Personal Coverage of Gamescom 2012

For the third year in a row Europe’s ‘’Gamescom’’ returned to the Koelnmesse, bringing in hundreds of exhibitors and thousands more of the public to get an early look of their favourite games. This was also the first time I attended a gaming festival, experienced its unique atmosphere and had the opportunity to carry out my own coverage and while there were a few difficulties in covering the games across two days fully open to the public; namely heavy queuing that likely doubled from the days restricted to press and trade visitors, Gamescom was an enjoyable experience and I look forward to attending other similar events in the future
Assassin's Creed 3; the most popular game at the show, complete with a five hour queue

Hall 6: Boasting the biggest and most imposing stands, especially Call of Duty Black Ops 2 and XCOM

Nintendo Booth: Showing off the latest hardware and games using the new tablet controller

PlayStation Booth: Packing games for all ages exclusive to the Sony Brand

Need of Speed Most Wanted
Criterion’s extended break from their famous Burnout series continues with their second remake in the NFS series. Updated for the modern console generation, the 2012 version of ‘’Most Wanted’’ now features an open world, autolog support and more in depth customisation options.
In the Samsung booth, ‘’Most Wanted’s’’ online mode was available for play supporting up to eight players, free to cruise around a bordered off section of Fairhaven city, much the same way as Burnout Paradise’s demo in 2008. Here we all met up next to I-92 for a jump challenge; two dirt ramps were placed at either side of the highway and each driver was ranked by distance across three attempts. When the challenge was up, leader boards were shown as well as medals for feats such as taking the least damage and the top speed achieved. Police were turned off for the demo to keep the focus on the challenge which can likely be changed at any time both online and off.
Most racing fans will immediately notice some similarities between it and Burnout Paradise such as the damage models on the vehicles and the nitrous boost earned from pulling off drifts and other stunts but Most Wanted ensures that it maintains a similar gameplay style to its predecessor, Hot Pursuit; the game definitely feels more realistic and less arcade like but never strays into Test Drive Unlimited 2 territory to keep the enjoyment intact. Drifts are more difficult to pull off and the insane speed levels found in Burnout have been quelled significantly. While there wasn’t much of the open world available to explore in the demo, Criterion Games is sure to add in the much needed depth necessary to explore the open world that was disappointingly absent from NFS Undercover back in 2006.
‘’Most Wanted’’ is looking to be another successful entry in the long running series. Fans of both Hot Pursuit and possibly the Burnout series should have problem enjoying Criterion’s latest game which begs the question as to whether they will keep remaking NFS titles, (Could they be doing Undercover next?) return to their popular arcade racing series or embark on a new franchise possibly instructed by EA. Regardless of this the developer continues to do a good job on the NFS series, sometimes bettering the studio that came before it in their efforts to update the series.
    
Dishonoured
Arkane Studio’s Dishonoured, named ‘’the game Arkane has always wanted to create’’ takes some cues from Deus Ex, in that it offers multiple ways to approach a given situation, with the added twist of playing as a supernatural assassin with access to many interesting powers.
Shown off at Gamescom 2012, ‘’Kaldwin’s Bridge’’ tasks Corvo Atano with kidnapping Solomon Kaldwin from his house by the docks to gain leverage over a currently unknown faction. Atano begins in an alleyway filled with darkness, two guards stand in his way at the main gate to Kaldwin’s estate. I noticed several ways to progress while playing; I used blink, Atano’s short teleport power to climb a shabby building opposite the gate to take out the guards from above, I hung back in the darkness and nailed them both with the crossbow and eventually possessed a rat to sneak under a gap to the right then climbed through multiple buildings to reach the front of Kaldwin’s house. Also guarded, I went on to possess a fish and swam under a bridge to a less guarded area, clambered up above the guard’s vision cones and blinked over to an open window. From here I blinked into a library and sneaked past two non-hostile cleaners before coming to an electrical barrier. After several deaths I finally sneaked past the lone patrolling guard through getting rid of the lights and headed upstairs to confront Kaldwin in his study. Fortunately for me he was gazing out the window with his back to me, so I took him down non-lethally and used the nearby fire escape and teleportation to reach the buildings and eventually the alley where I started all without arousing any sort of attention or alert the guards.
Indeed Dishonoured is often based around trial and error gameplay and for that it adopts a significantly slower pace which may not appeal to all players; yet the game is still more than capable of providing the great satisfaction of figuring out a solution twinned with the pure enjoyment of sneaking around in the shadows. The artificial intelligence is also fairly sharp for a stealth game; based on difficulty enemies will react to spotting the player based on a three tiers or strike system that forms above their heads, the first being suspicious, the second being investigative and the third being alerted. The many powers give way to many different playing styles though these are mostly geared towards stealth. While the developer has shown a more aggressive and direct approach to gameplay, this requires a good amount of skill in using the tools and weaponry at Atano’s disposal. When spotted, combat with multiple enemies is very challenging and Atano’s powers do not regenerate quickly at first, so you’ll be taken down quickly in the earlier stages of the game though once upgrades to the mana bar are obtained this shouldn’t be too much of an issue. The level design (at least for this part of the game) incorporates all manner of power combinations through stretching both vertically as well as horizontally. Gone are the days when only one set of guarded stairs led to the player’s objective, players are sure to come up with solutions to objectives that may not have been intended by Arkane.
Regardless of these issues, Dishonoured has the potential to be a highly versatile single player experience, possibly offering up more player choice than any other game this generation.

