Friday, December 07, 2012

Halo: Silentium Cover Art Unveilved


Saw over at Halo Waypoint that Tor Books has unveiled the official cover art for their upcoming novel, Halo: Silentium.

The official press release is as follows:


Cover art for the third novel in the New York Times bestselling Halo Forerunner Saga,
written by legendary science fiction author Greg Bear

New York, NY – December 5, 2012 – Tor Books, an imprint of Tom Doherty Associates, LLC, the largest publisher of science fiction in the world, and 343 Industries are excited to unveil the cover art for the forthcoming hardcover and trade paperback edition of Halo: Silentium (March 19, 2013) by #1 New York Times bestselling author Greg Bear. The New York Times bestselling Halo series of novels, based on the hugely successful Halo videogame franchise that has sold over 50 million copies, is part of a global phenomenon that has dominated the science fiction landscape over the last decade.

In Halo: Cryptum, Greg Bear began a three-book arc set in the era of the Forerunners, the ancient and enigmatic creators and builders of the Halos, which continued in Halo: Primordium. Now, in the last years of the Forerunner empire, chaos rules. The Flood, a horrifying shape-changing parasite, has arrived in force, aided by unexpected allies. Internal strife within the ecumene has desperately weakened Forerunner defenses.

Only the Ur-Didact and the Librarian, a husband and wife pushed into desperate conflict, hold the keys to salvation. Facing the consequences of a profound tragedy, one of them must commit a great atrocity in order prevent an unmatched evil from dominating the entire universe.

The Halo franchise is an award-winning collection of properties that have grown into a global entertainment phenomenon. Beginning with the original Halo: Combat Evolved for Xbox in 2001, the rich fiction of the franchise has since inspired a series of blockbuster Xbox and Xbox 360 video games, New York Times best-selling novels, comic books, action figures, apparel and more. To date, the Halo franchise has sold more than 50 million copies to date, with sales eclipsing $3 billion over its lifetime. Halo 4 marks the beginning of a new saga in the iconic universe, as Master Chief returns to confront his own destiny and an ancient evil that threatens the fate of the entire universe. Developed by 343 Industries exclusively for Xbox 360, Halo 4 released on Nov. 6, 2012, earning high marks from industry insiders and fans alike.

About Tor Books
Tor Books, an imprint of Tom Doherty Associates, LLC, is a New York-based publisher of hardcover and softcover books, founded in 1980 and committed (although not limited) to SF and fantasy literature. Between an extensive hardcover and trade-softcover line, an Orb backlist program, and a stronghold in mass-market paperback, Tor annually publishes what is arguably the largest and most diverse line of science fiction and fantasy ever produced by a single English-language publisher. Books from Tor have won every major award in the SF and fantasy fields, and for the last twenty-five years in a row the company has been named Best Publisher in the Locus Poll, the largest consumer poll in SF.


I'm really looking forward to this novel, and I'm hoping it ties up nicely how the Didact becomes a "bad guy."

Saturday, December 01, 2012

Halo: The Thursday War Review


When I received my copy of Halo: The Thursday War, I admit that I had very strong reservations about it.  For those unaware, it's the second novel in Karen Traviss' Kilo-Five trilogy, and the first novel, Halo: Glasslands, was one I did not enjoy at all (reviewed here).  Halo: Glasslands just got so much wrong, taking established canon and established characters and changing them for no reason at all, that I personally found the whole novel rather frustrating.

Not only was I disappointed with Halo: Glasslands, but many fans were as well, and a huge discussion thread appeared on the official Halo Forums debating it.  I don't know if Traviss and 343 Industries took all the fan criticism to heart or if the plot development of Halo: The Thursday War was already planned out, but I'm relieved to say it's a significant improvement.

Picking up where Halo: Glasslands left off, Osman and the rest of Kilo-Five race back to Sangheilios to rescue Philips who's caught up in the beginning of the Sangheili Civil War.  I'm very happy to say the Brute Gardeners rebel right in the first chapter and are dealt with, forcing Avu Med 'Telcam to move against the Arbiter prematurely.  This grants ONI an opportunity to further manipulate events in their favour and provides Philips with the means to explore some Forerunner ruins with implications that lead into the story of Halo 4.  

Meanwhile on Trevelyan, the renamed Forerunner Shield World once known as Onyx, an ONI scientist continues to study Jul 'Mdama, who himself searches for a way to escape the artificial world so he can warn his people about the human's manipulation.

The two primary locations in the book, Sangheilios and Trevelyan, feature very different tones as one deals with gritty war and combat while the other is all veiled calm and quasi religious reverence, but both focus heavily on Forerunner details and foreshadow much of the Didact and his role in Halo 4.  On Trevelyan we also get to learn some very interesting new facts about the Huragok, which I personally found quite interesting.

We also get to read about the Infinity's maiden voyage, and see what it can really do as a ship built to dominate against the best the Covenant has to offer.  We get to learn about the weapons it has, the Forerunner enhancements the ship has over other vessels in the UNSC fleet (both by design and bu addition courtesy of the Huragok), and the impact the vessel makes immediately on intergalactic politics.  

Since Halo: Glasslands is published and canon, not everything can be changed or corrected in Halo: The Thursday War, but the novel is laid out in such a way to minimize the errors of the previous novel.  For example, the Spartan-II's and Spartan-III's are completely absent, as is Chief Mendez, which is a very good thing as their lack of presence means the characters can't be changed any further.  Established characters like Admiral Hood and the Arbiter are featured, however the former was never hugely developed in previous works (novels or games) and Traviss gets to really flesh him out and make him that much more real.  The Arbiter is mentioned significantly but only appears sparingly, which I feel was a very smart move.

Traviss' core strength, in my opinion, has always been character development (not to make light of her military expertise), and she works best with new characters or ones she's created or guided from the beginning.  Halo: The Thursday War plays up on that, whether it's the strong dynamic between the members of Kilo-Five to the back and forth between Parangosky and Hood, there's a lot of action in both the literal and figurative sense.

