Tuesday, April 19, 2011

F.3.A.R. Hands-On Preview

F.3.A.R. Box Art
System: PC, PS3, X360
Dev: Day 1 Studios
Pub: Warner Bros. Interactive
Release: May 24, 2011
Players: 1-4
Screen Resolution: 480p-1080p Blood and Gore, Intense Violence, Partial Nudity, Strong Language
Paranormal Activities
It's been nine months since the Point Man's failure to contain Alma, and the remaining F.E.A.R. squad members are in a desperate attempt to carry out their initial orders. Since uncovering the truth about his past, the Point Man has come to an inevitable crossroads about his allegiance. Now, separated from his squad and reunited with his brother, the Point Man's thrilling story finally comes full-circle with F.E.A.R. 3.
Aside from the single player campaign, a huge focus has been appointed to revamping the game's multiplayer component. In a recent hands-on session, we got to see a few of these changes with four brand-new modes featuring new styles of cooperative and competitive gameplay.
F.3.A.R. Screenshot
Teamwork was a common theme we noticed throughout these new game modes, and our first taste was in a mode called "Contractions." This was probably the most unoriginal of the four new modes, but there were still plenty of good times to be had. This mode instantly drew comparisons to Call of Duty's zombie mode, requiring players to build barricades and fight off hordes of enemies. There were a total of twenty waves in all, and these got pretty hectic once Alma's tougher minions started rolling in.
Our first round began inside a dilapidated structure in a closed-off parking lot. The first priority was to gather a few scattered weapon crates located outside, giving us some much needed artillery. Once we returned, random weapons instantly spawned on a nearby wall, granting upgraded options to the starting pistol. These ranged from standard assault rifles and SMGs to even bigger and deadlier prototype weapons. Once the squad was fully stocked, the hordes quickly began to approach. To make things even more difficult, a dangerous fog rolled in during waves to limit visibility and give enemies the drop, including Alma herself. If players were unlucky enough to get too close, she could possess them for a short duration, rendering them helpless, or even teleport them into the center of the fog within a group of enemies.
F.3.A.R. Screenshot
The next mode was pretty well encapsulated by its title. "Fu**ing Run!" was hands-down the most dependant on working together as a team and made for a very entertaining experience. The map we played had us running through city streets and back alleys while trying to avoid Alma's pursuing wall of deadly fog. The team began in a safeguarded area, where players could pick their weapons of choice and devise plans of attack. However, once we broke through the area's threshold, we had to push through enemy soldiers that were trying to slow our advance.
Even though this mode was probably the most difficult, it was ridiculously fun. If our squad members were downed during the match, it was an absolute necessity that they were revived. Otherwise the oncoming "Wall of Death" would swallow them alive and we'd have to start again from ground zero. There were no checkpoints except for when we reached each safe haven, which made "Fu**ing Run!" feel a lot like a series of miniature Left 4 Dead campaigns with an exciting new twist.
Up next we got some quality time with a mode called "Soul King." This mode was based more on competitive gameplay than the two previous cooperative modes. Each player started off as a wraith-like creature called a Spectre, having the ability to possess any human nearby. The goal was to collect as many human souls as possible before time ran out by killing enemy soldiers or other Spectres. Players could only do damage to others while in control of a body, but wouldn't die entirely when killed during a possession. Instead, they'd return to their original Spectre form and become vulnerable to other players until they recaptured another body.
F.3.A.R. Screenshot
The gameplay in "Soul King" was fast-paced, and we needed to remain two steps ahead of our opponents to stay alive. The player with the most souls collected would appear highlighted to everyone else in the game, leaving that player as the primary target for the competitors. The most challenge aspect, and also the most entertaining, was that whenever players died they would drop all of their collected souls, forcing them to start again from scratch. This ensured that it could be anyone's game from start to finish, and often led to some disappointed outcries from multiplayer rivals.
The last mode we were shown was a combination of both cooperative and competitive gameplay called "Soul Survivor." This mode brought players together as a squad defending themselves from oncoming enemy soldiers, but threw a wrench in the gameplay by turning one teammate against the rest. At the start of each match, Alma would corrupt a player by turning them into a Spectre and task them with corrupting each of their former allies. The chosen player could possess human AI to lead the attack or swoop in for a last minute kill if another player had been cornered. When the Spectre was able to possess another player during the round, that player would also turn into a Spectre. This can change the tide of gameplay dramatically.
