warcraft's Cataclysm expansion. We'll be posting our full review sometime next week, but in the meantime I wanted to give you all a heads-up on where I'm at with the game.

    After experimenting with my three level-80 characters in order to see how they had changed following recent updates, I initially decided that the night elf death knight was going to be the one I'd play through the Cataclysm content with first. Predictably, moments after midnight the server was struggling to cope (and eventually failed for a time) as thousands of players all gathered in the same spots to get their Cataclysm adventures under way. Personally, I had opted to hang out near a flight trainer in Stormwind so that I could learn to fly in the original Azeroth continents before heading out to one of the all-new zones. That was my first mistake, because as you can see in the screenshot below, plenty of other players had the same idea.

    With my flying lesson bought, and after struggling to interact with a couple more non-player characters that were being similarly obscured by crowds of players, I made it to the new Mount Hyjal zone. There, I spent maybe 45 minutes or so trying to complete the same quests that hundreds of players from both factions were also trying to get done, replaced my favorite epic sword with a green quest reward, and then called it a night because competing for quest items and enemies was becoming increasingly frustrating as more and more players flooded into the area. Fortunately, players are much more spread out now, and so the time I've spent playing since that first night has been much more productive.

    I've mostly been playing with my dwarf hunter this week, and as of this writing he's level 83 after playing through most of Mount Hyjal and everything that the underwater zone of Vashj'ir has to offer. While I found the former to be a little disappointing because of how similar it is to other zones in Azeroth, the latter really impressed me. World of Warcraft's first underwater zone is everything that I hoped it would be and much, much more. Without giving too much away, some of the highlights include taming your own seahorse mount, a series of flashback-style quests in which you get to play as a naga, and rides on both a shark and a submarine. The ending of the Vashj'ir storyline that you're treated to after playing through all (or at least most) of its 160 quests is also well worth the effort.

    Flying into Mount Hyjal for the first time is a memorable experience.

    Like the original zones that were significantly changed prior to Cataclysm's arrival, the new areas introduced in the expansion are almost entirely self-contained. Previously, quests in any given zone would encourage you to dip in and out of other zones and ultimately move you into them, but that doesn't appear to be the case any longer. Instead, every zone (with the exceptions of those in Outland and Northrend, which haven't changed since they were introduced in the Burning Crusade and Wrath of the Lich King expansions, respectively) has a largely linear line of quests that tells a story from beginning to end. I wasn't sure what to think of this new approach initially, but it has really grown on me. Not only am I getting to see all of these stories through to their conclusions, but my quest log is no longer filling up with unfinished quests that I didn't complete before moving on to another zone.

    Another reason for the unusually uncluttered state of my quest log is that dungeon quests are now dealt with in a much smarter way. I've played through only two of the expansion's seven new dungeons to date, so this might not be true of all of them, but it seems that rather than going into a dungeon with several quests to complete inside, you now go in with only one or two. Then, as you progress, you have opportunities to turn them in and take on new quests. In Blackrock Caverns, for example, there's a quest associated with each boss, and so after downing one you claim your reward and can accept the quest for the next one. It really is a great system, and I can't wait to see how it's implemented in dungeons like The Stonecore (which I've now found the entrance to--a requisite for being able to run dungeons now, even via the group finder option) and The Vortex Pinnacle.

    In addition to playing with my hunter, I've checked out both the worgen and goblin starter zones, formed a guild with some GameSpot colleagues to get a good look at the new guild leveling and rewards systems, and spent some time playing around with the new archaeology profession. I had already played through the worgen starter zone in the beta the one time that I logged into it, which might be why I found it a little underwhelming, but entering the goblin area for the first time was a real "wow" moment. The zone is unlike anything that has previously appeared in World of Warcraft, and before I'd even reached level 3 I was using a hot rod to navigate it. Archaeology is also good fun as far as professions go, though despite retrieving numerous fragments from several different dig sites, I have yet to finish an artifact. That will change this weekend, I'm sure.

