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Showing posts with label missions. Show all posts
Showing posts with label missions. Show all posts

Monday, November 19, 2012

DmC Has Nothing Left to Prove

Editor's Note: This preview contains impressions from the first 5 missions of DmC, and so contains some mild early plot spoilers.

It’s fair to say the DmC has looked better every time we’ve seen it. Ninja Theory was reticent about putting it into players’ hands until the combat was absolutely in place – a process that took years of careful work in collaboration with Capcom Japan – but now that the game is pretty much ready for release, the studio has nothing to hide. Armed with a near-complete version of the game, I put young Dante through his paces over a good ten missions, and found nothing at all to be worried about. On this evidence, this new DmC might actually be better than the Devil you know – the best game in the series since 2008’s Devil May Cry 3.

It’s a pleasure to see DmC’s now fully-fledged combat system in action. It is balletic, rhythmic, subtle and satisfying, and as you play through and unlock more moves for sword, guns, axe and scythe your combos naturally become more varied and elegant. It takes a while to work your fingers around the controls – you need to use the triggers to modify attacks – but once you’ve done that, it emerges as a system with immense complexity and range, letting you flow smoothly between four different weapons at once.

There’s a drip-feed of new demons in the early missions to test out your increasingly diverse arsenal against, each of which exercises your skills differently; some are immune to certain weapons, others have shields that need to be snatched away with the grapple before they can be sliced into bits. This forces you to explore the full range of DmC’s combat and play with the entire system, which in turn naturally helps you to get better at the game. You can redistribute skills between weapons at any point if you want to adjust your combo repertoire; that means no grinding whatsoever.

The real enjoyment in DmC doesn’t come from making it through the battles, it comes from mastering them.

It really helps to be able to see your Style ranking up in the right-hand corner of the screen, too. When it’s stalling, you know you’re not being creative enough. I nudged up into the SS rankings a couple of times over the first five missions (only on the default difficulty), but never got up to the elusive SSS; a single hit sends you instantly back to B. The real enjoyment in DmC doesn’t come from making it through the battles, it comes from mastering them – dodging out of the way of attacks at just the right second to trigger a damage bonus, chaining moves together, pulling enemies into the path of others’ attacks, using the grapple to either pull enemies towards Dante or yank him across the room towards them, and not getting hit.

Unsurprisingly, if you manage all of that you feel like a god, but the game makes you work for your buzz. DmC’s introductory three missions are relatively gentle, but after that it quickly ramps up the difficulty to the point where making it through a whole level without replenishing health with a Vital Star or having to revive becomes a real achievement. Lose your rhythm mid-fight and you can quickly sacrifice a good quarter of Dante’s health bar.

The difficulty settings are insane, too, in true Devil May Cry tradition: after you’ve completed the game, you unlock a mode with stronger enemies that appear in remixed waves. After that you unlock the appropriately-named Dante Must Die!, and beyond that a mode where all enemies die in one hit, but Dante does as well. And then if you’re completely crazy, there’s Hell or Hell mode, in which enemies all have normal health but Dante still dies in one hit. Yeesh. First person to complete the game under those conditions should probably be flown to Cambridge for personal congratulations from the development team.

Ninja Theory has made some very successful tweaks to the Devil May Cry backstory that recast Dante and his twin brother Vergil as rather tragic figures.

Ninja Theory has made some very successful tweaks to the Devil May Cry backstory that recast Dante and his twin brother Vergil as rather tragic figures, sons of a murdered mother and an exiled father, separated as children and left to fend for themselves in the world of humans. Because of their enviable genetic heritage, the leader of the demon world fears their power, and has been hunting them down. That’s why Dante is such a thrill-seeking hedonist; he doesn’t believe he’ll be around for long.

