Gamecca Magazine July 2010

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w w w. g a m e c c a . c o. z a

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i s s u e 1 3 / vo l u m e 2 - Ju l y 2 0 1 0

s! view e r e gam Sims 3: Ambitions UFC Undisputed 2010 Alpha Protocol Pure Football and many more...

Happy Birthday!

Gamecca’s 1st Year

Back in Space Super Mario Galaxy 2

Explosive! Split Second

War Machines! Transformers: War for Cybertron

Console Bound! The Sims 3 heading for other platforms




Inside 6 From the Editor 8 Unstuck It’s called what? 10 Geekology Yeah, so? 12 Vicarious The Sims are heading for consoles! 20 E3 Wishlist The games we’re looking forward to 40 Previews Thirteen titles to look forward to 60 Happy Birthday! Gamecca’s first year 68 PS Zealot PS3 gets GOTY 70 Xbox Beat Are we Kinecting? 72 House of Mario Some support, please... 74 Reviews Eighteen gaming options 116 Beginners Guide to Good Gaming Teaching the world all about gaming 120 Stateside Our new column from the USA 122 Hardware Some very powerful toys

THIS MONTH’S COVER The Sims are still wildly popular 10 years later. See the feature on page 12 and catch the Sims special offer on page 75.

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130 The Lair When will SA get it together? 132 From Space A little honesty, please...

gamecca contents • issue 13 • July 2010


Reviews

Previews

42 44 46 47 48 49 50 52 53 54 55 56 58 76 80 82 84 86 88 90 92 94 96 98 100 102 106 108 110 112 114

Dead Rising 2 Brink F1 2010 Kingdom Hearts: Birth by Sleep Disney Sing it: Family Hits Patrician IV House, MD Front Mission: Evolved NHL 11 Defendin’ Da Penguin Scooby Doo and the Spooky Swamp NHL Slapshot Pirates of the Caribbean: Armada of the Damned Super Mario Galaxy 2 Split/Second Naruto Shippuden: Clash of Ninja Revolution 3 The Sims 3: Ambitions Sin & Punishment: Successor of the Skies Transformers: War for Cybertron No More Heroes 2 UFC Undisputed 2010 Samurai Warriors 3 Alpha Protocol 2010 FIFA World Cup South Africa (Wii) ARMA II Rooms: The Main Building We Rock: Drum King Cooking Mama Pure Football My Pet Dolphin We Cheer

GAMECCA Volume 2 Issue 13 July 2010 Editor: Walt Pretorius walt@gamecca.co.za Sub Editor: Jimmy Glue Writers: Alexia Pestana Brian Murdoch Bryan Banfield Dion Scotten Matthew Vice Richard Bingham Suvesh Arumugam Letters: letters@gamecca.co.za Competition Entries: competitions@gamecca.co.za Newsletter Subscriptions: www.gamecca.co.za Design & Photography: 1337 Media Technical Support: Brian Murdoch Marketing Contact: Katia Taliadoros katia@gamecca.co.za

Taking fun seriously! All rights reserved. No content may be reproduced, copied or transmitted without the express permission of the publishers. Opinions expressed are not necessarily those of the editors and publishers. All Trademarks and Registered Trademarks are the sole property of the respective owners.

GAMECCA is published by 1337 MEDIA

gamecca contents • issue 13 • July 2010

Copyright © 1337 Media CC 2009 - 2010

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From the Editor

Volume 2 by Walt Pretorius

F

eel it. It is here.” This slogan has been part of every South African’s life for a while now. It is the promo-line used by the SABC to promote the 2010 Soccer World Cup, which is still in full sway at the time of publishing this article. The electricity in the air is almost palpable as football warriors from around the globe do battle for the coveted World Cup and, despite the fact that our own Bafana Bafana were eliminated early on (despite a very valiant attempt) the atmosphere here in South Africa is still electric. On a side note, to all

those that bemoaned the fact that our football squad didn’t do well enough, Italy and France (two of the top teams in the world) didn’t make it through either. Naturally, the soccer matches have caused problems with getting this magazine out… just like they have caused problems with all kinds of productivity here. After all, we’d rather be watching football than working! Soccer aside, “feel it, it is here” has a different kind of significance for us here at Gamecca. The often heard slogan just so happens to coincide with our first birthday issue, and the energy in the crew is as charged as in any football stadium. The thirteenth issue of any magazine is cause for celebration – it is an important milestone, after all. Ironically, our birthday falls into a period that is traditionally slow for

the gaming industry. July is just after E3, so there is a lot of buzz (which we take a look at starting on page 20), but it is also part of that buildup towards the last quarter of the year, when all the games arrive in torrents of goodness. In other words, it is a bit of a slow time for games, as publishers hold back on releases for the pre-Christmas rush. Still, there are games being released (we review 19 titles new to our shores in this issue) and possibly the most anticipated game of… well, ever… will be released towards the end of this month (and if I have to tell you that it’s StarCraft 2, then you really need to get out more.) So while we don’t have all the huge games to keep us warm this winter, we still have a good number of solid titles to enjoy, and a massive end of year to look forward to. And, of course, there’s Gamecca Magazine, now into its second volume, to keep you company along the way. In this birthday issue, you will find the usual reviews, previews and features, as well as columns. Speaking of which, I would like to welcome Corey Schon to our list of column writers. Corey is sending us his take on gaming and gaming habits from the USA. His column will be a great yard stick in comparing South Africa to the rest of the world. I hope you enjoy it, as well as the rest of this birthday issue. g

Gamecca’s PC requirements powered by

www.pinnacle.co.za CPU: Intel Core I7 920; MB: MSI X58 Pro E; RAM: 6GB Apacer DDR3 1333mhz; GPU: MSI N260GTX OC Edition; PSU: In Win Commander 80+ 850W ATX2.3 EPS 12V; HDD: Western Digital Black 1TB; Chassis: Sigma Metal Storm Unicorn; Mouse: SteelSeries Ikari Laser Gaming Mouse; Keyboard: Steelseries 7G Gaming Keyboard



Unstuck

WTF’s in a name? by Jimmy Glue

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promise that I won’t be talking about anything E3 related this months so there is no need to shy away from this page. Everything has pretty much already been discussed, debated, photographed, announced and critisiced, so there isn’t much left to talk about. But on that note, be sure to check out our special E3 coverage in this month’s issue. What I do ponder sometimes are the weird names that developers come up with for some titles. Is it shock value, confusion or tongue twisters that the developers are after? I sometimes wonder if developers don’t come up with these weird names just to confuse consumers, and snigger at their inside jokes. But wait, there’s more... Titles that seem to make no sense whatsoever include I Have No Mouth and I Must Scream, Crayon Shinchan: Saikyou Kazoku Kasukabe King Wii and Excite Truck. But sometimes a title makes sense, it is just too long to remember, or even repeat. A classic in the longname department has to be AaaaAAAAAAaaaaaAAAAaa: A Reckless Disregard For Gravity, but even though that game is fairly unknown, some modern games haven’t escaped the name conundrum. Warhammer 40 000: Dawn of War: Dark Crusade might not seem like such a long title, but when turned into an acronym it’s W40k: DoW: DC. More subtle titles like Star Wars Knights of the Old Republic 2: The Sith Lords and Peter Jackson’s King Kong: The Official Game Of The Movie can cause a headache, but true gems come from the early days of gaming.

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Advanced Dungeons & Dragons: Eye of the Beholder II - The Legend of Darkmoon was a title for the 1991 IBM computer game, and although Puzzle Quest : Challenge Of The Warlords - Revenge Of The Plague Lord was released in 2008, it’s still a mouthful. The popular gaming website Penny Arcade also isn’t immune to the long-name bug, but then again, they might have done it on purpose. Penny Arcade Adventures: On the Rain Slick Precipice of Darkness, Episode Two proved to be hugely popular with the site’s loyal following. Another three of the longest names in video games include The Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies, The Lord of the Rings: Battle for Middle Earth II: Rise of the Witch King and Strong Bad’s Cool Game for Attractive People Episode 5: 8-bit is Enough. Moving along from the strange and long onto the just plain old weird. Granted, most of these belong to the SNES, but some can be found on next-gen consoles too. Can you imagine a kid telling its parents that he would like a copy of Touch DIC? Or just WET? Or that he would like some Dink Smallwood with his Milk and Nuts? I mean, seriously. Irritating Stick, Tube Slider and Hot Chix and Gear

Stix? Come on, do you really expect gamers to take the title seriously with names like these? Maybe the games aren’t meant to be serious, but what joy do developers get in giving games enormous, weird and unnecessary long names? Tack on to that list the games Twin Eagle: Revenge Joe’s Brother, ASO: Armored Scrum Object, Wild Woody and Princess Tomato in Salad Kingdom and we might just have ourselves a collection of the worst names in video game history. I truly don’t understand where this phenomenon comes from. Maybe it’s Japanese developers who translate names directly into English, but whatever the reason, some names just doom the game from the beginning. I guess that is why we haven’t heard, or even seen, most of these games anywhere. Besides for the mainstream titles, which is a little more creative than If It Moves, Shoot It!, the titles fade into obscurity and internet worst lists for all eternity. I’m still amazed by the shear lack of a functioning thought-process when deciding game names, but maybe the developers realise that their game is so horrible, the only way that it will garner any publicity is by giving it a horrid title. Maybe if they just took a glimpse Beyond the Beyond, they would see that Spanky’s Quest is in dire need of M.U.S.C.L.E., while Punky Skunk and his Sticky Ball could do with a PenPen TriIcelon or XEXYZ. g

gamecca column • issue 13 • July 2010



Geekology

Be Realistic... by Walt Pretorius

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can’t help but wonder about gamers. Really, I can’t. They seem – for the most part – to be rather elitist types. And I just don’t get it. But time and again you’ll hear someone going on about “I don’t use X console, because it sucks” or “I won’t play such-and-such a game, because it’s not hard-core.” Aside from the obvious definitions, I wonder if it comes down to the way people see themselves as gamers. What, for that matter, defines someone a gamer? The current understanding, of course, is that a gamer is someone who plays video games. Fair enough – they are very prominent after all. But what about other kinds of games? Card games, board games, role playing games… all of these qualify as things that could further

define someone as a gamer. Does it have to be an electronic product to earn the player that particular title? I don’t think so, and I never have. I play virtually anything I can get my hands on, and I’m happy to describe myself as a gamer because of it. The divide reaches further, though. It seems that gamers only really consider other people to be in their league if they undertake certain kinds of gaming, and not others. It seems that many folks out there wouldn’t consider someone who plays on the more casual side of the market to be a gamer. In fact, it often appears that only pasty-faced youths who have zero social life but can bulls-eye a pigeon at a hundred yards in their chosen FPS title need apply. It’s pretty ridiculous, actually, to be elitist about something like

Wow, nice work on the frontal lobe, Doc! Now if you could only beat my gamerscore...

