Tuesday, April 26, 2011

Sony unsure if credit card info compromised in PSN outage - Report

As if the fact the ongoing PlayStation Network outage entering its sixth day wasn't bad enough news for Sony, now comes word that the company isn't sure if the service's 75 million subscribers have had their personal information compromised.

According to a PC World report, Sony spokesman Satoshi Fukuoka said that the company had "not yet determined" if the confidentiality of PSN users' personal or credit card information had been undermined by the "external intrusion" that brought the network down. As of press time, Sony Computer Entertainment reps had not responded to requests for comment on the matter, and the official PlayStation Blog had not offered any updates on the situation regarding PSN users' information.
The cloud of uncertainty over the security of users' information is the latest development in the ongoing PSN outage saga. The crisis began Wednesday evening, when Sony took down the service with little explanation. Two days later, the hacker collective known as Anonymous--which had previously mounted attacks on the PSN--announced it was not sanctioning action against the PlayStation 3 and PSP's online service.
Then, late Friday, Sony revealed an "external intrusion" was behind the PSN outage, and said that it was conducting an investigation into the incident. Then, late Saturday, the company announced it was rebuilding the PSN infrastructure to ensure "additional security" would be added to the network.

Mario Kart sliding onto 3DS in 2011 - Report

Thus far, Nintendo has been slow with bringing many of its heralded franchises to the 3DS, but that doesn't mean that they won't be coming by year's end. Earlier this month, Nintendo attached a June 19 release date to Legend of Zelda: Ocarina of Time 3D and said that Super Mario 3DS would touch down in 2011. Now, it appears as if the same can be said for Mario Kart 3DS.
French site Gamekyo reports that Nintendo design chief Shigeru Miyamoto attended a press event in Paris last week, at which the Mario creator purportedly stated that Mario Kart 3DS will arrive in 2011. The title was among the first shown by Nintendo for its glasses-free 3D handheld, which went on sale in the US last month.
Nintendo has thus far offered gamers little information on what they can expect from the most recent installment in the long-running kart racing franchise. At its E3 2010 unveil, the game was shown to feature Mario, Luigi, and Princess Peach racing outside the damsel-in-distress' castle. Miyamoto reportedly said to expect more information on the title at this year's E3 in June.
Beyond offering a broad window for Mario Kart 3DS, Miyamoto also offered a few tantalizing details concerning the Wii 2, confirmed today as arriving in 2012. According to Gamekyo's report, the publisher has been toying with the idea of letting gamers use the 3DS as a controller for its next console, which is also rumored to have a tablet add-on.
Nintendo had not returned a request for comment as of press time.

Infamous 2 beta extended

Since April 12, a select group of PlayStation 3 owners have been beta-testing Infamous 2's create-a-mission mode to create and share their own twists on the open-world action title's gameplay. But with the PlayStation Network down for six days and counting, developer Sucker Punch has decided to extend the beta test to make up for lost time.
The studio posted about the extension on its Twitter page today, saying, "We've decided to extend the beta. Once PSN is back up we'll determine by how long, but rest assured: your outcry has been heard."
The PSN outage has also kept Sucker Punch from distributing more beta keys to its fan base. The developer said that giving out keys that people wouldn't be able to redeem "would be cruel and unusual."
Infamous 2 will see Cole leave the metropolis of Empire City and travel to New Marais, a city based on New Orleans. Along the way, he faces the same narrative duality of choosing to either help or hinder humankind. Once he arrives at his destination, he must face an evil entity simply called "the Beast."
The PlayStation 3 exclusive will be available June 7 as a $60 stand-alone title or as part of a previously revealed $100 Hero Edition. The latter will come with an 8.5-inch Cole MacGrath statue, a sling pack modeled after Cole's own in-game gear, an Infamous mini comic from DC Comics, the official Infamous 2 Hero Edition Soundtrack, and a voucher code for unidentified in-game content.

Gears of War 3 beta schedule detailed

Those who purchased the Epic Edition of Bulletstorm have been mutilating one another in the Gears of War 3 multiplayer beta test for a week at this point. Those who forwent Bulletstorm in favor of simply preordering Gears of War 3 will be pleased to know that they, too, can now rev their lancers and launch into the fray.
Along with announcing the opening of the Gears of War 3 multiplayer beta, Epic delineated a schedule for what players can expect over the next several weeks. Up first will be the Team Deathmatch and King of the Hill modes, which will be tested from April 25-May 1. Gamers will be able to engage one another in the Thrashball, Checkout, and Trenches maps.
From May 2-8, Epic will open up the Capture the Leader game type as well as the Old Town scenario. The last week of the beta--May 9-15--sees gamers able to launch into any of the three battle modes on any of the four maps.
Epic is also planning a few incentives to keep gamers engaged with the beta. These include exclusive medals, weapon skins, and character model variants that will carry over to the retail edition of Gears of War 3 when it launches for the Xbox 360 on September 20.

Conduit 2 Review

The Good

  • Irreverent, B-move-caliber story  
  • Labyrinthine levels with plenty of secrets  
  • Varied artistic design  
  • Exciting boss fights.

The Bad

  • Hilariously awful AI  
  • Classic Controller issues.
Conduit 2 is a breath of fresh air in a genre that takes itself far too seriously. Breaking away from the shackles that made The Conduit an insipid chore, this unrestrained sequel addresses every concern from the first game with a jester's aplomb. Gone is the overly dramatic story that made government conspiracies as banal as a tour through a doorknob factory, replaced by a tongue-in-cheek narrative that revels in preposterous logic. The paint-by-numbers level design has been tossed in the scrap heap as well. You travel the globe in Conduit 2, and the circuitous layouts make it fun to figure out where to go next. There are even thrilling set-piece moments mixed in, culminating in a number of over-the-top boss fights that provide an explosive change from the normal action. That's not to say Conduit 2 is without fault. The core action is mired in problems, ranging from hapless AI to predictable combat, and the lifeless multiplayer fails to build on the cartoonish charm of the campaign. But Conduit 2 rises above these complaints. It has a style all its own, and though it has its fair share of issues, you'll still have a smile on your face the whole time.