    Obviously I'm not ready to deliver my final verdict on World of Warcraft: Cataclysm just yet, and let's be honest, there are probably very few of you reading this who are waiting for a review before deciding on whether or not to buy it. The review will be up next week for sure though, and in the meantime I'll just say that after six years of playing and canceling/renewing my account on more than a couple of occasions, Cataclysm and all of the changes that preceded it have me more excited about playing World of Warcraft than I've been in a very long time.

  • Review in Progress: Gran Turismo 5

    It has been a long time coming, but Gran Turismo 5 is finally here. I've been playing the game for a few days at this point, and while I'd love to post a full review when the embargo lifts at midnight tonight, it's just not going to happen. That's not only because GT5 is a big game with a lot of different components, but also because the game's online functionality (which was just patched in last night) hasn't actually been available for most of today. I daresay it'll be up and running in time for launch, but as of right now I haven't been able to get into a single online race. I was able to set up my online lounge last night, and I unlocked a handful of photo exhibits for my museum just by logging on, but to date that's the extent of my online experience. Clearly, I need to spend some more time with the game before I can deliver a review. In the meantime, though, I thought it might be helpful for me to give you my impressions of the game thus far. To give these impressions some context, I've apparently completed 30 percent of what the game has to offer. I've mostly been concentrating on the GT Mode's A-Spec events and Special events, taking time out only to complete three of the six license tests, to race in Arcade mode using cars imported from my Gran Turismo PSP save, and to start leveling up a driver in B-Spec mode.

    It took me several attempts to beat this Sebastien Loeb challenge because hitting a barrier with any kind of force results in instant disqualification.

    One of the first things that struck me about GT5 is how rare the "premium" cars are early on. Starting out in GT mode with only $20K to spend, your best shot at getting a competitive car is to check the used-car dealer where, to date, I don't think I've noticed a single premium model. A handful of new used cars replace old ones at the dealer after every event, so I've gotten into the habit of checking it often, and because I'm a sucker for '60s and '70s models, I've been spending money on plenty of vehicles that I don't really need. I'd love to use some of these classics in the game's Photo mode, but that's reserved for premium cars unfortunately, though it's still possible to pause replays and take photos of standard cars that way. Premium cars look significantly better than standard ones; the former actually look like they're constructed from individual panels, while the latter are more like carefully shaped blocks of wood with details like gaps between panels, door handles, and lights just painted on. Quick tip for when you buy used cars, by the way: Regardless of what their mileage is, used cars always need an oil change before they'll run at their best.

    Driving in GT5 feels easier than it has in previous games because there are a number of driving aids switched on by default. These include both traction control and antilock brakes, the effects of which can be adjusted on a 10-point scale. Other aids, like the driving line, skid recovery force, and active stability management are either on or off. It really does feel like GT5 is customizable for players of just about any skill level, and I'll point out that while I plan to use Logitech's latest force feedback wheel for most of the day tomorrow, I've had no problems playing with a regular DualShock 3 so far. Regardless of how you're playing, there's no denying that these cars feature believable handling (I'd say realistic, but I'm not sure my few laps of the Catalunya circuit in an Audi A4 several years back or my limited go-karting experience qualify me to do so) and that it's fun to put them through their paces on some of the world's finest courses.

    The karting events are some of the easiest in the game once you get a feel for how the karts handle.

    The A-Spec (you driving) and B-Spec (you giving instructions to an AI driver) modes use the same series of events. I've completed only a few events in B-Spec mode, but in A-Spec mode I've beaten the Beginner, Amateur, and most of the Professional series. All of the Expert series events are unlocked for me now, but I need to hit level 20 before I can see what the Extreme series has in store for me (I'm currently level 19, so not long to go.) You earn experience points toward the next level for just about everything you do in GT5, including the license tests, which are completely optional this time around.

    Race events, like those in previous GT games, require you to adhere to different car restrictions. Early on, you might simply have to use a compact, a Japanese classic, or a car with an FF or FR drivetrain, but later the requirements get a lot more specific. This works in the game's favor because while it's possible to "cheat" early events by entering them in cars that are significantly more powerful than the rest of the field, that becomes increasingly difficult as your career progresses. Very few of the events that I've entered thus far restrict the maximum horsepower of your car, so after earning only a bronze or silver trophy I've found that I can often turn that into a gold simply by adding a few parts from the tuning shop and racing again. I know that I won't have that option for much longer though.