Again, this mode required a lot of teamwork, and any lone wolf-type players would likely find themselves corrupted very quickly. Luckily, the Spectre could only possess a player who has been downed, so staying together in a group was a major part of the strategy. "Soul Survivor" was not as one-sided as you might think, especially since the corrupted player was able to control any of the numerous enemies attacking the squad.
F.E.A.R. 3's multiplayer modes were surprisingly refreshing. These looked to be a huge step away from the standard deathmatch-type modes found in every other first-person shooter, and each succeeded at finding elements relevant to the F.E.A.R. franchise. Each supported a total of four players online, featuring three maps unique to each mode (twelve in-all). Although all these modes were thoroughly entertaining, the lack in map variation could get a bit repetitive. However, that could easily be remedied through a strong amount of DLC support, which is hopefully something they plan on doing after the game releases on May 24th, 2011.
Spider-Man: Edge of Time Box Art
System: PS3, Xbox 360, Wii, DS
Dev: Beenox
Pub: Activision
Release: Q3 2011
Players: 1
Screen Resolution: 480p, 720p, 1080i, 1080p
Spider-Man Is Dead
Spider-Man has web-slung his way through quite a few video games, and he's finally hit his stride in recent years. Spider-Man: Shattered Dimensions saw a good amount of success, with average scores in the high seventies (according to GameRankings). Critics praised the spidery action, voice acting, and the bringing together of the four Spider-Man universes. Now, developer Beenox is bringing back the coolest looking of those Spider-Men, Spider-Man 2099, for Spider-Man: Edge of Time.
Spider-Man: Edge of Time Screenshot
In this new game, Spider-Man 2099 finds himself in a bit of a pickle when present-day Peter Parker suffers an untimely death. He must therefore reach back through time to enlist the help of regular Spider-Man in order to save Spider-Man. At least, that's as much as I can gather from the trailer, which is a little vague. What I can say for sure is that Spider-Man: Edge of Time looks every bit as cool as Spider-Man 2099, especially in the last part of the trailer where Spider-Man 2099 is carrying his contemporary counterpart in his arms. Choke on that, causality!
The big new feature being touted by Activision is the "cause-and-effect" gameplay, wherein the player's actions have direct consequences on the game. I guess if you've been living in a cave for the past several years, this might seem like a new gameplay concept. Then again, maybe the developers just don't want to release too much information yet, and maybe this feature has some new twist on it that makes it different from how it works in every other recent game. The only detail given so far is that if you destroy a robot prototype in present Super-Man's universe, then that robot won't be around in Spider-Man 2099's universe. That still doesn't sound terribly impressive, but we'll have to wait and see since the rest of us can't jump around through time like a superhero.
Spider-Man: Edge of Time Screenshot
The official Marvel website is calling Edge of Time a "focused, action-packed adventure." Shattered Dimensions was certainly action-packed, and it could be called "focused." By which I mean it was surprisingly restrictive (much like I imagine that Spider-Man costume to be). Whenever I see the word "focused" to describe a game, I can't help but think "linear." Shattered Dimensions disappointed quite a few Spider-Man fans by not allowing Spider-Man to randomly swing around New York like the monkey-based superhero he is.
It sounds like players can expect more linearity in Edge of Time, but that's not always a bad thing. Sandbox games are fun, but linear games can allow the developers to create a more focused and compelling story. This didn't happen in Shattered Dimensions, but it was Beenox's first try, after all. Plus, Edge of Time will be written by Peter David, the co-creator of the Spider-Man 2099 comics. This should give any hardcore Spider-Man fan a reason to pick up Edge of Time. Furthermore, anyone who appreciates good writing should be interested in a game that has a fairly famous writer on the development team.
Spider-Man: Edge of Time Screenshot
It looks as though the voice acting for Edge of Time will impress once again, with Josh Keaton and Christopher Daniel Barnes already announced to voice the Amazing Spider-Man and Spider-Man 2099, respectively. The dark tone of the Spider-Man 2099 sections of Shattered Dimensions is back as well. Dark colors and cold, metallic surfaces are common throughout the trailer, which also features a sign that advises you to "start your career as a human trial subject." What's alarming about the trailer is some of the gameplay footage, which looks downright unpolished. You can see Spider-Man's body bleeding into his opponent's as they grapple, which just shouldn't happen in this day and age. I can only hope that this is a rare occurrence, and that this trailer was put together in haste. The cutscene clips, however, are shiny enough to satisfy anyone. Not to mention the bright lights and explosions. No one can say that this game doesn't look cool.
So far, there's not a lot to be said for Edge of Time other than a few vague promises and the visual impressions of a brief trailer. The most exciting thing about the upcoming game is probably Peter David's involvement, but that doesn't mean much to more casual web-slinger fans. We'll have to hope that Beenox can offer something more impressive than now-common gameplay features and Spider-Man 2099's shiny thighs.

