Thursday, May 26, 2011

Notícias: Novos detalhes de Uncharted 3

Notícias:
Novos detalhes de Uncharted 3
: "




Conheçam um dos primeiros cenários do jogo.





Andrew Kim mostrou uma nova ilustração de Uncharted 3: Drake's Decepcion.




Trata-se do 'Pelican Inn' um dos primeiros cenários desta sequela de acção e aventura criada pela Naughty Dog.




Este típico pub londrino está repleto de bêbedos arruaceiros e prostitutas, e servirá para testar o novo sistema de combate corpo-a-corpo do jogo, como tal as lutas estão garantidas para Drake e Sully. Kim diz ter incutido propositadamente um ambiente de boxe ao pub e salientou ter dado muita atenção aos detalhes neste cenário.






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Sonic Generations 3DS features Casino Night, multiplayer

Sonic Generations 3DS features Casino Night, multiplayer: "First details arrive in Nintendo Power...


The first Sonic Generations 3DS details have arrived online, following confirmation of its existence in Nintendo Power magazine.

Click here to read the full article"

Review: DiRT 3

Review: DiRT 3: "


Review: DiRT 3 screenshot


I love racing games, but my favorite kind are the ones that take you off the road and into the elements. Rally racing has always been my preference. Actually (cue harps and clouds), my money-no-object dream is to actually rally race across Africa. I'd probably roll and kill myself, though. For now, videogames will have to do the trick. DiRT 3 certainly does the trick.


These past few days I've been blissfully lost in the outback, drifting through corners on dusty roads. I've been splashing through shallow puddles and sloshing thick mud. I've been plowing through snow storms, guided through the low visibility only by headlight beams. Every one of my off-the-road fantasies has been fulfilled with DiRT 3.



DiRT 3 (PlayStation 3, Xbox 360 [both reviewed], PC)
Developer: Codemasters
Publisher: THQ
Released: May 24, 2011
MSRP: $59.99


The folks at Codemasters make racing games that are on par with the top franchises out there, like Gran Turismo and Forza Motorsport. The difference is that they focus their games on one aspect of racing, rather than try to be the end-all racing title. DiRT 3 focuses on the racing experiences that are off the beaten path. That means rally racing, rallycross, trailblazing and everything else that makes your car dusty and crusted with mud. This is a dirty game.


DiRT 3 isn't the type of game where you can hold down the 'go button' and expect to win a race. Well, I take that back. If you put the game on the Casual setting, you will likely win every race. It's really hard to make a mistake with the heavy corrective steering and brake settings. It's also hard to enjoy when you're winning all the time, which makes me wonder why they made this the default setting.


The Intermediate mode takes most of the helps off, forcing you to quickly get a feel for the precise control. Expert takes all assists off, naturally. Of course, you'll have access to the game's rewind feature, which lets you hit a button to pause time, rewind to a point before a crash or wipeout, and try again. I vowed not to use it when I first started the game, but was dialing it up often five or six hours into the career mode.



DiRT 3's controls are excellent. They're tight, responsive and realistic, with no issues to mention. The driving control is so finely tuned that there's really no room to complain when you wipe out and roll your car -- that's all you. This comes as no surprise: Codemasters is among the best in the business when it comes to finely tuned and polished racers.


Career mode is the heart of DiRT 3. It's a guided path through all aspects of rally racing, gradually building from simple on-asphalt races through event types like rallycross, trailblazer and landrush. You'll eventually get a taste of stunt arena mode Gymkhana. You'll race to earn points to unlock the next event or series, with bonus Rep points coming from side challenges, like hitting a top speed, or performing a long drift. These Rep points will unlock more cars and game options.


I like how you acquire cars in this game. It just ... happens. You win, proceed, and get cars. With the way the game's career mode is structured you're never really bothered with trying to gather money, visit garages or tweak anything other than preferences. This makes the driving focused, letting you worry more about your skills and less about some bank account balance.



Codemasters went nuts with the vehicle types and makes in this game. The team dug deep for general rally racing vehicles, going several decades back to offer up old classics along with your shiny, modern rally cars. It's fun to take one of the older cars for a spin in the dirt and see just how different it handles from a fancy new Subaru or Mitsubishi. Add in trucks, trailblazer cars and the buggy cars (very fun!), and you've got a ton of variety to try out on the various types of tracks and events.


DiRT 3 is beautiful. The game has a shine and polish that puts it above even Forza Motorsport 3 and Gran Turismo 5 in the visuals department. The licensed and branded cars are lovely and detailed, but the locales are what will really dazzle you. You'll feel like you're seeing the world as you travel in this game's career mode, from sunny desert Kenya to the hazy Great Lakes area in Michigan. Cool down in the snow of Aspen, and then get out and away to Finland and Norway.


