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Managing Editor:
Kristen Spencer | E-mail

Senior Editor:
JP | E-mail

Contributor:
Matthew Windau | E-mail

Contributor:
Lauren Spencer | E-mail




Conviction dev “hungry” for a Splinter Cell movie

Move over Jason Bourne, there’s going to be a new black-ops badass gracing the silver screen if Ubisoft has their way. The Splinter Cell: Conviction publisher and developer is “hungry” for a movie based on the exploits of the game’s protagonist, stealthy super spy Sam Fisher, according to Creative Director Maxime Beland.

“I’m very hungry for a Splinter Cell movie,” said Beland in an interview with Video Games Daily. “I think Sam Fisher is a great character, I would love to see him right next to Jason Bourne and right next to James Bond, because I think he fits there. So I would love for a Splinter Cell movie to be made.”

Ubisoft has already started testing the celluloid-tinged waters, having opened a dedicated CGI studio in Canada in addition to having produced several slick, short films in the course of pimping Assassin’s Creed II.

“Can Ubisoft make a movie? Can Ubisoft make it 3D, like a real footage and 3D movie Splinter Cell? I think so. I would almost say it’s just a matter of time before we end up doing that.”

- kristen spencer


EA’s Project Ten Dollar will ‘piss off consumers,’ retailers warn

Dragon Age: Origins‘ gender-bending golem. The Saboteur’s topless dancers. Mass Effect 2’s battle-scarred mercenary.

They’re all free for gamers peeling off that fresh from the factory shrink wrap, but what about those purchasing a pre-owned copy? Dubbed “Project Ten Dollar” by Electronic Arts, the single use vouchers for free downloadable content tucked away in many of the company’s recent releases is part of a plan to both boost new game sales and deter pre-owned sales by offering free DLC to those who buy the game new, while requiring those who go the yellow sticker route to purchase the content separately, a strategy that some retailers are predicting will enrage rather than entice consumers.

“The move to DLC exclusive content is an interesting step, and this obviously provides the publisher with another revenue stream [but] this move will definitely make the game less valuable on the pre-owned market, so it will be sold cheaper, meaning customers will get less value when trading in,” said SwapGame CEO Marc Day. “EA’s Project Ten Dollar move is aiming to stifle pre-owned games sales, but what they don’t factor in is the damage this could have for them in relation to new sales.”

“The person you’re pissing off the most is the consumer,” added Chipsworld MD Don McCabe. “This affects [them] directly - they pay the same amount of money and yet the resale value is much reduced. From a retailer’s point of view, they’ll just readjust [the price] bearing in mind you have to buy the voucher.”

EA’s not the only one trying to entice gamers to breathe deep that fresh from the factory smell, with reports that online play in the Sony’s upcoming SOCOM sequel for the PSP will be locked until users redeem an included code, with new codes for purchasers of a pre-owned copy priced at a hefty $20.

It was only a matter of time before publishers tried to get their hands on a slice of GameStop’s crazy pre-owned game sales profits, or at least slap the metaphorical fork out of their hands. Personally, I see it as win-win since I both hate GameStop and love buying new, non-scratched games, especially now that they’re being enhanced with free additional content right outta the box. Yeah, this sucks for those poor college gamers whose exposure to and enjoyment of new titles is dependent on the diminishing return of trade-ins, but that makes the retailers the bad guy, not the publisher.

- kristen spencer


Dante’s Inferno ‘too dark’ for a movie

Dante’s inferno is making the most of its fifteen minutes with an anime, comic and even an Electronic Arts-branded edition of the eponymous literary classic, but a live action movie it will never be, according to executive producer and creative director Jonathan Knight.

“Our version of Dante is a dark, troubled character. At the beginning of the game, he’s fairly unlikeable. He’s done a lot of bad things [and] there’s a lot about him to not like for sure. I think that’s something you could only do in a game,” mused Knight as we wrapped up our roundtable interview. “If our Dante was up on the big screen in a movie exactly as he is in the game, I’m not sure you would make that journey with him.”