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playing video games. Sure, they’re great fun and the skills that many people demonstrate are impressive, but trying to build a reputation on playing video games is the same as claiming greatness for making quilts; both require impressive skills and can produce wonderful results, but only to a select few, and hardly ever to the degree that the world will be a better place because of them. But that doesn’t stop some selfproclaimed gamers from strutting around like prize game-cocks, proud of the fact that their achievements in virtual worlds (which have little bearing on the real world) are great. Sure, play games. Play your heart out. Get good. Nothing wrong with excelling at a hobby. But realise that it is just that – a hobby, a pastime. Just please don’t assume that it makes you any more important than, say, a neurosurgeon. Or a streetsweeper, for that matter. Games, and gamers, need to have their rightful place. Putting too much importance on them is unbalanced and unhealthy. And, aside from other gamers, no-one is really impressed by in-game achievements. Someone had a good laugh at me the other day because, even though I play a hell of a lot of games, they had a higher Xbox gamerscore than me. I laughed back, because it doesn’t really matter, in the greater scheme of things. Sure, be proud of your gaming skills – but have enough perspective and a firm-enough grasp on reality to understand what that means to the world at large… and that is very little. g

gamecca column • issue 13 • July 2010



Vicarious

10 years of living life through little computer people

by Walt Pretorius

E

ver since they first appeared on PC in 2000, The Sims have captured the hearts and minds of people around the globe. Most recently, The Sims 3 took players to a whole new level of virtual living, pushing the boundaries of the ‘life simulation’ even further. For ten years, this franchise has proven to be extremely popular, garnering numerous awards and becoming one of the best known PC based games ever created. In fact, The Sims 3 became the biggest launch in publisher EA’s history when it hit shelves last year – no mean feat for a game that has a casual approach on a traditionally hardcore platform. But things are about to change. The Sims are about to break their confines and move onto a host of new platforms. We will soon see these little computer people appearing on the Xbox 360, PlayStation 3, Wii and DS platforms. “We’re bringing players the best console and handheld game for The Sims franchise to date and are excited to offer a unique experience for all types of gamers on their platform of choice,” said Sam Player, Executive Producer at EA. “Building on the unique traits system, living open neighborhood, lifetime wishes, and

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gamecca feature • issue 13 • July 2010


The Sims Expansions The Sims: Livin’ Large / Livin’ It Up (August 2000) Included new characters, careers, items and features. The Sims: House Party (April 2001) Introduced the ability to host parties. Included new characters and party themed items.

endless customisation options, we’ve tailored each platform of The Sims 3 with exclusive features to allow for even more control, creativity, and connectivity.” We’ve seen The Sims on consoles before; numerous Sims 2 titles were released for consoles. But this time around, the power of the current high-definition consoles will afford the player much more freedom when it comes to their experience. In fact, players will be able to mess with their Sims like never before… the level of their interference will literally only be limited by how twisted their sense of humour actually is. A host of new tools will await the player in these console versions, including “Karma Powers” that can be used to good – or bad – effect. In addition, the connectivity of consoles will allow players to share creations and form part of an online community. For Wii players, The Sims 3 will offer a few added bonuses, like a complete, unique town and the ability to play head-to-head with friends. And for those playing on the DS, the stylus input will allow for masses of creativity, as players sculpt their sims’ faces and decorate their surroundings with a powerful, versatile

gamecca feature • issue 13 • July 2010

The Sims: Hot Date (November 2001) Introduced the ability to leave houses and travel downtown. This allowed for dinner and dancing, with subsequent expansions adding new downtown destinations. Also included new furnishings, characters, clothing and interaction options. The Sims: Vacation (March 2002) The idea of Sims vacations was introduced with this pack, which allowed sims to visit a forest, a beach and a snow capped mountain. The Sims: Unleashed (November 2002) Pets were the main theme of Unleashed, which allowed sims to adopt and train pets. Gardening was also introduced, and the original ten lot neighbourhood was expanded to contain forty lots. Lots could be rezoned as either residential or commercial, and the player could add a variety of shops and restaurants to the neighbourhood. The Sims: Superstar (May 2003) This expansion allowed the player’s sims to become famous, and included in-game representations of several famous, real-world personalities. The Sims: Makin’ Magic (October 2003) The final expansion pack for the original Sims line, Makin’ Magic allowed characters to cast spells, create charms, brew potions and shop for magical ingredients. The expansion also introduced a new neighbourhood area.

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tool set. “The Sims series continues to be one of the most successful videogames of all time by providing universally appealing content and focusing on the player’s imagination, emergent gameplay mechanics, and the innate humor evident in the virtual world of The Sims,” said Scott Evans, General Manager of The Sims Studio. “We’re building on this foundation and applying new features that will make for a robust, deep and rewarding gameplay experience. I’m extremely proud of the game that

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the team is making and can’t wait to bring these exciting new features like “Karma Powers” to life and get them into players’ hands.” The Sims 3 will appear on Nintendo’s newly announced 3DS handheld as well. “We’re bringing players the first true 3D life simulation game on a handheld utilizing the ground breaking technology of the Nintendo 3DS,” explained Sam Player, Executive Producer at EA. “With new features like face mapping, a living open neighborhood, connectivity like never before and an all-new feature called “Karma Powers,” we’re making it easier than ever for gamers to play with life from the gaming platform of their choice.” The original The Sims title was released on the 4th of February, 2000. Developed by Will Wright, the creator of SimCity and various other games carrying the word “sim” in their title, the game was intended to be a virtual life simulator, taking place in the suburban household of SimCity inhabitants. The original game sold 6.3 million copies worldwide by the 22nd of March, 2002, making it the best selling video game of all time. The Sims was also supported by seven expansion packs, and lead to two sequels (thus far.) gamecca feature • issue 13 • July 2010


The Sims 2 Expansions The Sims 2: University (March 2005) Added the young adult age group, and allowed sims to get a career head start by studying one of several subjects. Introduced zombies, new items and new careers. The Sims 2: Nightlife (September 2005) Added new relationship dynamics, as well as a host of new locations. Introduced vampires and new items

Many of these packs brought the supernatural elements of the Sims world into play – something which would be solidified in The Sims 2, which even allowed players’ characters to become supernatural. The Sims’ fantastic success began winding down when EA released the second game in the franchise in 2004. Still developed by Will Wright’s Maxis studio, the game followed the original concept of its predecessor, but added many new game dynamic elements to the mix. Once again, the game featured open ended game play that allowed gamecca feature • issue 13 • July 2010

The Sims 2: Open for Business (March 2006) Introduced dynamics for self-employment, as well as talent badges. Added new careers and new items. The Sims 2: Pets (October 2006) Introduced pets, as well as werewolves, new careers and new items. The Sims 2: Seasons (March 2007) This expansion brought a seasonal weather system into play, and allowed sims to garden. It also introduced plant sims, new careers and several new items. The Sims 2: Bon Voyage (September 2007) Vacations in different cultural regions became possible with this expansion pack, which also introduced Bigfoot. While several new items were introduced, no new careers were available in this expansion. The Sims 2: Free Time (February 2008) This expansion introduced the idea of hobbies, as well as a lifetime aspiration system. No supernatural creatures were introduced in this expansion, but new careers and items became available through it. The Sims 2: Apartment Life (August 2008) With new rentable apartments and a reputation system on offer, this expansion also introduced Witches and Warlocks, as well as new careers and items.

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the player to determine their own goals. In addition to full 3D, the game also introduced the ideas of life goals and aspirations to the mix. The Sims 2 was an instant hit, selling a then record-breaking 1 million units within ten days. The game received the support of eight expansion packs, as well as 10 “Stuff” packs, which added new items and décor options to the game. In June of 2009, The Sims 3 brought gamers a whole new level of interaction with their virtual

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people. Many of the features introduced in previous expansions were now set features in the game, including the young adult life phase, as well as aspirations. To date, The Sims 3 has had two major expansions, in the form or World Adventures and the recently released Ambitions. It is doubtful that Will Wright could have foretold the success his creation would have. However successful it was, and continues to be, as The Sims 3 franchise prepares to access a whole new type of gamer: console players. The new versions of the game should be ready and waiting on shelve in the last three months of this year. g

gamecca feature • issue 13 • July 2010


The Sims 2 Stuff Packs Stuff packs added just that to The Sims 2: stuff. The packs were crammed full of exciting new decorating items, as well as items that allowed certain new activities. Holiday Party Pack (November 2005) Family Fun Stuff (April 2006) Glamour Life Stuff (August 2006) Happy Holiday Stuff (November 2006) Celebration! Stuff (April 2007) H&M Fashion (June 2007) Teen Style Stuff (November 2007) Kitchen & Bath Interior Design Stuff (April 2008) IKEA Home stuff (June 2008) Mansion & Garden Stuff (November 2008)

gamecca feature • issue 13 • July 2010

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ge


et


Gamecca’s

E3 Wish The games we really want to get hold of....

compiled by Walt Pretorius

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he 2010 showing of E3 might be done and dusted, but the news that we got from that show is going to keep tongues wagging for ages. With all the big players making big announcements, like Sony’s deeper look at the Move control system and talking about 3D gaming, Nintendo’s 3DS showing and Microsoft’s Xbox 360 Slim, Kinect control system and (of course) the announcement that South Africa will – at last – be getting Xbox Live this year, things were pretty exciting. But E3 is not just about the announcements. It is also about the games, and there were a great many on show this year – more than we can realistically cover. What we’ve done for this article is chosen a whole bunch of games that we think are exciting, look cool or offer something different. On the games side of things, it seems that many of the

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games on show at this year’s E3 will be arriving relatively soon. Where previous events may have shown games slated for longer development, this particular crop will all be hitting shelves in more-or-less short order, with a large number of them slated to be released in 2010. The video game industry is full of surprises, though, the least pleasant of which are delays of release dates. For this reason, we have omitted release dates from the games we picked for our E3 Wish List… but rest assured, when solid release dates are announced – and when the games hit shelves – we will make sure that you are informed. The games we have chosen are a mixed bag of platforms, original IPs and sequels – much like the overall selection of games was at E3. So, without further ado, we present you with Gamecca’s E3 Wish List – a long list of games we hope to see spinning in our disc drives soon. gamecca feature • issue 13 • July 2010


List

Sid Meier’s Civilization V Civ is back, this time offering the player more options than ever before. Following the already familiar Civ formula, Civilization 5 will take the player on a turn-based journey towards world domination. Huge battles and careful diplomacy will mark the player’s rise to power as he takes on one of 18 historical nations and leads it to glory… this series is not well loved for no reason. The depth of the game dynamic will be even greater than before. And a new array of modding tools means that the player will be able to dominate the world in virtually any way they see fit.

Xcom Xcom returns with a bit of a different feel. It’s been a long while since we’ve seen anything in this franchise, and those that remember the older titles are rather excited about this new take. Playing as an FBI agent, the player will be responsible for deciding when and where to respond to numerous alien attacks in the USA. The game comes as a high end strategy title, albeit squad based in action. The player will not only be able to fight an alien menace, but will also be able to research new equipment and enemies, and make far reaching decisions that will make every experience of the game unique. gamecca feature • issue 13 • July 2010

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GoldenEye 007 What the press release says: “Designed exclusively for Wii, GoldenEye 007 allows players to channel Daniel Craig’s lethal and gritty James Bond in an innovative, modern take on the legendary Bond adventure, GoldenEye. Blending fastpaced first-person shooter (FPS) action with covert gameplay, GoldenEye 007 epitomises the modern “thinking man’s shooter” by offering varied ways to complete each mission, destructible environments, the use of cover and multiple control scheme options, including the Wii Remote, Nunchuk, Classic Controller Pro and the Wii Zapper. GoldenEye 007 redefines the multiplayer experience on Wii with unprecedented split-screen action featuring classic Bond characters and special game modes, as well as online play for up eight friends.” Channel Daniel Craig? Is that even legal?

DJ Hero 2 The turntable-mania is making a come-back in DJ Hero 2, which will allow players to set up two turntables and play with – or against – each other in this sequel to the 2009 game. In addition, vocal tracks have also been added, allowing a player with a microphone to jump into the mix. Six new multiplayer modes will also include Party Play… but those that want to go it alone will be able to enjoy the new career-based Empire mode all to themselves. A host of other improvements are also on the cards for those out there that enjoy being virtual DJs.

Spec Ops:The Line The player will be put to the test in more ways than one in Spec Ops: The Line, currently under development by Yager and set to be published by the company that brought us Bioshock and Borderlands. Set in a blasted version of Dubai, the game’s provocative narrative will challenge the player at every turn, forcing them to make numerous tough choices. This, combined with intense action and nifty features like dynamic sand, will make Spec Ops: The Line an intense action title!

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gamecca feature • issue 13 • July 2010


Guitar Hero: Warriors of Rock Guitar Hero: Warriors of Rock will provide the player with more than 90 tracks from greats like Black Sabbath, Kiss, Megadeth, Queen, Muse and Slipknot (and many others, of course). In addition to the expected modes, the game will provide players with new challenges in the form of Quickplay +. This mode will feature 13 unique challenges for every track. Additionally, players will earn Warrior Powers, to help them set ridiculously high Guitar Hero scores. It looks like this sixth instalment will bring a breath of fresh air to the franchise.

True Crime: Hong Kong What the press release says: “True Crime: Hong Kong thrusts players into the role of undercover detective Wei Shen as he infiltrates one of Hong Kong’s largest and most dangerous Triad organizations. With orders to “do whatever it takes to become one of them,” players will engage in fast-paced martial arts combat, explosive gunfights, high-octane action driving, and acrobatic free-running chases as they navigate True Crime’s treacherous Hong Kong criminal underworld.” The previous True Crime games were fun... let’s hope this one is, too.

Marvel VS Capcom 3 Featuring innovative graphics, an enhanced VS fighting system and 3-on-3 tag-team fighting, Marvel VS Capcom 3: Fate of Two Worlds brings two franchises crashing together for awesome fighting fun. Beautifully recreated characters combine with massive action that includes aerial and hyper combos. Everything is presented via Capcom’s MT Framework, the same engine used for Lost Planet 2 and Resident Evil 3. gamecca feature • issue 13 • July 2010

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Dead Space 2 What the press release says: “In Dead Space 2, engineer Isaac Clarke makes his return in a blood-curdling new adventure on an all-new space installation known as “The Sprawl.” The lone survivor of a horrific alien infestation, Isaac finds himself confronting a catastrophic new nightmare. Battling dementia, Isaac will do whatever it takes to save himself and dominate the relentless enemy onslaughts. Equipped with a new arsenal of tools to dismember the necromorphs, Isaac faces the challenge head-on. Players will see Isaac fight bigger, scarier and more epic battles that will keep them on the edge of their seats.” Bigger? Scarier? Sheesh...

