Monday, October 31, 2011

Need for Speed: The Run Preview



EA heard that you like races, so they put a race in your race! That is the basic premise of Need for Speed: The Run. The protagonist Jack Rourke is involved in a coast to coast race, but within each stage there are objectives set. The overall goal is to arrive in New York as the leader of the pack of over 150 competitors. This is more than a race for prize money or bragging rights. Along the way Jack must avoid cops and criminals who are willing to do whatever it takes to stop him. This is a race for Jack’s life.



Need for Speed: The Run uses the Frostbite 2 engine and puts it to good use from what has been showcased thus far. This engine allows the EA team to go bigger and better than ever. The landscapes look beautiful, although you can't pay too much attention when racing at breakneck speeds. Environments can be changed and its impact felt on the race track. With the landscape of the United States so varied, it presented a challenge and an opportunity to the development team. Races through snowy planes fall subject to avalanches, while more urban settings can be altered thanks to third party influences.

One particular level features a race for survival against the criminal elements presented in Need for Speed: The Run. As you come under a barrage of bullets and heavy impacts it really does feel like a survival challenge. And then, the helicopter is called in. This addition will test every fibre of your racing ability. It is no longer about racing quickly, but about dodging bullets, spotlights, falling debris and dead ends. This is a tough and unforgiving mission that changes the feel of the game. Suddenly, it is a completely different type of Need for Speed game rather than the same formula that has been seen in the series to date.



The racing is exciting with a range of exotic cars, environments and challenging competitors. There is great variety included in The Run as well. It is no longer about earning the quickest car and simply racing to the end in that. From what has been shown off so far, players will be forced to adapt to new cars for one reason or another. When the new environments are also taken into account, there will be plenty to keep new and old Need for Speed players occupied.

It is fair to say that the E3 trailer concerned many players. In it, players were shown Jack running about on foot with Quick Time Events (QTEs) thrown in. This is something that EA was keen to highlight. While these are present in-game, they represent less than 10% of the overall gameplay. It was pointed out that the choice was to use this interactive segment or use a cut-scene instead. In the end, EA decided to go down the route of QTEs and is happy with that choice.



EA has been cagey when it comes to the multiplayer side of The Run. All that could be confirmed so far is that there will be multiplayer. Like the more recent Need for Speed titles, it will feature the Autolog and allow players to compare their times with those of their friends. This is a social feature that EA is committed to and goes back to the basics of multiplayer gaming: bragging rights become important once more.

Need for Speed: The Run is shaping up to be an exciting rollercoaster ride across America. It is the biggest game of the franchise and looks to push the boundaries of what players have come to expect from the Need for Speed series. The game comes out on PC, Xbox 360, PlayStation 3, Nintendo Wii and 3DS. The release date is staggered with North America getting it on November 15, Australia on the 17th and Europe on the 18th. Japan must wait until December 1st.

Thursday, October 27, 2011

Ultimate FIFA Adventures Season 2

It's been an absolute blast to record this season so far. Our game has stepped up, we understand Ultimate Team more, we are playing better and we are communicating. To make it even better, we have a few wins under our belts   :)

Outside of the game, things have also been stepped up. A HD camera was finally purchased to ensure the best quality all round...made sense seems as we had the PVR already running - though the quality was being reduced overall because of the video camera. As for sound, experimented with an external mic on a stand - good quality mic, but it's not picking up the sound as required. Time for us to just speak louder all the time!

Going to upload videos here now as well. No such thing as too many places to post! So, here is the season so far.





More every Wednesday!

All that glitters is not gold...



Street Fighter X Tekken (SFxT) has received a lot of press and a lot of promotion of late, though not always for the right reasons. The latest announcement is an unusual one - a gem system. Essentially, this allows people to customise and tailor characters to suit their playstyle. On the surface, it sounds interesting and beneficial. However, when some of the gems are detailed, a few eyebrows may be raised.

The same ones are being highlighted time and time again. There are two reasons for this. They are the ones that have been detailed in trailers or gameplay videos, but they are also the ones that cause most concern. The idea of allowing players to burn meter in order to auto-block or auto-tech throws is a strange one. These are going to have an impact in matches and, competitively, could have a detrimental effect. Matches may no longer come down to who is calm under pressure and pulls off a clutch read or counter, but who has certain gems stacked or the meter to use them.



While this does open up strategical elements: having meter to use, similar to how players would try to keep two bars in Street Fighter 4 to allow for a Focus Attack Dash Cancel (FADC) into Ultra, it penalises those who go for outright damage. The combo system in SFxT is an interesting one and requires meter to tag characters in and out to extend combos. Perhaps this is Capcom's way of stepping in to ensure that people don't try 60-100% combos.

There was an interesting point raised on Cross Counter Live (http://t.co/0KfCXg5n), where it was highlighted that when players at home pick Ryu, they have the same tools at their disposal as the top players in the world. If you draw a comparison to other professional games, and even mainstream sports, everything should be a level playing field. Poker became huge because anyone could participate or begin to play. People could play among friends and have the same showdowns, albeit on a different scale, as professional tournaments. Players should be able to emulate their idols or develop from beginner to competitor without having to shop at the same store as their idol.



