'WWII + magic + kids = Nazis vs. H. Potter?' reflections on the Square-Enix unreleased trailers

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The TGS Final Fantasy XIII trailer has been released on the internet. People have poured over its 7 minutes relentlessly and dissected it extensively, hoping to glean as much information as possible. In fact there is a lot of plot development in the trailer. Almost too much for my taste as there are certain aspects of the plot that I would rather not have been revealed with 5 months still to go before its Western release. But instead the focus of this post is to talk about the other trailers that Square-Enix showed, that to the best of my knowledge have not yet been released on the internet. In total the trailers added up to about 20 minutes and it was shown in a small room which you were led into after you had played the Final Fantasy XIII demo. It isn’t intended to completely describe the contents of the trailers but rather to give impressions from them, and also to highlight my own journalistic naivety when it can to trying to make notes on them. Hopefully at the least you might be mildly amused by the desperate, child-like scribbling I made when trying to make these notes. For those with a more academic mind-set, feel free to see them as a physiological expose on an over-excited sufferer of schizophrenia.

‘Kingdom Hearts. Mobile. Birth by Sleep. Coded’

And that, I’m sorry to say, is all I wrote about the Kingdom Hearts trailers. It isn’t that I’m uninterested in the franchise, I played Birth by Sleep for the PSP at the show and its shaping up nicely, but I was just surprised by the sheer volume of Kingdom Hearts games that are emerging. No matter how much its fanbase wants a console release, for the time being Square-Enix seem content to keep it as a portable franchise. Consider that the handheld market traditionally skews younger and they are far cheaper to produce, it is an understandable direction that they are taking. Oh, and Kingdom Hearts Mobile looks like a cell phone avatar or tamagotchi shopping game so don’t feel as though you are missing out on that.
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‘Survival horror game. The 3rd Birthday. PSP but looks incredible. Firearms and monsters.’

If for some reason you struggled with that description, the extremely brief trailer was that of the Parasite Eve spin-off, The 3rd Birthday. I had no idea of that going into TGS though and two things in particular surprised me. Firstly the cut-scenes are so good that I thought it was a yet-to-be announced PS3 game, which had me very excited. The PSP logo at the end was both a disappointment and impressive. Square-Enix really has made a habit of pushing hardware in the graphical department.

'Dissidia - Universal Tuning’

Is all I wrote for that trailer. Square-Enix have a habit of releasing ‘International Editions’, ‘Final cuts’ and ‘1.5’ versions of games in Japan, but you aren’t missing out on anything. By and large they are the American versions of the game complete with any gameplay tweaks or additional content that the developers have worked on between the Japanese release and the translation process. ‘Universal tuning’ is yet another of these. Aren’t you grateful that you don’t have to buy two versions of your favorite game, unlike the Japanese? For those who think that they are getting taken for a ride by Capcom and next year’s Super Street Fighter IV it may be a bit of a reality check.

‘2nd Life game? This fantasy is based on reality. FF versus 13. Looks Monster Hunter style. Town scene. Very early and rough looking. Handicam shot of in-game footage onscreen.’

Final Fantasy Versus XIII was shown at TGS, but essentially in order to show people that the game is in such an early state at the moment that no one should expect the game to come anytime soon. As I tried to note, the trailer was filmed on a handicam in what looked like one of the developer’s bedroom as he filmed the game running on his TV. This was really, really early looking, not much of a step up from boxy polygonal figures. Square-Enix doesn’t want us to think about Versus XIII for a long time. With both Final Fantasy XIII and XIV due to be released next year, it is unlikely we will be seeing this game released until 2011. So, you know, don’t hold your breath. ‘This Fantasy is based on reality’ is a phrase that appeared onscreen, and, from what I can guess, it seems like an almost defiant statement that the game exists in some form. Either that or Square-Enix is indeed making a 2nd life game as I initially assumed. The line for Chocobo farmers starts here…

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‘PSP push. Agito XIII PSP. Look WWII with magic. Kids. Magic + kids = Nazi vs. H. Potter!? Old maps.’