The hive cannon is as gross as it is deadly.
When the story begins, it's impossible to tell if it's a serious attempt to relay the plot of another alien-themed conspiracy cover-up, or if it's making fun of genre cliches. Mr. Ford is a surly, take-no-guff protagonist, and his guttural growls make it easy to dismiss him as another run-of-the-mill tough guy. But it soon becomes apparent that you aren't meant to take this goofy story seriously, and the outlandish plot provides more than a few laugh-out-loud moments. Take, for example, the taunting words of one late-game boss. After you shoot him in the head for nearly 10 minutes, he bellows at you that he's through negotiating. In another amusing exchange, Ford questions why the architecture of the building he's in seems to repeat. Your helpful friend responds that time and money force designers to reuse assets, just like in video games. It's moments like this that make it easy to just relax and enjoy the show. Conduit 2 isn't particularly smart or insightful, but it has enough silly banter to make the story enjoyable.
The Conduit was heralded for its outstanding controls, and the precision offered by the Wii Remote/Nunchuk combo is just as impressive the second time around. Now the Classic Controller is an option as well, and though it's not nearly as accurate as the standard scheme, it's a welcome addition for those who would rather use a dual-stick setup. There are some notable issues, though. You may have to slam on the duck button multiple times before your avatar reacts, for example, and aiming is far too touchy, even after you tweak the sensitivity settings. These quirks are annoying, but they won't impede your progress thanks to the laughable artificial intelligence. Enemies act more like vaudevillian performers than trained mercenaries. You may see a soldier take cover against a wall of air or perform a somersault and forget to shoot afterward. Oftentimes, you strafe into a room with your gun cocked, only to find your foes standing around as if they're at a cocktail party. Make no mistake about it, the AI in Conduit 2 is atrocious, though it does fit within the B-movie vibe the game exudes. It's funny gunning down these fatuous fools, and because Conduit 2 never pretends to be a serious shooter, the inept AI only adds to the charm.

Your varied arsenal includes military staples such as machine guns and sniper rifles mixed in with a healthy assortment of out-of-this-world armaments. The earthly weapons generally act as you would expect, though there are some exceptions. Damage with the shotgun is woefully inconsistent, so you may behead a vile enemy with a sure blast in one fight, only to find it takes three headshots the next time around. Your alien firearms look a lot more interesting than an ordinary pistol, but they're not quite as effective in combat. Oftentimes, it takes two or three times as many shots to kill an attacker with an intergalactic offering, which makes using these fancy tools of destruction less enticing. There is one exotic gun that not only has a creepy visual design, but is a fine killing machine as well. The hive cannon looks like a grotesque insect, complete with slithering tentacles, and delivers a deadly punch when fired. Despite some neat-looking weapons, the action in Conduit 2 is rather predictable. Fights too often erupt in narrow corridors littered with handy pieces of cover, and the typical layout combined with the aforementioned AI problems make for functional, if derivative, shoot outs.

Red Faction: Armageddon Hands-On Preview

In Red Faction: Armageddon we are on Mars with a shaven-headed Mason once again: Darius Mason this time, grandson of Alec, hero of 2009's Red Faction: Guerrilla. But where Guerrilla had us rove around on the Martian surface, Armageddon takes us underground. Terraforming has failed since the events of the last game, making Mars uninhabitable aboveground, forcing the human population to relocate into deep networks of rocky caverns. And where Guerrilla was open-world, Armageddon is basically linear, though with some larger, open areas suitable for sandbox-style play linked by the game's subterranean roads and corridors.

The game's producer, Jim Boone, tells us Armageddon's linearity comes from player feedback. Though fans of the previous game enjoyed the vehicles and free-form destruction, he says, they were less keen on trundling long distances through an open environment. He also tells us that some 20 percent of the third-person action still takes place topside, though we didn't see any sky for the few-hour duration of our hands-on demo, which was taken from early in the game.
As the demo began, the humans were already besieged by huge and vicious insectile beasties. Since these came from deep within the planet Mars and the humans from planet Earth, they are technically the natives. For the purposes of this preview, however, and because they are huge and vicious insectile beasties, we shall call them aliens. Our hero Darius is somehow to blame for the alien uprising--but inadvertently, mind you, and doing his best to make up for it. In the course of the demo, he escorts a convoy through hostile territory, fetches power cells and fixes water pumps for beleaguered civilians, and demolishes all manner of alien-infested structures.
Among the enemies are various brightly coloured red and green creatures, accessorised with organic blades and spikes and ranged bioweapon fire--glowing green globs that explode just after impact. We encountered plenty of ravagers: fast-moving, wall-climbing aliens with bone-bladed arms. Another alien creature, a stealthy variant, is invisible except when attacking but signals its proximity with a blurring effect on Darius' vision. Others are less subtle and less buglike: one creature was a hulking, horned biped, like a Martian minotaur.
We weren't short of hardware to see off the alien hordes, with Armageddon forever dropping new weapons in our path, but chief among them was the tremendously fun magnet gun. With this, the game's signature weapon, you shoot item A (say, the side of a building) and then shoot item B (say, a spiky ravager) to fling the one into the other, as if by magnetic attraction. The quick two-shot operation works a bit like Dead Space's kinesis module, letting you smash large chunks of the level furniture--girders, walkways, shacks, and the like--into your squishable foes, but also letting you launch enemies up and away, by firing at them and then at the distant cavern ceiling.
The magnet gun is also useful for demolition purposes. Alien-infected buildings can be destroyed by "magnetising" the roof and the floor, or one wall and the other, making it crumple up with zero ammo expenditure. Another demolition option is the powerful, no-mess nano-rifle: a gun that simply dissolves objects and enemies, with none of the gooey splatter of swatting an alien with a corrugated iron shack.
The extensive destruction will be familiar to players of Red Faction: Guerrilla. (Once again, terrain can't be deformed, except for the odd rocky crystal structure, though most man-made structures are fair game.) But Armageddon balances the large-scale demolition with the addition of a repair ability. Darius is equipped with a nano-forge, which is a kind of multi-tool with a number of unlockable and upgradeable abilities, such as shockwave, which freezes and levitates foes close to you; beserk, a double-damage buff; shield; and repair. This last ability is the inverse of the nano-rifle's disintegrating ray. Like an all-powerful undo button, the repair ability conjures anything you've annihilated back into being; you can rebuild walls around you when you're short on cover or reform a stairway while you climb it. Watching buildings rematerialise in a shimmery nano-glow is an unexpected treat.
For remote rather than up-close repairs, Darius has repair grenades, which can be tossed at distant ruined targets to remake them. These are also found in Infestation mode, the game's Horde-style multiplayer mode, in which four players fend of waves of aliens. In Infestation mode, the repair grenades are especially useful for salvaging cover out of the destruction wrought by four magnet guns.

For anyone who played Guerrilla and did enjoy the open-world roaming, there's no escaping the linearity of Armageddon. There was even a disheartening bit of backtracking through tunnels in the stretch we played. The largest caverns, though, do provide arenas for sandbox-style play. Hopefully, as vehicles are introduced--we saw little of these in our hands-on--the arenas grow too, with more room to manoeuvre and more sandbox opportunities to exploit. Fingers crossed also that the jittery frame rate on screens crowded by extravagant use of the magnet gun turns out to be a rarity.
Otherwise, Armageddon promises a fun third-person action game with enough novelty to make it interesting. A rugged protagonist against aliens on Mars is hardly fresh new territory--even discounting Red Faction titles--but Red Faction: Armageddon has an edge in its powerful magnet gun, free-form destruction, and magical repair tool. Look out for it this summer.