Having said that though, in recent years I've found she tends to get a bit too repetitive with character's empathy towards one another.  One strong example from the novel would be Naomi-010's feelings dealing with the fact that her father is an insurrectionist, and while it's important and quite essential to explore this character dynamic, the nail gets hit on the head far too often.  We know it's hard and that she finds it difficult to deal with but keeps her real feelings bottled up, and we know the other members of Kilo-Five find it hard in general and for her, but really, we don't need to be told or reminded as often as we do.

Despite that though, I must say that I did enjoy Halo: The Thursday War.  It's not the strongest novel for the franchise and not Traviss' best work, but it's leaps and bounds beyond its predecessor and that gives me a great sense of optimism for the next novel in the series.  If it improves over Halo: The Thursday War as much as Halo: The Thursday War did over Halo: Glasslands, then we'll be in for one heck of a treat.  The novel leaves lots of very interesting questions to be answered, and I am looking forward to see just how things wrap up.

Mass Effect 3: Omega Trailer

The latest DLC for Mass Effect 3, entitled "Omega," is out now and an official trailer has been released which you can view here or below:



Like all the franchise's DLC, I'll wait for an inevitable sale, as 1200 Microsoft Points is a rather hefty asking price.

Halo 4 Spartan Ops Episode 5 Trailer

The latest trailer for the 5th Episode of Halo 4 Spartan Ops is out now, and you can check it out here or below:



The Episode becomes available this Monday.

Halo 4 Crimson Map Pack Trailer

The first map pack for Halo 4, entitled the Crimson Map Pack, will provide three new arenas for your Spartan IV to compete in.  The new maps are Shatter, Harvest, and Wreckage, and you can see them in action in this trailer here or below:



The Crimson Map Pack will be available on December 10th for 800 Microsoft Points.  If you purchased the Limited Edition of the game or the War Games Map Pass, you can get this for no additional charge when it launches, just make sure to download it via the in-game menu so you're not charged twice!

Injustice: Gods Among Us - Deathstroke Trailer

The latest character for Injustice: Gods Among Us has been revealed, and it's no surprise to me at all that it's Deathstroke.

You can check out his reveal trailer here or below:



He looks absolutely awesome, very badass.  In truth, I'm expecting most if not all of the DC Universe characters from Mortal Kombat vs. DC Universe to make an appearance.  Of course time will tell!


Sunday, November 25, 2012

Halo 4 Spartan Ops Episode 4 Trailer

The trailer for the 4th Episode of Halo 4 Spartan Ops is out now, and you can check it out here or below.



The new Episode releases tomorrow.

Saturday, November 17, 2012

Halo 4 Spartan Ops Episode 3 Trailer

The trailer for Episode 3 of Spartan Ops in Halo 4 is now out, and you can check it out here or below:



Oh Dr. Halsey, how they love to vilify you now.

BioShock Infinite "Up Close and Personal" Trailer

Irrational Games has released a new trailer for BioShock Infinite, entitled "Up Close and Personal."

In this trailer, Ken Levine goes into the details of crafting and creating the Songbird figurine which will be available in the Ultimate Songbird Edition of the game.

You can check the trailer out here or below:


PlayStation Plus Available on PlayStation Vita on November 19th

On November 19th, System Software Update 2.00 will release for PlayStation Vita, bringing PlayStation Plus to Sony's handheld.

For $49.99 a year, gamers will gain access to a host of premium features on their PlayStation Vita's, including the Instant Game Collection.  For this month, the Instant Game Collection will feature such great titles as Uncharted: Golden Abyss, Gravity Rush, and Wipeout 2048.

For those of you who are already PlayStation Plus subscribers on your PlayStation 3 consoles, you don't have to do anything additional or sign up for any other subscriptions, a PlayStation Plus membership is instantly available on both platforms.

For full details, check out the PlayStation Blog's announcement here as well as the official PlayStation Vita System Software Update 2.00 video here or below:


World War Z Official Trailer

Paramount has released the official trailer for their upcoming film, World War Z, which you can view here or below:



Based on the book by Max Brooks, World War Z was a great pandemic novel heavily criticizing society, government, and the human factor in general.  The film stars Brad Pitt and will release in 2013, and after watching the above trailer I can say that I'm sorely disappointed.

Obviously the film might still be great, don't get me wrong, but for those who've read and enjoyed the novel like myself, you have to admit that this trailer doesn't appear to reflect the novel at all.  In general it looks to me like I, Robot or I Am Legend, movies that basically just have a great book's name to draw more people to theatres.

Shame, such a damn shame.

The Elder Scrolls V: Skyrim 1.8 Title Update Now Available on Xbox LIVE


The 1.8 Title Update for The Elder Scrolls V: Skyrim is now live on Xbox LIVE.

Basically this patch includes a number of general bug fixes, listed below:

  • General memory and stability improvements
  • Fixed rare crash when using vampiric grip
  • Fixed issue where Arnleif and Sons Trading Company could become permanently locked
  • Fixed issue related to duplicate NPCs
  • Fixed rare issue where exterior door would not open properly

You can read the full Bethesda Blog post here.

Saturday, November 10, 2012

Duke Nukem Forever (Xbox 360) Review

 
Duke Nukem Forever is a game that needs no introduction.  In development hell for about fourteen years, the game went through several different publishers and developers, graphic engines, and platforms that the concept of it ever being released became nothing but a joke.  In June 2011, to the surprise of many, the game finally shipped thanks to Gearbox Software and 2K Games, releasing to the PC, Xbox 360, and PlayStation 3 consoles.

The game received horrible reviews, being regarded as dated in almost all respects.  Its visual style, gameplay, and offensive humour have all been widely criticized, and while it sold well during its first week simply due to the novelty of the title, playing it is to play a unique piece of gaming history, Duke Nukem Forever failed spectacularly after that.

There were some who did enjoy it, however, and when I found a copy of the Xbox 360 version of the game for $9.99 brand new, some online buddies strongly recommended it and I decided to bite.  I had played the demo back when it was released a year earlier and was extremely unimpressed, so I wasn't expecting much from the retail game, but as I'm sure you know by now nostalgia is a powerful thing.