The greatest games, and certainly the best competitive games, should be easy to learn but hard to master. It should be very easy for a beginner to come in and do something, but there should be layers of depth. Only the best will master games, but anyone can compete and learn. Any sport has this setup. The basics and fundamentals are very easy to learn, but there are more complicated plays or systems and so on that can be used to unlock the opposing player or team. Gems will not contribute to this; they pose a barrier instead as there will be certain mixes that work better than others and it becomes too difficult to learn the properties of every gem and combination.

The final point that illustrates that gems have no place in the competitive fighting game circuit is that of balance. It is difficult enough to balance a limited cast of characters, as most developers including Capcom have illustrated in the past. However, hundreds of gems and potentially thousands of combinations give reason for concern. There will be subsets that will be better than all the others and these will be exploited.



Will it succeed in a casual market? Who knows...Mortal Kombat had an automatic blocking system of sorts, and people became tired of it. Capcom are stepping onto dangerous territory. The fighting game market is becoming saturated once again. Games will fail and if pushed too far the market may collapse once more. Where will SFxT lie when the dust settles?


What are your thoughts? Let me know by commenting here or on Twitter (@Sabre0001).

Monday, October 24, 2011

FIFA Street Preview

It's back and bigger than ever. While the main FIFA series is attempting to go down the sim-esque route with Sky Sports highlight moments thrown in for good measure, FIFA Street is going bigger and bolder than ever. The completely off-the-wall flavour has been ditched for a more authentic down to earth game. In spite of this, tricks and skills are still the order of the day.

The number of skill moves included in the game has been increased and fans want to see them. Not only is there an emphasis on winning, but teams must entertain the fans. Each player will be rated according to how entertaining they were over the course of the match. Flicks, spins, tricks and flashy passes or shots will be met with approval. If used correctly, they can wrong foot the defender or goalkeeper and turn the match in your favour.

While the skill moves themselves will take a little time to actually understand so that you can pull off the right move at the right time, there are a large variety of tricks that each player has up their sleeves. Cheeky passes and shots are the order of the day. Best of all, any player can feel like a footballing god quite easily. If a skill move or two come off and set up a wonder goal, it is the moment where you feel like you have accomplished something spectacular. But of course, you can never stop at one moment.



The gameplay is quick, frantic and exciting. The matches showcased at a recent EA preview were 5v5 or 6v6. In great news, indoor soccer is back. While it's not quite the same as the good ol' days of FIFA, it brings back fond memories. The focus of FIFA Street is the grassroots soccer. Well, not quite grassroots… Players will take on teams on streets, beaches and courts from around the world.

There will be several game modes included in FIFA Street. Along with exhibition matches, game modes based on panna (1v1) and futsal will be included. Players will also be able to start with a squad of nobodies and take on the world. Along the way, they will be challenged with the potential reward of picking up notable real world players. Your created player could finally earn the chance to play alongside Wayne Rooney for example. The World Tour mode challenges players to progress from the local scene to national, European and ultimately world-stage tournaments.

It is shaping up to be a cracker. The play is fluid and fun, the skill moves are animated well and the game is graphically impressive. While the action is more frantic and goal mouth action is frequent by the nature of the size of the pitch, goal-fests are not to be immediately expected. Keepers are more than capable of holding their own and will pull off some impressive saves.

FIFA Street blurs the line between reality and simulation. Tackles are more realistic pokes and players will occasionally stumble as a result of the impact engine. The larger than life tricks and skills at the beckon of an player remind the gamer that this is not your typical FIFA game; this is FIFA Street.

Sunday, October 23, 2011

It's been a while...

Hmmm...Last post in July! Bad times. Time to start blogging some more. Or, as the brilliant Contagion puts it - graffiti with punctuation. So what's been happening, what's to come?!

Firstly, college is once again behind me. Exams are done, thesis is handed in and results from the latter will be signed, sealed and delivered in December. Let's hope for the best. Had a horrible feeling the other day when I opened a draft of a feature to get a quote for a new feature I was writing. Saw an underscore - my temporary holding symbol for a point or word to add - and my heart sank. Thankfully it was an early draft, but that was not a nice feeling.

Attended the Italian Grand Prix in Monza with a friend. That was a blast. Great weekend overall - really nice weather, great views, beautiful place. To make it even better, we were able to get a tour around the Lotus garage, into the Paddock area and got to sit up in the business seats on the main straight for Friday. Unforgettable. My view for the race itself was pretty good too. Here is the first lap from where I was:

Still doing some freelancing and writing, but need to step up my activity. This short blog is a good way to start, but I have a couple of previews and a review to put together soon too. Fun, fun! Also hoping to ramp up my activity on YouTube. Have started to connect to other channels and am browsing YouTube partner forums. Ultimate FIFA Adventures is still going strong and Season 2 has started really well. We are only entering knockout competitions. This means more drama, more raw emotion and more tension. Here's the first episode that we shot - new episodes every Wednesday.



In order to bolster my channel, and because I'm interested in producing more content, I have started to record my progress in FIFA 12's ranked mode. Tough going but two episodes recorded. This is going to have a more frequent output. Hoping to schedule for Mondays and Fridays. Need another few projects...I never do anything by halves. Once again, I look like I'm going to make myself overly busy!