Wii successor confirmed for 2012, Nintendo profits fall by 66%

It’s almost customary in the lead-up to the yearly Electronic Entertainment Expo in Los Angeles to have rumours swirling regarding all manner of game-related issues, and 2011 is no exception. This year’s rumour mill has been throwing out plenty of speculation about Nintendo finally announcing a successor to the Wii, and it looks like the rumours have been accurate.
In a statement released alongside the company’s latest results today, Nintendo has confirmed that a new home console is indeed on the way and will be released sometime in 2012. The statement was brief and contained no other details, but it did state that the Wii successor will be playable at this year's E3 and that more specifications will also be released at gaming's premiere event.
The confirmation comes alongside gloomy results for the Japanese gaming giant, with the company reporting a decline in full-year profit for the second year in a row. Profit fell by more than 66 percent, with Nintendo recording 77.6 billion yen ($946.6 million) for the year ended March 2011. Income also fell 29.3 percent to 1.01 trillion yen ($12 billion).
Declining Wii sales was one significant factor in the results, with global sales recording 15.2 million units in the financial year gone compared to 20.1 million units a year earlier. DS sales also dipped, with 17.52 million units sold in the last year--a fall of roughly 10 million units from the year prior. Nintendo also missed its target of 4 million 3DS units sold, hitting only 3.61 million units by the end of March.
Rumours of a Wii successor have been gaining steam in the last month, with magazine Game Informer tipping that an HD-enabled Wii 2 would be announced at or just before this year's E3. Other sites have also emerged with leaked details, including speculation that the new Nintendo home console would feature controllers with a built-in 6.2-inch touch screen.

Friday, April 22, 2011

PSP Go still in production for North America

This week saw rumors surface that Sony had ceased production of the PSP Go. That speculation was apparently confirmed on Wednesday, when Japanese sources quoted Sony as saying that production of the UMD-less variant of the handheld had been discontinued. That account was backed up by the official Japanese PlayStation site, which listed the PSP Go as out of stock and no longer shipping.

At the same time, the North American Sony Style store listed the PSP Go as still in stock for $200. Now Sony is explaining why. In a brief statement provided to GameSpot, US Sony reps flatly said that, "We are continuing production of [the] PSP Go for North America." The reps did not comment on the status of the handheld in Japan or any other territories.
After being unveiled with great fanfare--following a colossal leak--at the 2009 Electronic Entertainment Expo, the PSP Go was launched that October in North America. It was, however, not the runaway hit Sony hoped it would be. Though US sales figures for the handheld variant have never been released by the NPD Group, retail-tracking firm Media Create broke them out each week for the Japanese market. In almost every instance, the portable finished dead last on the hardware chart, selling just 356 units in the island nation during the week of April 4-10, compared to 35,478 PSP-3000s.

Big in Japan April 11-17: Super Robot Taisen

Media Create's Japanese sales charts for the week of April 11-17 saw a significant amount of turnover, with new releases accounting for seven of the top 10 games. The only remaining games from the previous week's chart were Dragon Quest Monsters: Joker 2 Professional, Earth Defense Force 2 Portable, and the tenacious Dynasty Warriors 7 (which clung to the 10th spot in its sixth week on the charts).
As for the newcomers to the chart, they were led by Namco's latest super deformed giant robot battle royale, Dai-2-Ji Super Robot Taisen Z Hakai-hen, which sold 307,019 copies in its debut. The latest installment in the long-running turn-based strategy series features dozens of mechs licensed from popular franchises like Gundam, Mazinger Z, Macross, and Big O. The series is not entirely unknown in the West, as Atlus has localized previous "Original Generation" installments--created with generic mechs to avoid licensing issues--for Nintendo's portable systems, most recently with 2009's DS game Super Robot Taisen OG Saga: Endless Frontier.
Three more spots in the top 10 were claimed by various versions of Konami's new release, Pro Baseball Spirits 2011. The PlayStation 3, PSP, and 3DS versions of the publisher's long-running baseball series ranked second, fourth, and ninth on the charts, respectively. Combined, the three games sold nearly 170,000 copies.
The remaining newcomers to the chart may be a bit more familiar internationally. Nintendo's Pilotwings Resort for the 3DS made its debut in sixth place, followed by THQ's first-person shooter Homefront in seventh. Atlus' well-regarded Persona series of role-playing games also produced a new chart topper, as the PSP remake of the 1999 PlayStation role-playing game Persona 2: Tsumi debuted in fifth place.
New also trumped old on the hardware side of the charts, as Nintendo's 3DS bested the PSP--28,252 units sold to 23,846 units sold--after Sony's handheld posted back-to-back weeks as the best-selling system. Prior to that, the 3DS had locked down the top spot on the hardware charts for six weeks, dating back to its February Japanese launch. The PlayStation 3 took its increasingly common third place position, selling 22,265 systems, falling behind the main handhelds but well ahead the 8,122 sold by its closest competition, the Nintendo Wii. Sony's PSP Go, which was discontinued in Japan this week, limped its way toward the end of its lifespan, selling 207 units for the week.
JAPAN GAME SALES WEEK OF APRIL 11-17
Software:
Rank / Title / Publisher / Platform / Unit sales
1. Dai-2-Ji Super Robot Taisen Z Hakai-hen / Namco / PSP / 307,019
2. Pro Baseball Spirits 2011 / Konami / PS3 / 86,486
3. Dragon Quest Monsters: Joker 2 Professional / Square Enix / DS / 86,364
4. Pro Baseball Spirits 2011 / Konami / PSP / 71,264
5. Persona 2: Tsumi / Atlus / PSP / 62,761
6. Pilotwings Resort / Nintendo / 3DS / 26,554
7. Homefront / Spike / PS3 / 22,111
8. Earth Defense Force 2 Portable / D3Publisher / PSP / 16,898
9. Pro Baseball Spirits 2011 / Konami / 3DS / 11,644
10. Dynasty Warriors 7 / Koei Tecmo / PS3 / 10,369

Hardware:
3DS - 28,252
PSP - 23,846
PS3 - 22,265
Wii - 8,122
DSi LL - 7,724
DSi - 6,809
Xbox 360 - 1,898
PS2 - 1,261
DS Lite - 423
PSP Go - 207

PSN outages could last for days

The PlayStation Network is experiencing extended outages for the second time this month. In a post on the PlayStation Blog, the company acknowledged "certain functions of PlayStation Network are down," and that they might not be restored for a while.
"While we are investigating the cause of the Network outage, we wanted to alert you that it may be a full day or two before we're able to get the service completely back up and running," according to Sony. "Thank you very much for your patience while we work to resolve this matter."
As for which features are down, GameSpot editors were unable to log in to the service, effectively making all of the features inaccessible.
Earlier this month, the "hacktivist" group Anonymous launched distributed denial of service attacks on the PlayStation Network, intermittently bringing down the PlayStation 3's online functions. The attacks were directed at Sony in response to the company's since-settled legal fight with George Hotz, a hacker who distributed the PS3 master key online. However, on a website used as a mouthpiece for the loose-knit group of hackers, the attacks were called off because of the negative impact they were having on Sony's customers rather than the company itself.