By this point I had clearly lost the plot, but I will say that the game does look incredible, and with Square-Enix obviously making such a concerted effort on the PSP and showing games that appeal to me, it may be the last straw I need in justifying the purchase of a PSP Go. And, well, clearly on some level I am intrigued by the idea of Harry Potter taking on the Nazis.

Finally I’m going to leave you with some of the garbled notes I wrote on the XIII trailer you have all seen by now. These are just brief snippets, as I actually wrote a huge amount on that trailer, but it seemed rather unnecessary to write about it once I knew that it had been released. Still, enjoy what, to those who have no idea what I’m talking about, might seem like the ramblings of a man who is so high he is on another planet.

Snow and GF? On flying bike circling. Happy. Yes GF. Goth loli girl. Kiss. Crying. Before rebellion. Small friend has same hair as bad guy. Black guy gets Ferrari drive mode. Glasses woman threatening! Ice girl is hot. Bare nipples confirmed! For man.

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3D Wipeout didn't make me vomit! TGS hands-on impressions

By now you have likely heard of Sony’s intentions of incorporating 3D into PS3 games by 2011. But I’m sure that for those who did hear this news, it probably raised a lot of questions such as ‘How does it look?’, ‘Won’t the glasses look stupid?’, ‘How much is the TV that can actually display 3D games going to cost me?’, ‘Am I going to barf?’ and ‘Why would I want this anyway?’.
Well to that I would say, that’s too many questions to answer, so all I can do is attempt to explain how I felt when playing the 3D version of Wipeout hands-on at TGS.

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Spare a thought for the booth companions who had to stare at this screen all day without having 3D glasses themselves

Honestly, what is most likely to get your stomach churning isn’t playing a 3D game, but watching one without the glasses. As I waited in line for 45minutes I watched race after race of the game without the glasses required to interpret the images into 3D. As you can see from YouTube videos and pictures, it isn’t a pleasant experience. Why Sony chose to display the technology with Wipeout HD, a game that already makes those with weak constitutions queasy, I can’t explain. But to those worried about 3D causing eyestrain, nausea or headaches, it probably wasn’t the wisest decision. Something a little more tranquil, like Afrika, would perhaps have given a better first impression.

Still when my turn came I was impressed with how comfortable and unobtrusive the glasses were. For those who usually wear glasses though, you have to wear them on top of your glasses. On the menu screens it seemed little different, but the first time I really noticed the 3D was at the start of the race when the starting time counted down from 3 to 1. I was squinting somewhat to make out the distant numbers, when I actually realized that they did appear distant. Once I noticed that, the perspective clicked for me. I marveled at seeing the ship so solid and very close-up, and it is quite a sensation to be able to register the distance between it and the far away count-down display.

It isn’t a 3D that envelops and surrounds you, as perhaps we may have dreamed of as kids watching Tron; instead it functions by showing you a series of plains that are separated by space. Imagine a diorama, and you will have a better idea of how you perceive the game. The in game objects appear to be on a number of different layers, and each layer is a different distance away from you.

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I guess by my reasoning, this is kind of what a 3D Mario game would look like...

I apologize if my explanation seems nonsensical, but I’m just trying to express how I saw the game, rather than explain it from a technical point of view. There are plenty of other people to do that.

Personally I was impressed, and though I don’t see it is becoming a necessity in future games, I would be keen to play more games in 3D. The negatives usually assumed about the technology, such as nausea, bulky 3D goggles or confusion, didn’t apply for me, although I will temper that optimism by saying that I only played the game for 5 minutes. On the downside, it almost doesn’t go as far I believed it could, but I guess that’s for a future era of holo-decks and such. Instead it promises to those of us who want it, a new perspective on games, and when this finally comes to fruition (and I smuggle enough contraband to afford the necessary TV), I will be playing a lot more games in 3D. Hell, I might even have to pick up Afrika.