“He does have redeeming qualities, and he does truly love this woman [but] our goal was to basically make a character that seems like he has it coming to him in the beginning of the game, but by the end of the game you feel different about him,” he continued. “What’s cool about it is that he’s you, and you’re on the journey as a gamer so you can’t help but…enjoy doing the things that he’s doing. But is he a role model? Probably not.”

- kristen spencer


Heavy Rain’s Cage: no more thrillers from me

Quantic Dream founder David Cage is done keeping company with killers, revealing that Heavy Rain will be his last foray into the thriller genre. Like the recently released interactive film noir, the developer’s two previous releases, 1999’s Omikron: The Nomad Soul and 2005’s Fahrenheit , were also set against a backdrop of a series of brutal serial murders, a setting that Cage is ready to trade for something a little less rote.

Heavy Rain is the end of my personal trilogy trying to tell the same type of stories with serial killers and stuff, in the thriller genre,” he revealed in an interview with Eurogamer. “I’m really happy I’ve done [thrillers] because I wanted to have a very codified genre that I can really play with, I know where the boundaries are, it’s really well defined for me and for everybody and at the same time I can try to play and learn within this space.”

“Now I think I’m grown up enough to say, OK, let’s expand the space and try to see what else I can do with what I’ve learned,” he continued. “We have a lot of interest in [Sony’s] motion controller, we start to play with it, and yeah, we definitely want to do something with it.”

- kristen spencer


Fable III will include new continent, races

Fable II might have spanned the decades, but it didn’t do much to expand the scale of the series, a shortcoming soon to be corrected in Fable III.

Lionhead Studios’ third installment in the series will stretch the Fable universe beyond Albion’s fictional borders, adding a whole new continent, revealed creator Peter Molyneux in an interview with IncGamers. Accessible from Albion, the neighboring landmass of Arora will be populated by a new race and feature new environments to explore, hopefully with the aid of a new canine companion.

As nice as it will be to play regent, we all know the thrill of Fable is all in the dog. If Elizabeth can share her royal estate with no fewer than ten Welsh Corgis, it seems only fair that Fable III’s King or Queen get at least two furry friends. Maybe three.

- kristen spencer


BioShock still has “many stories that could be told”

Though 2K Marin is currently focusing their collective efforts on the launch of BioShock 2, they haven’t ruled out the possibility of fleshing out the submerged city of Rapture into a full fledged trilogy, as well as expanding into other media like movies, comics and novels.

“Rapture is probably one of the most unique places ever invented,” audio director Michael Kamper said to CVG. “I have to imagine that there are many stories that could be told within its walls.”

“Personally I would love to see all of those things [movies, comics and novels] available but I can’t speak to future plans regarding any brand expansion. We have some pretty intense fans who I know would just devour all of that material and 2K’s dedication to quality would make sure that every product would be something worth spending your money on.”

Returning to the failed underwater utopia a decade later, BioShock 2 seems to be having a tough time living up to the high expectations established by the first game. That doesn’t mean it’s not good, it’s just not new. I hope for the future of the series, whatever shape it takes medium-wise, we’ll get to see the actual rise and fall of Rapture rather than simply frolic through the ruins. That would be new.

- kristen spencer


Molyneux: Natal might “be a bigger change” than the mouse

Lionhead Studio’s Peter Molyneux thinks Natal could do for the Xbox 360 what the mouse did for personal computers.

“If you’re thinking that Natal is going to give you another version of an FPS, you’re just not thinking broadly enough,” said the Fable creator in an interview with Gamereactor. “After all, it was the invention of the mouse that gave us computing as it is today - not the invention of the microprocessor.

“The mouse was the real revolution of the PC - not the Intel processor. And who’s to say Natal couldn’t end up creating something you and I can’t even imagine now,” he continued. “It forces us to approach technology in a completely different way. Before the mouse, we only had the keyboard [but the mouse is] how we ended up controlling our PCs.”