Chrono Trigger cocked on PS3, PSP

Since its initial 1996 launch on the SNES, Chrono Trigger has been released on a number of other platforms. The acclaimed role-playing game was brought to the original PlayStation as part of the Final Fantasy Chronicles compilation in 2001 after being released solo for the platform in Japan in 1999. In 2008, a reworked version of the game arrived on the DS to critical acclaim, and a Virtual Console port will hit Japanese Wiis later this month.

Now it appears Chrono Trigger is coming to two more platforms. Recently, the Entertainment Software Ratings Board gave the game a Teen-for-Teen rating for the PlayStation 3 and PSP. Typically, such dual ratings for a game released on the original PlayStation mean that the title is being readied for rerelease as a PSone Classic on the PlayStation Network.
Chrono Trigger focuses on a main character named Crono and his friends Lucca and Marle. When inventor Lucca's teleportation experiment inadvertently sends the friends back in time, they discover an ancient evil that will one day ruin their world, and so they set out to fix it. The game featured a wide variety of fantastical environments throughout its multitude of time periods, and its storyline was typically twisty for a Square Enix RPG.

PS3 Child of Eden due in Sept.

Last month, Ubisoft confirmed a June 14 launch date for the Xbox 360 version of Child of Eden, with its PlayStation 3 sibling set to arrive at a nebulous later date. The publisher has narrowed that window down a bit, today announcing that the PS3 edition of Child of Eden is expected to launch sometime this September.
Developed by Tetsuya Mizuguchi's Q Entertainment, Child of Eden is largely in keeping with the developer's previous work. The game takes its cues in large part from Mizuguchi's acclaimed rhythm shooter Rez, and it features the same style of music-enhanced shooter gameplay with psychedelic visuals.
It also bears a storyline: Gamers will attempt to rescue the embattled Project Lumi, which is an effort to "reproduce a human personality inside Eden, the archive of all human memories." A virus has invaded the program, however, and players must defeat it, before all hope is lost.
The game's visual style approximates a virtual reality universe and is heavily reliant on geometric shapes in motion against an ever-shifting background. The shapes join to take on aspects of the virus, evolving from tiny single-block creatures to giant wormlike monstrosities.

DS Lite being discontinued?

Wii 2 controller sports 6.2-inch touch screen?


What we heard: With less than two months to go before the gaming industry convenes in Los Angeles for the 2011 Electronic Entertainment Expo, the Internet has been hemorrhaging Wii 2 rumors. One of those rumors concerned itself with the Wii 2's controller, which French gaming site 01net claimed would resemble an iPad.
Lending further credence to that rumor, Kotaku reports today that it has been informed by several sources that the Wii 2--which is possibly code-named Project Cafe--will indeed resemble a tablet device. According to the site, the controller will feature two analog sticks, eight buttons, and a camera.
To the tablet tale, the device will reportedly feature a touch screen that measures 6.2 inches diagonally. As a point of comparison, Nintendo's DSi XL features a 4.2 inch touch screen, while the regular DS Lite's screen measures 3 inches of diagonal viewing area and the iPad's is 9.7 inches. The screen will reportedly receive data wirelessly, the content of which is open for developers to decide.
However, it would appear as if the tablet device won't be the Wii 2's only method of input. According to Kotaku, the Wii 2 will also support motion controllers akin to those of the Wii. In fact, the website's sources indicate that motion-controller gaming will remain a core emphasis with the new console.
The official story: "Nintendo does not comment on rumors or speculation."--A Nintendo of America representative.
Bogus or not bogus: Looking not bogus that Nintendo will once again be innovating in the controller department for its newest console. However, gamers aren't likely to get reliable particulars until the publisher announces the device.

Super Mario 3DS set for 2011

The 3DS may have launched with neither hide nor hair of mascots Mario and Link, but it seems both of Nintendo's iconic action heroes should appear on the system by the end of the year. Nintendo has already dated The Legend of Zelda: The Ocarina of Time 3D for June 19, and renowned designer Shigeru Miyamoto this week told Edge that the first Mario 3DS game is "coming this year."
It is not the first time Miyamoto has talked about Mario's 3DS debut, but it is the first time the project has been given a release window. In February, he confirmed that he was working on a new Super Mario Bros. game for the 3DS. The following month, Nintendo president Satoru Iwata used his Game Development Conference keynote address to confirm that the game would be a 3D entry in the series, as opposed to one of the New Super Mario Bros. 2D revamps.
While Miyamoto didn't reveal much more about the game, he did tell Edge, "It's a combination of Super Mario Galaxy and Super Mario on N64. It won't convey the message if I talk to you today, but if you play it at E3, that will give you more understanding of what I'm talking about."
The 2011 Electronic Entertainment Expo is set for June 7-9 in Los Angeles.

Mega Man Legends 3: Prototype launching 3DS eShop

Mega Man Legends fans have been waiting more than a decade for another 3D adventure starring Capcom's Blue Bomber. While the publisher still hasn't set a proper release date for the 3DS debut of the third full game in the series, fans will soon be able to get a look at the game in mid-development.
Capcom today announced that the downloadable Mega Man Legends 3: Prototype Version will be available on Nintendo's 3DS eShop as soon as the online storefront opens for business. While the 3DS launched in North America last month, Nintendo has said the system's downloadable game store won't launch before late May.
The Prototype Version of Mega Man Legends 3 will give players their first chance to try out the new character Barrett and will feature a series of missions. Once those are cleared, Capcom said players will get access to a debug menu that lets them use new abilities and see unfinished areas of the game.
For Mega Man Legends 3, Capcom is leaning on the series' fan base, billing it as "the first Capcom game to be co-developed by the fans." The publisher has invited gamers to influence Mega Man Legends 3 development by visiting the game's official site, voting on character designs, suggesting Easter eggs for the game, and more.
Capcom did not specify a price for the Prototype Version of Mega Man Legends 3.
Harry Potter and the Deathly Hallows: Part 1 was released last November alongside the film of the same name to a cold reception. Like the film, the video game adaptations were also bifurcated, and EA will have a chance at critical redemption this summer when Part 2 arrives during the week before the film drops this July.
The release date news stems from a new trailer for the game (embedded below), which is introduced by Emma Watson, who plays the part of Hermione Granger from J.K. Rowling's magical universe.
Harry Potter and the Deathly Hallows: Part 2 will arrive in theaters worldwide on July 15, which means gamers will have the first crack at the culmination of the Harry Potter universe.
July 14 is a Thursday, and the release date shown in the video is meant for the European market. Traditionally, games are released on Tuesdays in North America, which would make a July 12 release date likely for this region. A number of US retailers, including GameStop, are also listing the game for a July 12 bow.
Harry Potter and the Deathly Hallows: Part 2 will be available for the Xbox 360, PlayStation 3, Wii, DS, and PC. For more on the series.

Sony, Microsoft launching new consoles in 2014?