Duke Nukem Forever is a proper sequel to Duke Nukem 3D, a game I played significantly back in 1996.  in Duke Nukem 3D, aliens invade Earth and begin conquering the planet and stealing our women for breeding purposes.  Duke sets out to stop them, and what followed was one of the most innovative shooters of its time.  Duke Nukem 3D simply did so much that had never been done before:  Extremely interactive levels, varied and tactical weapons, unique alien enemies, and a crude sense of humour that had any teenager laughing their heads off.  Filled with witty one liners, adult humour, and gore, Duke Nukem 3D was the king of shooters for a solid few years.

Duke Nukem Forever is set twelve years later, and Duke is a cultural icon and hero for saving the planet in the previous game.  The aliens return, however, looking for revenge and once again begin stealing Earth's women, and Duke, disobeying the orders from the President himself, sets out once more to "Kick ass and chew bubble gum."

Duke Nukem Forever sets out to recreate, in a more modern way, what was so loved about Duke Nukem 3D.   The same weapons and enemies are present, the environment's levels of interactivity are insane, and the general plot is what we'd expect from the character.  By today's standards that plot is nothing special at all, in fact it's pretty bad and filled with mature, juvenile humour and actual nudity, even on the console versions, but it still strikes a strong nostalgic cord.

Running on a modified version of Unreal Engine 2.5, the game does look roughly four to five years old, and while it won't win any graphical awards, it's certainly no where near as ugly as all the professional reviews made it out to be.  Character models, environments, and weapons and effects are nicely detailed if a little muddy and lower texture quality, but they get the job done.

The audio was pretty spot on, with Duke Nukem sounding as self absorbed and vulgar as ever and the rest of the voice acting being of consistent quality.  The sound effects and alien sounds all work extremely well, and the majority of the game's music are more modern versions of the classic Duke Nukem themes.

The general gameplay is a mix of classic and new that sometimes meshes well and other times not so much.  Duke can only carry two weapons at a time now, akin to modern shooters, though he can also carry four Pipe Bombs and four Trip Mines.  While generally not an issue, some of the game's battles are more arcade style in which I wish the ammo limit was increased, as I found I'd run out too quickly.  It does feel good firing Duke's old Shotgun again, and Pipe Bombs are still extremely tactical in their use, which is great.

Another throwback to classic game design are the platforming elements found scattered throughout many levels.  In addition to shooting a lot of aliens, Duke will often have to jump through different obstacles to navigate around the environments.  While this proved annoying on occasion, again I feel pro-reviewers were too harsh here and often times you simply needed to stop and think for a second to figure a simple puzzle out.

Like in Duke Nukem 3D, Duke does have an inventory, but it's significantly limited compared to what it used to be. Duke now only has four slots, accessed via the D-Pad.  One is for his Sun Glasses which activates Duke Vision, allowing him to see in the dark.  Another is for a can of Beer, which Duke can drink to gain damage resistance.  The third slot is for the classic Holoduke, which not only creates a holographic duplicate to distract enemies but also cloaks the real Duke, making it far more handy.  The final slot is for Steroids, which Duke can take to increase his speed and melee damage.

The problem I found with Beer and Steroids is that the animation for Duke to use the items takes too long, often resulting in your death if you try to use them mid-firefight.  Duke Vision and Holoduke are extremely useful, and it's just a shame that some other really useful inventory items from the previous game didn't make it into Duke Nukem Forever.

The Portable Medkit is long gone, and Duke has regenerating health, or Ego as it's now called, like in any other modern shooter.  If you damage an enemy enough allowing you to perform an execution, something new to the franchise, Duke will instantly gain all his Ego back.  There's also an underwater level which many hated, and had the game included the Scuba Gear inventory item from Duke Nukem 3D said level would have been great.  Sadly Duke can only hold his breath for about ten seconds, and while you can get more air by standing over air bubbles (which doesn't even make sense to me), this isn't very practical turning the level into an exercise in frustration.

The game also features several vehicle levels in which Duke gets to drive around his Monster Truck or remote control cars.  In the demo I completely hated the vehicle controls, but oddly enough I adapted quickly with the retail game.  Not only did I learn the controls better but I actually found myself enjoying the vehicle levels immensely, something that really shocked me!

The highlight of the game, however, is the interactivity found throughout the levels.  There is no other shooter on the market today in which you can interact with the levels like you do here.  See a light switch, you can flick it.  See a pinball machine or a pool table, you can play the game.  See a bag of popcorn, you can pick it up, open a microwave, cook it, and then eat it.  Generally speaking, if it's in the game you can not only interact with it but you can do so in a realistic fashion, and interacting with items in the game world will often add a permanent Ego boost for Duke, increasing his health.  No joke, you can spend hours just toying around with stuff in the levels, and I can't stress how cool and fun this is, and more specifically, how unique it is.

The Single Player Campaign is a pretty solid length as well, taking about twenty hours to complete on "Let's Rock," the game's normal difficulty.  While some sections certainly feel dated and/or clunky, most of the game flows well enough to be both fun and enjoyable, minus a few really bad and frustrating design choices or puzzles.

Duke Nukem Forever also features multiplayer, which consists of four standard game modes:  Dukematch, Team Dukematch, King of the Hill, and Capture the Babe (a twist on Capture the Flag where the Flag is one of the Holsom twins).  I did get to play some Dukematch and Team Dukematch, and in truth I wasn't impressed.  You spawn with a Pistol and that's it, no Grenades, not items, nothing.  So if someone's spawn camping or you come across someone with an RPG, Ripper, or Devastator, you'll die again.  And again and again.  You can join games in progress, which is great in theory, but the imbalance of such a start and how ridiculously hard it is to try and catch up against more established players really killed the fun factor of what could have been a great retro Multiplayer feel.

As you play games you can complete established Challenges (such as killing X amount of enemies with a Shotgun) which unlock customizable options for your Duke, such as different Glasses, Shirts, Hair, etc.  As you warn Kills in matches you earn XP and Level Up, which unlocks trophies and items for your Digs.

A concept that very much reminded me of BioShock 2, Duke has a Multiplayer mansion where he can chill between matches in which decorations and items are added over time, including additional Babes.  At Level 1, the only "item" in Duke's Digs is a sexy french maid named Kitty Pousoix, whom you can ogle with one liners and she'll reply back in kind.  As you level up, statues, enemy trophies, and more Babes will appear.