“That one 9.95 device changed everything about computing. And things like Natal can be a bigger change, but it’s hard to imagine.”

Not that I don’t love the man, but I’m inclined to take anything Molyneux says with a grain of salt, and not just because he’s the European creative director for Microsoft Game Studios. Sure, Natal could (maybe) revolutionize the way we interface and interact with videogames, but the real test is going to ultimately be in the software, not the hardware. Afterall, a mouse isn’t much more than a fancy paperweight without a decent driver.

- kristen spencer


Sony announces EyePet 2

Correct me if I’m wrong, but isn’t it a tad bit presumptuous of Sony to announce EyePet 2 when EyePet the first has yet to hit store shelves across all markets?

Though the baby faced fur ball has yet to make his North American debut, the PlayStation Eye-enhanced pet has apparently moved enough copies in Europe to warrant a second installment, according to Sony’s George Fornay. The head honcho of Sony Europe announced that the sequel is currently in development, releasing as early as this year.

I’ve been looking forward to getting my hands on the high-tech Tamagatchi ever since the on-stage demo at Sony’s 2008 Games Convention conference, but I never imagined it as anything more than a curious one-off. An excuse to once more plug in my PlayStation Eye, which has been gathering dust ever since finishing that first and last game of Eye of Judgement.  Guess I underestimated the commercial appeal of a monkey/puppy/toddler hybrid.

- kristen spencer


Review / Mass Effect 2 (Xbox 360)

As far as sci-fi epics go, Mass Effect has spent the past four years as the shining star of the genre, the brilliance of its characters and storyline only slightly dimmed by the graphical glitches, awkward driving mechanics and confusing inventory system. Developer Bioware could have just stuck to the same formula for Mass Effect 2 and had a sure-fire hit on their hands, but in keeping everything that made the first game great and firing the rest into deep space they have created a masterpiece. The story is darker. The menus are cleaner. The graphics are sharper. The combat is fiercer. If Mass Effect was brilliant, then Mass Effect 2 is absolutely blinding, an engaging and engrossing sequel that retains all of its predecessor’s strengths and none of its weaknesses. Though the critic in me usually has no patience for sweeping superlatives in game reviews, there’s no denying that this is the first game in a long time that actually warrants all the accolades being heaped upon it by reviewers. From its narrative to its presentation to its mechanics, Mass Effect 2 lives up to the hype and then some, redefining both the series and the genre in a single game.

Mass Effect 2 doesn’t waste time easing into its decidedly darker storyline, immediately plunging players into an interactive prologue that sees the SSV Normandy destroyed and Commander Shepard seemingly killed, spiraling into the void as his suit vents oxygen. Two years later and countless credits later, Shepard is brought back Bionic Man-style by the militant pro-human organization Cerberus, headed by a chain-smoking overseer known as The Illusive Man, to find out why human colonies across the galaxy are disappearing. It’s the launching point for an epic adventure that spans the galaxy, as you set out to recruit a team of dangerous, damaged allies to join you in your potentially one-way mission. Bioware has a knack for creating compelling characters, but none so layered and lifelike as the cast of Mass Effect 2. As you get to know them, exploring their motivations, learning their histories and even helping battle their demons both literal and figurative, you’ll discover that the universe of Mass Effect is no longer a place of moral absolutes.

Many times you’ll be faced with deciding between the lesser of two evils, forced to make choices whose ramifications ripple through the story in unexpected and unprecedented ways. Do you delete valuable research because it was obtained through tortuous experiments on living subjects, or keep it to save a species crippled by an artificially engineered birth defect? You may think the answer clear, but consider that the birth defect was introduced to stop said species from potentially overrunning the universe. There are many instances where you get to play god, but never an omniscient god. Though some of the consequences of your decisions have immediate and recognizable repercussions, helping to strengthen or fracture bonds with your teammates, there’s a feeling that the full scope of your decisions won’t be made clear until the trilogy’s final installment, a feeling that infuses every conversation, every mission with a delicious tension.