What we heard: If the rumor mill is to be believed, Nintendo will hold a dominant presence at this year's Electronic Entertainment Expo in June with the announcement of a successor to the 85 million-unit-selling Wii. Should that speculation prove accurate, Nintendo may be pleased to know that the rumor mill does not expect the publisher to be in competition with rivals Microsoft and Sony.
Kotaku reports today that it has heard from a variety of sources that neither Sony nor Microsoft plan to release a new console until 2014. "Both [Microsoft] and Sony are telegraphing to each other that they're delaying, to milk the current [generation] and fill in previous craters better," a source told the website.
A source also indicated to Kotaku that while 2014 is the target date for both companies, either could push the launch date forward to 2013 if they feel "pushed."
Of Microsoft's plans, the website claims that the publisher has yet to even decide the exact nature of its next console. According to Kotaku's source, Microsoft is still "wrestling with whether to be profitable on day one" for the next Xbox, similar to how Nintendo was said to have made money off of every Wii sold. Conversely, the Xbox 360 and PlayStation 3 were reportedly initially sold at a loss by Microsoft and Sony.
The official story: Neither Microsoft nor Sony had responded to requests for comment as of press time.
Bogus or not bogus: Considering the dearth of leaks concerning Microsoft and Sony's next consoles, it seems highly unlikely that either will pull a surprise announcement at this year's E3. Additionally, by Kotaku's sources' own admission, much remains in flux surrounding the companies' new consoles, so 2014 seems at this point to be not much more than a target.

Thursday, April 21, 2011

Patapon 3 Review

The Good

  • Delightful audio and visual presentation  
  • Lengthy and varied campaign  
  • More than 20 different playable Patapons  
  • Loot, loot, and more loot  
  • Impressive multiplayer options.

The Bad

  • Pause option not available from outset  
  • You can use gear rather than strategy to beat many levels  
  • Leveling characters outside of your core team can be a chore.
If you're familiar with previous Patapon games, it might come as some surprise to you that in Patapon 3 you don't get to command an army. You're still a deity worshipped by the titular tribe, and you still get to issue the little guys orders by rhythmically tapping on sacred drums mapped to the PSP's face buttons, but the army has been turned to stone, so you have far fewer units at your disposal. All is not lost, though; not only have you been summoned into the body of a reincarnated hero, but there's so much emphasis on loot and leveling this time around that your small band grows more powerful practically every time you play. They can get so powerful, in fact, that where previous games have generally required careful strategizing to succeed, here it's often possible to forgo defensive and evasive moves in favor of an all-out offense. Still, there's plenty of challenge to be found in the colorful combat zones of Patapon 3, and even as you're decimated by a dragon or digested by a demon it's hard not to be won over by the game's quirky presentation and succumb to its just-one-more-try gameplay.

Mashing a button to escape a monster's jaws can be tricky when you're trying to keep a rhythm going.
After picking one of three Patapon heroes to play as (would you prefer a bow, a spear, or a sword and shield combo?), four training missions do a good job of familiarizing you with most of the commands in your repertoire. There are only seven initially, including "onward," "attack," "defend," and the like. Each command is issued by hitting a different sequence of four drum beats in time with the music; you press circle, circle, square, circle to attack, for example. Those four beats compose one musical measure, and after you enter them it takes another measure for the Patapons to carry out your order. It's an unusual and satisfying way to command your forces as they march across the screen, and it's made less intimidating for newcomers by both a list of the correct inputs at the bottom of the screen and a flashing border that makes it easier to keep in time. String together a number of well-timed orders, and your units go into a fever that makes them significantly more powerful. Hit an unrecognized sequence of drums or miss the beat completely, and your troops just stand around looking confused. Patapon 3 is less punishing than its predecessors where the timing of your drum beats is concerned, but it also rewards you for perfectly timed beats by having them trigger your hero units' powerful special moves.
Although your chosen hero is accompanied on all missions by three other combat units, heroes are so powerful that it often feels like the other guys are just marching in the wake of your one-man army. This is certainly true early in your adventure, but as you unlock additional unit types and they gain access to more abilities and equipment, you definitely can't afford to ignore them. There are 21 unit types in Patapon 3, plus hero variants of all of them, and while it's possible to stick with the same team for extended periods of time, you inevitably encounter challenges that require a different approach. You might choose to replace a healer with an archer for a mission in which you're not taking a lot of damage, or replace all of your ranged units because their projectiles are falling short in an oncoming wind, for example. It's fun to experiment with different formations, and because leveling up units that you don't use regularly unlocks abilities that are shared with those you do (you can even change the direction of that wind), you handicap yourself if you stubbornly stick with your favorites. Unfortunately, leveling up units that you don't use regularly can be a chore if you leave it until late in the game to try to catch them up. Yes, you can give them high-level equipment, group them with your most powerful hero, and run them through missions that would normally be beyond them, but they still don't gain levels quickly.

The occasional need to grind unit levels is at least acknowledged; missions that incorporate story events can't be replayed once you've beaten them, but typically upon beating said missions, you unlock one or two more in the same locale that can be replayed as much as you like. These missions even have descriptions that let you know whether they're particularly well suited for leveling or for collecting currency and crafting materials for use at the gear-upgrading blacksmith. Playing through most levels you also collect treasure chests that are dropped or even thrown at you by large enemies. You get to open treasure chests only upon completion of a level, but their coloring and a numeric value at least give you some indication of how good your loot is going to be when you pick them up. That's good to know when you're fighting your way through one of the new three- or five-floor dungeons, because at the end of each floor you have the option to either retreat to your hideout with your loot and start the dungeon over or proceed and risk losing it. Any loot that you don't think is worth keeping can be dismantled at your armory to gain more crafting materials and currency, though you shouldn't rush to get rid of any weapons and armor just because they're not immediately useful. Weaker items in your inventory might occasionally be needed for specific levels because they offer a resistance to or are highly likely to cause effects like burn, sleep, freeze, and poison.

Monster Tale Review

The Good

  • Endearing setting and visual design  
  • Well-tuned 2D action adventure gameplay  
  • Fun monster-raising elements  
  • Clever boss fights.

The Bad

  • Too much backtracking  
  • Not as many places to explore as in similarly styled games.
It's a difficult market out there for original game intellectual properties, especially those by smaller developers and publishers that don't get a big advertising push. So it's something of a small miracle that a game like Monster Tale even came to market--it's a 2D side-scrolling DS game from a startup developer, released around the same time as the 3DS launch, featuring an unfamiliar cast of characters and a cutesy visual style. But it's a miracle you should be thankful for, because Monster Tale is a delightful action adventure game that's bursting at the seams with charm.
Monster Tale puts you in the role of Ellie, a young girl who finds a strange bracelet and is transported to a new world filled with monsters. She also finds a mysterious egg from which a hungry little beast emerges, which she names Chomp. Ellie soon learns that she's not the only child to stumble into this world, but the other children have selfishly abused their power and status in the monster world to subjugate its citizens. As it turns out, it was prophesied that the wearer of Ellie's bracelet and the "legendary monster" at her side would save the world, and it's up to you to guide Ellie and Chomp to cut the other kids down to size.