    These snow tracks are different almost every time and appear to be generated with the same system you can use to design your own courses.

    The options available to you in the tuning shop are impressive, and regardless of how much you know about cars, it's easy to figure out where your money will be well spent. Not all of the upgrades are available for all cars, but most of the restrictions seem to make sense. You can't make the diminutive Caterham Seven any lighter, for example. I'm a little disappointed that the option to add full-on racing modifications isn't available for more cars, but if I remember correctly, that was the case in GT2 as well, and it's one of the features I remember most fondly from that game.

    When I look back on GT5 in years to come, I'm hoping that I'll feel that way about the online play, and I know for sure that I'll feel that way about some of the special challenges. There's a really good assortment of challenges on offer, and they're made more challenging by the fact that none of them give you the option to upgrade or even choose which car to use. The Gran Turismo Karting Experience is the most obvious of the special challenges to call out since it's so completely different from everything else in the game, but other highlights for me have included the Jeff Gordon NASCAR School (a series of lessons that test your high-speed cornering and drafting skills), the Top Gear Test Track (where you race in a VW camper van, a Lotus Elise, and a 1944 VW Kubelwagen), the AMG Driving Academy (timed Nurburgring events in different cars and weather conditions), and the Sebastien Loeb Rally Challenge (chase a ghost car around some of the most challenging rally courses in the game). The special challenges pay really well, but unlike regular events, you can't keep repeating them to earn more money. Earning a gold trophy also pays out for the silver and bronze, and at that point there's no more money to be made from them.

    This slow Top Gear challenge is made more interesting by vehicles that intercept the racers where the track crosses over.

    In my garage right now I have a total of 68 cars, 10 of which are premium. I've been keeping all of the cars that I win as prizes thus far, but since I need to start investing in some racecars soon, I think that's probably going to change. I probably don't need four Honda Civics, after all. Even with that many cars to choose from, it's not difficult to find the car I'm looking for at any time because there are options to filter my collection by country, make, and drivetrain, as well as to sort them by manufacturer, maximum power, and a bunch of other options. The only slightly odd thing is that premium and standard cars appear in completely separate lists, so if I'm just looking for a car that's eligible for a certain event and don't care whether or not it looks good, I have to search twice.

    Anyhow, I think that's about all I have to say on the subject of Gran Turismo 5 right now. Be sure to check out the embedded movies of some of my replays, and check back next week for the full review.

  • Review in Progress: Elemental: War of Magic

    If you love strategy games, then you know Stardock, the respected developer and publisher behind such games as Demigod, Galactic Civilizations, and the awesome Sins of a Solar Empire. Its newest game is Elemental: War of Magic, an intriguing strategy game that I purchased on Tuesday when it became available on Stardock's own Impulse store. It's unfortunate that technical woes have made this a difficult game to play thus far, so the review may come later than I'd hoped.

    Upon initial download, it was hard not to be struck by how poorly Elemental explained itself. If you are a newcomer, learning the game's unique take on turn-based strategy will take a bit of patience. Happily, some tutorial pop-ups have been added since the game's first patch. (Three days after release, two patches have been issued.) The in-game help tome fills in some gaps, but it isn't terribly complete. It tells you, for example, that there are four ways to win a game, but it lists only three of them.

    More importantly, Elemental's crashes have become more than a rare nuisance for us. Of course, there is no guarantee that any given PC game will be perfectly stable for every player; you may run into problems I haven't encountered, and you might have a flawless experience. I've played the game on three separate PCs far exceeding the recommended requirements, and using the most recent video card drivers. And unfortunately, Elemental crashes relatively often on all of these systems--two using ATI cards and one using an Nvidia card. On one system, the game crashes every time an army is defeated. DirectX runtime errors and out-of-memory errors, all leading to crashes, have also been an issue.

    After installing the second patch this morning, I was more hopeful, though sadly, games saved before the patch are not compatible with the patched version, meaning I couldn't continue from where I had left off yesterday. I have yet to venture into multiplayer, though as the reviewer's guide (attributed to Stardock CEO Brad Wardell) we received states, "multiplayer just isn't that fun." I am more excited about the included modding tools, not just because I want to flex my creative muscle, but because I am eager to see what other players do with Elemental's strategic foundation.