It also adds weight to each and every choice you make, pulling you deeper into the game’s universe and bringing you closer to the game’s characters than ever before. This sense of immersion is even more profound if you import your save file from the first game, which carries over your appearance and all your experiences. Though Mass Effect 2 stands alone as a self-contained game, easily accessible to newcomers, importing your data from Mass Effect dramatically heightens the experience, making you feel like you’re part of a living, breathing universe. You’ll run in to old friends and enemies from the first game, getting to see how your choices played out for better or worse. And if characters died in the first game, they stay dead in the second. The fact that your words and actions actually matter, that they carry over from one game into the next, results in a profoundly personal experience unlike anything else the industry has to offer. It’s akin to a tightly-woven television series, every conversation deepening the narrative while opening new missions, every answer leading to new questions that draw you inexorably further into Bioware’s carefully crafted world.

It’s not just the story that’s received such careful consideration – Bioware seems to have taken all the criticism leveled at Mass Effect to heart, removing or rebuilding everything that annoyed or frustrated from the first game resulting in a simpler, cleaner experience. Hated the excruciatingly slow elevator rides? They’ve been replaced with faster load screens. Hated the awkward vehicle controls? Scan a planet to find a landing zone, and you’ll travel directly to the desired location, no need to tank up the Mako. Hated the talking head dialogue sequences? Conversations play out like miniature movie scenes, replete with fluid pans, zooms and cuts as characters emote as much with their movements and gestures as their words. Words you can cut off by triggering the optional Paragon or Renegade action prompts that occasionally pop up throughout the game, allowing you to interrupt the superbly written and acted dialogue to comfort a grieving mother or push a mouthy merc through a high rise window as your current mood dictates.

Mass Effect 2 is a more visceral experience in every way, from the snappier conversations to the darker storyline to the smoother combat mechanics, which allow you to map abilities to the face buttons, issue simple squad commands using the d-pad, and utilize cover. It’s no Gears of War, but the introduction of a stop-‘n-pop cover system keeps the combat feeling fresh. The combat arenas are rife with places to duck and hide, walls to cling to, corners to sneak around, ledges to tuck behind as you reload your weapon, charge your biotics or line up the perfect head shot, making the battles feel less like a shooting gallery and more like a tactical playground. There’s no inventory management screen to speak of, rather you choose which powers to upgrade and which weapons to equip at the start of a mission, with the option to change up your load out from a weapons locker mid-mission. Your favorite Jedi-like biotic powers and special ammo can be mapped for quick access, or you can hold down the right bumper to pull up a radial wheel that shows all of you and your squad’s many talents, including cool down times for certain abilities. In addition, you no longer earn experience from individual kills but rather mission completion.

Some might initially view this simpler system as a stripping down of the RPG elements, but these changes actually make for a more streamlined experience without sacrificing any of the deep, detailed customization you’d expect from an epic role-playing game. Numerous weapon and armor upgrades can be found or purchased, to be applied from the Normandy’s tech station once you’ve mined enough raw materials from neighboring mineral rich planets. And once in your captain’s quarters, you can change the appearance, color and texture of your armor to suit your ever-evolving style – there’s even some Han Solo-inspired casual wear for when you’re kicking back between missions. Add to this already potent mix some prettier graphics, smarter AI and smoother navigation, and you have a game that combines the best of both the shooter and RPG genres to become something greater than either.

Mass Effect 2 isn’t the first game to laugh in the face of genre conventions, but it may be the first to have the last laugh, forever changing what we expect from and how we engage with videogames. The story progression and character development are so brilliantly paced and written that the thrilling combat, moving soundtrack and blockbuster presentation seem almost superlative. I know I’m gushing like a sugar-shocked school girl, in defiance of my typically cynical nature, but it’s the only reaction possible when faced with a title that so perfectly distills everything I love about this medium into a single game. Call it the Pandora effect, but Bioware has crafted a universe so vivid, so vital that it feels as though it continues to exist even after you’ve powered down your console. Mass Effect 2 is as close to perfection as any videogame has ever come. At least until the release of Mass Effect 3.