TRON: Evolution What the press release says: “TRON: Evolution is one of the keys to unlocking the TRON mythology. The game’s story takes place before the “TRON: Legacy” events and provides insight into the film’s past. As an integrated entertainment experience, the film will reference elements of the game’s story.” A video game based on a movie about a guy trapped in a video game... better keep an eye on that space-time continuum...

Crysis 2 You thought you dealt with them the last time round, but the alien invaders are back, bent on taking over the world. After a series of climatic disasters, the Earth is ripe for the taking. But the aliens won’t settle for colonisation this time around… now they want to destroy mankind entirely, starting with the world’s most iconic city: New York. The player will once again don advanced military technology in the form of the Nanosuit and take on hordes of clever, deadly enemies… only this time it’s in the heart of the concrete jungle.

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gamecca feature • issue 13 • July 2010


Bodycount Embroiled in a clandestine power struggle, players eliminate targets on behalf of the ‘Network’ with a variety of contemporary weapons. Players (and their opponents, will be able to blast their way through a highly destructible world on missions where they are to leave no witnesses. Filled to the brim with spectacular firefights, Bodycount will thrill the player with not only a single player mode, but also several co-op and competitive multiplayer modes.

Neverdead What the press release says: “Neverdead is a third-person action title set in a fantasy and horror-influenced universe of the near-future where supernatural battles between humans and extraordinary creatures span a vast city landscape. Players wield a unique butterfly design-inspired sword and an arsenal of guns, which are used to decimate waves of unholy enemies, and can rebuild their battle-weary body by collecting and repairing any lost limbs, and reattaching them.” Collecting lost limbs... beats the hell out of stamps.

Lego Star Wars III: The Clone Wars What the press release says: “LEGO Star Wars III: The Clone Wars will include all the characters from both seasons of the hugely popular animated television series, Star Wars: The Clone Wars, as well as some fan-favourite characters from the beloved theatrical Star Wars Saga. The game will feature brand new battle modes, giving players unique, head-to-head combat and an upgraded level builder, allowing the creation of customised bases and in-game battlefields.” Looks like it will be good fun. Bantha pudu for everyone! gamecca feature • issue 13 • July 2010

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Star Wars: The Force Unleashed 2 There has not been a lot said about the sequel to LucasArts popular third person adventure game, Star Wars: The Force Unleashed. However, it is a safe assumption to make that the game will offer players more of the same kind of light-sabre swinging, Force slinging action that made the first game such fun to play.

Fable III The Fable franchise has become something of a phenomenon. This time around, it’s a race for the crown. Fifty years after the events on Fable 2, Fable 3 sees Albion in the midst of an industrial revolution. The player will begin as a revolutionary, only to later become a ruler. The decisions of the player, as well as his actions, will have effects felt across the whole of the world. Undoubtedly fans of the off-beat yet awesome franchise will be looking forward to this one.

Gears of War 3 What the press release says: “Developed by acclaimed studio Epic Games and available only on Xbox 360, Gears of War 3 plunges players into a harrowing tale of hope, survival, and brotherhood that will conclude the current story arc for Gears of War. With the last human city destroyed and the remaining survivors stranded, time is running out for Marcus and his comrades as they fight to save the human race from the jaws of extinction.” Sounds good... we’ll take two.

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gamecca feature • issue 13 • July 2010


Enslaved Ever wanted to play as a character called Monkey? Well, you’ll get your chance in Enslaved, an action game set in a blasted version of our future. The tactical game play will be set against the backdrop of a compelling, deep narrative, co-written by Alex Garland. The eerie world will see intense, dynamic battles take place as Monkey and his side-kick Trip literally tear through the opposition. Fighting for freedom against enslaving captors, Monkey and Trip are joined in life through hacked slave headbands. If she dies, he dies. That could be quite a conundrum...

Knight’s Contract What the press release says: “A period action adventure set in the days when a healthy paranoia about witches was considered de rigeur, Knights Contract follows the tale of Heinrich, a cursed executioner of witches, and young girl Gretchen, a reincarnation of a witch whom Heinrich previously had the job of be-heading and who returned the favour by cursing him eternally.” Hacking and slashing while cursed... ah, good stuff.

Splatterhouse The long awaited Splatterhouse may finally actually arrive, despite a history plagued with problems. Based on an old coin-op of the same name, Splatterhouse follows Rick Taylor as he searches for his missing girlfriend. Wearing the mystical ‘Terror Mask’ gives him super-human abilities as he takes on hordes of hellish creatures. We’re pretty sure this one is going to be all kinds of very messy fun. gamecca feature • issue 13 • July 2010

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Donkey Kong Returns Donkey Kong is back after a very long absence. Retro Studios are faithfully recreating the addictive game dynamics as the big ape goes in search of his stolen stash of bananas. This side scrolling adventure will, for the first time in the franchise, allow co-operative, simultaneous play – with one player as Donkey Kong and the other as Diddy Kong. Each level is full of challenges, with hidden areas, puzzles and more to keep the player going for ages.

Metroid: Other M What the press release says: “For decades, Samus Aran has been known as one of the first female protagonists in video games, and one of the most enigmatic. Having traded her haunted past for the solitary life of a bounty hunter, Samus finally tells her own tale in this revealing, personal story of her failings, her flaws and ultimately her motivation. Metroid: Other M is an unprecedented collaboration that blends the slick, action-packed production of the worldrenowned Team Ninja development team with the game design talents of the creators of the original Metroid. Metroid: Other M is a dramatic new direction for a legendary franchise and a bold new blend between cinematics, storytelling and the best in interactive entertainment.” Samus had a haunted past? I would never have guessed...

Legend of Zelda: Skyward Sword The Legend of Zelda franchise has been around for ages, but this time around we are going to see some solid changes to the game dynamic. The required MotionPlus input in the title will allow Link to mirror the player’s every move, and will require a much more strategic approach from the player. The simple, intuitive control scheme will allow for a host of options stemming from simple player motions, making this the most interactive (and possibly most exciting) adventure Link has ever undertaken.

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gamecca feature • issue 13 • July 2010


Shogun 2:Total War What the press release says: “The makers of Rome and Empire: Total War will release the sequel to the game that started it all. Shogun 2: Total War will take long-time veterans and newcomers alike to the next level of strategy gaming on PC. Based on 10 years of experience in making Total War, Shogun 2 is the perfection of the series with a new Artificial Intelligence (AI), revolutionary multiplayer modes, brand new campaign map options and epic 3D real-time battles.” War in 16th Century Japan? Yes please!

The Conduit 2 What the press release says: “Building upon the success of the original, Conduit 2 takes players to the far reaches of the world to stop an alien invasion which can be fought in single-player, online multi-player battles, and all-new off and online co-op modes. Armed with advanced and powerful weapons, players can expect massive action in large, multi-tiered levels featuring dynamic environments, cinematic battles, giant adversaries, and deep customisation features.” Looks like the franchise is going to evolve nicely...

Vanquish While nations wage war over the planet’s remaining resources, a government agent with an advanced battle suit must aid the US in retaking an advanced space station from their enemies. Doing battle with a vast array of weapons and martial arts skills, the player will take on robot enemies a-plenty in this futuristic action game. gamecca feature • issue 13 • July 2010

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Gran Turismo 5 It seems like we have been waiting forever for Gran Turismo 5. In fact, in video game terms, we have been waiting forever. But with 950 cars on offer (ranging from family runarounds through to Ferraris, Lamborghinis and Bugattis), 20 locations, 70 track variations and a host of old and new events, the wait looks like it will be worth it. All this combined with super-realism in terms of performance and graphics makes GT 5 one to be looking forward to.

Killzone 3 What the press release says: “Players will be tasked with utilising a host of new weapons and vehicles in the battle for human survival. Helghast variety is now greater than ever, with players facing jetpack troopers as well as enemies wielding weapons of mass destruction. Killzone 3 thoroughly explores the planet Helghan, showcasing a wide breadth of destructible environments and stunningly detailed scenery. Additionally, players will be tasked with utilising a host of new weapons and vehicles in the war to stop the Helghast. Featuring an extensive single-player campaign and thrilling multi-player mode, Killzone 3 delivers a host of new gameplay elements and an intense storyline that will once again drive gamers to join the ranks of the ISA and fight the Helghast.” Fans will most certainly be very excited by an even bigger Killzone game.

Kung Fu Rider We have seen all kinds of vehicles in video games, but office chairs have to be the most original conveyances we’ve come across in… well, ever. Playing as either Toby, a private investigator, or his assistant Karin, the players need to make a daring escape from Hong Kong mobsters using their office chairs. This Move controlled game will take the player to six areas of Hong Kong, where they will compete in 27 courses. 12 new “vehicles” will also be unlockable, for an added boost of speed. Looks like fun – at very least, it’s going to be original.

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gamecca feature • issue 13 • July 2010


LittleBigPlanet 2 LittleBigPlanet was quite a phenomenon (and still is) meaning that LBP2 will have big shoes to fill. However, it seems like the developers are up to the challenge, providing the player with not only a new epic adventure (which involves saving LittleBigPlanet itself) but also with more tools to create a greater variety of content. The new toolset will allow the player to create everything from plaformers to racing games and shooters, with the promise made that if you can imagine it, you can make it. It looks very exciting indeed, and the introduction of this new game will doubtlessly see the already huge LittleBigPlanet community grow larger still.

Motorstorm: Apocalypse What the press release says: “MotorStorm: Apocalypse brings back the signature MotorStorm racing madness but this time the racers must deal with the unpredictability of a crumbling urban environment. Filled with unstable skyscrapers, fiery subway tunnels, twisting bridges, and collapsing buildings, the almost completely abandoned city offers the perfect playground for MotorStorm’s electric brand of brutal street racing. Fully customise your collection of vehicles, including supercars, muscle cars, and superbikes, and face down your fellow ‘Stormers as well as a city where destruction awaits you at every turn. With tremors and aftershocks continuing to hit the city in real-time, players will be faced with making quick decisions in a landscape on the verge of total devastation.” A more challenging Motorstorm title? Good stuff!

SOCOM 4: US Navy SEALS The new version in this tactical franchise will feature full PlayStation Move integration, with 14 single player missions making up a desperate six day battle in Southeast Asia. A host of new features will await fans of the franchise in this exciting new instalment. gamecca feature • issue 13 • July 2010

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Twisted Metal What the press release says: “High atop his penthouse office, a mysterious ringleader named Calypso lords over the contest of vehicle combat known as Twisted Metal. He returns again to host the ultimate contest of skill and destruction. Contestants have been chosen to compete and, should they emerge victorious, win whatever prize their heart desires.” With flight added into the mix, this will certainly be a mayhem-filled racing game. Bring it on!

Final Fantasy XIV What can we say about a new Final Fantasy game that the fans of the franchise haven’t already figured out for themselves? Better graphics, tight control and a compelling new story-line are always the hallmarks of a new Final Fantasy title. This time around, though, the game throws in the unexpected turn of allowing players to create a character (based on numerous classes and other options). This means that it will be more of a role playing game than ever before, allowing the player much more freedom than previous titles in the franchise.

Dungeon Siege 3 This new title sees the Dungeon Siege franchise launched on high-definition consoles. A collaboration between Square Enix and Obsidian Entertainment will see a richer, deeper story-line than ever before, combined with the massive amounts of player freedom and frantic combat that made previous Dungeon Siege titles so very popular in the past.

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Mindjack This new IP from Square Enix will see the player assuming the role of a Mind Hacker, an agent who takes over the minds of others to turn the tide of battle. Armed with futuristic weapons and real-world fighting techniques, the player is in for quite a fight. Set in 2031, Mindjack tells the tale of a group of rogue agents investigating the truth behind a technology that could spell the end of mankind. With compelling single player and robust multiplayer modes, it could prove to be a very exciting experience indeed. Hack or be hacked!

Quantum Theory Set in a dark fantasy world where the landscape shifts and changes in real-time, Quantum Theory will allow players to experience the journey of Syd and Filena through a treacherous tower. The cooperative nature of the game (even in single player mode) will see the two characters working together to overcome obstacles in a hauntingly beautiful, yet dangerous, world.