Crysis 3
The match begins as a VTOL carrying a team of highly trained, ruthless CELL personel crashes to the ground, caused by an oddly medieval like projectile. Stranded in a section of the Liberty Dome, now an eerie swamp, the team makes its way towards a crumbling museum, having received orders to dig in for two minutes and wait for extraction. Suddenly a splitting crack is heard a medium distance behind the main assault troops; they rush to the dilapidated second floor of the museum shocked to find their recon comrade’s lifeless body on the ledge overlooking the swamp, his head twisted halfway round like a horrific owl. The approaching evacuation waves off, explaining that they must hold and secure the area before risking a landing. Some of the CELL troopers begin to panic, wildly aiming and swinging their weapons; one trooper heads across a makeshift bridge built from rotten planks to the upstairs of the main building and spots a greyish outline moving gradually round a corner into the next room. He calls the team and they move into position at the doorway; bursting into the room, the troopers fire there weapons sporadically hoping to catch their illusive enemy, but the outline is gone. Before they can react, an explosive tipped arrow strikes true in the centre of the room, taking out over half the team in the process. Far from the dead troopers, a nanosuited soldier perched on the rocks near the edge of the swamp reloads his bow, above the dead troopers in a ruined attic, his partner using himself as bait, packing the same advanced cloaking technologies; they sneak off to hunt down the rest of the CELL unit, picking them off one at a time with each dead trooper soon to be added to their ranks.
This is the heightened tension and suspense contained in Crysis 3’s hunter mode in its demo at Gamescom 2012, taking heavy inspiration from the classic 1987 thriller Predator; a mode that utilises the series ultimate strength in the shooter market, more so than any other amendment or change to the popular series since its debut five years ago. Playing as one of ten CELL troopers choosing from three different load outs, you’re always on edge, feeling as if the hunters could come from anywhere, whereas while playing as the team of two hunters that gradually grows with each kill, you must be cunning and efficient to take down the entire team before the two minute timer runs down. While the hunters are permanently cloaked, they can still be spotted easily at close to medium ranges and will be gunned easily at the hands of a whole team of CELL infantry. Indeed both sides require teamwork to win the four rounds the match is comprised of; the CELL sticking together and the Hunters devising tactics to lure the troopers to their deaths.
Other changes were also mentioned in an introduction video by developer Crytek. Players will again be kitted with nano suits, but on some of the modes such as Crash Site which take place on larger maps, a Pinger or two will be available to drive and hijack (The alien walker first seen in Crysis 2) Heavy weapons will also be placed on the maps which will each host skirmishes for twelve players on console and sixteen on PC. Customisable suit modules will return along with the ‘’New York Feed’’; much like NFS’s autolog system, this will offer live challenges and stat tracking. Challenges are divided into social which are more substantial feats set by friends, chance challenges which are set by Crytek for the whole community (perhaps similar to Mass Effect 3’s weekend operations in which all players are rewarded through the culmination of the community’s game time) and lobby challenges, which are much more simple and can usually be beaten in a single match.
Despite still being in pre alpha software, Crysis 3’s multiplayer suite is shaping up to be the biggest and best of the series, with a fully unique mode or three to boot with the possibilities of the nano suit. Crytek is sure to whisk away thousands of shooter fans on the ultimate hunt when the game launches next February.