While this adds more things to do and collect during your Multiplayer experience, at this point in the game's life cycle getting that experience will be rather challenging.  On Xbox LIVE on a Sunday night, there were literally only two games going, period!  Basically, the game's Multiplayer is pretty dead and with the experience I had I can tell why.

For a game that took fourteen years to develop, does Duke Nukem Forever deliver?  In all honesty, no, and the game was certainly not worth the original launch price.  As a dirt cheap bargain bin title, however, and provided you were a fan of the character back in the 90's and aren't looking for Multiplayer, Duke Nukem Forever's Campaign will satisfy with some cheesy entertainment, great level interactivity, and a simple experience through gaming history.  Shame it wasn't released several years earlier when the character was more popular and recognizable though, and when the gameplay style would have been more than appreciated, but, better late than never.

Halo 4 Spartan Ops Episode 2 Trailer

The trailer for the second episode of Spartan Ops in Halo 4 is out now, and you can check it out here or below:


Injustice: Gods Among Us - Behind the Battles: Episode 1

An official ViDoc series for Injustice: Gods Among Us has launched, entitled "Behind the Battles."

The first episode goes into detail about creating a fighting game based on DC's legendary characters, and you can check it out here or below:



Hmm, I'm not sure how I feel about removing the Block button, and overall, it sounds like the button layout is taking a very Capcom flavour.  Having said that, I trust NetherRealm Studios knows what it's doing, and we'll certainly learn more in the coming months as development on the game continues!

Mass Effect 3: Omega Details

The official site for Mass Effect 3 now has a page for the upcoming add-on, "Omega."


New details include a new ally (whether just for the DLC or permanently I'm not sure), Nyreen Kandros, the first Turian female we've seen in-game and the leader of the Talon mercenary group, as well as the presence of a new kind of Reaper, the Adjutant.

The DLC will release on November 27th for Xbox 360 and PC and on November 28th for PlayStation 3.

The Elder Scrolls V: Skyrim - Dragonborn Official Trailer

The official trailer for the next add-on for The Elder Scrolls V: Skyrim is now out.  Entitled "Dragonborn," the add-on sees players travel to the island of Solstheim (originally featured in The Elder Scrolls III: Bloodmoon expansion) to do battle with an ancient Dragon Priest, the first Dragonborn, who once ruled the isle and seeks to return to the world.

You can check out the trailer here or below:



This looks incredible, actually, and the chance to return to Solstheim and leave Skyrim itself is exciting, as is the ability to mount and ride dragons.  The add-on will be available on the Xbox LIVE Marketplace for 1600 Microsoft Points on December 4th.

Saturday, November 03, 2012

Halo 4: Forward Unto Dawn Part 5

The final episode of Halo 4: Forward Unto Dawn is now live, and you can watch it here or below:



Action packed and well done, I've quite enjoyed the series.  With the release of Halo 4 early next week, I'm looking forward to the extended edition of the live action short, as I'm hoping it'll feature a bit more character development.  All-in-all though, very well done.

Mass Effect Trilogy Official Trailer

Releasing this Tuesday, the Mass Effect Trilogy is the complete package of all three Mass Effect games, allowing those who've missed out on what I consider to be the greatest interactive story telling experience on any medium, ever, to start from the very beginning.

This collection also sees the first game released to the PlayStation 3 for the first time, which is excellent.

EA and BioWare have released the official trailer for the trilogy, and you can check it out here or below:


The Elder Scrolls V: Skyrim 1.8 Update Beta on Steam


Available for PC gamers on Steam now, the beta of the 1.8 update for The Elder Scrolls V: Skyrim is now live.

Nothing to crazy, just some bug fixes on the list, which isn't a bad thing.

You can read all about it on the official Bethesda Blog post here.

Halo 4 Spartan Ops Season 1 Trailer

The official trailer for the first season of Spartan Ops is out and can be viewed here or below:



A new game mode introduced in Halo 4, Spartan Ops allows players to advance their Spartan careers cooperatively with friends or solo in episodic format.  The first season is free with weekly updates and will begin alongside the launch of the game this Tuesday.

Friday, October 26, 2012

Halo 4: Forward Unto Dawn Part 4

The fourth episode of Halo 4: Forward Unto Dawn is now live, and you can check it out here or below:



Very action packed; I enjoyed it immensely.  Good to see John-117 in action, and I also like how they're displaying the Covenant: properly menacing yet still mysterious and alien.

Halo 4: Forward Unto Dawn "Mid-Season Trailer"

To wet your appetite for the last two episodes of Halo 4: Forward Unto Dawn, a Mid-Season Trailer has been released.

You can give it a watch here or below:


Halo 4 Launch Trailer

The Launch Trailer for Halo 4 is out, and you can check it out here or below:



Not bad, though I liked the "Scanned" Trailer much better.

BioShock: Industrial Revolution Pre-Order Bonus


Those who pre-order BioShock Infinite will receive access to BioShock Infinite: Industrial Revolution, a separate puzzle game containing 60 puzzles that allow players to earn in-game items for the full retail game.

These items are unique and are not planned to be offered via any other means, nor is BioShock Infinite: Industrial Revolution planned to be offered through anything other than pre-orders.

For full details, you can check out the official FAQ here and you can read the announcement page here.

BioShock Infinite "Beast of America" Trailer

A new trailer for BioShock Infinite has been released, entitled "Beast of America."

Looks great, absolutely great, and you can check it out here or below:



That lighthouse can't be the one that leads to Rapture, as it wouldn't have been built yet, but it certainly is reminiscent of it.

Saturday, October 20, 2012

BioShock Infinite Ultimate Songbird Edition and Premium Edition Announced


Now this is a collector's edition!  The BioShock Infinite Premium Edition has been announced, and it contains a slew of bonus content and in-game items:

- A 3" keychain of a "Murder of Crows" bottle of vodka
- A 5x7 lithograph
- A 25mm Handyman miniture
- A mini artbook
- 3 in-game Gear Power Ups
- A digital soundtrack
- Avatar Costumes (for Xbox 360 versions) and themes (for PC and PlayStation 3 versions)

Got even more money to burn?  Well then you can pick up the Ultimate Songbird Edition, which contains everything the Premium Edition has plus a 9.5" Songbird statue.