Vergil isn’t a playable character (at least not in the retail game, though apparently you’ll be able to take control of him in DLC to be released “shortly after launch” – naughty Capcom), but the part his plays in this tale is significant. It’s Vergil who awakens Dante to his forgotten childhood and his true nature as the son of Sparda, a legendarily powerful demon. A third central character, Kat, slowly develops Dante’s relationship with his human side throughout the game. This is the first game in the series with even a remotely relatable story, but it hasn’t lost the cheekiness or over-the-top nature of old-school Devil May Cry, as the insane opening level amply demonstrates.

That said, Ninja Theory doesn't shy away from difficult imagery; there's a lot of violence and pain in Dante's background. Detailed, pulsing visions from his past show Dante as a young boy, steeped in blood and chaos. One particularly disturbed such image shows him literally digging his hands through his chest into his own heart, trying to feel whether or not he is human. DmC might have its tongue in cheek, but it's not flippant.

DmC is a subversive game in many ways. It’s a Devil May Cry game that doesn’t look like a Devil May Cry game, a hardcore action game with elements of cultural satire and comedy and even human tragedy mixed in. Ninja Theory has had a lot to prove with DmC, but at this late stage the game oozes confidence.

Keza MacDonald is in charge of IGN's games team in the UK and still has a shameful crush on New Dante. You can follow her on IGN and Twitter.


Source : ign[dot]com

Friday, September 21, 2012

Sleeping Dogs October DLC Revealed

The first batch of DLC packs for Sleeping Dogs will be released in October.

The five packs, which range from offering new races and vehicles to adding new missions to the game, will be released periodically throughout the month.

First up, the Street Racer Pack will add a new car, bike and boat race, as well as a new Sting superbike, a Dragon Helmet and a Racing Jacket with extra protection against gun fire. This will be followed by the SWAT Pack, which will add 20 new, replayable cop missions, alongside a unique SWAT outfit and van. Then the new Tactical Soldier Pack will offer players the most powerful weapons and armour in the game, while the Community Gift Pack will be completely free and contain a surprise for players.

The October DLC will culminate with the first story-driven game extension, which will be detailed at this year's New York Comic Con on October 14. This marks the start of the proper DLC content for the game, which we previously heard would last for at least six months.

To see all the new content in all its glory, check out the October DLC trailer for the game below.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Sunday, September 9, 2012

The Death of Singular Experiences

Buying a game today no longer means buying the full experience. Whether it’s background information explained in a prequel comic, additional missions via DLC or a Facebook tie-in, what comes in the box is rarely the full and definitive package. Now more than ever, developers, publishers and their marketing teams are using supplementary material to keep players mentally, emotionally and - most importantly – financially invested and engaged with their products.

But in an effort to broaden their franchises, are they also running the risk of alienating their audience? Do these supplements add or subtract from the core experience? Let’s run through a few of the most common ways once-standalone games are being expanded upon. Have a read, and then let us know in the comments section if you think these developments are for better or worse.

Multiplayer

The addition of multiplayer to titles that once-upon-a-time would have been single player experiences only is obviously a reflection of the importance of multiplayer to gaming today. In a general sense, as long as the inclusion of multiplayer doesn’t take resources away from the single player component, then it’s a nice bonus that gamers can either take or leave. That said, it adds a whole new challenge for the completionists out there, who want to 100% their games. Getting all the achievements/trophies/what have you in single player is one thing, but adding in challenges that are contingent on other players can make truly finishing a game an incredibly long road.

Dead Space 2 introduced multiplayer. It was basically extra value for those that wanted it.

That’s a challenge for some (and a first world problem if ever there was one), but the more worrying prospect for single player puritans is cross-over between the two aspects of a game. With Mass Effect 3, for instance, BioWare tied the addition of competitive multiplayer to progress in the main campaign. Sure, success in multiplayer wasn’t necessary for success in single player, but it's quite possibly a sign of things to come. Still, at least the addition of multiplayer comes at no additional cost, unlike…

Downloadable Content

Plenty of arguments have been made for and against the rise of DLC in recent years. When implemented well, DLC can expand on the scope of a game’s world and narrative (Fallout 3, Skyrim) or use existing assets and characters to tell vastly different tales (Red Dead Redemption: Undead Nightmare, Infamous 2: Festival of Blood).