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Heavy Rain hands on impressions TGS 09

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Heavy Rain already seems destined to be a game that will enthrall as many as it frustrates. But what else would you expect from Quantic Dream? The French developer was also responsible for intriguing but flawed games Omikron and Indigo Prophesy. With as much as we already know about the game, its clear that it will provide a fascinating experience, and my hands on time left me desperately wanting to see more of it.
Part of that curiosity stems from the fact that for a game which places so much weight on its plot and dialogue, the demo was only playable in dubbed Japanese, so the specifics of the scenario's story eluded me. To approach that problem from a more positive point of view, it allowed me to focus entirely on the mechanics of the game.

Beyond the impressive graphics, the first thing to strike anyone playing the game is just how unintuitive the control scheme is. For those who haven't heard, your forward momentum is driven by the R2 trigger, the direction in which the character's head will face is determined by the left analogue stick. It really isn't comfortable initially, but it did become more bearable as I grew accustomed to it. I perhaps can see why they chose to go in this somewhat unique direction. The pace of the game is certainly far different from how it would be if it had a more conventional set-up, and the unwieldy nature of movement demands something different from the player, but it remains to be seen just what kind of reception it will be given by the public.

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In the demo there were essentially two different aspects to the game. The first was a detective mode, where after donning a pair of sunglasses, Norman Jayden (the character you control in the Mad Jack demo) was able to scan the area for DNA, fingerprints and other evidence. Whilst there is nothing particularly new about this concept, it did once more highlight the unique control method. The right analogue stick interprets the actions of the character. So when standing above a piece of evidence, a downward flick of the stick had Norman kneel to take a closer look. A movement sweeping to the right and downwards would remove the sunglasses and one upwards and to the left would put them back on. Whilst hardly the easiest thing to express in words, in game it works very well after a few initial fumbles. Its an interesting idea that the movements of the right stick represent the intentions of the character and I'm keen to see if it will prove to be a more immersive form of interaction, or simply cumbersome, and potentially taking the player out of the experience.

The other aspect of the game shown off in the demo was the quicktime event. Though many are tired of this form of 'control', Heavy Rain convinced me that it had found a truly engaging way to pull off what is basically Simon Says. When Norman takes on Mad Jack, the proprietor of a car crushing scrapyard, the conflict is played out through a QTE. However due to the pre-established role of the right analogue stick, it feels much more instinctive and logical than they ever have before. When Mad Jack attempts to swing a crowbar at your prone body, moving it left rolls Norman in that direction to avoid the blow. Whilst you are only following onscreen prompts, they do make sense within the control scheme's internal logic.

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This QTE fight really encapsulated what could potentially be amazing about the game. The sheer intensity that the game conveyed in the desperate struggle isn't something that we usually experience. Your character is struggling to survive against a physically far superior opponent, and the constant sense of desperation and helplessness you are made to feel in relayed to the player. The fact that you know that all of your characters really can die, never to return, adds a great deal to your sensation of panic. I won't spoil the fight itself, but after finishing the demo I was left to wonder just how differently it could have played out had I been a little swifter in my responses, or conversely how quickly I could have been killed.

If it isn't already on your radar, Heavy Rain should be. Whether you actually like it is a different matter. Quantic Dream has made a game that relies so heavily on a unique control method that will not appeal to everyone, but that adds so much to the atmosphere of the game. Their bravery should be applauded for that at least. With what seems like a fascinating plot and multiple protagonists and perspectives, this is a game that demands your attention.

God of War 3 hands on impressions TGS 09

I have to begin this article with a small confession. I have never played a God of War game.

Gosh there seem to be a lot of tumbleweeds in the area.

In my defense, by the time the first game had been released I was already in Japan. It joins a small, but painful, pile of shame from those missing final years of the PS2. If Sony ever finally gets round to releasing their back catalogue on PSN, Shadow of the Colossus and Persona 3 and 4 will finally be taken off that pile. Thankfully due to the impending release of the GOW collection, I will at least be up to date with that series. Essentially I want to emphasize that I came into the demo of GOW3 fresh on the franchise.