The BioShock Infinite Premium Edition will retail for $79.99 (US) and the Ultimate Songbird Edition will retail for $149.99 (US).

You can check out the full details right here.

Dead Space 3 Limited Edition Revealed

The Limited Edition for Dead Space 3 has been revealed, though it's certainly pretty basic as far as collector's editions go.

Essentially, pre-order the game and you'll be upgraded to the "Limited Edition," which is simply two DLC packs containing two suits and two weapons.

That's certainly nothing too staggering, but considering pre-ordering costs nothing _and_ you get 800 Reward Zone Points at Best Buy for doing so, I suppose I should get on that.

There's also a trailer showing the Limited Edition items, which you can check out here or below.


Halo 4: Forward Unto Dawn Part 3

The third episode in the five part live action series, Halo 4: Forward Unto Dawn, is now live, and you can check it out here or below:



That was awesome.  Great pacing, action, and a solid Halo feel.  Or to put it in the words of a buddy of mine: "Shit just got real."

Halo 4 "Scanned" Trailer

343 Industries has just released an extremely well done CG and live action trailer for Halo 4 entitled "Scanned."

You can check it out here or below:



Very, very cool, and Halo 4 is only two and a half weeks away!

Making Halo 4 Multiplayer ViDoc

343 Industries has released a new ViDoc detailing the development of Halo 4's Infinity Multiplayer.

The ViDoc is quite in-depth and you can check it out here or below:

Halo: Silentium's Release Date Updated


Our friends at Tor Books have sent word that the release date for Halo: Silentium has been updated.  You can check out the official release below:



Tor Books Updates Release Date of the Third Halo Novel by Legendary Science Fiction Author Greg Bear


The final installment in the New York Times bestselling Forerunner Saga

New York, NY – October 18, 2012 - Tor Books, an imprint of Tom Doherty Associates, LLC—the largest publisher of science fiction in the world—is thrilled to announce the final release date for the third novel in the New York Times bestselling Halo Forerunner Saga, HALO: SILENTIUM, written by legendary science fiction author Greg Bear. The first two books of the Forerunner Saga, Halo: Cryptum and Halo: Primordium are currently available in trade paperback, e-book, and audiobook.  This newest book in the series, HALO: SILENTIUM will release in hardcover from Tor on March 19, 2013 alongside simultaneous audio and e-book editions.

The New York Times bestselling Halo® series of novels, based on the hugely successful Halo videogame franchise, has sold millions of copies, and is part of a global phenomenon that has dominated the science fiction landscape over the last decade.

In Halo: Cryptum, Greg Bear began a three-book arc set in the era of the Forerunners, the ancient and enigmatic creators and builders of the Halos, which continued in Halo: Primordium. Now, in the last years of the Forerunner empire, chaos rules. The Flood—a horrifying shape-changing parasite—has arrived in force, aided by unexpected allies. Internal strife within the ecumene has desperately weakened Forerunner defenses.

Only the Didact and the Librarian—husband and wife pushed into desperate conflict—hold the keys to a solution. Facing the consequences of a mythic tragedy, one of them must now commit the greatest atrocity of all time—to prevent an unmatched evil from dominating the entire universe.
 
Tor Books has proudly partnered with Microsoft and 343 Industries to publish every book set in this iconic universe.  Along with the books of the Forerunner Saga, Tor also publishes another all-new Halo trilogy penned by New York Times bestselling author Karen Traviss that explores the Halo Universe in the wake of the final events of Halo 3. Traviss’s first novel, Halo: Glasslands, came out in 2011, with Halo: The Thursday War out this month (October 2012).

The Halo franchise is an award-winning collection of properties that have grown into a global entertainment phenomenon. Beginning with the original “Halo: Combat Evolved” for Xbox in 2001, the rich fiction of the franchise has since inspired a series of blockbuster Xbox and Xbox 360 video games, New York Times best-selling novels, comic books, action figures, apparel and more. To date, the Halo franchise has sold more than 43 million copies to date, with franchise sales eclipsing $3 billion over its lifetime. Halo 4” marks the beginning of a new saga in the iconic franchise, as Master Chief returns to confront his own destiny and an ancient evil that threatens the fate of the entire universe. Developed by 343 Industries exclusively for Xbox 360, “Halo 4” will release on Nov. 6, 2012.

About Tor Books
Tor Books, an imprint of Tom Doherty Associates, LLC, is a New York-based publisher of hardcover and softcover books, founded in 1980 and committed (although not limited) to SF and fantasy literature. Between an extensive hardcover and trade-softcover line, an Orb backlist program, and a stronghold in mass-market paperback, Tor annually publishes what is arguably the largest and most diverse line of science fiction and fantasy ever produced by a single English-language publisher. Books from Tor have won every major award in the SF and fantasy fields, and for the last twenty-five years in a row the company has been named Best Publisher in the Locus Poll, the largest consumer poll in SF.

About “Halo”
The “Halo” franchise is an award-winning collection of properties that has grown into a global entertainment phenomenon. Beginning with the original “Halo: Combat Evolved” (2001), the critically acclaimed and record-shattering series of games has since inspired multiple New York Times bestselling novels, comic books, action figures, apparel and more.

Published by Microsoft Studios, the “Halo” franchise of games is exclusive to the Xbox 360 video game and entertainment system and the Xbox LIVE online entertainment network. To date, more than 43 million copies of “Halo” games have been sold worldwide, driving more than 3.3 billion hours of gameplay by people connected to Xbox LIVE.

So it's delayed by about two months, which certainly isn't too bad at all.  Looking forward to the book and the conclusion of the trilogy!

Xbox 360 2012 Xbox LIVE Update now Live


This week Microsoft released the 2012 Xbox LIVE Update, which is a mandatory system update for the Xbox 360 console.

You can read the full details on Major Nelson's site here, but generally speaking:

- They cleaned up the horrible Dashboard layout introduced in last year's update and made it ever so slightly less horrible with more ads
- Internet Explorer for Xbox has been added, allowing you to surf the web from your console provided you have an Xbox LIVE Gold membership
- Different Channels now Recommend other products for you to buy; so essentially, even more ads.  Heck, even if you do a search via Bing, ads are in the results
- You can now Pin your most used games and aps to the Pin submenu on the Home Channel
- Zune Marketplace has been re-branded to Xbox Video
- The crappy Facebook and Twitter apps are gone

Personally, I find this all hugely underwhelming and generally just a continued screw up over what used to be a good interface (NXE).  The amount of ads, even for Gold members, is also pretty insulting.

