Here’s a quick look at some of the all-out arcade shooting action found in the PS3 version of Time Crisis: Razing Storm. Namco Bandai is packing in a ton of content for fans of the series, the PS Move functionality is flawless and the bonus content (Deadstorm Pirates and Time Crisis 4) makes this package a must-have. And yup, Guncon 3 support is onboard.
Daily Archives: August 6, 2010
Preview: Goldeneye Hands-On
One of the biggest surprises revealed for the Wii at this year’s E3 was Activision’s new version of Goldeneye 007, a complete reworking of the classic multimillion selling Nintendo 64 shooter that set new standards for console split-screen multiplayer action. Seasoned European developer Eurocom (Dead Space Extraction, one of 2009’s best Wii games) had actually been coding the game in secret for close to two years and all their hard work has really paid off. After having the opportunity to see and play the game at Activision’s press event this past Tuesday, I can more than safely say that Wii owners are going to have a high quality game their other console-owning friends just may be extremely jealous of.
Message board denizens knocking the game based on low-resolution movies or single screen shots can pretty much get a new hobby complaining about some other game they haven’t yet played. Once you actually see the game live (and hell, play it), you’ll be sold thrice over. What’s here shows a developer and publisher dedicated to pulling out all the stops to show that the Wii can indeed do a serious shooter. Rare’s game was indeed great, but times and tech have changed for the better since the cartridge days. From the moment you get your first mission briefing (voiced by Dame Judi Dench, naturally) and the camera zooms into the first-person perspective of Daniel Craig’s harder-edged Bond, the level of immersion is completely believable and yes, makes you feel as if you’re really playing as 007.
For those of you whining about the lack of a pure port of the Pierce Brosnan version of the game, get over it. He’s not playing Bond anymore and has no interest in having his likeness used in the game, period. I could go into a long lecture on how most actors like to move on to other roles and not just be recognized for a character that’s more or less a replaceable template every few years, but I won’t. What I would suggest is some of the more negative folk out there track down and read some of Sir Ian Fleming’s original Bond novels and discover that that Bond wasn’t exactly a Saint (pun intended), nor always the suave lady-killer with a wisecrack for every occasion. For the record, my generation’s Bond was Sean Connery, but as much as love watching Goldfinger or Thunderball endless times even I wouldn’t want to see him pop up as Bond in a new game again any time soon.
If you were expecting the new Goldeneye to be on rails like so many other Wii shooters or a simplistic game with nothing but straightforward pathways through cardboard AI, you’re in for a very huge shock. Right from the start, a few hidden and not so hidden multiple paths tempt you to not quite play follow-the-leader. I happened to look right as Bond jumped down next to the bridge Agent 006 crossed and saw a small tunnel before he hopped up and moved around the back of a sentry tower. I asked and was told that yes, players will be able to freely choose how they tackle parts of certain missions. This should add to the replay value for those that want to go back and see what’s off the beaten path.
For the demo purposes, we had Bond sneak up and around the back stairway of that sentry post. A great context-sensitive physical takedown led into the first big gunfight as a small group of Russian soldiers rushed the bridge from the right side of the tower. A few well-placed sniper rounds (and an assist from 006) later, both agents headed to a nearby truck which was commandeered and steered up to an enemy checkpoint. The game flows so seamlessly from play to first-person cut scenes that even the “quiet” parts are cool. Inside the truck, a brief dialog sequence blended right into the next action sequence. A pair of guards came over to check out the truck and after they not so kindly asked the 00’s to step out of the truck, things got hot. 006 shoots the guard on his side then Bond’s, puts the truck into gear and floors it through the checkpoint as 007 picks up what looked like an AK-47…
This part was pure chaos out of a Call of Duty car chase with Bond shooting, Russian trucks exploding, rolling over, or in one case, flying wildly off a bridge and into a ravine. The ride came to a nasty ending as 006 rolled the truck and hopped out. Poor 007 seemed to take a few extra lumps as the truck flipped over to a stop, landing in a crunched heap. This made me grin, as Craig’s Bond has gotten his share of realistic bumps and bruises during his brief tenure. Once 006 yanked Bond from the truck, the pair hoofed it to a nearby broken elevator. A bit of button jamming helped open the doors and shimmying down the elevator cable led to an encounter with a few unlucky troops caught off guard once the door was breached. The breach effect led to a great “bullet-time” moment where Bond had a few seconds to target the enemy guards to add a little lead to their diets before an alarm could be reached.