Super Street Fighter IV: Arcade Edition Hands-On Preview

The Latest Greatest Street Fighter

At Capcom's recent Captivate event, tons of info regarding Super Street Fighter IV: Arcade Edition was released to the masses. First of all, they confirmed that we will be receiving it as a DLC pack for Super Street Fighter IV on June 7th, 2011. It will cost fifteen dollars on both PS3 and Xbox 360. Just in case you haven't purchased Super Street Fighter IV in the past, the game will also come out as a full stand-alone disc released on June 24th in Europe, 28th in North America, and 30th in Japan. A PC version will follow in July. While all of this is pretty cool, the most shocking piece of info unveiled is that Arcade Edition will be the last Street Fighter IV edition produced. This is it, the end of the line, people. So, let's take a look at what we are getting in this brand new update.
For those of you who don't know, Arcade Edition has been out in the arcades (duh) for some time now, but technically it's only supposed to be available in Japan. If you search hard enough, however, you can find specialty arcades in America that have imported the Japanese cabinet. As soon as you put in a quarter and play your first match on one of these imported machines, you'll notice the most prominent change Arcade Edition has to offer: the numerous balance tweaks.
Super Street Fighter IV: Arcade Edition Screenshot
Every character has been reworked, once again, to even the playing field. Some characters have had their move inputs changed (such as Balrog's Ultra 2), while others have had their move properties changed (most hurricane kicks in the game have been changed so that they can't be used to run away). I can go over each character individually, but that would take forever, and the sheer amount of frame data involved would make your head spin.