Homefront What the press release says: “The year is 2027. The world has suffered a decade-long energy crisis, and economies have crumbled. Reduced to a mere shadow of the super power it once was, the United States became the target of a North Korean takeover. American malls, suburbs and city streets are now battlegrounds as the civilian resistance fights for freedom. Featuring a compelling single player story crafted by John Milius (Apocalypse Now, Red Dawn), Homefront immerses gamers in an interactive and cinematic FPS experience where they will assume an infantry role or take command of a wide variety of aerial and ground vehicles. In addition to the singleplayer experience, Homefront will deliver a robust multiplayer experience. In a land stripped of freedom, the brave will fight for their home.” There are a lot of “energy crisis” games coming out, it seems... gamecca feature • issue 13 • July 2010

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Red Faction: Armageddon The battle for Mars goes underground in this new addition to the Red Faction franchise… literally. When the surface of Mars is rendered uninhabitable fifty years after the liberation of the red planet by a longdormant evil, the war for domination of the planet will move to mines, ice caves and lava flows. The player will have to make his way to the very core of Mars, there to fight the evil that has beset the planet. It looks like very exciting stuff, and is sure to expand this critically acclaimed franchise in interesting new directions.

Warhammer 40 000: Space Marine The last time we got to play an action game set in the Warhammer 40 000 universe, it proved to be just a little disappointing. But they’re trying it again, steering away from what was done before in Fire Warrior and putting the player in the role of a human Space Marine. Also, this time around we will get to enjoy the action in third-person. And with those chain-saw blades, the melee action will be brutal. Not that it will be all hand-to-hand fighting… there will be a devastating arsenal at the player’s disposal. Sounds like awesome action and masses of fun!

WWE Allstars Putting WWE legends in the ring with current WWE stars is sure to result in tons of wrestling action. A reworking of the graphics engine will deliver a whole new look for players to enjoy while they put together excellent fantasy matches. Players will be able to determine the best wrestlers of all time thanks to this title. A highly competitive environment will be supported by a fluid and intuitive game dynamic, making for a wonderfully entertaining wrestling game. This is one fans will be grabbing.

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gamecca feature • issue 13 • July 2010


Driver San Francisco What the press release says: “Gamers will play as Detective John Tanner on a relentless manhunt for crime lord Charles Jericho through the hills of the City by the Bay. Thanks to a groundbreaking gameplay feature, players can now seamlessly “shift” between well over a hundred licensed vehicles, keeping them constantly in the heart of the action. With its timeless setting, unique car handling and renewed playability, DRIVER San Francisco will revitali-e the classic free-roaming, cinematic car chase experience for the current generation of gaming platforms.” This one could be very exciting.

Assassin’s Creed: Brotherhood We could go on about how cool Assassin’s Creed 2 was, and how seeing Ezio return to Rome to fight the Templars as a master assassin will be excellent, but we’re really only going to say three words on the subject: Assassin’s Creed multiplayer. The mind, in a good way, boggles at the possibilities.

Ghost Recon: Future Soldier What the press release says: “In the escalating political climate of the near future - where strategies on the battlefield must be delicately balanced with maneuvers at the negotiating table - a new breed of soldier has arisen. Trained to be better than the best and outfitted with the most comprehensive array of high-tech gear ever assembled, the future soldier stands apart by his ability to remain undetected. He slips unseen behind enemy lines. He uses the perfect combination of diplomacy and force to achieve his objectives while remaining politically invisible. He is a Ghost.” Based on previous Ghost Recon titles, this one is going to be awesome. gamecca feature • issue 13 • July 2010

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Shaun White Skateboarding Shaun White doesn’t just do the whole snow-boarding thing. He skates, too, and as a result, a new entrant into the skate simulation market will look to take on the Tony Hawk and Skate franchises. How the game fares against these well established brands remains to be seen, but with over 80 tricks, a massive freeroaming environment and rewards for player creativity, it might just be a matter of the control scheme that the developers employ. Whatever the case, it will be interesting to see this new take on the genre.

H.A.W.X. 2 The original title was great fun, and the new tweaks to the latest edition of H.A.W.X. looks pretty exciting. An array of new and future technology will greet the player in this action aerial fighter. But the player will need to come to the party too, executing daring missions and tricky tasks (like aerial refuelling) as a professional combat pilot. Just as before, the developers will be employing commercial satellite imagery to ensure that the game, which spans the globe, delivers not only awesome aircraft visuals, but realistic landscapes too.

F.E.A.R. 3 What the press release says: “Alma returns in F.E.A.R. 3 but this time her sons Point Man and Paxton Fettel introduce divergent co-op, giving players distinctly different abilities affecting their own play as well as the experience of their co-op partner. Gamers participate in single player or co-op modes as Point Man, a genetically enhanced super soldier originally introduced in F.E.A.R., or they can play cooperatively as his conniving brother Paxton Fettel, whose incredible telekinetic power has given him life beyond the grave. The game is developed by Day 1 Studios, developer of the original F.E.A.R. console games in collaboration with Monolith Studios.” This one’s bound to be chilling...

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Lord of the Rings: Aragorn’s Quest Would you believe that they’re still making Lord of the Rings games? Well, they are. In Aragorn’s Quest, the player will be able to undertake some of Aragorn’s most memorable moments as they assume control of the hero. Using the Wii and PlayStation Move systems, this game will require motioninput to be mastered, as the action takes place with sword, bow and on horseback. A second player can also jump on-board in the guise of Gandalf, allowing for co-op play.

Lord of the Rings: War in the North What the press release says: “In The Lord of the Rings: War in the North, players can become the heroes in the great battle of the North as part of the epic War of the Ring. Exploring unseen lands, story elements and characters from Middleearth as well as elements familiar from past feature films, gamers will experience extensive character customisation and development, expansive co-op gameplay options and upgradeable weapons, skills and special abilities.” Original LOTR content has proven to be interesting in the past, so this one may deliver more than a few thrills for fans.

Trinity: Souls of Zill O’ll A warrior, wizard and assassin must work together to explore the fantasy realm of Biascion as they embark on a quest to end the life of the evil King Balor. With plenty of side and story quests to keep the player busy, Souls of Zill O’ll will allow the player to jump between the three characters in their party, while the fully interactive environment will hold more than a few surprises for the enterprising gamer. gamecca xxx

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Kicking Back and Not Playing Games A cynic’s first-hand account of E3 2010

by James Francis

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omehow I managed to not attend the Konami conference, which is apparently now legendary in its awfulness, and I feel cheated by this. Because this year the conferences were boring. The audience at every one I attended were literally dripping cynicism - or perhaps it was disinterest. Maybe everyone sensed that this year E3 would have nothing to show, because all the big companies had new toys to play with and the publishers had no real killer apps to speak of. Even Microsoft’s Cirque Du Soleil unveiling of Kinect was... confusing. It speaks volumes that the biggest line at the show, except for the 3DS, was outside the Mortal Kombat booth. Don’t get me wrong - the news of a proper MK is awesome - but, seriously, this is E3 and the most exciting thing we had was Mortal Kombat... Not that there wasn’t a lot to see. E3 had some exciting stuff. But usually there is a ‘killer app’ or two: that game that just screams gold. As Cliffy B. likes to say: “Lightning in a bottle”. Plenty of bottles, but no spark. Some showed potentially serious voltage. I enjoyed hacking through the God of War-esque Castlevania and, yes, I tried a few moves in the Kinect game Dance Central. It’s actually a lot of fun. So was the new Your Shape - I think. I mainly remember the extremely attractive French girl demonstrating it. But the whole line-up was short of ideas. Here’s the formula: if a game didn’t feature coop, copy someone else or was a sequel, it was a motion controller title doing something the Wii already had. I

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mean, Rock Band 3’s big idea was to add a keyboard and give the guitar controller real strings. And that is more than Guitar Hero could come up with! Call of Duty looked, well, like Call Of Duty, and nobody could miss that Medal Of Honor was pretending it wasn’t wearing the same shirt as COD - and if it was it bought it first, so isn’t COD looking silly now? The biggest spectacles belonged to throngs of faux- North Korean soldiers marching around to promote Homefront and Mexican wrestlers throwing each other around to promote Lucha Libre. And, man, there were so many more small stands, pimping everything from keyboard cleaners to some massive hamsterball. At least I managed to blag my way into Lucasarts’ usually impenetrable private rooms, getting a look at the new Monkey Island 2 Special Edition (and nabbing a Guybrush doll for my efforts). That was one of my highlights. The other: a game called Slam Bolt Scrappus, partly because it’s Smash Bros. meets Tetris, and part because the game’s developer had a glass of whiskey in his hand (liberated from the Sony Cocktail event that was on that evening). First impressions count! Don’t get me wrong: this was a good E3, but between the preoccupation with casual-marketed motion controllers and a distinct aversion towards original games (because, let’s be honest, most of them don’t sell), I had more fun catching up with people and enjoying after-show beers than taking in the next year’s worth of games. gamecca feature • issue 13 • July 2010



Previews Highlights 42 Dead Rising 2 More zombie mayhem! 44 Brink On the verge of war. 46 F1 2010 Back to the track. 52 Front Mission: Evolved The evolution of action. 53 NHL 11 Cool ice hockey action.

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ith E3 out of the way, we can look forward to a host of great games as we slowly build our way to the end of the year (and the spending frenzy that is the Holiday Season.) While previews before E3 were thin on the ground, that particular trade show has opened the flood gates, spilling a whole lot of new information onto the scene. Be sure to check Gamecca preview sections over the next few months for great ideas of where to spend your video gaming allowance. There is some very exciting gaming on the horizon… g

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gamecca contents • issue 13 • July 2010



Dead Rising 2

Zombie Death Fantasy Simulator Putting the “hot” back in zombie shotgun death

by Richard Bingham

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e loved the first Dead Rising game, ever since laying eyes on it at E3 in 2006. Running around a mall using a teddy bear to beat zombies to death? Sign us up! Raiding a hardware store and walking out with a chainsaw… to mow down more zombies? Yup, sounds like it’s up our alley. Originally a 360-only game, the sequel will be multiplatform, with PS3 and PC gamers joining the fun. But what is there to look forward to? We know that it’s based in a Vegas-like town called Fortune City, a stark contrast to the first game’s small town mall environ, so this gives us a bigger play area. Cashing in on the Sin City vibe is Playboy magazine, whose magazines can be found in the game, as collectible items. Not sure how that’ll go down with the conservative crowd, but it shouldn’t matter since the game will be rated 18+, no doubt. Creative zombie torture was the first game’s selling point. Whether using hot pans to face-fry zombies or taking hedge trimmers to their necks, there wasn’t a dull moment in the zombie slaughter fest. Dead Rising 2 offers even better ways to off the undead, though. Combination

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weapons are just that: take two items and cable-tie/strap/ tape them together for the ultimate death device. The developer preview videos have already shown a rowing paddle with a chainsaw on each end, and other examples have been given, including a zombie-liquefying lawnmower on a stick. Hopefully the modularity will be extensive enough to let gamers’ imaginations run wild. We can’t wait to stuff a teddy bear with explosives, strap swords to a motorcycle or tape a parasol to a golf kart for some poolside joust. Capcom has also promised exclusive pre-release downloadable content for Xbox owners, which will have some playable levels and a short story introducing the new game’s protagonist, along with a narrative to link the first game’s story to this one. All we can hope is that it has the foresight to include a free roam mode. Dead Rising was fun and all, but the mandatory missions and time-based checkpoints really didn’t lend the game to casual pickup-and-play gaming. We can almost bet our hats on there being extra game modes that don’t require the campaign to be finished, and if our prayers have been heard, a multiplayer mode might feature as well. g

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AT A GLANCE: Developer: Capcom Publisher: Capcom Distributor: Nu Metro Interactive gamecca preview • issue 13 • July 2010

Sep 2010 Platforms

So many zombies, and just enough ways to mow them all down.