Our single player session abruptly ended here, but it was clear that Eurocom has done some mighty fine work in crafting one of the best-looking Wii games to date. The detailed visuals, destructible environments and solid lighting effects along with plenty of smoke and debris (all running in HD, I might add) were mind-blowing and prove that you don’t need fancy bump-mapping on every surface to make a game work. That the gameplay packs a similarly varied punch to a Call of Duty game isn’t something to knock it for at all. In fact, two of the sheer thrills of this new Goldeneye are the wider variety of interactivity plus those “Did you SEE that?!” moments as you survive some tense encounters. Once you actually see the game up close and personal and get that controller in your hand, you’ll be a believer, that’s for sure.
Speaking of controls, the game not only supports the Wii Remote and Nunchuck, but you can play with the Wii Zapper, Classic Controller Pro and (I believe) Game Cube controller, so finding a favorite method should not be an issue at all for console FPS fans. We had Classic Controller Pros all around, so it was a dual analog paradise party for four player multiplayer action. Our sessions took us to two different maps (one indoor and one outdoor), both featuring four of the over 40 unlockable playable characters. The first map was a straightforward deathmatch set in a two-story structure that had tight turns, stairways and a few choice kill zones. I chose Oddjob, a very fun character to use thanks to his sub-weapon, a deadly razor-ringed bowler that was good for one-hit kills when thrown.
Our second map was an outdoor construction site of sorts with ramps, a giant pipe, scaffolding and concrete ditches plus a train in one part that became quite a setting for close-in shootouts. Here, we played Golden Gun Mode for a few rounds, and fans of the original will be pleased to know that the rules are indeed the same. Whomever grabs the gun gets the ability for one shot kills, but they’re also easily targeted by the other opponents. In multiplayer, Eurocom has dropped some of Rare’s more comical bonuses but has emulated some of the elements from the N64 original such as the red blood effect when you die. Even with the game engine running four action-packed screens, the speed was excellent with no slowdown or glitches. The level of detail in the characters and backgrounds was solid (very slightly lower than the main game), but to tell you the truth, I was too busy having a blast to find stuff to nitpick over.
Of course, you, dear reader are the final part of the puzzle. It’s clear that both Eurocom and Activision are supremely excited about the project – all they need are gamers to stuff away those preconceived notions of the Wii as a “casual” game system that can’t pull off a top drawer title. Although we only had about a half-hour with Goldeneye, it’s definitely one game fans of the original should put on their must-have lists (yes, even if you still don’t own a Wii). We were also told that as good as the game looks, it’ll get even better as Eurocom is tweaking the code even more to add extra visual effects.
Finally, while the complete set of split-screen and online modes haven’t been revealed yet, Activision plans to announce them as the game approaches its Q4 launch. One we get a final release date, mark your calendars and hit your favorite game emporium to pre-order as this one’s definitely going to be a hell of a ride for Bond fans of any console generation.
Review: Clash of the Titans
Developer: Game Republic
# of Players: 1-2
Rating: T (Teen)
Score: C+
While Clash of the Titans is far from gaming perfection, you have to at least give developer Game Republic credit for their lengthy, overly ambitious take on the usual too brief licensed movie game experience. There’s an arcade-like combat system here that’s simple enough for anyone to pick up and play along with a bit of depth for the obsessive thanks to the ability to grab and acquire dozens of upgradable enemy weapons. On the higher difficulty levels, some enemies and bosses can be quite tough to take down in a timely manner. However on the easiest setting, skilled players can breeze by plenty of maps before they run into anything really challenging.