Instead, here's a general overview of how the game has changed. First of all, many pokes have been made less safe, giving characters opportunities to rush in after a poorly played game of footsies. Fireballs and projectiles in general are still useful but have become less of a primary means of attack, reducing instances of "fireball wars" where both characters stare at each other, chucking projectiles to build meter. This is partially because characters without projectiles have received major buffs both in their overall damage dealing potential and projectile evading ability. This has made characters like Makoto very good, and it has been theorized that non-projectile characters will dominate the top of the tier list.
Super Street Fighter IV: Arcade Edition Screenshot
Speaking of non-projectile characters, Yun and Yang from Street Fighter III have joined Arcade Edition's cast. Both have dive kicks, both are combo monsters, and both are extremely aggressive and deal lots and lots of damage. The key differences lie in their super moves (Yun's gives his moves new properties and makes them all cancelable while Yang's gives him trailing custom combo shadows) and Ultras (which are both completely different). However, in terms of basic toolsets, Yang seems slightly faster, while Yun seems slightly more powerful. They have all their Third Strike target combos and special moves, and Yang's EX Fist Slash in particular seems to be one of the best moves in the game. Pro players figure many people will pick up Yang, and fewer will pick up Yun, even though both will be at the top of the tier list. Daigo Umehara, the king of Street Fighter himself, said he plans to use Yun, although recently it seems as if he has changed his mind and gone with one of the other new characters, Evil Ryu.
Yes, Evil Ryu and Oni are the other two new characters joining the Arcade Edition cast. Evil Ryu is sort of a combination of Ryu and Akuma that manages to play more aggressively than both of them combined. He has Akuma's dive kick, overhead, health, stun, raging demon, and some of his normals as well. The rest are either Ryu's moves or totally new moves. One totally new move is a command wheel kick that hits overhead and can be inserted into combos to make for a really powerful guessing game. His Ultra 1 is a chargeable version of Ryu's Metsu Hadouken, while his Ultra 2 is the Messatsu Goshoryu, a Shoryureppa-type move more closely associated with Akuma but seen nowhere else in Street Fighter IV.
Super Street Fighter IV: Arcade Edition Screenshot
Oni, on the other hand, plays a lot more like Gouken. (If he plays like anyone, that is.) His moves are actually quite unique, and each of his normal attacks has an alternate version activated by holding forward while pressing the button. Some of these normals actually cancel out projectiles! He has Hadoukens, Shoryukens, and Hurricane Kicks just like all the other Shotos, but his new moves, a forward palm slice and an overhead fist pound, are actually some of his most important tools. Speaking of important tools, Oni is the first character in Street fighter IV to have an air-dash, which is phenomenal for getting inside opponents' defenses and baiting out their attacks. His super is Raging Demon, which can be done in mid-air and is absolutely dirty to pull off after a baited air-dash backward. His first ultra is another damaging fireball, although this one can be aimed upward or downward in the air. His second ultra is a shockwave that hits close to him and can be comboed from many focus attack dash canceled moves. It does 525 damage on a clean hit, which makes it the second most damaging ultra in the game.
Outside of the new characters, there will be adjustments made to the replay channel as well. The new Replay Follower mode allows you to follow five players' replays, delivering their greatest matches directly to your console. Reserve one of those slots for Daigo Umehara or Justin Wong. The new My Channel Advanced mode allows you to distribute your own replay data to up to fifty players. Just be sure to only send them to people who are interested. Finally, the most interesting new channel is the Elite Channel, which allows you to watch replay data only from players who have 3000 or more player points. It is an easy way to sort through all the junk out there to get straight to the good stuff.
At this point, Street Fighter IV has become as refined as it's ever going to be. Yes, we are all a little disappointed that we never saw characters like Alex or Urien enter the roster, or even some other Street Fighter Alpha characters like Birdie or Rolento, but in the end the game is quite complete at a phenomenal roster that stands 39 characters strong. It is balanced, interesting, and fun, and Capcom really can't do much more to make it any better. Super Street Fighter IV: Arcade Edition is a great swan song for this fighter, which gave us tons of great matches and single-handedly helped to resurrect the fighting game scene. If you are a Street Fighter fan, you should get Arcade Edition as soon as you can. You won't regret it.

Wednesday, March 30, 2011

Why you shouldn't buy a PlayStation 3...

Why You Shouldn't - Buy the PlayStation 3!




The PlayStation 3 was the last of the current consoles to be released, and despite having about a bazillion features, it was the slowest console to generate sales, due mostly to the fact that it cost a bank-breaking $599. Although the price has come down since those early days, the PlayStation 3 may not be worth the investment. Champions tout its Blu-Ray capabilities and numerous exclusive games, but the PlayStation 3 may not be for everyone. Here are five reasons why you should just say no to the PlayStation 3.