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It doesn't disappoint. The game is so brutal, so visceral, so crude, that it shocks and entertains. I'm sure if you played the other games it wouldn't have such an impact, but commanding Kratos to literally tear a manticore apart piece by piece before impaling its skull using one of its own horns is quite breath-taking. As you have probably seen, you can get Kratos to hitch a ride on Harpies by clinging onto their legs to carry him across wide chasms. What is his method of gentle encouragement? Stabbing his blades into their bodies seems to spur them on, which defies all logic but adds to the manic and macabre sense of humor that ran through the demo.

In both these situations it isn't merely the violence that makes the impact, but the way in which the game emphasizes it. Cuts of the camera, zoom-ins, the use of slow motion and the use of vibration all make your actions seem even more devastating. It makes me shake my head in disbelief when I remember Sony claiming that vibration in controllers was a 'last generation feature'. Playing GOW without vibration would be like eating a delicious meal without a sense of smell.

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The game looked good, but in a way the demo didn't seem to show off the capabilities of the graphical prowess of the game that I had expected. The first shot, an extreme close up of Kratos shows you the level of detail of his character model, replete with realistic skin texture and wince-inducing scars. But then the camera pulls out to its default distance away and those details aren't so noticeable. It's a somewhat strange feeling to know how complex and detailed Kratos's model is, and yet you only get brief glimpses of this when the game slows down and zooms in during a particularly brutal move in combat. The game truly shines when it gives you a set-piece, and the loving detail that goes into the framing and dramatic camera movements that accompany the action is obvious. A touch of the level of detail that went into this demo was that whilst at the beginning Kratos is, relatively, pristine, by the end he is soaked from head to toe in blood.

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The combat is, I suspect, similar to the previous games'. In the demo you could either use his iconic twin chain blades or a pair of giant gauntlets. The rhythm of the combat, and the movesets, are significantly different, so it was fun to play using different styles. The sheer number of enemies that assault you, and the relentless haste with which they do so, was the real surprise for me, and a very welcome one at that. I am so used to enemies running up to your character before forming a circle around them and attacking one at a time. In some games it works (Batman Arkham Asylum) and in some it just seems awkward (Assassin's Creed). It implies a weakness in the combat system, where the control scheme isn't able to handle more than a one on one conflict. As soon as the demo of GOW3 started about ten enemy combatants sprinted over to me and piled onto Kratos. Who let out a roar and threw them all off. This intensity and scale of the combat is something that really stands out about the game. Oh, and the move where Kratos grabs an enemy by the head and runs around holding them out in front of him to knock aside everyone? Genius.

Finally I have to mention one more hilarious and shocking moment. There is a section where you have to edge across a ledge over a chasm. An enemy comes out of a window and edges towards you, then stops. When you get close enough the game prompts you to press the circle button. Kratos instantly swings over, grabs his head and smashes it repeatedly into the iron grate then lets him crumple and slide into the pit. It all happens so quickly and so violently that you can't help but cry out in surprise. It has been a long time since a game has made me utter exclamations out loud whilst playing, but GOW3 did just that. I'm looking forward to getting acquainted with the earlier exploits of Kratos when the God of War collection is released this winter.

Top five original games at E3

E3 2009 was widely praised as being one of the best ever and certainly a massive improvement on the farcical events of the last couple of year. A balance has finally been struck between giving the gaming press an opportunity to get hands-on time with the games, with the glitz, glamour and spectacle that attracted the attention of the mainstream media. What was also notable was the sheer quantity of potentially excellent games. In the past there have been about six stand-out games at the show, but at this E3 the number was closer to fifteen. The only issue, if it can even be called that, was that most of these games were sequels. Mass Effect 2, Modern Warfare 2, Assassin’s Creed 2, Uncharted 2, Mario Galaxy 2, Left 4 Dead 2, God of War 3, Forza 3, Splinter Cell: Conviction, and Metroid: Other M are just some of those incredibly promising sequels. However here are five original IPs that had strong showings at E3.