Monster Tale's progression resembles that of Metroid and many of the modern Castlevania games. You guide Ellie through a contiguous world. As she acquires new abilities and key items, she can return to various places to reach previously inaccessible areas or destroy once-impenetrable obstacles. Exploring and gradually unlocking and discovering new locales is a lot of fun, and each new region of Monster Tale's world brings with it new visuals, enemies, and gimmicks. The environments have a bright, cartoonlike charm to them that makes every new area you venture into interesting and distinct. Still, Monster Tale's exploration feels simplified, since there aren't as many secret areas and hidden goodies to sniff out and discover as you might expect.
But the mildly disappointing exploration aspect of Monster Tale is heavily overshadowed by the game's great monster-raising mechanics. Chomp can be shifted between the top and bottom screens of the DS. When he's on the top screen, he helps Ellie attack out-of-reach foes, clear away obstacles, and perform special attack and assistance skills as commanded. However, his health drains gradually, and he eventually needs to rest. When you send Chomp to the bottom screen, he is in his "monster sanctuary," recovering health and enjoying any monster toys and tasty snacks you may have collected. Chomp can't attack directly from the monster sanctuary unless an enemy infiltrates it, but some of the toys he plays with have effects on the action happening in the top screen. Finding and giving Chomp fun stuff raises his experience by various amounts, and as he gains levels, he eventually begins to morph into several different forms with differing traits. There are numerous "evolutionary trees" to explore, and each form is worth investing time in because special attacks and abilities learned in one form can be carried over to other forms, making Chomp an especially interesting and versatile companion.
Much of the fun comes from acquiring and fighting with new abilities you gradually learn, and as Monster Tale progresses, Ellie becomes one heck of a combat machine. She can eventually whack and juggle enemies in multi-hit combos, blast a rapid-fire series of painful power waves, and chain strikes and shots into varied attack patterns, among a myriad of other skills. It's enjoyable to find new and interesting ways to use both Ellie's and Chomp's attacks. They need all of these skills too, because there are lots of cute but deadly foes roaming the monster world, and some of them require specific methods to be defeated. The beasties aren't too tough to start with, but the going becomes considerably more difficult about two-thirds of the way through the game. The boss battles are especially fun and memorable, because you take on the other kids with their own oversized pet monsters and special attacks. These fights challenge you to use your learned skills and Chomp's assistance for both offense and defense, and they showcase just how well Monster Tale's mechanics come together. While experienced action fans shouldn't have too many problems adjusting to the fluctuating difficulty, the younger audience Monster Tale seems to be targeting might find it a bit frustrating.

Monster Tale isn't without a few flaws, though, and the biggest issue is the amount of time that you have to spend running to and fro across the map. There are no warp points in Monster Tale that aren't tied to a puzzle. If you have to get to a faraway area to pick up the next skill or fight the next boss, you have to travel on foot to get there every single time. As a result, you cover a lot of the same ground as you run from place to place, which gets a bit grating after a while. There are also some odd points where it's easy to get stuck. For example, in one area, there's a blockade that you can't remove with any of your skills. As it turns out, you need to grind for a bit of money and pay a nearby shopkeeper to help remove it, but the game never gives a strong hint that this is the solution to the puzzle. And, although it's a minor quibble, the way the game freezes the action to play a fanfare whenever Chomp gains a level can be annoying in a heated situation.
Despite its flaws, Monster Tale is a great little adventure. While it may seem like a disposable kiddie game at a quick cover glance, players who go beneath the surface will discover a fun, engaging action game with an endearin

Warhammer 40,000 Space Marine Hands-On Preview

The universe of Warhammer 40,000 wasn't the first to give us the Space Marine, but its particular brand of off-world warrior, the bulkily armoured 40K ubertrooper, is a hefty touchstone for the trope. Though the proliferation of the Space Marine in games has made the term itself all but generic, Games Workshop, the publisher of the original tabletop wargame, has the trademark on it. James McDermott, marketing manager at Relic Entertainment, also traces latter-day Space Marines such as Marcus Fenix and Master Chief back to their 40K roots. "They all have a lot of the same tones and emotional appeal that I think stems originally from Warhammer 40,000. [40K] Space Marines are the original archetypes."

As maker of the Warhammer 40,000: Dawn of War strategy games, Relic has plenty of experience with the gameworld, if not with third-person action shooters such as this one. But the studio is raring to bring the archetypal interstellar infantry to an up-close, not top-down, adventure. "Violent, visible death," is the phrase McDermott repeats in the presentation ahead of our hands-on: Relic's mantra for a burly, bloody, melee-heavy romp around in the world of 40K.
The game is set on a Forge World, a factory planet given over to war machine production. Our hulking hero, Captain Titus of the Ultramarines Chapter, is brought in to purge the planet when it is invaded by Orks--green-skinned, brutish hordes queuing up to meet Titus' chainsword (chainsaw sword), bolter (assault rifle), and grenades. The bolter pistol, plasma gun (with a single and charged shot), and grenade launcher also appeared in the demo; the latter launched five remotely detonated sticky grenades that could be triggered individually or en masse.
Space Marine is emphatically not a shooter with the odd edged-weapon execution. The combat system is a melee-shooter hybrid that is intended to balance gunplay with hack-and-slash action from the centre of a pack of baddies and allow quick switching between the two. We're also told melee isn't intended as a defensive last resort, as is sometimes the case, and it is powerful enough--and ammo seems scarce enough--to keep it from being so.
Titus swings his chainsword with a light or heavy attack, conjuring gore and severed limbs wherever it makes a kill. The light attack is fast and targets a single foe; the smallest enemies can be swatted into a bloody cloud with one such hit. The heavy attack is slow but strong, tearing through a number of targets. Though the chainsword is the only melee weapon we spent time with, the power axe and thunder hammer apparently featured later in the game. Kills fill up Titus' fury meter, which, when full, lets him perform a fury strike--a sweeping area-of-affect melee maneuver enacted in cinematic slow motion. Or he can perform ranged fury, which slows down time for more easily picking off targets when shooting.
Titus feels as weighty as he should, being a several-hundred-pound supersoldier; we're told having him "firmly planted in the world" was a focus for the feel of the controls. His momentum is tangible when he picks up speed--there's a convincing ramming sprint attack--and for the most part, the sense of weight is achieved without making him feel sluggish. That said, slower melee attacks leave Titus mightily cleaving thin air for perhaps a moment too long when they don't make contact. There's no cover system for you or your enemies, though there is a dodge move, and those enemies without ranged weapons close in fast. But even without a cover system, Gears of War comparisons are unavoidable and apt, which Relic acknowledges. McDermott says they take the "Gears of Warhammer" label "as a real compliment."
Our demo, which was composed of four segments from an eight-to-10-hour game, led us through a mix of environments on Forge World. We took in a factory complex, a destroyed city, and a desert canyon, where we met the game's second enemy faction, the forces of Chaos. This faction has been stage-managing the Ork invasion for its own ends. Described as the Sith to the Space Marine's Jedi Order, the Chaos forces include corrupted humans and demonic warriors. We encountered a psyker--a psychic, shamanic type, who summons red-skinned, teleporting bloodletter demons.

