Friends, the glorious moment has finally occured. After years of campaigning, dreaming, fearing, and being thoroughly excited to a downright embarrassing degree, I finally had a demo of the new SSX yesterday. As a die-hard fan of the series since way back into the last generation I greeted the opportunity with no small blend of glee, trepidation and laser-targeted scrutiny, and over the course of the session - and through chatting with jovial Producer Sean Smillie - I managed to draw out a whole bunch nitty-gritty details and important info-nuggets about the game that I was previously completely unaware of. 11 of them, to be precise. And I wanted to share them with you, because they're vital to know, very, very exciting, and, as should go without saying, I love you.
We also have a very nice two-part video interview with Sean himself. And in a one-time, two-for-one, extra value offer, you can find all of the above just over the jump. So jump, and let's get on with the good times.
They say - whoever 'they' are - that you only get one chance at making a first impression. If you mess up the initial introduction you'll be forever remembered as a tool. But if you do something incredible then you'll go down in legend. After this introduction, this daredevil scientist from the original Half-Life will remain a hero to us.
Over the past few months, we’ve gotten a few good looks at Resistance 3, and what we’ve seen so far has been awfully promising. Easily the grittiest installment in the series, Resistance 3 shows us an alternate 1957 in which the alien/mutant Chimera have won, and humanity’s been pushed to the edge of extinction. It’s gloomier than previous games, with a desperate feel that’s accentuated by crumbling, abandoned towns and a soft-focus, sepia-tinted look.
Surprisingly, it’s also proving to be a lot more fun than its predecessors, especially now that we’ve now had an uninterrupted chance to play through the first few levels of its campaign. The preview disc we played took new protagonist Joseph Capelli from the (literally) underground community of Haven, Okla., to St. Louis, with plenty of diverse Chimera to blast apart along the way...
Confession: I’m crap at Call of Duty multiplayer. Oh, I do well enough against other journalists and love competing at review events, but as soon as that game releases to the general public, I’m finished. I can’t devote hours, days or weeks to mastering every weapon and memorizing every map, but plenty of other folks can, so I’m quickly rendered obsolete and lose all interest.
Call of Duty Elite could change that. Activision representatives dropped by our office earlier this week to demo the service and, despite my cynicism, I immediately recognized how this could make FPS multiplayer fun for me again – and for the countless other average players just like me...
We’ve already had some hands-on time with the latest in Ubisoft’s Driver series, but this was our first chance to sit down with the game’s myriad multiplayer modes. While pretty much every racing game has some sort of generic race against the other guy multiplayer these days, we were excited to see that Driver SF is bucking the trend by integrating the innovative Shift feature into game modes with other people.
So it’s 2005. I’ve recently seen F.E.A.R. played on my friend's PC. It looks very, very special indeed. And even better, my friend’s PC isn’t as good as mine, so there’s no way I’m not going to be able to run it. So I buy a copy. And it doesn’t run. It turns out that my rig's specs trump my friend’s in every respect but graphics card. Mine is about as powerful as a piece of toast. Sad times.
So I have two options. I can either take F.E.A.R. back to the shop with my tail between my legs, or man up, invest in some upgrades, and take the full plunge back into serious PC gaming territory. Naturally, I do the latter, and £150, one afternoon of tinkering and 120 frames per second later, we're in business. Was a single FPS worth all of that? Damn right it was. Now listen up and I’ll tell you exactly why.
At first I didn't think to pay much attention to Cole Phelps' comments as he picked up irrelevant items when working a case. I assumed they were just meaningless remarks that had no bearing on anything important at all. But then, while nosing about for evidence in someone's apartment, Cole picks up a clock and says: "This tells me nothing". Bam. Just like that.
This is a small selection of some of the complex contemplations (and what they mean) that Cole Phelps dropped on me as I played through LA Noire. But be warned, this is pretty deep and intense, so feel free to bail now if this kind of radical thinking scares you.
The downloadable cases released so far for L.A. Noire have all been short, but they’ve nonetheless taken us to some interesting places. Nicholson Electroplating gave us the destruction of a small chunk of Los Angeles, and culminated in a huge shootout in the Spruce Goose’s hangar. The Naked City and A Slip of the Tongue had us breaking up theft rings and grilling a few memorable idiots along the way. After all that, however, Reefer Madness feels like a weird note to end on (for now, anyway)...
Hello there. The return of Justin, from a three week hiatus, accompanies tales of Tom Hank's lesser known brother, Jim, there's a great response to our Question of the Week - What is your favourite position for gaming? - and Towell tries his best to salvage some pride from being beaten at F1 2010.
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