These locales all have a high level of detail and variety that have to be explored to be appreciated -- I actually caught myself slowing down to look! You'll see old barns and cracks in the streets in Michigan, or the hills in the distance in Monaco. Some of the best-looking locations have time-based variants, like the sunsets in Kenya, or racing in Aspen at night in the snow. Again: Prettiest racing game ever.



The beauty continues into the game's menus and presentation. The look is clean and flashy, with bold lettering for the text and a bevy of triangles for all the event items and interface. You'll simply cursor through pyramids of triangles to pick events and challenges in the foreground as your cars zip by in the background against a gold, sun-kissed backdrop. It's all very sleek and cool, and a world away from the clunky presentation of its predecessor.


The sound and music of DiRT 3 are also of note. The sound design is among the best I've ever heard in a racer. Playing with a full Dolby Digital 5.1 rig is a treat, as the sound work puts you right in the car. When playing with one of the in-car views, the surround speakers are working overtime, tickling your ears with rear rumbles and crunches as you drive over different surfaces.


Your subwoofer will get a workout from all the wooshes and thuds of the interface and presentation sounds, all of which are really satisfying to hear. The music selection is great, with chill tracks playing during menus and high-energy songs amping you up before races. The races themselves are without music, which is exactly how it should be.


There's only one hangup with the sound and presentation: the announcers. They're helpful at setting the stage at first, but they provide a bit too much in the way of hand holding, and quickly become annoying. General information, event types and later sponsor and team information are described at length, and there's no way to skip these sections.


It feels like rambling after awhile, and that's made all the more painful with the stereotypical over-enthusiastic racing game voice. The post-race pep talks/insults and prompts quickly become just as annoying. I've never been called "buddy" or "amigo" so many times. Also, the announcer's constant promotion of the game's YouTube race upload function becomes aggravating very quickly.



The tracks in DiRT 3 aren't just pretty to look at. These are tracks so lovingly crafted that they force you to become intimate with the throttle. They work at such a deep level to get you in the zone that you become connected with the road and fully immersed in the race. These tracks are at the heart of what makes DiRT 3 such a joy to play.


It's apparent that Codemasters worked hard to make courses that really compliment the different race types and vehicles, and the way that they're all gradually uncovered in career mode makes for long gaming stretches that seem fresh for hours. From dirt to mud to snow and asphalt, and then in different kinds of cars, you'll constantly be treated with new challenges. Codemasters says that there are over 100 routes in DiRT 3.


Gymkhana is the newest addition to the DiRT world. It's not so much racing as it is stunts, all set in an arena designed specifically for showing off. The Gymkhana events are a bit of a departure from the rest of the game's rally focus, but it works, and the challenges are a lot of fun. You're set free to drift, do donuts, make jumps and crash through obstacles in these arenas, doing as much fancy stuff as you can within the allotted time.


The game's career mode does a good job of teaching you how to do these tricks before your first event, though some take more practice than others. Once you master them, showing off for the virtual crowd for points is a trip. It's even more fun online, in an arena with several others.


Online is fully supported in DiRT 3, with multiplayer race events being the main draw. I enjoyed several quick matches online, all of which were fast to connect and flawless in execution. The host has the ability to set up a chain of several different kinds of events. My last session had our group racing for time, then moving into rallycross, and finally drifting it out in a Gymkhana session. This wealth of options and game types is nice for racing fans that aren't into simply topping race times from leaderboards.



As of the time of writing, Sony's PlayStation Network was down for maintenance. DiRT 3's online functionality for the PS3 version is locked behind a VIP Pass code included with each copy of the game. Being unable to access the PlayStation Network to enter this code means that PS3 owners are currently not able to use any of the game's online features or YouTube functionality. Maybe the current situation will discourage some publishers from senselessly locking part of a game's feature set behind a code in the future.


My only other beef: load times. They're long. They're not so long that you break controllers, but they're long enough to have your enthusiasm dip a bit between races. There's always pretty visuals and cool music to enjoy during the wait, but even they get old after awhile. I wonder what the install process was for. It certainly doesn't seem to be helping the load times.


DiRT 3 is the clear-cut leader when it comes to off-road racing. Simply put, there's no game that does rally racing better. Codemasters has perfected the look and feel of this series, and is well on the way to perfecting the presentation. The addition of Gymkhana events is both bold and welcome, and makes for a nice break from the white-knuckle races.


This game is freaking massive, with a steadily increasing difficulty that will leave you feeling like a bonafied rally racer when it's all said and done. That's all I've ever really wanted out of a racing game.