5. You're All About Online Features
Though the PlayStation 3 features plenty of online-enabled features, when it comes to actually playing games online, the console falls flat. Sure, games like MAG buck this trend, but if you've ever tried to play Call of Duty on a PlayStation 3, you know there's a problem. In fact, if you like Call of Duty, you should just abandon hope on the PlayStation 3 altogether, as the console will not run Modern Warfare 2 (thanks to a weird update that just broke the game) and Black Ops is so hacked that you can't take two steps without being affected by some rogue exploitation glitch. Add that to the PlayStation 3's lack of cross-game chat and a persistent invite system, and you've got an online experience that is sub-par on every level.
Why You Shouldn't - Buy the PlayStation 3!

4. You Like Playing Games Immediately
Much was said when the PlayStation 3 was released about its required install time. Sony's response? Go make a sandwich. But if you've already had lunch (or are on a carb-free diet), waiting the twenty minutes (or more, in the case of games like Gran Turismo) to play a game is a little ridiculous. I don't want to have to plan ahead for my game time, and the idea of putting a game in the machine and then going to do something else seems counter-intuitive. I recognize the idea behind game installs is a solid one, but man, sometimes I wish I could just take the longer loading screens instead. And then add this to almost-weekly firmware updates, and you may just feel like the only game to play on your PlayStation 3 is the waiting game. This is especially bad if you have a highly-scheduled life. For instance, if you only have an hour carved out for your personal game time, you can expect to spend twenty minutes updating your firmware, twenty minutes installing your game, and then you're left with twenty minutes to play. Doesn't quite seem fair, does it? If you like playing games in short bursts, or are just impatient, the PlayStation 3 isn't for you. 

3. You Don't Like Disappearing Features
While the other two home consoles have been slowly adding features to their consoles to make them more competitive in the rapidly-changing world of video games, the PlayStation 3 has been systematically taking features out of its console. First on the chopping block? PlayStation 2 backwards-compatibility. Unless you shelled out the $599 at launch, you never even got the chance to check out this feature. Next up? An alternative OS. If you were a fan of Linux, the PlayStation 3 used to allow you to use the open-source platform with your console instead of the default operating system. Now? Not so much. Though you may not have ever used these features in any great capacity, it wouldn't surprise me if even more features get axed in the future, especially in Sony's continuing war on the hacking community.
Why You Shouldn't - Buy the PlayStation 3!

2. You Like Being Social With Your Gaming Friends
The PlayStation 3 was not built for social games. Plain and simple. If you're playing MAG and then want to talk to your niece, who is playing LEGO Harry Potter, you'll have to exit your game, she'll have to exit hers, and you'll both have to enter a communal space so you can use the voice chat feature. That's not fun. And of course, if you and said hypothetical niece have a competition going about who can get the most trophies in Ratchet and Clank: A Crack in Time, you'll have to select her name, and then wait the 4.5 billion years it takes for the trophy system to sync both of your trophies before you can compare and contrast. Though the PlayStation Eye is the exception to the poor social offerings, and is a great way to webcam straight from the PS3 dashboard, if you want to play games, and then check out what your friends are playing, and then maybe strike up a conversation with them, you'll have to jump through some serious hoops to do so. And even though I might love my hypothetical niece, after waiting for updates and trophy synchs and mandatory installs, the last thing I want to do is waste any more time not playing a game on my PlayStation 3.
Why You Shouldn't - Buy the PlayStation 3!
1. Homebrew And Hacking Are Your Favorite Pastimes
Look, if you like creating your own software or "modding" your console, Sony already hates you. Though piracy is an issue across all consoles, Sony has taken the most radical stance against it and is severely punishing anyone who plays games on systems that have been altered or use non-Sony approved software. Of course, you can argue about how "legal" the activities of hackers and modders are, but no matter what your intentions are, Sony won't stand for it, and you could find yourself at the receiving end of a banned PSN ID, bricked console, or, in the case of George Hotz, a nasty lawsuit. If you like modding consoles, you really need to stay away from the PS3. In fact, you should stop reading this article and never think about the console again. Sony's watching you.
The PlayStation 3 is a great console overall, and certainly benefits from being the only Blu-Ray equipped console around (hooray for pure HD!) However, just because the picture is pretty doesn't mean it's right for you, and there are plenty of reasons why you shouldn't buy a PlayStation 3.
Of course, home consoles aren't the only thing you shouldn't buy.