    If you are interested in Elemental: War of Magic, I need to express extreme caution. While you may have a technically flawless experience, you may also run into severe bugs that hinder your enjoyment. Even if they pass you by, you are almost certain to notice other glitches, many of them related to Elemental's less-than-stellar interface. We'll bring you a full review when I've been able to spend vast amounts of time with the game, but for now, at least, you may wish to hold off until the wrinkles have been ironed out.

  • Review in Progress: Starcraft II: Wings of Liberty

    In Starcraft II: Wings of Liberty's opening cutscene, the gruff, cigar-chomping Tychus Findlay opines, "Hell… it's about time." He's talking about his release from prison, but he also speaks for Starcraft fans that have waited many years for the original game's sequel. Well, it's here, and like many of you, I am voraciously gulping down the game's campaign, in which I am already totally invested. As you may already be aware, the press didn't get copies well in advance; GameSpot received boxed copies yesterday and had to wait for the battle.net servers to go live and allow the game to be installed. This is why you haven't seen any advance reviews, but the good news is that we are well into the game and will bring you our review as soon as we've finished the campaign and spent significant time with the other modes--both online and off. Obviously, we're not ready to pass on a final verdict, but I am willing to say this much: The campaign is pretty great.

    Cause we gotta little ol' convoy, rockin' through the night.

    The early campaign missions are what you would expect: smaller-scale battles that gradually introduce you to the units you will be commanding. In this case, of course, you will only be controlling Terran units (or at least, we assume) because Wings of Liberty includes only a single campaign. Yet even the early missions are super fun, thanks to small and subtle details that get you invested. Even the first mission--a typical "lead all your units around and shoot everything that moves" task--gets under your skin. You shoot down propaganda holograms, which give you a sense of the emotional influence Emperor Arcturus Mengsk wields over his subjects. And when the colonists you save rise up and fight, you taste their desperate desire for freedom.

    And so the campaign continues, having you fight the Zerg while avoiding overflowing lava, shoot down racing trains, retrieve artifacts in the midst of Protoss versus Zerg showdowns, and more. The between-mission activities are what make the campaign so intriguing--not just the missions themselves. There's a point-and-click adventure element here in which you can click on the various characters aboard your ship, and they fill you in on the backstory or further flesh out their motivations. Not only does it get you immediately interested in Jim Raynor and his colleagues, but it also allows players unfamiliar with Starcraft to get up to date quickly and easily.

    Jim Raynor nurses a headache after warping into space. Note: Depending on your tolerance levels, any cutscene could constitute a spoiler. Watch at your own risk!

    You aren't just advancing the story onboard your ship, however. You also research advancements (using research points you earn for doing missions and finding important items during missions), hire mercenaries that you may summon during your mission, and spend the currency you earn for doing missions on upgrades to your base and units. Many of these enhancements are either/or propositions, so there's clearly some replay value here, if just to see how these choices manifest on the battlefield. In-game achievements also provide a reason to return to single-player missions, and many of them are a real challenge to complete, often requiring you to play on harder difficulties to unlock them.

    As you might have guessed, Starcraft II's cinematics are incredibly impressive, but what's more impressive is how well the gameplay pulls you into the story--through varied objectives, through unit and hero feedback, through visual and musical touches that set just the right tone for your mission. Obviously, there's a lot more to talk about with Starcraft II: the social features, the challenges, the editor, the online ladders, and more. We'll bring you a full review when we can, but in the meanwhile, we'll be uploading movies and screenshots for you to feast upon. We hope you enjoy them!

  • Review in Progress: APB

    I wouldn't want to live in the city of San Paro. Packs of pierced and tattooed criminals speed about the streets, chased by equally adrenaline-filled peacekeepers desperately trying to rid the city of its delinquents. Fortunately, this crime-filled metropolis is fictional, so my current tour of duty there isn't life threatening, though it can be a bit harrowing from time to time. Welcome to APB, developer Realtime Worlds' first foray into the (sort of) massively multiplayer market. The game was just released this week, and I've been cavorting about as a ginger-Mohawked enforcer, bringing criminals to justice while admiring my sweet leather jacket as I hang out car windows like a streetwise vigilante. It's too early to tell whether APB deserves the key to the city or whether it should suffer in skid row, but in advance of the review, I thought I would give you a quick look into my life as an enforcer.