+

  • brilliantly written dialogue, diverse characters, refined presentation
  • improved combat mechanics, including squad control, power mapping and cover system
  • overarching storyline personalizes player’s experience

-

  • The wait for Mass Effect 3 is going to be nigh unbearable

- kristen spencer


THQ on the fence about sequels

With the high price of games driving gamers to dizzying new heights of frugality, publishers and developers have become increasingly focused on creating cash-generating franchises. Most of this first quarter’s major game releases have a number dangling off the end of their titles. Not to say that the odd original IP, like THQ’s upcoming post-apocalyptic subway shooter Metro 2033, doesn’t slip through the cracks, but even then the nagging question remains: Could this be the start of the next big game franchise?

“For me personally, as long as the game is enjoyable, I don’t care if it’s a sequel or not,” creative manager David Langeliers told Destructoid when asked if Metro 2033 had cash cow potential, “but there is a level of trust and set of player expectations when working with a franchise, that can both hurt and/or help you.”

“When a Zelda fan goes out to buy the new Zelda game, they trust the product and they have a set of expectations concerning quality from the past titles they’ve played,” he continued. “If you live up to those expectations, then you gain more trust with the fan and they are likely to keep supporting you by purchasing your future franchise titles. Of course if you don’t meet their expectations then the trust can be diminished, and you may lose a long time fan.

“Today, I think almost every game from every studio is produced and developed with at least some thought of building a franchise in mind. If players enjoy something, they are going to want more of it. It would be a shame to let them down.”

- kristen spencer


No loading screens in Dante’s Inferno

Just because Dante’s Inferno is all about hell doesn’t mean it’s going to put you through it with interminable loading screens, revealed executive producer and creative director Jonathan Knight during a recent roundtable interview.

“One of the cool things about the game is that it never goes black, it never says loading the next level,” he said. “It’s really a continuous decent down the nine circles. You really feel like you’re making this physical journey.”

“From one circle to the next, there’s a decent sequence where Dante’s using ropes and he’s basically spelunking and rappelling down the cliffs,” he continued. “Those are sequences that I think really kind of mix up the gameplay. There are environmental puzzles. There are bosses. There are sub-bosses. We just really wanted it to always be mixed up so that there’s a pretty good variety in the gameplay.”

- kristen spencer


Dante’s Inferno nightmarish, but not intended to give nightmares

Babies with blades for arms. Demons wearing high heels. Ants pouring out of the nipple of a breast three stories tall. Given that the game’s an interactive tour of hell, it’s no surprise Dante’s Inferno is chock full of disturbing imagery, but it is surprising that spending the past six years dreaming up images that would make Clive Barker blush didn’t take a psychological toll on the team.

“I can’t speak for everybody on the team, but for me it did not. I’m not sure why. Maybe it should have, but I was definitely able to separate the fantasy from reality,” executive producer and creative director Jonathan Knight said during our roundtable interview. “Certain kinds of horror where it’s very real and very close to home, dealing with real people in a contemporary setting, can be more disturbing. Whereas we set out from the beginning to do kind of a medieval period piece where you go into a very fantastical vision of the afterlife. I think there’s a certain emotional distance created when it’s so clearly a fantasy.

“I didn’t want to make a game that was disturbing to play. I want people to be entertained,” he continued. “Granted, not everybody’s going to be entertained by a fantasy that’s this dark, but I do think there’s a big audience of mature adult gamers who want that dark fantasy because it’s something that they’re not going to experience in real life. We want to go there with them, to give that to them, but not in a way that is going to give them nightmares.”

Try telling that to all the preggo women out there with a sexual fetish for swords - the three of them haven’t slept in days.

- kristen spencer