Score: 9.0 -- Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)




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Totally confirmed: Sonic Generations and Shinobi for 3DS

Totally confirmed: Sonic Generations and Shinobi for 3DS: "


Totally confirmed: Sonic Generations and Shinobi for 3DS screenshot


Don't believe the filthy lies! Rumors of Sonic Generations and a new Shinobi coming to the 3DS are totally unsubstantiated... oh? They're on the cover of Nintendo Power? Well... alrighty then.


The upcoming issue puts rest to the recent rumors, confirming that the two Sega properties will be dropping on Nintendo's handheld in the near future. Once the magazine hits newsstands, we'll be able to learn more info and probably catch a couple of screen grabs, unless Sega releases the goods before then.


New Sega 3DS titles confirmed: Sonic Generations, Shinobi [NeoGAF]

"

Review: Dead or Alive Dimensions

Review: Dead or Alive Dimensions: "


Review: Dead or Alive Dimensions screenshot


The Dead or Alive series has never quite made it to the top tier of world-favorite fighting games. Despite having a large, dedicated fanbase, it's always hovered somewhere below Street Fighter, Mortal Kombat, and Tekken, though well above other great, lesser-appreciated series like Darkstalkers, Fatal Fury, and Guilty Gear, in terms of sheer popularity.


That's why I can't help but feel doubly sad for Dead or Alive Dimensions. Once again, the series has been shown up by a 'bigger' series. Super Street Fighter IV 3D Edition was a 3DS launch title, is one of the most beloved fighting games ever, and it looks nearly as good on the handheld as it did on the PS3/360.


On the other hand, Dead of Alive Dimensions has been released during the 3DS' first official lull in sales, is from a franchise that few Nintendo-loyalists (and therefore, current 3DS owners) have ever played before, and it looks much more like an O.G. Xbox title than a PS3/360 game.


With all that going against it, is Dead or Alive Dimensions doomed to fail, or is this the start of the series' ascension to top-tier status?


Dead of Alive Dimensions (3DS)
Developer: Team Ninja
Publisher: Koei Tecmo
Released: May 14, 2011
MSRP: $39.99


There is so much going on with Dead or Alive Dimensions, I scarcely know where to begin. Normally when in doubt, I start with a game's story. In this case, that might just confuse me (and you) even more, but I guess I'll give it a go.


Dead or Alive Dimensions' storyline (which is a retelling of the story of Dead or Alive 1-4) is so incomprehensible that it makes Xavier: Renegade Angel look like Blue's Clues. Fourteen-year-old ninja girls get possessed (and promptly un-possessed) by forces that are never explained; a guy named Fame Douglas makes a speech about how fighting tournaments can change the world (right before he is assassinated); little sisters get smacked in the face by their older brothers after absolutely no provocation; evil clones explode; good clones suddenly try to kill their best friends with psychic fireballs; and a white-haired lady in a skin-tight leather one-piece tells a man she just met that it's time for "Madness or death! The choice is yours!" before slapping him into unconsciousness.


These are some of the more comprehensible high points of the game's narrative. Nearly every single line of the game's story mode is Barry Burton-level ridiculous. As long as you know that going in, you may have a good time with it. I sure did.


Another plus for the game's story mode is that it does well to slowly teach you the ins-and-outs of Dead or Alive's signature fighting style. The game works on the rock-paper-scissors principle, but with hundreds of different kinds of rocks, papers, and cutting apparatus.


Like most fighting games, normal strikes (both punches and kicks) are nullified from blocking. What makes Dead or Alive different is that all characters can perform a type of offensive blocking called a 'hold,' which will counter a punch or kick and dish out damage to the aggressor. Likewise, blocking and holds are vulnerable to throws, while throws are easily crushed by punches and kicks.


That's just the basics. Mix in the standard high-medium-low guessing games found in most 3D fighters, along with throw reversals, throw combos, juggle combos, special moves like teleports and projectiles, environmental hazards, and tag-team mode, and you've just scratched the surface of what Dead or Alive's fast-paced, risk-reward fighting system has to offer.



So that's what Dead or Alive is in a nutshell. When it comes to specifics, Dead or Alive Dimensions is an amalgamation of the four prior games in the series, with the addition of bosses that were previously unplayable, a bunch of 3DS-specific features, and online play.


Every feature of the 3DS gets used at some point, including the gyroscopic camera control (for viewing backgrounds and collectible in-game figurines), motions sensor (for making said figurines jiggle), StreetPass (for downloading ghost battles against opponents you pass on the street), SpotPass (which allows you to download new costumes and unannounced content), the 3DS microphone (used to call in Samus from the Metroid series for an assist while on a special Other M-themed stage), and of course, the signature, glasses-free 3D display.