    Perhaps APB's greatest selling point is the amount of customization on offer. Initial character creation is robust, but it's after you get in the game that this aspect starts to boggle your mind. Here's one game in which you can make sure your character looks nothing like anyone else. Using a Forza-style editor, you can use basic geometric shapes and decals to modify not just the vehicles that you buy, but also your clothing. As you gain favor with your various contacts in the world, you unlock more decals (and of course, new weapons and clothing as well). But you aren't just personalizing your looks: You can also use a simple in-game sequencer to create tunes that your victims hear upon defeat. I haven't made any fancy clothing just yet, though I did purchase a sweet "Assassin's Jacket" some player made with a familiar logo on it. (If you know who Altair and Ezio are, you know what I'm talking about!) I've spent more time in the midi sequencer and created a fun, short, and slightly discordant version of a tune from Ms. Pac-Man for my kill tune.

    As for the gameplay, many of APB's ups and downs are obvious within a few hours. You perform missions for your various contacts to gain favor with them and unlock new goodies, which generally involves grouping up with other players and performing mundane tasks while shooting up the rival players assigned to opposing tasks. The game makes it easy to hook up with others, assigning players to groups automatically unless you choose to turn that option off and run about with players of your own choosing. You might get about 10 players on opposing teams on some occasions, though more frequently, there may be four of you. Missions are easy to take: The group leader receives constant mission invitations no matter where he is in San Paro, and when he accepts one, the team rolls out. The game will (hopefully) then match your team up with a competing team--enforcers versus criminals.

    The massively multiplayer aspect applies to the world at large but not to the action. There are firefights going on all around, but I can't shoot up criminals willy-nilly--only members of the assigned opposition, unless there's a bounty on someone's head. It's certainly an interesting dichotomy: large-scale environments with all small-scale shootouts. Some traditional online shooters like MAG, Modern Warfare 2, and Bad Company 2 feature action on a much larger scale, so don't go into APB expecting massive battles. Nevertheless, it's undeniably cool to hang out of a passenger's side window, shooting up the rival team's vehicle as it pursues my team's van, hoping to murder our VIP. It's less cool to be the driver, only because the vehicles, at least at this stage, aren't much fun to drive. They either feel like heavy boxes on wheels or like you're speeding around on streets made of banana peels. Luckily, as with weapons, you earn upgrades for your own vehicles, which you can spawn at designated points throughout San Paro. I'm interested to see how vehicles improve as I earn these upgrades.

    I'm also interested to see how the action improves once I gain access to some awesome weapons. You may find yourself up against some pretty tough rivals, using your puny early weapons to shoot up guys with upgraded gear. It can be frustrating to unload a ton of bullets in someone, only to get taken down in a few shots. Things are a lot more fun when teams are on level footing, but there's no guarantee that you'll have a fair fight when you first start. At least the game keeps you moving from one mission to the next, so you won't lack things to do. They do seem to always be the same things, however, and I'm looking forward to seeing if APB develops a greater sense of forward momentum. There's not a lot of story or world/character development, so the game relies on the promise of better weapons and customization options to keep you invested.

    I haven't run into a lot of lag, which is fortunate, but I have encountered some craziness in the launch week. Busted animations and texture pop-in haven't affected the gameplay, but they can still be distracting. On the other hand, certain bugs, like capture spots located inside level geometry, can keep you from finishing missions. Another glitch allows you to unlock countless stuff if you stay logged in to a clothing customization terminal. (Now you know why dozens of unresponsive players are all huddled around those machines in the social district!) However, I haven't had any logging difficulties, and lag spikes have been rare for me, so there is some sugar to sweeten the lemonade.

    Look out for a review of APB in the next week or two. In the meanwhile, if you'd like to party it up in San Paro with me, send me a private message on GameSpot; I'm on the La Rocha server!