Halo: Combat Evolved and Resistance: Burning Skies Sold


Earlier this week, I decided to sell a few games and clear a little space on my shelf.  Since I own Halo: Combat Evolved - Anniversary, I'm never going to touch Halo: Combat Evolved again, and so I took it to Deja Vu Discs and sold it to them for a really decent price for a ten year old title (also found a used copy of Mortal Kombat: Shaolin Monks should I decide to pick that up later).

I then went to Best Buy and traded in my copy of Resistance: Burning Skies for half the cost I bought it for.  The game had its fun moments, but there's really no replay value and it was clunky enough where I know I'm not going to touch it again.  I'm also planning to snag a PlayStation Plus membership in the coming months, and I'd be surprised if it doesn't end up on their Instant Games list, so if I do get the urge I should be able to play it again there.

X-COM: Enemy Unknown (Xbox 360) Demo Impressions


Back in the early '90's when I first started getting into PC gaming, a buddy introduced me to what is still one of the most engaging and simply amazing games I've ever played, on any platform, in the history of ever.  That game was X-COM: UFO Defence.

X-COM: UFO Defence saw players take on the role of the head of the Extraterrestrial Combat Unit (X-COM) having you set up bases and managing soldiers, scientists, and engineers as you attempted to assess and stop a global alien invasion.  It was extremely detailed and complicated with a lots of logistics, and once you got on the ground for some combat against the alien invaders, it became a great turn-based strategy game.

 X-COM: Enemy Unknown is a modern day re-imagining of it, and surprisingly it's still a turn-based strategy game.  The Xbox 360 demo is pretty short and consists of two levels, basically what I suspect to be the tutorials for the full game.

The first has you leading a squad of four soldiers in Germany, learning how to move, take cover, attack, etc.  The controls take a little getting used to but are fairly intuitive and since the game is turn-based you can take your time figuring stuff out.  Gone are the Time Units found in the original and instead each soldier has two bars.  Moving uses one bar up to a certain distance, but go beyond it or dash and you use your second bar.  Managing the use of this bar is important as it allows them to react during the alien's turn and can be key to keeping your guys alive.

The second mission sees you leading another squad of four, but this time you get to choose to thwart an alien attack at one of two spots around the globe.  The country you assist will grant you a bonus, extra scientists or funding, but the one you neglect will be angry with you and your relationship with them will be damaged.  Thus, the choices you make are difficult and truly do matter, and you'll want to keep the larger strategic picture in mind.

Overall I found the gameplay very solid and a great spiritual successor to the original.  You really do want to take your time moving across a map, having your soldiers cover one another and take cover properly, and you'll specialize them into different roles (medics, heavy weapons, snipers, etc.)  Certain actions, like attacking an alien, now transition to a in-game cinematic which is flashy, though I personally felt unnecessary.  Something like that wasn't needed in the original, but I understand they did it to broaden the appeal to the more mainstream audience of today.

There wasn't much to tinker with for base management in the demo.  Your one base is already established and while you get to sample a bit of research and soldier management (promotions an such), you don't get to do much else other than moving around it.

Overall the demo took me about 45 minutes to complete, and I thoroughly enjoyed it.  While I won't be picking up X-COM: Enemy Unknown right now simply due to time constraints, it's definitely on my radar.

Friday, October 12, 2012

Halo 4: Forward Unto Dawn Part 2

The second episode for Halo 4: Forward Unto Dawn is out now, and you can watch it on Halo Waypoint, MachinimaPrime, or below:



I quite enjoyed this episode, more than the first.  It's building nicely and the character development got a bit stronger.  I also liked the cameo appearance of Frank O'Connor.

Mass Effect 3: Omega Announced


BioWare has officially announced the next Single Player DLC for Mass Effect 3.  Entitled "Omega," the add-on sees Aria enlisting the aid of Commander Shepard to take Omega back from Cerberus hands.

Releasing on November 27th for Xbox 360, PC, and PlayStation 3, the DLC will sell for 1200 Microsoft Points, 1200 BioWare Points, or $14.99 (US) respectively, depending on platform.

You can check out BioWare's official blog post announcing the add-on right here.

Wednesday, October 10, 2012

Injustice: Gods Among Us Box Art and Three New Characters Revealed

The official box art for Injustice Gods: Among Us has been revealed on the official Facebook page here, and in addition, three new characters have been revealed:  Green Arrow, Joker, and Green Lantern have all been confirmed.

You can check out the announcement video for Green Arrow here or below:



Absolutely love that trailer; great style.  An official screenshot showing the Joker and Green Lantern has also been released here or below.





Pamela Horton, Playboy's Miss October 2012 Interview


Playboy's Miss October, the lovely Pamela Horton, not only has a sense of style and creativity, but she also loves a good video game.

While her work with Playboy clearly speaks for itself, I was quite curious about her gaming life.  Fortunately, I had the opportunity to ask her several questions, available for your own reading pleasure below:


1) What first drew you into gaming as a hobby and a passion?
I've been a gamer since I was 5, when my dad introduced me to Legend of  Zelda: A Link to the Past.


2) You're of course well established in League of Legends, but are there other MMO's or genres that you enjoy?
I enjoy RPGS mostly. World of Warcraft and Diablo III, Legend of Zelda, Final Fantasy, Pokemon, that whole bag of chips. I do like puzzle and strategy games like Bust-A-Move (Bubble Bobble).

3) While PC gaming is always on the forefront of innovation, console gaming is huge.  Do you have a preferred console and what consoles have you owned in your lifetime?

I have always been a Nintendo Girl. All my original favorites were on the Super Nintendo. I do own all current systems though.

4) Is there an upcoming game that you're really excited for?

God of War: Ascension and Assassins Creed III!

5) It's often hotly debated as to whether games are considered art or not.  As both a gamer and an artist what are your thoughts on games as an art form?
To me, any creation is considered art. Whether you work with paints, words, computers, crafts, everything you create is your art. I agree completely with that.

