Friday 28 April 2006
The film is out next month. The multi-million selling book is still pounding the sales charts week after week. It's was about time we delve into The Da Vinci Code game and unravel the mystery of what it's actually like to play.
Although it's based on the film, The Da Vinci Code fleshes out the action with a fresh line-up of cryptic puzzles and locations. For example, Langdon - the bookish hero - treads the stones in a church called Saint-Sulpice, while his cryptologist
Think of your favorite novel. Now know this: The Da Vinci Code kicked its ass. Dan Brown's thriller about secret societies, hidden messages in famous paintings and some controversial theories about Jesus Christ is officially the best-selling novel ever, nearing almost 40 million copies in print. So what can the game provide that all those dead trees can't? More puzzles.
Without giving too much away, you'll take up the role of Robert Langdon, an art expert who finds himself a key suspect in a
Tuesday 28 March 2006
In the spirit of the book itself, we embarked on some keen investigative work and uncovered a few, we have to admit, really very unexciting screenshots from The Da Vinci Code (hit the 'images' tab above to see them). Still, while the shots reveal little gameplay - in fact, nary a hint of it, let alone Mary Magdalene - here's what we know...
The Da Vinci Code: The Game is going to be a third-person action-adventure, in part reminiscent of the old Broken Sword point 'n'
By
Edge_
posted September 9, 2005
It's been a long development trail for High Moon's horror-western FPS, and that much is evident in a score of careful details, from the folksy jangle of gunslinger Jericho Cross' spurs to the sepia-and-brimstone haze that has settled on its warped west. But on lengthier play it's also evident in less complimentary aspects, such as the multiplayer levels - the first to be created - apparently possessing more character than the single-player game's barren, tunnelled haunts, and the storyline
The smaller, hairier half of PS2's platform-leaping duo Jak & Daxter is going it alone for this PSP adventure. Daxter spans the gap between the first two games in the series - the two friends have warped into a grim future, Jak's been locked up and an otherworldly enemy is beginning to invade. We caught a firsthand look at how Daxter is making it on his own.
This future world is being overrun by Metal Bugs - mini relatives of the Metal Heads monsters that Jak trades lasers with in Jak 2. Lost,
After years of bragging about his accomplishments, Jak's fuzzy sidekick Daxter is putting his money where his muzzle is on March 21. Taking place in the two years between Jak & Daxter and Jak II, during which series hero Jak was imprisoned and tortured, the predictably-named Daxter follows the hyperactive otter-weasel creature as he searches for Jak in the big, scary future.
While he's looking, though, Daxter needs to fend for himself, and that means getting a job. Bragging in a bar lands him
Of all the weird games we saw at E3 this year, few of them were as flat-out bizarre as Dead Head Fred. Offering up a cartoonishly grim take on brawling and film noir, it tells the story of Fred, a detective who runs afoul of a local crime boss and winds up headless. Luckily for Fred, a kindly mad scientist finds his corpse and reanimates him as a jarheaded monstrosity, able to steal and use his enemies' heads as he tries to track down his memory.
It's a gruesome, darkly funny premise, and Dead
Even by the bizarre standards of videogames, Fred Neuman is an unconventional hero. An undead, amnesiac private eye, Fred's out to solve the mystery of why someone murdered him and replaced his head with a brain floating in a jar. His hometown can best be described as a 1950s-era toxic-dump nightmare, which might explain his ability to rip zombies apart with his bare hands. He raises radioactive worms as a hobby, and then feeds them to mutant chickens that he enters in cockfights. Weirdest of
The run-around-and-hit-things style of gaming is quickly becoming old hat. Take some quirky and/or badass characters, throw them in a third-person perspective and youve got about 75% of all the games out there right now. Hit a switch, grab a key, hit something in the face, whatever - it's always the same crap with a different smell. The first Death, Jr. felt a little something like that.
So, it's at least cool to see a developer learn from its first time through and actually enhance the
It's not easy being green, but it's harder being grey. This was just one of the lessons we learned in the original Destroy All Humans!, Pandemic's fun, clever, slightly shallow parody of 1950s sci-fi flicks. Experiencing the action from the aliens' perspective, it was hard not to feel sympathy for the vicious little bastards even as they ran around sucking out innocent victims'