I'm usually all for making full use of the 3DS' special display, but with this game, I kept it off most of the time. With the 3D on, things tend to look a tad ghostly -- more so than they do with Super Street Fighter IV 3D -- and the frame rate is cut in half. With the 3D off, everything looks firm and solid, and the game runs at a constant 60 frames per second. 3D is fun to leave on during the bizarre cut scenes, but during gameplay, frame rate trumps the third dimension.



I'm also a big fan of how the game controls on the 3DS. I know not all of you will be, but I found the system's tight, tiny button and d-pad layout to be perfect for four-button fighters such as this. That might have something to do with the fact that I've been playing Super Street Fighter IV 3D on a daily basis since the 3DS launched, so I'm really comfortable with the 3DS by now.


With fighting games, I've always said that people will prefer whatever they're used to, be it a stick or a control pad, and that's not different with this title. As for 3DS-specific controls, you can perform any combo by selecting it from your character's move list, which is always present on the bottom screen. I think it's taking things a little too far, to make even the most complex combos in the game available at the touch of a button, but if that helps non-fighting fans to enjoy the game, I'm not going to hate on them for it.


As for the game's online mode, so far I've only played with people from my 3DS friends list, and I've barely experienced any lag. As for the online combat itself, it comes in two forms: one-to-one combat against an online opponent, or co-op tag team missions against CPU-controlled challengers.


As much as I enjoy fighting other people, I think I enjoyed teaming up with a friend against the CPU even more. It's a nice design decision that completing these tag team missions unlocks additional content in the game, like costumes and figurines. Some of the later missions are really challenging, and I think it will be a long time before my friends and I beat them all.



Speaking of which, I think it will be an even longer time before I unlock all of the content in Dead or Alive Dimensions. There are 1000 figurines to unlock, god knows how many costumes, and 25 characters (with a 26th rumored that I still haven't found yet). It's sort of irritating that upon first booting up the game, so few of those 25 or 26 playable characters are available, but it only takes a few hours of the game's story mode to unlock most of them.


The problem with that is, once you unlock some of those previously unplayable boss characters, it really throws off the balance. Though high-level players will likely have no problem taking out human opponents utilizing some of the heavy projectile-dependent boss characters, newcomers and relatively casual Dead or Alive players are likely to become annoyed with getting spammed by blue lasers fired off by lazy online opponents.


I have a few other niggling complaints about the games, like the lack of animation in a lot of story mode's cut scenes, the lack of instant rematch against strangers in online combat, and a pervading sense of corny, tacky, yuckiness that pervades throughout this (and every other) Dead or Alive title. For the most part, I can laugh off the impossible boob physics, the ridiculous cultural stereotyping, and general sense of idiocy here for the unintentionally amusing kitsch that it is, but too much of that stuff in one sitting will make you feel like your brain is shrinking.



Bottom line: Dead or Alive Dimensions is a really fun fighting game, one that this old Street Fighter loyalist has really grown to love. It doesn't have quite the same level of variety among the playable characters as my favorite fighting game on the 3DS, but it makes up with that with loads of unique content, single-player, versus, and co-op re-playability. Plus, a seemingly endless amount of unlockables and modes.


With the promise of tons of free DLC on the way, and the relatively lag-free online combat, it will be a while before I put down Dead or Alive Dimensions.


Score: 8.0 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)



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Review: Dragon Quest VI: Realms Of Reverie (DS)

Dragon Quest VI: Realms Of Reverie (DS): "Just how many quests can a dragon think of?"

Ninja Gaiden III Details Emerge

Ninja Gaiden III Details Emerge: "

The Official Playstation Magazine has revealed a few details regarding Ninja Gaiden III, Lets find out what’s in Store for Ryu in his third outing.




According to the magazine’s three screen shots, Ryu will be slicing up foot soldiers (that much is a given) another shot shows him climbing a wall, using daggers as hand grips, and finally the last shot shows him running from a giant mechanoid arachnid.


Other details gained from the magazine are that it will be running on what looks like a modified Sigma 2 Engine at 60 frames per second.


Thankfully the blood is back but the famous difficulty won’t be toned back for casual gamers. There will be competitive and cooperative multiplayer modes either or both supporting up to eight players.


Those ninjas who like to go shopping for some nice new weapons will be all out of luck as the store is gone. Instead, weapons will upgrade over time


There will be a greater emphasis on Ryu’s story this time, as of writing, there are no other characters planned for the game.