PC X360 PS3 Wii PSP DS PS2

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Brink

Pretty SMART Two sides to every story

by Alexia Pestana

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plash Damage have quite a reputation. These are the guys that brought Quake Wars: Enemy Territory to the console, and have recently assembled a dream team to create Brink. (The lead character artist just happens to be the creator of Captain Shepherd from Mass Effect) Brink takes place in the year 2035, when the sea level has risen so much that dry land is non-existent. The only structure left is a floating city built as part of a contemporary green vision, appropriately named The Ark. Unfortunately for us humans, the threat of a global environmental crisis became real. Glaciers melted, sea levels rose, and the very survival of humanity was

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threatened. Thousands flocked to the Ark as a last hope. As the Ark’s supposedly renewable resources dwindle, the balance of power threatens to unravel and throw competing social factions into conflict. Players need to choose between Security or Resistance. Security are a heavily armed counter terrorism force who have volunteered because they are convinced that for the Ark to survive it must have peace and conserve its remaining resources. The Resistance are few of the Ark’s new “guests” that started asking questions like: If their work keeps the Ark afloat, then why are they treated as second class citizens? Formed from those sick and tired of being the Founder’s captive workforce, the Resistance

gamecca preview • issue 13 • July 2010


wants equal water rations for all – among other things. Growing guest unrest has led to security crackdowns, which have brought the Ark to the brink of civil war. One of the most talked about aspects of Brink is Splash Damage’s SMART (“Smooth Movement Across Random Terrain”) free-running system. This allows players to negotiate obstacles in the game’s environment in the simplest way possible. It calculates what you’re trying to do based on a few simple factors, like where you’re looking, and reacts accordingly. Picking your character’s build is something that will affect game play the most. How fast you move, how much damage you can take and even what types of weapons

you can use are all options. The character is also fully customisable when it comes to looks, with new clothes and styles unlocked as you gain experience. Character choices include soldier, medic, operative or engineer. A nice touch is that the player isn’t stuck with a particular class for the whole game. Opportunities are given throughout the game to change class, allowing much more versatility. Splash Damage is blurring the lines between single player and multiplayer. When going through the solo campaign online, other players can show up and shoot you. Just by the way, they will be playing a completely different story line and view you as the enemy. With up to 8 players co-op, this can only be fun! g

AT A GLANCE: Developer: Splash Damage Publisher: Bethesda Softworks Distributor: Nu Metro gamecca preview • issue 13 • July 2010

2011 Platforms

Brink is a class based, free running, fast paced, first person shooter.

PC X360 PS3 Wii PSP DS PS2

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F1 2010

Champ or Chump? Codies’ realistic crash damage included

by Richard Bingham

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AT A GLANCE: Fans take note: if this lives up to everything they’ve promised, it’ll be the best F1 game ever. Developer: Codemasters Publisher: Codemasters Distributor: Nu Metro

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Sep 2010 Platforms

odemasters is known for realistic crash damage in its racing games. Some of it might just be exaggeration, but there’s no denying that when it comes to mainstream developers (rather than the niche, hard-core sim developers), Codies has the best crash physics. Its driving physics, on the other hand, have been left wanting in more recent games like Race Driver Grid and Dirt 2. Those games were fun, and had the aforementioned crash damage, but can’t hold a candle to the real sims out there. And yet, despite this, Codemasters says it’s going to make F1 2010, its first attempt at the Formula 1 franchise, hyper realistic. From the dynamic weather, which will require racers to carefully choose their tyre options, and even seek out puddles to cool down their overheating wet-weather tyres, to the handling of the cars. To this end, they’ve snapped up a former Formula 1 test driver to give accurate feedback on what the cars actually do feel like. Additionally, the developers have promised that they’re starting with a simulation-handling model, rather than an easier-to-use arcade-handling model, simply because they know F1 fans will be the biggest critics. Beginners will still be able to play, though, with the option to toggle various assists, as skills improve. With a September release date, this will also feature all of the current season’s cars, tracks and weather statistics – so we’re pinning a lot of hope on it being a fantastic return to form for F1 games. g

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010


Kingdom Hearts: Birth by Sleep

At the Heart Wake up! It’s the beginning

by Jimmy Glue

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part from the very odd title, Kingdom Hearts: Birth by Sleep will take players back to the beginning of the franchise, and promises to be the most beautiful game ever to be released for the PSP. Developed by Disney and Square Enix, the plot will allow gamers to discover the unknown origins to the storyline of the series, as they play as any of the three heroes - Terra, Ventus or Aqua. The heroes will all have their own variety of special attacks, and for this title, the attacks and magic have been enhanced with some spectacular new abilities. Throughout the game, the characters will learn to evolve, making them an unstoppable force as they unleash devastating damage on multiple enemies. For the PSP, players will be able to connect wirelessly with up to six others in Mirage Arena, the new multiplayer mode, where they can win medals and extra bonuses for the single-player adventure. Four other multiplayer modes will also be available. With more than 14 million copies shipped worldwide, the Kingdom Hearts series is one of the more popular, and Birth By Sleep shouldn’t be any different. g

AT A GLANCE: Developer: Square Enix Publisher: Square Enix Distributor: Nu Metro gamecca preview • issue 13 • July 2010

Sep 2010 Platforms

Starting at the beginning, Birth By Sleep should be an exciting addition.

PC X360 PS3 Wii PSP DS PS2

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Disney Sing It Family Hits

Hear Me! I sing like Buzz Lightyear

by Jimmy Glue

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ne thing that people will never get tired of is laughing at their friends while they try to belt out some of the most popular music tracks in a console game. Disney will be delivering their fifth Sing It title later this year, and with Family Hits, a lot of high notes will be attempted. Gamers familiar with the series will know what they will be getting themselves into, but for the ill-informed among us, Sing It is a music-based game in which players are challenged to sing along side some of their favourite

tracks. The key to these titles are to maintain the correct pitch throughout the songs, but luckily players can use the pitch bar in this one to assist in hitting the right notes. Where is the fun in singing alone, when you can get a friend to join? Disney’s Sing It Family Hits will feature both a solo and a duet mode, but budding singers will also be able to go head-to-head or pass the microphone around to allow up to eight players to sing along in Family Mode. Some of the songs already confirmed for the sound track

AT A GLANCE: Developer: Disney Interactive Publisher: Disney Interactive Distributor: Prima Interactive

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Q3 2010 Platforms

With songs from Toy Story and Aladdin, it almost guarantees a hilarious night of family fun.

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010


Patrician IV

Supply and Demand Dealing with pesky pirates and merry merchants

by Jimmy Glue

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aving sold over 2 million copies since 1992, the Patrician franchise will be releasing the fourth instalment in the popular series later this year. The latest iteration will feature a whole new art style and a redesigned trading system, which will make the title a bit more manageable for newcomers. In Patrician IV, the player will take on the role of a young merchant in the area of the Baltic and North Sea during the late Middle Ages, and trade their way - beginning as a small stall trader – to become one of the greatest traders in Europe. The authentic supply and demand-based trading system will allow the player to grow their business and also take to the seas in order to establish trading routes with other Hanseatic cities, all while negotiating better prices for the buying and selling of goods. But the title isn’t as easy as just straight-forward trading, as a whole lot of factors need to be considered - competing interests, trade routes, political turmoil, disease, weather, piracy and royalty – to be successful. Pirates might also try to attack the cargo ships, but luckily fortification measures can be taken to ensure the safe passage of the convoy, or players can turn the tables and engage in realistic sea battles. g

AT A GLANCE: Developer: Kalypso Media Publisher: Kalypso Media Distributor: Apex Interactive gamecca preview • issue 13 • July 2010

Q4 2010 Platforms

Take on the role of a merchant and trade your way to the top of the business ladder.

PC X360 PS3 Wii PSP DS PS2

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House M.D

Doctor, Doctor! There is a House in my game...

by Jimmy Glue

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www, stop, I’m getting all sentimental, and I’m going to stab myself in the eye with this syringe just to make you shut up!” That isn’t a quote from a film, but one of the many crazy conversations that Dr. House will have in the new game based on the popular television series. House M.D promises to give gamers and fans of the television series an insight into what it’s like to work with the genius and somewhat-crazy Gregory House. Not only will gamers get to play as the doc, but they will also assume the role of other staff members at PrincetonPlainsboro Hospital, which include Thirteen, Cameron, Taub, Wilson, Foreman and Cuddy. Similar to the CSI games, players will have to unravel five medical mysteries before the patients’ time run out. In a typical case, gamers will have to diagnose unknown illnesses by interviewing and examining patients, analysing lab tests and maybe even performing surgery. The title boasts over a 100 puzzles and mini-games, which will keep gamers and fans busy for hours. The graphics – from the screenshots we have seen – look pretty authentic and life-like... always a good thing. g

AT A GLANCE: Developer: Legacy Interactive Publisher: Mindscape Distributor: TBC

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Sep 2010 Platforms

The game puts a new spin on the popular television series, with 100s of puzzles.

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010



Front Mission Evolved

Evolving

Taking FPS to the next level by Jimmy Glue

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ront Mission Evolved, the sequel to the original Front Mission title, promises to deliver an actionpacked third-person shooter, with a wide variety of weapons that will be fully customisable. As far as the plot goes, a terrorist attack destroys one of the USN’s prized orbital elevators, and the military is mobilised to eliminate the threat. Dylan Ramsey, a young engineer, finds himself quickly caught up in a swirl of destruction, conspiracies and crumbling alliances. Players will take on the role of Ramsey as he battles enemies in the concrete mazes of cities, the frozen wastes of the Antarctic and a host of other unique locations. The game will also feature Wanzers, which isn’t a dirty word. In the game, they are mechanised military machines, and the player will be able to customise then in any way possible to suite their play style. Players will also be able to take full control of the massive humanoid Wanzers. Not a lot of information is available about the title, but it will feature a multiplayer mode where gamers can either battle by themselves, or within a team, to see whose Wanzer is the strongest. g

AT A GLANCE: Developer: Double Helix Publisher: Square Enix Distributor: Nu Metro

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Sep 2010 Platforms

The sequel to Front Mission promises to deliver a lot of added extras from the original.

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010


NHL 11

Score!

Hitting the ice for an eleventh time by Jimmy Glue

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lthough not hugely popular on our shores, the NHL franchise from Electronic Arts has a steady - and growing – following across the globe. The eleventh game in the franchise is due to be released in September, and it promises to be one of the best so far. For the first time ever, the latest title will feature a full complement of players and leagues from the Canadian Hockey League. What that means is that the three regional leagues that make up the CHL, including the Western Hockey League (WHL), the Ontario Hockey League (OHL) and the Quebec Major Junior Hockey League (QMJHL), will all have their teams and players represented. The game promises to deliver the best physics any hockey game has seen so far, as EA has done away with the somewhat-stale animations, and replaced them with physics-based hits, dekes and scuffles against the boards. EA has also promised an overhaul of the faceoff system, giving gamers a fighting chance to win the puck from the AI. Naturally the graphics have also been giving a good once-over, but we’ll have to wait until later this year to see if all the added goodness delivers on the promises made.g g

AT A GLANCE: Developer: Electronic Arts Publisher: Electronic Arts Distributor: EA Africa gamecca preview • issue 13 • July 2010

Sep 2010 Platforms

This time around, NHL 11 will include the full Canadian Hockey League.

PC X360 PS3 Wii PSP DS PS2

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Defendin’ Da Penguin

Ice Age Tower Defence Stop the fishy thieves

by Jimmy Glue

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hy Wii titles have the oddest names is anybody’s guess, but Defendin’ Da Penguin is sure to supply the little ones with hours of fun and excitement. Aimed primarily at children, the title prides itself as being the first Real Time Strategy game on the Wii and DS for the younger age bracket. Players will take control of Little Blue as they fend off hungry creatures that are eager to steal the town’s fish supply, like woolly mammoths, snow men, seals and even pesky snapping turtles. To defend the supply, the game takes on a bit of a Tower Defence feels, as gamers will have to place defence mechanisms throughout the town, with each possessing unique strengths aimed at specific animals. Speaking of towers, the game will have eight different kinds, all with their own strengths and weaknesses. Different towers use different ammunition, and while some use snowballs, others will only operate with ice cubes, icicles or frost. Since Little Blue isn’t actively involved in fighting off the animals, he can be used to upgrade a tower, fish for money or retrieve special objects on the large map. g

AT A GLANCE: Developer: TBC Publisher: Crave Entertainment Distributor: TBC

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TBC 2010 Platforms

Help Little Blue defend his stash of freshly caught fish from slippery thieves.

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010


Scooby Doo and the Spooky Swamp

Scooby Dooby Doo! Take a stroll through the Spooky Swamp

by Jimmy Glue

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cooby Doo and the crew will be returning to the small screen for another exciting instalment in the Scooby Doo franchise. Scooby Doo and the Spooky Swamp is sure to have the young ones in stitches as they help the gang solve mysterious puzzles. Scooby-Doo, Shaggy, Daphne, Velma and Fred are on an all-new adventure to uncover the mystery behind a strange swamp girl and her peculiar cauldron of brew. In order to solve the mystery, players will also be able to travel to a snow-covered Alpine village and a South-Western ghost town to uncover more clues. For the young one who might be too scared to play the game alone, the title also features a drop-in/drop-out twoplayer co-op mode. Coupled with new gadgets and tools to help uncover hidden clues and secret investigations, players will also be able to unlock fun costume pieces as well as collect Scooby Snacks to buy character accessories and clothing. It is sure to bring a lot of smiles, and a couple of scares, to the faces of young gamers, but the parents can never go wrong with another instalment of Scooby Doo and the gang. g

AT A GLANCE: Developer: Warner Bros Publisher: Warner Bros Distributor: Nu Metro Interactive gamecca preview • issue 13 • July 2010

Sep 2010 Platforms

Go with the Scooby crew to solve some mysteries in the Spooky Swamp.