Bayonetta PS3, 360

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Hideki Kamiya, the creator of the Devil May Cry series, is the director of Bayonetta and it certainly shows. The action looks to be in a very familiar style to that franchise, but it promises to be an interesting alternative in many ways. The main character is a witch who bears a remarkable facial resemblance to Sarah Palin, the difference being that Sarah Palin doesn’t have guns strapped to her toes (to the best of my knowledge). As she also carries two pistols, two shotguns and two katanas it’s safe to say she is well armed. Besides firepower, she also has the ability to morph her hair into a variety of weapons such as a giant fist, boot or even a dragon. Her clothing is also composed of her hair so when she does utilize it for special attacks she becomes temporarily naked. See? I told you that this game had potential.

Split-Second PS3, 360

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An arcade racing game published by Disney doesn’t sound like the most enthralling prospect. But someone in the house of mouse clearly has an eye for games that don’t feature Hannah Montana because this game is shaping up nicely indeed. The hook of the game is that by driving well you can build up a meter that allows you to unleash special attacks. So far so Mario Kart. But these aren’t red shells you are hurling, instead you cause environmental damage. The demoed example was a race through an airport in which you could attack by causing gas stations to blow up or even bring planes crashing down to crush your opposition (hence the ‘reality TV show’ nature of the game was heavily emphasized). Not only will these attacks damage competitors, they also alter the nature of the track itself. The fact that the game looks even more beautiful than Burnout is another reason to get excited over this unknown quantity.

DJ Hero PS3, 360

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Whilst it is not exactly a completely original IP (the game borrows heavily from the Guitar Hero format) the manner in which DJ Hero plays is different enough to make it worthy of note. The songs that you play are mash-ups created by DJs specifically for the game, such as DJ Shadow, so if you are a fan of the artists then that’s enough reason to get excited already. The gameplay involves switching the track between these two records, scratching, and adding sound effects. That explanation hardly does the game justice so do yourself a favor and watch the game being demoed to get an idea of how it actually works. The fact that videogame journalists burned out on the music game genre are getting very excited about DJ Hero is a testament to the potential it has. Get ready for another plastic peripheral to clog up your living room.

Heavy Rain: The Origami Killer PS3

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Unfortunately Heavy Rain is somewhat indescribable, which makes it a pain to explain. The game is a narrative based detective story featuring four playable characters, but beyond that it’s difficult to really categorize it. What is clear is that besides the fact that the game looks incredible is that there are a lot of fascinating ideas going into this game. If one of the playable characters dies then rather than ending the game, play merely switches to another character. According to the developers it is possible to complete the game with all four characters dead which raises some interesting questions. The main problem I can see for Sony is just how they intend to market such a unique title.

Scribblenauts DS

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Everyone who played Scribblenauts fell in love with it without even getting off the main title screen. You are presented with a series of puzzles to solve which you can do so by typing objects into the DS which then makes them appear onscreen. An example being that there is a tree in front of you with a star in it and you have to get the star out of the tree. You can type in ‘saw’ and a saw will appear with which you character can cut down the tree. Or you could type ‘ladder’ in and you would be able to climb up it to get the star. Or you could type in ‘bullfighter’ and ‘bull’ and get the bull to crash into the tree. The big appeal of this game is that the possibilities are almost limitless. The developers, 5th Cell, have worked hard on creating everything you could possibly think of typing and putting it into the game. Chubracabra and plumbob are examples of obscure words that the game recognizes. Not only can you bring the objects into the world but you can chain them together. If you get a stick, some meat and a raptor then you can ride the raptor. The objects even interact with each other in that carnivores will attack and eat other animals and objects will have elemental properties. Whether or not the actual game is good seems a moot point; it’s so impressive that it deserves to be on anyone’s most wanted list.
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Author:thedogbarks
A blog dedicated to video games, akihabara, and everything otaku. Please leave comments to keep me motivated!

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