  • Review in Progress: Age of Conan: Rise of the Godslayer

    Can you believe it has been two years since the launch of Age of Conan, Funcom's low-fantasy online role-playing game? Time sure has flown, and that game has grown by leaps and bounds since its release, which isn't surprising given its slightly rocky start. Last month, AOC's first expansion, Rise of the Godslayer, hit store shelves, and I've been sinking many hours into it. I had hoped to have a review published for you today, but even after 40 hours, I feel like I need to spend a bit more time in the newly added regions of Khitai before I'm ready to pass along a verdict. But I will say this: I am having a lot of fun, and the new content is significant. Since I won't be able to write a review until after E3, which will fill up all of next week, I thought I'd show off a little of what Age of Conan: Rise of the Godslayer has to offer.

    Rise of the Godslayer's content centers on Khitai, a vast area composed of five different regions. If you create a new character and select the Khitan race, you voyage to Gateway to Khitai after you finish your initial exploration of Tortage. If you've got an existing character and want to journey forth, however, you should talk to the new caravan master in Khemi. He gives you a choice: pay a fee for immediate and uncomplicated travel, or get free passage, but only if you're willing to work off your debt--that is, perform a randomly chosen quest. I've traveled this route several times and have encountered three different missions: one that involves a bit of climbing and combat, a high-seas Kraken assault, and a moody underwater reverie in which you must collect a number of artifacts.

    The new level 20-40 content (level 40-80 characters are left out in the cold, unfortunately) seems uniformly excellent, though that's no great shock, considering the great quest writing that permeates all of Age of Conan. You free slaves from the bonds of their captors and assault Hykranian archers on horseback, all while traversing the region's beautiful grassy plains and rocky cliffs. You also come face-to-face with a number of gruesome bosses, such as the one pictured at the top of this article. The demonic creatures known as Kang Zai will also put up a fuss, and I enjoyed chopping them up along the great wall separating the Gateway from the neighboring level 80 grasslands.

    If you're in the level 40-80 range, be warned that Rise of the Godslayer doesn't offer much new questing for you, though if you've strayed since Age of Conan's launch, you'll appreciate the new areas that have been added since the game's initial release, such as Ymir's Pass in Cimmeria. If you've quested and pillaged your way to level 80, however, there's a ton of stuff in the expansion designed to stir your interest. I marvel at the visual diversity on display as I travel deeper into Khitai. The detailed architecture, character design, and exotic landscapes were clearly inspired by the Far East, yet the environmental variety is impressive. For example, the idyllic coastlines in Paikang are far removed from the charred villages you glimpse in Chosain Province. Yet all of these areas capture that grim Age of Conan essence, and even the most tranquil oases exude a touch of barbarism.

    There's no increase to the level cap. Instead, Rise of the Godslayer adds an alternate advancement system, in which you spend points on new types of feats and perks. There's a bit of a Guild Wars-inspired twist to the perks you acquire, however: they must be equipped to your perks bar, but that bar has limited space, so you have to pick and choose which perks you wish to be active at any given time. The other major addition is the faction system, which requires you to take sides in the never-ending struggles for dominance in Khitai. You earn and lose favor by completing quests, triumphing over enemies, and even choosing your responses carefully in random conversations with non-player characters. Gaining favor leads to fun rewards, including new mounts. I'm currently working toward a wolf mount, which entails questing on behalf of the Wolves of the Steppes, though the need to repeat some of the related quests ad nauseam becomes a mild grind after a time.

    As you might be able to tell from the above screen, there are also new raid dungeons and bosses to conquer. It's a good mix of solo content, small-group instances, and large-scale raids, and I'll be spending more time checking out the new group-oriented content today and this weekend. If you've been away from Age of Conan and are looking to return, I do recommend checking out some of the fine interface mods available. I am using the Plagued UI, which comes in multiple versions, and the Age of Conan UI Installer, which makes it easy to get a new mod up and running quickly.

    I have encountered some glitches and bugs here and there, and even two years later, the graphics engine remains demanding, though performance has greatly improved, and the DirectX 10 features inserted after launch add a nice shine to an already eye-catching game. Expect a review the week after E3, and until then, consider this blog a preliminary thumbs-up to Age of Conan: Rise of the Godslayer, an expansion I've enjoyed thus far.

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