These expansions offer fresh takes on old favourites, allowing fans to play more of the games they love. Even so, it can still be confusing as to which DLC changes or adds to the core game, and which is kept separate. Saints Row: The Third we’re looking at you.

But is it canon?

On the other end of the spectrum, DLC can be used in a more cynical fashion to wring a few more dollars out of customers. In this regard, Final Fantasy XIII-2 and Asura’s Wrath come to mind. Both games finish with seemingly inconclusive endings. More definitive finales for these games can be purchased through DLC. Should gamers be grateful or outraged by this practice?

Comics and books

Releasing comic book series' related to upcoming games is a growing trend within the industry. Comics can be used to introduce a new game, bridge between two existing games (Portal 2, Arkham City), or to flesh out the greater mythology of the game world (Assassin’s Creed: The Fall). Tie-in novels are also common (Dead Space).

Gaining a new perspective and greater understanding of a game world can be interesting, though there is a fine line between using a comic series to bring depth, and using it to pave over plot holes or explain ideas that should have been expanded upon within the game itself. Arkham City is a fairly straightforward game, but a number of people queried plot points that were explained in the bridging comic series. Did this lack of information ruin the game? No, but it was only through reading the comics and playing the game that the full experience was achieved.

Bridging story summary: Batman is bad-ass.

Adding further confusion is the way the tie-in comic is marketed. The importance of the comic is usually emphasised (so that people will want to buy it) while it is simultaneously insisted upon that reading it is not necessary for enjoying the game itself. Either the information is important to the understanding of the game, or it's not… right?

Facebook and smartphone tie-ins

Social media and smartphone tie-in games are now almost standard practice in the industry, and while many are forgettable, that’s not necessarily the rule. Two of the more popular examples of this type of game extension are Mass Effect Infiltrator (smartphone) and Assassin’s Creed: Project Legacy (Facebook). Each offers a very limited version of their respective titles, with completion adding and unlocking features within their console counterparts. Quality of these games aside, do you find them necessary? What - if anything - do they bring to your gaming experience? Should content (no matter how trivial) in games you have purchased be locked away, their availability contingent on you paying for or playing other content? Should games for social and mobile platforms stand alone?

Let us know your thoughts on these trends in gaming below. Which do you enjoy, which could you do without? Are there any other practices that you love or hate?

Scott Clarke is a freelance games journalist based in Australia. You can follow him on IGN or Twitter, and why not join the IGN Australia Facebook community while you're at it?


Source : ign[dot]com

Thursday, July 26, 2012

Play Transformers: Fall of Cybertron Multiplayer on July 31




A meaty Transformers: Fall of Cybertron demo arrives on Xbox Live and PlayStation Network on July 31, showcasing two single-player missions, competitive multiplayer, and the extensive character customization.


In the past, IGN has covered the impressive campaign and chaotic co-op. We even dug into the adversarial multiplayer, but we've only played with the Autobot/Decepticon cosmetic options lightly. Before you check out the demo for yourself, take a look at what your ideal Transformer -- Dinbobot, Insecticon, or otherwise -- could look like in our video below.







If you're not sick of retailer-specific swag yet, pre-ordering Fall of Cybertron at GameStop earns Power Up Rewards members early access to the demo on July 27th.


Those who aren't in the rewards program and want pre-pay bonuses can still score themselves the G1 Retro Pack. This add-on bundle includes extra cosmetic items for character customization, weapons inspired by the original animated series, and this pretty spectacular throwback skin for Optimus Prime:







Sorry, PC players -- there's no demo on the way for you just yet, but the full game releases alongside the console versions on August 21st.


When you've had a chance to check out the demo, be sure to leave your thoughts in the comments below. Until then, let us know what you make of what's included.







Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s in love with that Optimus skin. Read his ramblings on Twitter and follow him on IGN.



Source : ign[dot]com