Top 10 Greatest Video Game Scores...

Shadow of the Colossus
10. Shadow of the Colossus
This game's unique in that it's largely a quiet, even lonely experience. For much of the game, you're exploring the vast terrains, mountainous valleys, and deep lakes in search of the massive beasts that roam the land. Most of the adventure is actually getting to the fight, thinking about what you have to do to save a young woman and taking in the sweeping landscape the game takes place in. It's not until you enter the arena where you'll attempt to take down a Colossus that the music shows itself, but the wait is well worth it. The contrast between silence and the orchestral scores of the battles is startling at first, but when your adrenaline's pumping and you're holding onto a Colossus the size of a large mountain for dear life, it matches the action perfectly.


Mass Effect 2
9. Mass Effect 2
The video games industry has no lack of sci-fi games, especially ones that include large arsenals of weapons and looming alien threats. Jack Wall composed the soundtracks for both Mass Effect games but his work really grew up in the second. The original's score was heavily inspired by 80's sci-fi movies but its successor took that and tossed in a large amount of roaring orchestral tracks that had a more foreboding tone that matched the tension Shepard and his crew undoubtedly felt about the suicide mission. They could've taken the same route many developers take and thrown in some frenetic and action-centric tracks to match Mass Effect 2's increased action but instead they took what the first game did well and improved upon it. That deserves some commendation. 


Dead Space (series)
8. Dead Space (series)
The Dead Space series is known for its incredible sound design, and that's primarily the reason this game makes the list. These games aren't about adding music to match the scenarios because it would be difficult to find tracks that would work with a man being torn apart from the inside as he transforms into a Necromorph. Instead they're about creating a tense atmosphere with sounds that either makes you jump or feel like there's something quietly creeping up behind you. The second game had quite a bit more action, though it still retained many of its scares, and the score mirrors that change. Composer Jason Graves took into consideration Isaac Clarke's deteriorating mental state and made the soundtrack feel more personal. It worked.


Heavy Rain
7. Heavy Rain
This game is a very cinematic experience; its limited gameplay, gorgeous visuals, and thriller movie plot all make it more of an interactive film than a game. To work with this, it was necessary to create a unique score that was akin to a blockbuster film soundtrack. The best way to manage this was to bring on a film composer, someone who's worked with the medium Heavy Rain resembles so closely. Enter Normand Corbeil, a composer who's worked on over fifty titles to date, including Indigo Prophecy, Quantic Dreams' project prior to Heavy Rain. The final product is an intensely emotional score that made an already memorable story even more unforgettable. The most interesting aspect of the soundtrack is its evolution as the game progresses. It starts off innocent before transforming into something dark and twisted as the game's tale continues toward its climactic conclusion.


Final Fantasy VII
6. Final Fantasy VII
As a series Final Fantasy has some incredible music, but it's the seventh game that really takes the cake here. Widely considered one of the best games in the fantasy franchise, Final Fantasy VII's music (especially the final battle theme) is some of the best in the industry. Nobu Uematsu, who also composed eight other games in the series, composed this one all on his own. That alone is an incredible feat that definitely deserves some praise.


Metal Gear Solid (series)
5. Metal Gear Solid (series)
This is the type of music that makes me want to hide under a cardboard box and listen to for hours on end. For a stealth-centric series, the Metal Gear games have action-packed tunes that work great with the loud, eccentric personality of the games. The best scores of the series are definitely the more recent ones, specifically Sons of Liberty, Snake Eater, and Guns of the Patriots, all the work of composer Harry Gregson Williams. These tracks could easily take on any big budget blockbuster Hollywood throws at us, and they'd do so without attracting the attention of the guards.