And lastly, although it hasn’t been confirmed, there is talk that Ninja Gaiden III will feature Move support. For I’m guessing here, but don’t quote me, sword slashing?






"

Review: Dirt 3

Dirt 3: "PS3 review by Matt Wadleigh"

[Review] L.A. Noire

[Review] L.A. Noire: "

L.A. Noire is one of the most interesting titles to hit consoles in a long time. By now, everyone knows that the game is largely made up of investigating crime scenes, interrogating witnesses and suspects, using your wits, and sometimes your gut, to crack the case. L.A. Noire is a modern day adventure game with some decent action sequences and a pretty good story.


As Cole Phelps, a returning vet from the War in Japan, you start out at the bottom of the L.A.P.D. food chain and try to work your way through the four detective desks. Throughout the game, backstory is revealed through newspapers and flashback cut-scenes after each completed case. My only complaint about the cast, which is full of very good character actors, is that it is hard to see most of the cast of Mad Men and not think about Mad Men. A minor complaint, but it kind of took me out of the moment a few times.


The feature that had everyone so excited for the game was the facial tech that allowed Team Bondi to record actors’ performances to capture the nuances that would convey emotion more efficiently. The early suspects in the game have ridiculous tells that act as a training ground for your budding detective skills. People who are lying to you will hold their breath, look up, hold back grins, furrow their eye brows, literally everything that you would expect a cartoon character who is lying to do. Later on in the game, however, it becomes much more difficult to tell the truth from a lie and, more often than not, if you didn’t take a few minutes before the interrogation to study your evidence, you may not come up with any additional info in your questioning.


Interrogations and facial tech aside, the game looks brilliant. Speaking of how the game looks, let me get this out of the way right now. The game has a feature where you can play it in black and white. This is not just a feature that was thrown in as a novelty. Great care was taken to make sure that the game looks and feels right in this mode. I’m going to go ahead and say it. L.A. Noire is just flat out a better game in black and white. Most people are going to have a hard time giving up the color on their new-fangled HD set so, I have a suggestion for you people. Play the game in color the first time through. After you complete the campaign, replay missions that you didn’t get a 5 star rating on in black and white. The black and white has a kind of “looking back on past cases” feel to it, also this way, you can experience the game both ways. I also recommend turning off notifications as to not break the mood of the game.


The city is enormous and fully open right from the start. It should be made clear that just because the entire world is open, L.A. Noire is NOT an open world game. Every case is linear; you start at the crime scene and follow the investigation through by following the evidence. Once you are done finding all of the evidence, which the game tells you if you did, you will be told where to go next. It feels like an open world because of the freedom that you have, but it isn’t. There are some hidden collectibles to be found like cars, landmarks, and golden film reels, but besides achievements and trophies, there isn’t any real reward for exploring the world beyond where the story takes you. After you complete the game, you are able to turn on a Free Roam mode to complete any street crimes or collect anything that you missed.


I really wish that the street crimes were just a little more varied. Every street crime ended up being a foot chase, a car chase, a hand to hand fight, a shootout, or a combination of several of those elements. Far be it from me to tell a developer how to make a game, but I would like to have seen some of the street crimes include the same interrogation process that the main game was built on. Listen to two sides of a dispute, catch someone in a lie, and take appropriate action. Speaking of foot and car chases, this game could have easily been called L.A. Minority Report, because everybody runs.



The foot and car chases seem to be scripted from start to finish. Your partner will shoot at a car’s tires if you get close and he will yell at you to hit the car to spin it out, but it seems that no matter how well you drive, the chase is going to end in a pre-determined way. If the car you are chasing is supposed to crash at such and such intersection, it doesn’t matter what you do, the car will crash there and not any sooner. The same goes for a foot chase. You can be right on a suspect’s heels and all of a sudden, they press the invisible turbo button and they are 20 feet ahead of you. The chases are exciting, and thank god that the vehicles handle extremely well, but it kind of feels like you are just going through the motions instead of engaging in an interactive experience.


The campaign is fairly long. On my first play through I completed the game in just over twenty hours and I completed most of the street crimes, collected half of the cars and found one Golden Reel (they are all hidden really well except for one). This is one of those games that has a ton of potential. Some of the flaws are frustrating (The button used to run is the same button used to fire your weapon?), but I can’t think of a person that I wouldn’t recommend this game to.





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One Year Later, Did Sony Keep Their E3 2010 Promises? [Keeping Them Honest]

One Year Later, Did Sony Keep Their E3 2010 Promises? [Keeping Them Honest]: "
E3 is a den of promises. Promises sell products. And according to the cynics of the world, promises are meant to be broken. More »


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