PlayStation All Stars Battle Royale
As a collaboration between Superbot Entertainment and Santa Monica Studio and Sony’s answer to Super Smash Bros, ‘’All Stars Battle Royale’’ pits the most popular PlayStation characters together across stages inspired by popular franchises.
Available to play at Gamescom was the game at its current stage with twelve characters including Ratchet and Big Daddy on the maps Hades and Aldan’s Tower. The gameplay itself is so far based on a time limit of three minutes, defeating opponents involves not knocking them off the screen but instead using super attacks charged up by collecting power orbs earned by attacking other players. Controls are handled similarly to Smash Bros; you’ll use the square, triangle and circle buttons in tandem with the left stick to pull off different moves for each character. Items are also availiable such as the hedgehog grenade from the Resistance series and the Razor claws from Ratchet and Clank which are dropped at random and soon break after extended use.
Ratchet: The closest to the ‘’Samus’’ of the group so far, the Lombax favours mainly ranged combat, bringing several recognisable weapons to the fray including the sonic eruptor, Mr Zurkon, negotiator (Rocket launcher), plasma striker (Sniper rifle)  robot bombs and his trusty wrench. For super attacks at level 1 Ratchet whips out the RYNO 5 and fires in a straight line, annihilating all enemies in the blast zone. Level 2 sends out Clank and his chronoscepter (Found in ‘’A Crack in Time’’) to swing at enemies, taking them down instantly while also slowing them down with time bombs and at Level 3, Ratchet and Clank hop into their ship Aphelion (Also in the future trilogy) to take out enemies across the entire stage.
Big Daddy: The slowest (though not by much!) of the characters so far. The iron clad monstrosity wields both a powerful drill and several plasmid powers including incinerate and electro bolt as well as his underwater suit built for ramming and stomp attacks. His level 1 super attack puts him in rage mode, ramming into the other players with reckless abandon, level two sends out a little sister to do some damage, while Level 3 submerges the entire arena in water, allowing the Big Daddy to zero in on all the players for easy takedowns.
Aldan’s Tower: A mixture of InFamous and Sly Cooper, this map is similar to the Donkey Kong stage in Super Smash Bros in that it gradually scrolls upwards to the top; much the way Cole and Zeke ascended the tower in InFamous. Once the top has been reached, Carmelita from the Sly Cooper series shows up on a helicopter and takes aim with her shock pistol shown by a red reticule on the screen.
Hades: This map begins with the players under attack by a boss from the God of War series who smashes the ground to damage the sides of the environment and stuns the characters if they are hit by its purple blades. Eventually Patapon (from the strategy game on PSP) arrive and distract the boss so the players can duke it out in earnest.

PlayStation All Stars Battle Royale has great potential and is sure to be popular among the Sony community and while the game is generally fun to play (and most of us would jump at the chance for a Super Smash Bros on PS3) it ultimately underwhelms slightly due to little innovation and uniqueness that separates it from Nintendo’s famous series. The combination of different themes in arenas is a welcome addition but that’s pretty much where the differences stop. Having no health bars prevents ganging up on one character, but at the same time, it’s difficult to tell when you’ll knock any power orbs out your opponents and as for the super attacks themselves, they’re sometimes overpowered and nigh on impossible to avoid; I was able to dominate with Ratchet’s level 2 super move as one hit was fatal and once the other players respawned, they were immediately exposed for me to take them down again in a brief cycle of unfairness and unbalanced gameplay. The super attacks thus far also seem to blend together at some points; both Ratchet’s and Sly’s super moves both pull the camera out to view the entire map, only possessing different themes based on the game series they originate from and Kratos’s level 3 attack in which he runs around as the God of War with his huge sword is practically identical to Clank’s swinging of the chronoscepter. Serious innovation is needed for Battle Royale or the enticing notion of pitting our favourite characters together won’t be enough to warrant a full purchase, much the same case with PlayStation Move Heroes last year who featured the three popular characters but none of the engaging gameplay.

No comments:

Post a Comment

Note: only a member of this blog may post a comment.