BioShock
4. BioShock
This was a defining moment for the gaming industry. Irrational Games created a beautiful, moving, and original world, and their game gave us a prime defense in the endless debate over whether video games can be considered art. The only thing that could set the mood for a beautifully realized underwater utopia where science had no rules were the licensed songs from the game's era and Garry Schyman's composition. Never has a game's music been so emotional, so haunting, and worked so well within the environment you explored. If the morality of your decisions didn't get to you, the music did. And if that didn't, there's a good chance you lost your soul somewhere.


Halo (series)
3. Halo (series)
Martin O'Donnell is one of the most renowned video game composers out there, and nowadays most of his work can be found in Bungie's games. O'Donnell's work (with the help of fellow composer Michael Salvatori) on the Halo series made humanity's fight for survival against the relentless onslaught of the Covenant feel even more epic. Halo's theme song is now one of the most easily recognized tracks in video game history, and rightly so. Hopefully the future of the series stays bright, and not to mention easy on the ears, now that Bungie won't be involved with the franchise any longer.


Super Mario (series)
2. Super Mario (series)
You had to see this one coming. Halo's music might be widely recognized by gamers, but even my grandma, who's never seen nor played a video game in her life, knows the Mario theme song. Mario is the industry's most iconic character and the tracks that accompany many of the games he's in are just as fun and catchy as his personality and trademark tagline. It'sa Me, Mario!


Silent Hill (series)
1. Silent Hill (series)
Silent Hill takes the top spot because the soundtracks are arguably the most important element in the game. Sure, there are interesting characters, iconic bad guys, and the widely recognized foggy town aesthetic, but the music is what people remember most fondly about the games, even to this day. As time passed and the quality of the games lost their luster the music has always retained its eerie, industrial sound. In fact, Akira Yamaoka's soundtracks for the games were so incredible they were used in the Silent Hill film, and even though Yamaoka left Konami to work on the upcoming Shadows of the Damned, there are rumors he'll be composing the soundtrack for the next film, Silent Hill: Revelation 3D (insert 3D-induced groan here). Yamaoka may have left the series he's worked on since the beginning, but that doesn't mean his shoes can't be filled. Composer Dan Licht (Dexter TV series) will be creating the score for the next game in the series, Silent Hill: Downpour, and from the few tracks that have leaked out so far, Downpour's soundtrack will be just as remarkable.

Tuesday, March 29, 2011

Resident Evil: Operation Raccoon City Confirmed...

The newest iteration of the Resident Evil franchise, Resident Evil: Operation Raccoon City, has just been officially confirmed by Capcom and will be released sometime late this year for the PS3 and Xbox 360. Operation Raccoon City will let you play as an Umbrella corporation agent tasked with covering up the events of Resident Evil 2. In addition to the new focus, Operation Raccoon City will feature squad-based gameplay that will allow you to experience the story in teams of four.




If you want a more competitive experience, however, the game will also support competitive multiplayer where you can play as either the Umbrella Corporation or US government agents. Sounds good to us! We'll have a full preview of Operation Raccoon City with more information soon, so stay tuned!

3DS Already More Popular Than Wii?

People were excited for the Wii. Some even waited hours outside stores just to be the first to experience Nintendo's new console. However, it seems that the 3DS has already trumped the Wii in one key area: pre-orders. Pre-orders for Nintendo's new handheld are a little more than double those of the Wii, and the 3DS has been confirmed as Amazon UK's most pre-ordered device ever.




Of course, as we all know, pre-orders don't necessarily translate to sales, but we'll have more numbers for you (including day one sales) later this week. However, if early indicators are to be believed, the 3DS is going to have huge first-week sales.