6) Have you ever had the privilege to meet any big names from the games industry?  If not, is there a specific individual that you'd love to meet?

Almost every Nintendo fan would answer this the same: Shigeru Miyamoto. Either him or Nobuo Uematsu, the man who wrote the music for a lot of the Final Fantasy series.

7) If you had to describe your sex life with a game title, what would it be?
Infinite Undiscovery. Just the title, not the game of course. I am in a serious long term relationship with my soul mate, but every day I seem to learn something new and absolutely amazing.

8) Everyone has that one specific game they really remember fondly from yester-year.  What's yours?
Chrono Trigger or EarthBound.  Those games are classics that I will always love.


I'd like to thank Miss Horton for taking the time to answer my questions.  You can find out more about her art at her newly launched web site here, and you can check out her Playboy pictorial in the issue currently on newstands or via iPlayboy now.

LittleBigPlanet PS Vita Trial Impressions


About two weeks ago, I downloaded the Trial for LittleBigPlanet PS Vita and gave it a whirl on my GO trip in to work.  Outside of tinkering with LittleBigPlanet during Best Buy Gaming Invasion 08, I haven't truly experienced the franchise and wasn't sure what to expect, aside from the fact that I'd be controlling a well known character called Sackboy.

Well, the trial for LittleBigPlanet PS Vita starts off with style and humour where a wonderful British narrator takes you through the basics and outlines the gist of Sackboy's upcoming adventure in the world of Carnivalia, a place that once embodied joy and laughter but has become twisted by the evil Puppeteer.

Right away I was completely impressed by the game's colourful and lively art style, its use of music and creative humour to draw me in, and the sense of fun the title simply projected.  I enjoyed customizing my Sackboy and taking him through the well established tutorial and beginning the first levels of the Trial.

Of course being a PlayStation Vita title,  LittleBigPlanet PS Vita makes use of the handheld's touchscreen, allowing you to not only select items but to also place and resize stickers, move specific blocks and jump pads, twirls various platforms, and to interact with the various Side Levels available.  While in some PlayStation Vita games I found the use of the touchscreen to be very gimmicky, I didn't have that feeling at all with LittleBigPlanet PS Vita's Trial, and it seemed to me like the developers were actually using the touchscreen to compliment the gameplay instead of to dominate it.

I was also impressed with the length of the Trial. There are six levels to complete, including two Side Levels consisting of a whack-a-mole style mini game and a Tetris styled game, and you can go back and replay them as much as you like provided you don't actually exit the game or shut off your PlayStation Vita.  Sadly, being a Trial version, there's no way to actually save your progress, meaning that you need to play through the entire Trial in one sitting which took me nearly an hour and a half.  While the Trial's length is certainly great, it's a shame that without the ability to save your progress it doesn't really cater to the concept of portable gaming.

In truth though, that's the only con I found in my entire experience with LittleBigPlanet PS Vita's Trial.  It offered me a simple, fun, and intuitive platforming experience that I thoroughly enjoyed and would love to play more of.  While I might not pick the game up right away, as I'm expecting to get a PlayStation Plus membership in a month or so and want to see when it'll arrive to the Instant Game Collection, I fully intend to play through LittleBigPlanet PS Vita at some point.  Games showing this level of style and creativity don't come along too often anymore, and this is one experience I won't want to miss out on.

Sunday, October 07, 2012

Resistance: Burning Skies (PlayStation Vita) Review

Last Spring, Sony Computer Entertainment made gaming history by publishing the first portable first person shooter to ever use dual analogue sticks.  Yes, I'm talking about the PlayStation Vita exclusive title, Resistance: Burning Skies, which boasts true console-style control in portable form.

The implications of this are completely huge.  While there's many shooters available on other portable platforms, such as iOS, many complain that the controls in these games simply aren't up to snuff, and the prospect of having a piece of hardware with native dual sticks to allow precision control is extremely appealing.  The PlayStation Vita also packs some solid internal hardware, allowing developers to craft a truly beautiful and immersive experience.

Resistance: Burning Skies features a full single player Campaign spread across six Chapters, as well as online Multiplayer via the PlayStation Network which supports up to eight Players over three different game modes.  This all adds up to the perfect recipe for a solid portable shooter and the inaugural portable title to use dual sticks, which leaves me with just one question:  What went wrong?

The game is set at the very beginning of the Chimeran invasion of the United States, and players take on the role of Tom Riley, a firefighter and national guardsman who gets caught up in the chaos while simply trying to protect his family.  Along the way, Tom ends up playing a major role in the beginnings of the resistance as he meets Ellie, a militia leader, and works with her and the Minutemen to aid other survivors and the military.  Overall this sounds like a pretty solid premise and the building blocks are all there, but at the end of the day Nihilistic Software makes some really odd design decisions that really hold the title back.

The big thing Resistance: Burning Skies has going for it is the controls, as the PlayStation Vita sports dual analogue sticks.  Overall, they get the job done well and the player can move and look around with ease, but there's other control hitches that keep the experience from being perfectly smooth.  The analogue sticks don't double up as buttons like on a console Controller, so Nihilistic Software had to find other methods of working all the standard controls in.  Basically, the breakdown is as follows:

- Left Stick = Move
- Right Stick = Look
- Right Bumper = Fire
- Left Bumper = Aim Down Sites/Zoom in with Scope
- Square = Reload
- Triangle = Swap Weapons/Bring up the Weapon Wheel (when held)
- X = Jump
- Circle = Crouch
- Select = Grey Tech
- Down on the D-Pad = Sprint (The player can also double tap the rear touch screen)
- Weapon Alternate Fire = Touch Screen (Motion varies by weapon)
- Melee = Touch Screen Button
- Frag Grenade = Touch Screen Button
- Hedgehog Grenade = Touch Screen Button

Just taking a look at the above, this all seems pretty straightforward and logical, but in actual practice it doesn't work as solidly as it should.  For example, adjust your grip on your PlayStation Vita and the game may recognize this as double tapping the rear Touch Pad, which will cause you to start Sprinting.  Die and load your last Checkpoint and the game conveniently forgets what you set as your secondary weapon, forcing you to hold Triangle and reselect from the weapon wheel which has a negative affect on the overall pacing of the Campaign.