The factory levels were the most impressive in design, with a part sci-fi, part gothic, part industrial style. Attention to detail in the environment was most apparent here, with skulls adorning the walls and switches of the towering, cathedral-like factory chambers. But Titus' blue-and-gold power armour was the real design showpiece, painstakingly detailed and pleasingly larger than life.
The code we played for our preview was pre-alpha, with a smattering of obvious bugs that will be no doubt remedied. Time will tell whether other niggles will change before launch. Those aside, Space Marine might be an action adventure to do justice to the archetypal Space Marine. Keep an eye on the site for more on the game--and its so-far unseen multiplayer--ahead of the game's summer release.

Mario & Sonic sign up for London Olympic Games

Sega and Nintendo haven't won medals from critics with their Mario & Sonic at the Olympics mash-up series, but the two companies' respective mascots have seemingly transcended review scores when it comes to selling games. The series has thus far logged sales of more than 19 million units, after just two installments each for the Wii and DS.
Today, the Japanese gaming giants announced the latest in their competitive sports-themed series, saying Mario & Sonic at the London 2012 Olympic Games will arrive for the 3DS and Wii. Nintendo and Sega said they plan to announce a launch date for the new title later this year. Though the past two installments in the series were released on the DS, Nintendo and Sega made no mention of this platform as part of today's announcement.
The Wii version of Mario & Sonic at the London 2012 Olympic Games will include a handful of new events this time out. Football (soccer for Americans) and equestrian horse-back riding will make their debut, and join a host of other Olympic sports on both the track and the field. The London locale will also be supplemented by "Dream" events that take place in a variety of environments from Mario and Sonic games.
Mario & Sonic at the London 2012 Olympic Games on the 3DS will feature more than 50 Olympic-themed events. As with the Wii edition, games will be playable in both single- and multiplayer modes.

Uncharted 3 Multiplayer Hands-On Preview

We've seen him avoid the flames of a burning French chateau and take on a shadowy group fronted by a woman brandishing an umbrella knife, but how well does Nathan Drake play with others? Naughty Dog has just taken the wraps off the multiplayer mode in Uncharted 3: Drake's Deception, and we were there to put the intrepid explorer and some of his friends through their paces.
According to the game's developer, more than 2.7 million players have taken up arms to shoot friends and strangers online since multiplayer shipped with the second game in the series. Two elements are key to its continued success: bringing the spectacle of cinematic gameplay from the single-player campaign into the online mode and giving players the chance to customize the look and feel of their experience. To do this, gameplay is moving beyond simple team deathmatch (though that's getting plenty of love too) and its variants as it will focus more on objective-based matches. The studio hopes that by bringing the monkeylike climbing and scale of scripted campaign moments to multiplayer, Uncharted 3 will become the destination for PlayStation 3 owners online.
Two new modes--the often fan-requested Free for All mode and Three-Team Deathmatch--were announced at the event. The former gives everybody in the game a gun and birthright to blow away the competition; the latter offers a new buddy-based game type where you’re paired up with a friend or stranger and need to stick together to complete goals as a pair. Uncharted 3 represents a step toward more cooperative multiplayer, which we’ll get into in a moment.
Adding new modes doesn’t mean the old ones are getting the flick, and Deathmatch is set to receive a raft of improvements through the Power Play system. Essentially, it’s a battlefield event system designed to work like rubber banding in racing games; giving teams on the losing side a better chance to catch up. That’s not to say that whitewashes are out of the question, and good players will still be able to dominate their more skills-challenged counterparts. Matches with close score margins will now receive overtime at the end of a game, which means an additional minute of play has been added to stamp out deadlocks. Sudden Death goes even further and is tacked on after an overtime extension to regulation play; it limits players to a single respawn per team member, with the last man standing taking the prize. Late Join has also been added, and as the name suggests, it will now allow players to join matches already in progress. It’s a simple change and one that Naughty Dog hopes will keep games fuller and flowing better.
Taking a handful of pages out of the customization book, Uncharted 3 will let you tinker with your weapon loadout, as well as customize the look of your avatar by selecting and coloring individual items of clothing. It also includes a multilayered decal system that displays your logo on you and the environment. It sounds a bit like the custom sprays from Counter-Strike, but with fewer pictures of genitals. It’s not all purely cosmetic changes, though, with individual weapon mods able to be bought and applied that have tangible effects on your play by altering the munitions rate of fire and accuracy.
Boosters and kickbacks have been tweaked both for individual performances and co-op play, which can be bought in game using the cash earned during matches. Using them in play in turn levels them up, increasing their potency and unlocking additional functions like the ability to respawn instantly.
Killing enemies triggers a chance for them to drop treasure, which comes in the form of glowing items on the playfield that need to be collected for a reward. These disappear randomly, and it becomes a risk-versus-reward decision as to whether you stick out your neck to dash in and loot the item. Inside, there will be item sets to unlock and collect, as well as some treasures rewarding players with short- and longer-form objectives, such as making 30 kills in 15 minutes. Some begin instantly, while others will be triggered at your discretion. Completing these contracts earns you cash that you can then spend on pimping out your Drake.
Because Uncharted 3’s multiplayer modes are heavily geared around playing with friends, we’re impressed to see that some serious development time appears to have gone into the way it will integrate with social services and allow people to play together. Split-screen play will be supported and will also allow two different PlayStation Network IDs to be signed in on the same console at once to track each player's kills, deaths, and leveling progression. While UC2 put its eggs in the Twitter basket, UC3 is all about Facebook, allowing players to invite companions to their matches even if they’re not friends on the PlayStation Network.
Cinema mode has been expanded and now offers rewind functionality, as well as event marking for deaths and kills. This allows for simple upload of user-edited video clips and screenshots to either Facebook or YouTube while the Uncharted TV system will play clips from the community inside match lobbies. This is a little more exciting than twiddling your thumbs while you’re waiting for your next match.
We could go on for a while about the new features, but we’re guessing you probably want to know what it felt like to play. The demo included two levels: Chateau and Airstrip. Chateau was a rundown outdoor stone environment that was overgrown with vines, with nooks and crannies to crouch behind to return gunfire. Airstrip was where we spent the vast majority of our time, and we had a chance to play both sides of the faction coin. Set to a 20-minute timer, Airstrip opened with a sandy vista and a thick, black path that a cargo plane was running along. The good guys (multiple versions of Drake and Sully) began on board and needed to defend against waves of militia attempting to hijack the vehicle as the rear door slowly lowered. Though it initially seemed that the raised position and cover provided an advantage to holding their position, on subsequent plays as the other team, we found side doors that could be accessed and put us directly behind our opposition for quick executions.
As the plane became airborne, everybody jumped aboard the trucks in pursuit and the fight moved on to an airbase. Shipping containers provided excellent cover to peer out from behind, while climbing stairs or shimmying up onto raised platforms provided an elevated vantage (and shooting) point. A poorly armored machine-gun nest on one platform gave us the tools to mow down our opponents, but we found it easy to sit back and take pot shots with our assault rifles from a distance with good effect. Because you’re matched with a second player, you can either stick together or, less in the spirit of cooperative play, you can go it alone. Communication will be essential to success, but if you do manage to get separated during the barrage of gunfire and die, you can quickly spawn to your mate’s location by tapping the triangle button.
As matches continued, different Power Play modes were randomly introduced and helped give the gunplay some much needed variety. Marked Man was a VIP protection mode and rewarded players additional points and cash for either defending or killing the marked target. No Respawn meant that anybody who was killed in combat while active would stay dead until the end of the timer.
Melee combat felt like it might still be going through tuning, and almost every time we went toe-to-toe with someone on the opposing team, we would both knock each other out on the second melee strike.
From our first hands-on taste of Uncharted 3’s multiplayer mode, it’s already looking great and playing nicely. A move away from boring old vanilla team deathmatch is a welcome change, and we’re eager to see the developers deliver on sharing the set piece moments from the single-player campaign online with friends. PlayStation 3 Plus subscribers and those who pick up Infamous 2 will get early beta access from the end of June, whereas everyone else will be able to jump and swing with Drake from July 5. There's still plenty more to find out about Uncharted 3 ahead of its November release date, so stay tuned for more info on this exciting game.