PC X360 PS3 Wii PSP DS PS2

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NHL Slapshot

Slap it!

Wii take it to the ice by Jimmy Glue

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or the first time ever, the Wii will be getting an Electronic Arts NHL game, called NHL Slapshot. Not only will it be a first for EA and the Wii, but the cover athlete for the game is none other than the great Wayne Gretzky, who is also a playable character. Gamers who might be worried about how to score a goal with the nunchuk and remote shouldn’t worry, as there will be a hockey stick controller that allows players to shoot, pass and body check, just like the pros. Not a lot of information is available on the title, but some of the released screen shots look very interesting indeed. The Wii isn’t known for its stunning graphics, but some

of the screens and in-game footage look amazing. The game will also feature a career mode, called Peewees to Pros, where players will start off as a 12-yearold. Many of the greats can be chosen, Gretzky included, but characters will be fully customisable. From there, players will compete in Bantam to Junior to Pro, and in the process see how the character grows, ages and acquires skills throughout their career. NHL Slapshot, if done right, could be one of the most entertaining and action-packed sports games on the Wii. Let’s just hope it delivers on its promises - the depth of the career mode alone is very exciting. g

AT A GLANCE: Developer: Electronic Arts Publisher: Electronic Arts Distributor: EA Africa

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Sep 2010 Platforms

Being the first NHL game for the Wii from EA, and looking pretty, it promises to be heaps of fun.

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010



Unleash your inner Pirate.

by Dion Scotten

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his is it. Your chance to strap on that eye patch, call your friends mutinous swine and shout out “Arrr” at random intervals. Any land rats that have a problem with that will be walking the plank..! Arrr! Armada of the Damned is an action role playing game set in the pirate infested waters of the Caribbean. The storyline will not be based on the characters or the plot of the famous movies and players can expect something brand new. All the piratey goodness we loved in the movies will be in the game though, and players will get to explore an open world of vast seas and unknown islands in search of gold and plunder. Both land and sea adventures will be undertaken with the player’s choices influencing the campaign story through the characters actions. The character’s features will change to represent what type of pirate the player is. The hero’s path for example will portray the character as the dashing swashbuckler type while the darker marauding pirate will look fearsome and disfigured. The seas won’t only hold human enemies in wait for the player, but also denizens of the nether and other supernatural creatures from Davey Jones’ locker itself. Arrr! Of course a worthy pirate will rack up a long string of enemies and therefore alliances will have to be forged if the character is to survive his quest. The choice of who to befriend and who to keelhaul lies with the player. Combat will be real time with blocking, countering and finishing moves included and there is a hint of sea combat too… however no specifics have been released so far. Pirates of the Caribbean: Armada of the Damned definitely looks like it’ll be a lot of fun to play and it’s another good reason to learn to speak like a pirate.. and get a parrot. Arrr! g

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AT A GLANCE: A promising open ended adventure set in the most famous pirate seas of all. Developer: Propaganda Games Publisher: Disney Interactive Studios Distributor: Prima Interactive

Aug 2010 Platforms

Pirates of the Caribbean: Armada of the Damned

Walk the Plank

PC X360 PS3 Wii PSP DS PS2

gamecca preview • issue 13 • July 2010


www.evetech.co.za


Happy Birthday! Gamecca is a year old!

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gamecca feature • issue 13 • July 2010


The big day is finally here! Gamecca Magazine has been around for a year. Yes, the first volume is complete and, as a celebration, we thought we’d put something together to give you a glimpse at the last twelve issues. Below, you will find the covers of the first twelve issues - have you read them all? Click on the covers to link through to each issue!

CLICK ON COVER TO VIEW ISSUE.

gamecca feature • issue 13 • July 2010

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12 Issues, 204 Games That’s a lot of game time... Academy of Champions (Oct ’09) Aion (Oct ’09) Alan Wake (Jun ’10) Aliens VS Predator (Mar ’10) Anno 1404 (Sep ’09) Anno 1404: Venice (Mar ’10) Army of Two: The 40th Day (Feb ’10) Ashes Cricket ‘09 (Sep ’09) Assassin’s Creed 2 (Dec ’09) Assassin’s Creed 2 (PC) (Apr ‘10) Assassin’s Creed: Bloodlines (Jan ’10) Avatar: The Video Game (Jan ’10) Bakugan Battle Brawlers (Nov ’09) Bakugan: Battle Brawlers Wii (Dec ’09) Band Hero (Dec ’09) Batman: Arkham Asylum (Oct ’09) Battlefield: Bad Company 2 (Apr ‘10) Bayonetta (Feb ’10) Big Family Games (Aug ‘09) Bionic Commando (Jul ’09) Bioshock 2 (Mar ’10) BlazBlu: Calamity Trigger (Jun ’10) Bleach: The 3rd Phantom (Mar ’10) Blur (Jun ’10) Boot Camp Academy (Apr ‘10) Borderlands (Nov ’09) Borderlands DLC – The Secret Armory of General Knoxx (Apr ‘10) Borderlands DLC Roundup (Feb ’10) Brutal Legend (Nov ’09) Call of Duty: Modern Warfare 2 (Dec ’09) Call of Juarez: Bound in Blood (Aug ‘09) Cars Race O Rama (Jan ’10) Champions Online (Dec ’09) Cloudy With a Chance of Meatballs (Oct ’09) Colin McRae’s DiRT 2 (Oct ’09) Command & Conquer 4: Tiberian Twilight (Apr ‘10) Company of Heroes: Tales of Valor (Aug ‘09) Crazy Machines Complete (Nov ’09) CSI: Deadly Intent (Dec ’09) Cursed Mountain (Oct ’09) Damnation (Aug ‘09) Dante’s Inferno (Mar ’10) Dark Horizon (Jan ’10) Dark Void (Feb ’10) Darksiders (Feb ’10) Dead Space Extraction (Nov ’09) Dead to Rights: Retribution (Jun ’10) DJ Hero (Nov ’09) Dragon Age: Origins - Awakening (Apr ‘10) Dragon Age: Origins (Dec ’09) Dragonball Raging Blast (Dec ’09) East India Company (Oct ’09)

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Empire: Total War (Aug ‘09) EndWar (Budget) (Mar ’10) F1 2009 (Jan ’10) Fallout 3: Game of the Year Edition (Nov ’09) Far Cry 2 (Budget) (Mar ’10) FIFA 10 (Nov ’09) FIFA World Cup 2010 South Africa (Jun ’10) Fight Night Round 4 (Aug ‘09) Final Fantasy XIII (Apr ‘10) Fire Emblem: Radiant Dawn (Sep ’09) Forza Motorsport 3 (Nov ’09) Frontline: Fields of Thunder (Jan ’10) Fuel (Jul ’09) Ghostbusters: The Video Game (Aug ‘09) Ghostbusters: The Video Game (Wii) (Dec ’09) Ghostbusters: The Video Game (Xbox 360) (Dec ’09) GI Joe: The Rise of Cobra (Sep ’09) Gobliiins 4 (Nov ’09) God of War III (Apr ‘10) Grand Slam Tennis (Jul ’09) Grand Theft Auto: Chinatown Wars (Jan ’10) Grand Theft Auto: Episodes from Liberty City (Dec ’09) GTA: Episodes from Liberty City (PC) (May ‘10) Guitar Hero 5 (Oct ’09) Guitar Hero: Van Halen (Apr ‘10) Halo 3: ODST (Oct ’09) Harry Potter and the Half-Blood Prince (Aug ‘09) HAWX (Budget) (Mar ’10) Hearts of Iron III (Nov ’09) Heavy Rain (Mar ’10) Heroes Over Europe (Oct ’09) Ice Age 3: Dawn of the Dinosaurs (Aug ‘09) IL2 Sturmovik: Birds of Prey (Jun ’10) inFamous (Jul ’09) Iron Man 2 (Jun ’10) Jak & Daxter: The Lost Frontier (Jan ’10) Jambo Safari (Jan ’10) Just Cause 2 (Apr ‘10) Just Dance (Jan ’10) Karaoke Revolution (Apr ‘10) Katamari Forever (Dec ’09) Kingdom Hearts: 358/2 Days (Dec ’09) Left 4 Dead 2 (Dec ’09) Lego Indiana Jones 2: The Adventure Continues (Dec ’09) Let’s Tap (Aug ‘09) Lips: I Love the ‘80s (Jun ’10) LittleBigPlanet PSP (Feb ’10) Lost Planet 2 (Jun ’10) Madden NFL 10 (Oct ’09) MadWorld (Jul ’09) MAG (Mar ’10) Majesty 2 (Jan ’10) gamecca feature • issue 13 • July 2010


Over the last year, the Gamecca Crew has endeavoured to review every single game that arrived on their desks. That’s a lot of games, and a lot of work - although it’s the fun kind of work. And so, over the 12 issues that form part of Gamecca’s first volume, we managed to cram 204 game reviews in. We have prepared a checklist for you, to make sure that you didn’t miss out on any.

Mario & Luigi: Bowser’s Inside Story (Jan ’10) Mario & Sonic at the Olympic Winter Games (Dec ’09) Marvel Ultimate Alliance 2 (Oct ’09) Mass Effect 2 (Feb ’10) Medieval Games (Feb ’10) Metro 2033 (May’10) Mini Ninjas (Oct ’09) ModNation Racers (Jun ’10) Monster Hunter Tri (Jun ’10) Monster Hunter: Freedom Unite (Oct ’09) MotoGP 09 / 10 (Apr ‘10) MX vs ATV Reflex (Apr ‘10) MySims Racing (Jul ’09) Naruto: Clash of Ninja Revolution 2 (Jul ’09) NBA 2K10 (Nov ’09) Need for Speed Nitro (Dec ’09) Need for Speed: Shift (Oct ’09) New Super Mario Bros Wii (Jan ’10) NHL 10 (Nov ’09) NHL 2K10 (Oct ’09) Nier (Jun ’10) Ninja Gaiden Sigma 2 (Nov ’09) Operation Flashpoint 2: Dragon Rising (Nov ’09) Overlord: Dark Legend (Sep ’09) Overlord2 (Aug ‘09) Phantasy Star 0 (Mar ’10) Picross 3D (Apr ‘10) Planet 51 (Dec ’09) Pokémon Battle Revolution (Apr ‘10) Pokémon Soul Silver (May ‘10) Prince of Persia: The Forgotten Sands (Jun ’10) Prison Break: The Conspiracy (Apr ‘10) Pro Evolution Soccer 2010 (Dec ’09) Professor Layton and the Curious Village (Jan ’10) Prototype (Jul ’09) Puzzle Kingdoms (Oct ’09) Rabbids Go Home (Dec ’09) Racket Sports Party (May ‘10) Ratchet & Clank: A Crack in Time (Dec ’09) Red Dead Redemption (Jun ’10) Red Faction: Guerrilla (Jul ’09) Red Steel 2 (May ‘10) Resonance of Fate (May ‘10) Risen (Oct ’09) Rock Band: The Beatles (Oct ’09) Rogue Warrior (Jan ’10) Sacred 2 (Aug ‘09) SAW: The Video Game (Feb ’10) SBK 09: Superbike World Championship (Jul ’09) SBK X: Superbike World Championship (Jun ’10) Settlers 7: Paths to a Kingdom (May ‘10) Silent Hill: Shattered Memories (Apr ‘10) gamecca feature • issue 13 • July 2010

Silent Hunter 5: Battle For The Atlantic (Apr ‘10) SingStar Motown (Feb ’10) Skate 3 (Jun ’10) Sonic & Sega All-Stars Racing (Apr ‘10) Soul Calibur: Broken Destiny (Jan ’10) Splinter Cell: Conviction (May ‘10) Spore Hero (Dec ’09) Star Ocean: The Last Hope (Oct ’09) Star Trek Online (Mar ’10) Super Monkey Ball: Step and Roll (Mar ’10) Super Street Fighter IV (Jun ’10) Superstars V8: Next Challenge (Apr ‘10) Supreme Commander 2 (May ‘10) Tekken 6 (Nov ’09) Terminator: Salvation (Sep ’09) The Conduit (Aug ‘09) The King of Fighters XII (Nov ’09) The Saboteur (Jan ’10) The Sims 3 (Jul ’09) The Sims 3: High-End Loft Stuff (Mar ’10) The Sims 3: World Adventures (Dec ’09) Tiger Woods PGA Tour 10 (Aug ‘09) Tiger Woods PGA Tour 10 (Aug ‘09) Torchlight (Dec ’09) Tornado Outbreak (Jan ’10) Total War: Napoleon (Apr ‘10) Transformers: Revenge of the Fallen (Aug ‘09) Trine (MySims Agents (Nov ’09) Tropico 3 (Dec ’09) Tropico Reloaded (Oct ’09) UFC 2009: Undisputed (Jul ’09) Uncharted 2: Among Thieves (Nov ’09) Up (Oct ’09) Vancouver 2010 (Feb ’10) Velvet Assassin (Oct ’09) Way of the Samurai 3 (Jun ’10) Wet (Oct ’09) Wheelman (Jul ’09) Wheelspin (Jan ’10) Wii Fit Plus (Dec ’09) Wii Sports Resort (Aug ‘09) Wipeout HD Fury (Dec ’09) Wolfenstein (Sep ’09) World in Conflict: Complete Edition (Budget) (Mar ’10) World of Zoo (Dec ’09) WWE Smackdown Vs Raw 2010 (Jan ’10) Yakuza 3 (May ‘10) Your Shape (Jan ’10)

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Behind the Words Who is who in the Gamecca Crew?