Still, unlike a great deal of movie-based games, there’s a lot of work do before you see the ending. With at least 20 hours of action here, only those willing to sink a good deal of time into the game will see everything it has to offer, particularly if you’re into collecting Achievements or Trophies. There are a few very light RPG elements, over 80 weapons to collect, a few co-op oriented missions and even a Challenge mode that requires you to beat down bosses you’ve previously bested. As long as you go into this one not expecting to be wowed by stunning originality all around, the game can be strangely compelling in an old-school fashion.
The really pesky part about COTT is that it can be fun in spurts, but in the end it tries too hard to be accessible at the expense of any sort of character or plot depth. It almost seems as if Game Republic started the project as a more tightly focused Action/RPG experience geared solely toward one player, but along the way some ideas (such as complete co-op play throughout the main game) didn’t gel completely. You’ll get loads of side quests that revolve around hoofing it through large environments and killing waves of enemies before you can grab the item you’re sent to retrieve.
Granted, this sort of chase ‘n chop questing has been par for the genre course for ages. At the end of the day, don’t expect the game to blow you away with anything new and exciting. You’re just beating down yet another pack of angry beasties before they do the same to you, collecting your reward and moving on to the next NPC in need. In terms of controls, moves aren’t hard to pull off at all and the game can be fun when everything works as it should. The problem is, the negative points get in the way of enjoying much of the game to the point of overwhelming the experience.
As you go through the game, you’ll be able to choose an AI partner that has something of a short attention span combined with the ability to get killed at the most inopportune of times. While calling over a buddy and plugging in a second controller sounds like it’s a great way to solve that particular problem, not every mission in the game is co-op or AI partner enabled. That and both players are confined to one screen, making something like decent camera control a wee bit impossible. It’s not as if Game Republic hasn’t been around long enough (and hasn’t made a few respectably solid games) to know how to deal with these camera and ranged weapon issues. It’s just a bit surprising to see this mostly simple but fun game experience hampered by stuff like this.
As a whole, the game can be quite enjoyable as long as you judge it on its own merits and not compare it to other games on the market. Unfortunately, that’s what’s going to happen with pretty much any action-based game that even remotely resembles a certain bigger-budgeted PS2/PS3/PSP exclusive franchise. As a gaming old-timer, I actually see more comparison to ancient arcade classics such as the Rastan or Rygar games, Dungeon Magic and a few other oldies I can recall spending way too much money on trying to beat in single sittings.
In the end, whether or not reliving the days of yore is worth sixty bucks is completely up to you, dear reader. I certainly enjoyed playing through Clash of the Titans once (plus a bunch of Challenge missions) and I’ll probably whip it out and go through it again at some point down the road. Granted, the remake wasn’t the most spectacular of cinematic experiences (but it was certainly more fun to watch than the original), but at least the game fits that mindless summer fun mold almost to a T.
Preview: Tony Hawk SHRED
While last year's Tony Hawk: RIDE wasn't perfect, it was quite clear that the development teams behind the peripheral-driven skateboard game were onto something cool. For this year's installment, Tony Hawk SHRED, developers Buzz Monkey (Wii) and Robomoto (PS3/360) have cooked up a much more balanced, fun to play and quite exhilarating game experience that's really looking like a guaranteed winner for board newbies and experts alike.
Preview: Spider-Man Shattered Dimensions Hands-On

Activision's Spider-Man titles have swung high and low over the past couple of console cycles, but the upcoming Spider-Man: Shattered Dimensions just might be the ultimate Spider-Man game. Gone are the overly large open-world maps and timed balloon rescue missions, yet levels are definitely big enough to play around in and have a blast with. The four distinct art styles look spectacular and although each Spidey here has the same move set, the different time periods will have players taking a more stealthy approach in one era or going at enemies full-tilt in the next. Canadian developer Beenox has finally gotten to stretch their wings and go all out in terms of visuals with the results coming together into a dynamic, amazingly fluid game that Spidey fans new or old will want to jump right into.