The Touch Screen can also be extremely finicky.  The game has Intel Items scattered about the levels which you collect by holding them to pick them up, but if you accidentally just tap instead of actually holding, you'll use your weapon's Alternate Fire and waste some ammo.  You also open doors and pick up Ammo and Grey Tech by touching and holding them, which can lead to the same accidental Alternate Fire use if you're not careful.  While not the end of the world it added some needless aggravation to the game, and really, there's no reason you couldn't just pick up at least Ammo and Grey Tech by simply running over them.  This makes some of the game's Touchscreen use feel extremely gimmicky.

Another odd thing worth mentioning with Sprinting is that when Tom runs out of stamina (there's no metre to judge when this will happen), unlike every other shooter character out there who slows down to a walk Tom simply stops dead in his tracks, forcing you to release the Left Stick and re-press it upwards to keep moving.  If you're trying to run for your life or to get to cover this delay in fluid movement could see you loading your last Checkpoint.

Speaking of cover, the game does have a cover system but it's horribly clunky and unreliable.  You take cover by approaching a wall and moving into it, but this doesn't always work.  When it does you can aim around the cover or peak out as per normal, but the game features some odd clipping issues where shots can sometimes penetrate through the edges of cover (and I'm not talking about the Auger which is designed to do this) rendering it pretty useless to the point where I barely used it.

Visually, the game doesn't look as horrible as many pro-reviews have criticized it for, but it doesn't look jaw dropping either.  Some levels, textures, and character models look spot on, others look lower quality and faded.  Tom and his family look pretty good for a portable title, and Ellie and her resistance fighters look pretty solid as well, but random civilians tend to look less sharp and impressive.  The Chimera all look pretty solid though, and weapons and weapon effects look great.  Interestingly, while the PlayStation Vita can take screenshots at any time by pressing the PS Button and Start, Resistance: Burning Skies disables this handheld's feature.

The game's voice acting is okay, it gets the job done and isn't horrible but it's nothing to write home about.  The sound effects used in the game are very good and feel right, and the musical score is actually really, really nice when it's playing but there's long periods in the game which has no music at all, which I just found extremely odd.

In terms of the actual gameplay and enemy AI, to be perfectly honest it all felt extremely old school to me.  Most of the time Tom enters a room, several Chimera storm in, and you shoot them up pretty good allowing you to move to the next room and repeat.  The Chimera do take cover and move about, but not to any amazing extent.  Ellie also follows Tom around for much of the Campaign, and while she provides some decent fire support (she actually killed the Chapter 1 boss for me) her AI is really lackluster.  She'll often just stop and not catch up to you for a while, or she'll annoyingly rush ahead triggering a wave of enemies which is rather inconsistent and annoying.  Throughout most of the game, I actually felt like I was playing a late '90's shooter with early 2000's graphics, which isn't a horrible thing for a nostalgia trip but I'd expect better from a showcase piece like this.

It's a shame the game's save system wasn't solid and retro though.  Resistance: Burning Skies uses the single most annoying Checkpoint save system I've ever seen.  This is a portable shooter, meaning I might only be able to play it for about 20 minutes at a time, but the Checkpoint system clearly wasn't designed with this in mind.  The Campaign isn't long at only six Chapters, but it took me roughly double what it should have because it takes forever to reach an actual Checkpoint, and I had to abandon my game on many occasions before making it to one.  This means there were times when I played the same several battles a dozen times simply because I couldn't reach a save point, which was tedious and extremely frustrating.  What's ironic is the game saves ever time you pick up an Intel Item or Grey Tech or whatever, but it simply saves your character progress and not your actual place in the game.  Every time you boot up the game to you're also forced to watch the Chapters low compression quality cinematic as it loads the level, and while this is more interesting than a basic load screen with tips popping up, it got annoying seeing the same video dozens of times.  Clearly when designing much of the game Nihilistic Software failed to take into account how portable the platform is meant to be.

As I mentioned above, Resistance: Burning Skies features online Multiplayer for up to eight players in three game modes, Deathmatch, Team Deathmatch, and Survivor.  The first two modes are pretty self explanatory and Survivor is like Infection from the Halo franchise.  One person starts as a Chimera and every time he kills someone they respawn as Chimera.  You can also set up three different Loadouts to choose from and as you complete games and earn XP you level up, allowing you to get additional weapon upgrades and the like.

Sadly though, it takes a bit to find a game unless you use the "All Modes" option, giving you the broadest pool to try and find games in.  Most players left online have been playing for a while so new players will struggle as they get killed easily until they can finally start getting some decent upgrades.  When a match ends too the entire game seems to freeze for several seconds while it tabulates experience and score, which I also found annoying.

At the end of the day Resistance: Burning Skies isn't a horrible game, but it's not a great one either.  There's definitely some fun to be had here in either single or Multiplayer, but the game's design is extremely inconsistent and it really has a "rushed" feel to it.  To sum it up, it's a basic, mediocre shooter that shows us glimpses of what solid portable first person shooters could be like if they were developed with more care and polish.

There's no way I can recommend the game at full retail price, but as a bargain bin title (which I picked it up at), you'll get some fun out of it and you'll also boost your PlayStation Network Level very easily as all the game's Trophies can be earned in a single playthrough and one match of Multiplayer.  It's such as shame though as Resistance: Burning Skies could have been so much more, it really could have been the defining game for this fledgling platform, but instead it ends up being a pretty forgettable more-of-the-same shooter with flashes of greatness muddled by poor design decisions.

Saturday, October 06, 2012

Halo 4: Forward Unto Dawn Part 1

Yesterday, the hugely anticipated live action series, Halo 4: Forward Unto Dawn, premiered on both Halo Waypoint and MachinimaPrime, and it was well worth the wait.

Leading into Halo 4 itself, Halo 4: Forward Unto Dawn tells the story of Hastati Squad, a group of young UNSC cadets training to fight Insurrectionists just before the Human-Covenant War kicks off.

You can check out the first full episode here or below:



Very well done.  I absolutely love the costume and armour design, so authentic, and I really enjoyed the nods to the expanded universe.  Halo 4: Forward Unto Dawn is being told over five parts with a new episode airing each Friday leading right up to the launch of Halo 4.