Brian Banfield Jimmy Glue Jimmy Glue is our very own international man of mystery, as well as being a hard working writer and nasty sub-editor. 1. What is your favourite game ever? Tough choice: Any Battlefield game or FIFA10 2. What is your favourite gaming platform ever? Xbox360 3. If you could be a video game hero, who would you be? Miranda’s (ME2) white suit, otherwise John Marston (hehe) 4. Worst game ever? Pure Football 5. Favourite game genre? Shooter

Alexia Pestana Alexia is really hard-core when it comes to gaming - she leaves the rest of the crew in tears all the time. 1. What is your favourite game ever? Overlord… “Treasure, for me!” 2. What is your favourite gaming platform ever? Xbox 360… Always better on the couch. But PC a close second. 3. If you could be a video game hero, who would you be? Lara Croft… options lacking here from a female perspective. 4. Worst game ever? Dragon Age… I, um, *yawn* what was the question? 5. Favourite game genre? Action RPG with a side order of strategy.

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Our Cape Town correspondent claims to be very busy, but we know he goes to the beach a lot... 1. What is your favourite game ever? Street Fighter II: Champion Edition 2. What is your favourite gaming platform ever? Sega Megadrive 3. If you could be a video game hero, who would you be? Ken from Street Fighter 4. Worst game ever? CNC 4: Tiberium Twilight 5. Favourite game genre? Real Time Strategy

Suvesh Arumagam Suvesh plays PS3 and guitar... not necessarily in that order. But he’s brilliant at both. 1. What is your favourite game ever? Tekken 4 on PS2 (I played that game to death to unlock all the videos), Nazi Zombies on Call f Duty: World at War comes a very close second. 2. What is your favourite gaming platform ever? I LOVED my old PS2 (served me well for many years) but PS3 is the business!! 3. If you could be a video game hero, who would you be? Tony Montana in Scarface: The World is Yours (the best dialogue ever!) and of course, who wouldn’t want to be Kratos!! 4. Worst game ever? Marvel Ultimate Alliance (1 or 2, makes no difference!); Age of Empires (someone shoot me!) 5. Favourite game genre? Sports sims and first person shooters gamecca feature • issue 13 • July 2010


Gamecca magazine would not be possible without the Crew... These might not be the most serious glimpses at them, but, then again, we’re never that serious in the first place...

Brian Murdoch Richard Bingham AKA Columnist A, Richard likes fast cars and challenging games. And no, that’s not his real name. 1. What is your favourite game ever? Metal Gear Solid (PSX) 2. What is your favourite gaming platform ever? Xbox360 3. If you could be a video game hero, who would you be? Ryu Hayabusa 4. Worst game ever? Duke Nukem Forever 5. Favourite game genre? Racing

Matthew Vice A seasoned veteran, Matt likes the thrill of beating people at VS fighting games. Oh, and JRPGs. 1. What is your favourite game ever? Oh… dear. I have no friggin’ idea. Can I pick a franchise? How about The Elder Scrolls. 2. What is your favourite gaming platform ever? Like the PS2 before it, my PS3 is my current favourite. 3. If you could be a video game hero, who would you be? Dante, from Devil May Cry. Because he’s got a red coat, a huge sword and white hair. What more could you want? It doesn’t hurt that he’s nigh on indestructible, stylish and has a way with the ladies I could certainly do with. 4. Worst game ever? A toss between Final Fantasy XIII and Golden Axe: Beast Rider. 5. Favourite game genre? Fighting gamecca feature • issue 13 • July 2010

Brian is so Nintendo crazy that he wears his Mario pyjamas to editorial meetings. 1. What is your favourite game ever? Pokémon 2. What is your favourite gaming platform ever? Wii 3. If you could be a video game hero, who would you be? Luigi 4. Worst game ever? Pimp My Ride 5. Favourite game genre? Party

Dion Scotten No one can lie to Dion. Seriously. He has a built in lie detector, a magnifying glass and a Sherlock Holmes hat... 1. What is your favourite game ever? Starcraft was my favourite by far and that won’t change for a while with Starcraft 2 released this month. 2. What is your favourite gaming platform ever? PC – has to be, consoles are awesome and they’re getting there but until they can interpret complex commands they’re going to stay one step behind the PC. 3. If you could be a video game hero, who would you be? Duke Nukem - rocket launcher and machine gun in each hand, too many targets and not enough ammo. 4. Worst game ever? The video game release of the TV series Lost – I’m already yawning, that hour of my life (seriously) was actually lost. 5. Favourite game genre? RTS is my favourite by far because of the direct strategy aspect and replayability – crushing puny friends is an added bonus.

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PS Zealot

PS3 Scores GotY! by Suvesh Arumugam

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ith E3 finally coming to a close, the gaming fraternity will turn its attention to Cologne, Germany for the Leipzig Gamescon, due in late August 2010. Unlike E3, which is more of a industry trade show, Gamescon is a public expo, and it’s pretty much the game industry putting on it’s best show for the gaming public. Another event which gamers will be looking forward to will undoubtedly be the announcement of the Game Critics Award for Best of E3 (usually a precursor to next year’s Game of the Year), which is due to be announced on July 6th, though the Game of the Year Award for 2009 was announced from all games released in the US between 1st January 2009 and 31st December. So, unfortunately, you won’t see God of War 3 on this year’s list! The top 5 nominated games were: 1. Uncharted 2: Among Thieves 2. Batman: Arkham Asylum 3. Assassins Creed 2 4. Call of Duty: Modern Warfare 2 5. Dragon Age: Origins Now some of you may be wondering how this is possible since some of these titles, like Batman: Arkham

Asylum, have already been released in Game of the Year (GotY) special editions. GotY is an award that each gaming magazine or website will award to a particular game it feels stands out over and above others, regardless of genre or format. However the Game Critics Award is comprised of a panel of 30 or so judges from various magazines and media outlets, which pretty much defines the view of the game media fraternity. 2009’s winner, Uncharted 2, was an obvious choice, have already been voted Game of the Year by an impressive 100 plus publications and websites (which is a record for the most accolades for any video game ever!). Not bad, considering that Uncharted 2 was exclusive to the PS3. For PS fans, there are some awesome treats to look forward to in the coming weeks. Rockstar games have announced a new DLC pack for Red Dead Redemption, comprising of a new co-op mode, which they’re calling “Outlaws to the End”. A nice add-on to this already impressive game, the additional gameplay and co-op modes will cost owners of

the game absolutely nothing! The download should be available to Playstation gamers from end of June. PSP and DC Comics have announced that over 80 DC Universe and Vertigo titles can now be downloaded from the Playstation Store. Titles like Batman: Hush and The Green Lantern: Rebirth are now available. Some of these new titles are exclusive to the PSN network, and users can download some free 10page titles like Superman 700, God of War, Fringe and Mirror’s Edge, to get their digital collections started. I am very excited to have a look at the Level-5/Studio Ghibli collaboration Ni No Kuni. Studio Ghibli is a well known animation feature film studio, having created Oscar nominated films like Princess Mononoke and Howl’s Moving Castle. Although a Nintendo DS version was already due to be released some time this year, a PS3 version will undoubtedly be the one to watch. Developers have promised the game will play like a Studio Ghibli movie, namely loveable characters, intriguing storyline and amazingly intricate worlds. I’m also very pleased to see that Sony and LG are both launching new ranges of 3D televisions, which are already on display in high-end stores. This means that, while most of us may have to wait a while before we can enjoy these gems in our homes, we at least have a good chance of seeing Killzone 3 and other big 3D titles demoed in stores for our salivating pleasure. g

This page is provided by PlayStation Gamer www.playstationgamer.co.za



Xbox Beat

Faulty Kinection... by Bryan Banfield

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3 simply exploded this year! What an amazing line-up we have in store. I can almost feel the enjoyment of playing those games already. What has to be one of the most outstanding launches of all time was the Kinect launch with Microsoft and Cirque du Soleil. The name Project Natal bows out in favour of Kinect, with the standing ovations that only geeks and those that comprehend Kinects potential can offer. With this great reception from the indutry’s news makers, how come we still have the general public standing with question marks above their heads. It is all good and well to have a room full of technologists clapping and cheering a truly amazing innovation; the kind of innovation that is spoken of in films like “Back to the Future”. The gap still remains and with “some of the brightest” marketing minds in the business under the employ of Microsoft, why do we still not have the casual gamers on board? Most of the casual gaming public is still unsure as to the price of the Kinect Hardware, let alone having made the decision to purchase. I ask myself: “Has Kinect begun to fail us before the launch?” Having followed the trend of past announcements and what has come to be “marketing speak,” I find myself wondering if we will see something close to the following: Microsoft Announcement: “We haven’t made a firm decision on

the pricing of Kinect.” Some store in middle America leaks a flyer with a retail price. Microsoft denies the pricing or simply has no comment. Kinect is released and the leaked store pricing was correct. Everybody is wowed and we all live happily ever after. Others on the web have been postulating that Microsoft is waiting to see consumer response to suggested pricing before they make an official price point release. With 15 titles already on the cards for the November 4th release date of Kinect, I am still not convinced that Kinect will revolutionise the gaming experience. What we will most likely see is an outpouring of really bad titles, like the Wii early days with, developers admitting: “We really needed to be in that market” I am most excited about the home theatre functionality. I look forward to the day of not having to look for the remote before being able to enjoy a good movie streamed from my media centre. But, knowing me, sooner or

later the novelty will wear off. What is good to know and what must not be forgotten is that Microsoft has not left our trusty wireless controller out in the cold and titles like those we have always loved will continue to be released. I guess the biggest issue right now is the potential pricing. Wii comes with it bundled at no extra cost but cannot compete in the graphics department. Adding this device to an Xbox360 bundle in SA could send the price right into left field. We have 5 months ‘til the launch of the device. At the moment we are all tentative about Kinect. Microsoft has a long road to walk in 5 months. Kinect has to make a profit out of the gate so I don’t see Microsoft selling for less than cost price. The final promise on the topic is that Microsoft have promised that there will be no new Xbox released for the next 5 years. I’m not sure if that excludes the Xbox Slim but as far as I can see there is not too much that we can be sure of in the Microsoft camp for the next while. g

This page is provided by Xbox Gamer 42

www.xboxgamer.co.za



House of Mario

Wii need help! by Brian Murdock

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ow do we get support for different products? Most people don’t notice the small stickers that are placed on the covers of games; the eye candy is too distracting. Distributors in this country go through a lot of effort and expense to add a small sticker on the bottom left or right of the packaging that your game comes in. This will display who is distributing the game but, more importantly, the number of the support team for the game. I bring this up because this month I have been helping someone with a problem that she has had with a DS game. Let’s call her Molly. Molly convinced her husband to spend lots of money on her, because he was gaming all the time and she want to do her own bit of gaming. They purchased a DSi XL at around R2000 and a few DS games at around R1500. All Molly really wanted to do was play game X online, via the DSi XL’s WiFi connection. Molly started playing her games and enjoyed them. When it came to taking game X online, she connected the DS with no trouble what-so-ever, but the game would not connect. She proceeded to look online for help but did not find much as the game was not very popular. Molly phoned Core Group, who referred her to me. She phoned me and told me her issues and I helped with some pointers that I knew off the top of my head. I also asked her to send me an email detailing the problem. Neither I nor my support crew have game X. With most queries it’s not

just me that answers the questions. I have a big support team of friends that have different tastes in games, to help with almost any query. We found the issue resulted from the version of the DS game that she bought being set for the wrong region, and that the region was not enabled for online play. So I tried to get a hold of the local distributor for more information to help Molly with her issues. The distributor told me to have her phone the support number. I thought that this sounded like a good idea – most distributors have very good support teams here. Molly phoned the support team and explained the problem. I was not part of the call but, from the sounds of her reply, they were not to helpful and just wanted to exchange or give her money back for the game. But this wouldn’t have solved her problem, because the traded game would still have region issues. In the first place if the game has a strong following of online players there should be a sticker on the cover saying that this version is not online enabled. Molly’s friends were in USA and all playing online, and this was the main reason she

wanted to play the title. It upsets me when customers are handled poorly. To try combat this, here are the steps to take if you have problems with your games. - Check the internet. The World Wide Web has plenty answers and most of the problems that we fix are published on the Nintendo Gamer web site. - Phone or contact the support for the game. It would be on the sticker on the front of the game. Please phone the correct company – not all Wii or DS games come from Core Group. - If you are still not happy with the support or would like to talk to a group, send us an email at Nintendo Gamer. g

This page is provided by Nintendo Gamer 44

www.nintendogamer.co.za



Reviews Highlights 8 Super Mario Galaxy 2 Mario in space. 10 Split Second Stunt driving. 12 Transformers: War for Cybertron The original war. 18 UFC Undisputed 2010 Packing a punch. 38 Alpha Protocol Being a spy...