SOCOM 4: U.S. Navy SEALs Review

The Good

  • Well-balanced squad command mechanic  
  • Forty Five is a refreshingly authentic female soldier  
  • Enjoyable cooperative mode  
  • Soundtrack creates a sense of place and purpose  
  • Weapon improvements are persistent across every mode.

The Bad

  • Stealth action has some hitches  
  • Intermittent network issues  
  • Occasionally wonky AI.
Though it has a long history of bringing tactical third-person shooter action to Sony systems, the SOCOM series' debut on the PlayStation 3 failed to fully capture the excitement of its predecessors. Yet while SOCOM: Confrontation disappointed, SOCOM 4 delivers. The substantial campaign makes good use of setting and characters to create an engaging tour of duty in which squad tactics play a nicely balanced role. The online cooperative mode lets up to five players band together for stand-alone missions that can offer a serious challenge and engender a good sense of camaraderie. Those looking for competition will find plenty to like in the online multiplayer, where up to 32 players compete on large, well-designed maps in a variety of game types, including tense variants with the classic SOCOM rules that disallow respawning in the middle of a match. Both single- and multiplayer do have some issues, including imperfect stealth action, visual oddities, and intermittent network problems. Fortunately, these limitations don't spoil the fun, and SOCOM 4 makes it exciting to experience what each mode has to offer.

The squishy impact noise means you just scored a headshot. Nice work.
The campaign plays out in Southeast Asia and centers on the Strait of Malacca, a major shipping channel. You and your two Marine squadmates fight your way through the tropical countryside and into larger towns as you hunt a militant revolutionary leader who is planning to cripple the vital waterway. Early in the campaign, you link up with two Korean NATO soldiers who join your team, forming a second two-person squad. The story is fairly standard, following a typical narrative where not everything is as it seems, and offers few intriguing twists. Your team is made up of three unremarkable characters and two main protagonists who generate most of the story's appeal. The first is the American Ops Commander: the story behind his single-minded focus on the mission is an interesting facet, and you're not always sure whether you want to be on his side. The second is First Lieutenant Park Yoon-Hee, aka Forty Five: a confident and capable ally who mirrors the hard-nosed stubbornness of her male peers without losing her female identity. During intense conflicts, she isn't afraid to let the expletives fly, and her sparing use of four-letter words adds immediacy to these exchanges without turning her into another foul-mouthed stereotype. She's charismatic and expressive, offering a grounded portrayal of a female officer that stands in sharp contrast to those in comparable games. In both cutscenes and gameplay, she stands out while fitting right in (down to the occasional cliche one-liner), and this authenticity livens up the otherwise generic plot.
These two characters also reflect the two different styles of play that you encounter in the campaign. As the Ops Comm, you can command both two-person squads as you make your way through each level. Your allies do a decent job of following you, taking cover when under fire, and shooting enemies. They do commit blunders, like walking in front of you or taking cover on the wrong side of an object, and while this can sometimes mess up your stealth plans, these navigation issues aren't a big impediment. Still, your squads aren't truly effective unless you are issuing orders. Sending them to cover positions can help you ambush an incoming patrol or quietly surround an encampment, and ordering them to advance in the heat of combat can help put your enemies on their heels. Orders are easily issued with the directional pad and are limited to "move there" and "shoot that guy." You can also create a plan of attack by queuing up orders, or scrap any orders you've given by telling your squads to fall in, bringing them into a loose group around your position.
Though you can get away with just having allies in tow during some sections, your enemies don't make it easy. They are great shots and advance aggressively when they feel they have the advantage. You have to pull your weight when it comes to fending them off, using a variety of assault rifles, shotguns, machine guns, submachine guns, and sniper rifles, as well as a few different types of grenades. Though your arsenal lacks the auditory impact of many other modern shooters, it gets the job done quite well. Furthermore, you level up your guns as you use them in any game mode (cooperative and competitive included), unlocking better sights, suppressors, and underbarrel attachments. Yet despite your battlefield skill, you aren't deadly enough to go it alone. You might be able to get away with some cavalier tactics in the early going, but it isn't long before leaving yourself exposed to enemy fire will send you back to a checkpoint in a hurry. These squad-based missions strike a good balance--they spur you to issue squad orders but don't require you to micromanage. Incorporating your team into your attack plan is empowering, and it's very satisfying to fight your way through the tough skirmishes and ambushes.

The other style of campaign mission casts you as Forty Five. In these stealth missions, you must silently infiltrate and navigate enemy strongholds to gain intel and plant explosives. With two silenced weapons and the ability to stealth kill from behind, Forty Five must kill her enemies quietly or evade them silently. If one enemy raises the alarm, you fail the mission. Slinking through shadows and shrubbery provides some enjoyably tense moments, and finishing a mission cleanly is a satisfying feat. Unfortunately, there are some problems with the stealth action, including odd lighting that will occasionally show Forty Five in a virtual spotlight even though her stealth meter is pegged on "hidden." Getting a feel for exactly how silenced your silenced weapons are can also be tricky, and your ability to throw a shell casing and distract an enemy doesn't always work out the way it should. These issues can result in unwanted do-overs, but these sections are a nice change of pace, and the way they fit into the rest of the campaign is clever. After Forty Five infiltrates an area by night, you return during the daytime as the Ops Comm with a full fireteam. As you chart a new course through the environment, you recognize things from the night before, but the experience is refreshingly different. This gives the campaign a nice sense of continuity that helps build momentum throughout the eight or so hours it'll take you to complete it.