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010 is certainly picking up in terms of game releases and as the Holiday Season draws nearer, we are seeing more and more top notch titles get solid release dates. From the looks of the E3 line-up, we will be seeing many very big names hitting shelves within the next six months or so, starting (naturally) with StarCraft 2, which will arrive towards the end of this month. As always, Gamecca will be there to help you make your game purchasing decisions, by way of our review section. And with our strict review policies, you can be assured that, if it’s in Gamecca Magazine, it’s on shelf… g

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gamecca contents • issue 13 • July 2010



Super Mario Galaxy 2

Yoshi’s Back! Time for the second space trip

by Brian Murdoch

S

uper Mario Galaxy 2… yip the Princess is in another galaxy again. The first tip that I have is to look for the boxed version of the game. The boxed version has a bonus DVD and move sheet to help out beginners and refresh the veteran’s mind about how to play. The DVD is a must-watch because, even if the first few moves are boring to the player, it will make sure that player does not miss anything. I learnt things from the moves. The last of the three sections on the DVD is great, as this is where the developers show off some stylish moves and explain a few extra things. All this helps the player get through this epic 3D puzzle adventure. No prizes in guessing what the plot of this story is… Princess Peach is kidnapped by a very big Bowser, and Mario will use the power of the stars and Lumas to find and beat him. There are a few twists and turns in the story, but essentially this is still the same old Mario story line. So

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why do we come back for more? The way in which Mario goes about saving her is always different and challenging. There are new forms to take and enemies to beat, and there is also the one question that goes unanswered… How does Mario know where to go and save her? Does she have a built-in tracker than only Mario can sense? [LOL – ed] Travelling between galaxies has been improved from the first time around. I must admit that if someone dropped me off in the first Super Mario Galaxy and did not give me a heading, I would get lost. In Super Mario Galaxy 2 there are more galaxies and each has its own planets to get through. It is similar to the New Super Mario Bros on the DS. Mario travels on a big Mario-Face ship and collects crew (more like hitchhikers) on the way. The most amusing is the star bits banker. He tries to “invest” the player’s star bit and collect more as they travel. When there are Luma

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that need to be fed star bits to transform, players can just draw the exact amount out from him. He gives random bonuses of 1-ups and when he has above 1000 star bits he gets some book worm glasses that he is very impressed with. There are more items of clothing that he can receive with more star bits. Each galaxy still requires a certain amount of stars to progress but the first few star limits are easy. After a while, though, players will find themselves going back to collect extra stars from planets. To make sure that players don’t just finish everything in each stage before progressing, there are more than just hidden stars. As Mario goes collecting the star coins in each stage, more star challenges appear on previous planets. Once Mario has cleaned the planet of all the available stars there is a marker that is put on the planet to indicate this. Yoshi is back this time, and as requested (again and

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again) by fans he is in more than just few stages. The player can jump on top of Yoshi or spin near him to ride. Once on, your spin attack will move Yoshi’s head around to break crystals, while the most useful thing to do with him is use his tongue to grab enemies and either eat or shoot them in a chosen direction. If Yoshi comes around a blimp fruit and eats it he will inflate like a beach ball and blow a small amount of pressured air from his mouth. This will allow Mario and Yoshi to get to higher, otherwise inaccessible locations. Players can also play as Luigi after a few stages. He will appear in the beginning of the stage and just talking to him and agreeing will have the player complete the stage as Luigi. There are no differences to the moves and attacks between Luigi and Mario. To end some gamers’ hopes, there is no real 2 player co-op in this version. However, the features of the second player have been increased, and may now actually be of

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help. In the first version all the second player did was help collect and shoot star bits. In Super Mario Galaxy 2,

All the Marios

Bee Mario: It’s back from Super Mario Galaxy 1 and has the same effect. Mario can turn in a bee and fly a certain distance; he will also have the right kind of appendages to walk on the honey on the walls. Cloud Mario: Puts Mario in a white puffy suit with three clouds following him. A shake of the Wii remote creates a cloud under his feet for a time, but only once for each cloud following. Fire Mario: Gives Mario the good old fire balls, which are thrown as he spins. This is only given for a limited time. Boo Mario: Turns Mario into a Boo! With a quick shake of the Wii remote he turns invisible and floats freely through walls. Rock Mario: Bolder bashing bro. Turn Mario into a bolder and not much can stop him or stand in his way. He has incredible force and inertia and squashes most things in his path. Spring Mario: This puts a bit of bounce in his jump. Mario reaches altitudes so high that he might need oxygen up there, but we are in outer space. Manoeuvrability is slower in this mode. Rainbow Mario: Invincible Mario in colour, this power up will have him running faster through enemies and obstacles.

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the second player is a star that will still have the abilities of the first game, but will be able to pull more than just star bits to Mario… 1ups and coins can also be pulled, for example. The second player will also be able to hold or stun enemies to help out. All these and more are shown on the DVD. One warning, though, is if a second Wii remote is on when the player loads their game it will automatically activate the second player, until it is turned off. Supermassive Galaxy is one planet to mention out of the

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the team decided to put it all of it into a new game. I don’t see any Mario fan complaining about that, and I see more Mario fans being created every day. The starter DVD and easing into game-play will help any new Mario player get into the title. Then the addiction will set in and the player will be lost forever in the world of Mario. g

AT A GLANCE: Bigger and better than the first one. A great improvement and addition to the Mario collection and a must for a Wii owner. Developer: Nintendo Publisher: Nintendo Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

bunch. This is just like World 4 in Super Mario Bros 3… all the Goombas, Piranha Plants and even the blocks are super-sized while Mario is not. Don’t think that jumping on the Goombas massive heads will help, but Mario can do a well-timed spin to hit them in the face. The planet leaves player’s feeling like an ant, or very big on the next planet. Super Mario Galaxy 2 was original intended to “essentially create new variations of the worlds in Super Mario Galaxy,” but, in the end, there was so much that

PC X360 PS3 Wii PSP DS PS2

Score

94 79


Spilt/Second

Think Quick

Burnout meets Wipeout, meets timeout. by Richard Bingham

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he action-racing genre isn’t that new. We’ve had tons of games where the basic premise is to take out your opponents using things the game provides. Heck, sometimes we even use our own craftiness to take out our opponents: those who’ve been pushed into the pit wall in a racing sim will know what we’re talking about. Anyway, the action racers like Burnout rely on barging your opponents off the track or into traffic. The Mario Kart clones, like Blur or ModNation Racers, have powerup systems, equipping you with weapons to get the job

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done. Split/Second uses a bit of the former and some of the latter. Players use a very simple game mechanic – a rechargeable power meter – to carry out on-track carnage. Recharging it is simple: just display some basic driving skill by drifting, or slipstreaming opponents. Once a single segment is charged up, players can trigger events that interfere with the other racers. Trackside explosions cause cars to lose control, while exploding trucks remain a hazard on the track for the duration of the race. If the power meter is charged up to its

gamecca review • issue 13 • July 2010


game platform – there is an extensive multiplayer mode, for more fun after the campaign has been completed. Despite being scripted, and race events becoming predictable, it’s still huge fun. It relies on a bit of luck and careful timing (as its name suggests) to pull of some gratifying “Hell yeah!” moments in the middle of races, rather than making it about out and out victory. g

AT A GLANCE: A completely different take on the action racer genre, even if it is all tightly scripted. Developer: Black Rock Publisher: Disney Interactive Distributor: Prima Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

7+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

full three bars, a Powerplay can be activated. This triggers a massive, destructive event that can see parts of the level collapse completely and form a new track layout. Certain Powerplays can be reused, but using these involves taking a gamble on whether the AI opponents will get you first. And get you, they will. The game’s campaign is presented in a reality TV format, with 72 events across12 episodes. Event types vary from plain races, to elimination races and even survival challenges. Thankfully – for those who are fortunate enough to have online access for their

PC X360 PS3 Wii PSP DS PS2

Score

83 81


Naruto Shippuden: Clash of Ninja Revolution 3

Maturity

Naruto grows up… sort of… by Brian Murdoch

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aruto Shippuden is the next level of the anime Naruto; Naruto has grown up physically, but only a little in character. The previous Clash of Ninja game was just based on the Naruto series, while this one is the first to run from the beginning of the Shippuden story. The game is aimed more at the Naruto fans, but you will find that it takes a real ninja (with the fingers to match) to unlock all that there is in this game. There are around 40 characters to play with in this title, including Gaara, Sasuke, Orochimaru, Sasori, and Towa. To unlock the characters will require not only doing the right things in the game, but also purchasing them from the extras shore. It took me a long time to figure this out… after finishing the story and still not having any improvement to my character list, I looked harder. I also found that Anko, Asuma, Baki, Itachi Kisame, Jiraiya, Kankuro, Kurena, Tenari, Tsunade, and Yugao are available to buy from the very beginning! When you first insert the disc and load up the game you’ll get 50, 000 Ryo (if the

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save game from Naruto: Clash of Ninja Revolution 2 is present on the Wii). This is a bonus for being faithful to the series, but players can cheat and borrow a save game from a friend. Other extras include your Ninja Card information, Score Rankings and a fun thing to play with the Media Player. I don’t see much use in the media player because you can’t copy the sound clips and music to use as a ring tone or background computer notifications, so it will end up being played with a few times and never used again. Controls for the game are tricky, but just like in some of the previous versions, the hand signs can’t be done with any other controls other than the Wii remote and nunchuk. This forces the player to use these controls and makes the controlling the ninja a bit more imprecise. I found that, to pass the really difficult and sometimes annoying opponents, the hand signs are needed. Go through the tutorials even if you are a master of the previous versions; there are some new things explained, and it goes over

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virtually non-existent, making for a good option. When you enter the verses mode at first there is only a small number of characters to play with, but don’t worry… with just a little effort more can be bought with ryo earned through the game. This is a good follow on to the series but it still offers the same game play and controls from the GameCube versions. Let’s hope that in the next version following on with the Shippuden series they will improve the graphics and change up the controls a bit. g

AT A GLANCE: A Naruto fighting game featuring the first part of the Shippuden story. 40 characters to fight with and new multiplayer modes. Developer: Eighting Publisher: Tomy Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

some strategies too. The story mode of the game is exactly like the Shippuden series. I had stopped watching at one point and this was a great refresher of the story for me to pick and carry on. Also, being able to take the characters I did not like and put them in a one on one with no one controlling them, lets me take some frustrations out on them and practise some excellent combos. The most annoying thing about this title is the English voice acting… and not having the ability to change them. The Japanese is sitting there in the media player, why not use it? There are multiple different ways to play this game, and I’m not just talking about the basic fighting methods. The versus mode has evolved to one-on-one and two-on-two, and even three against one, with improved team battle combinations. The Wifi introduced in this version is also a breath of fresh air and I can now play with some of my friends in the UK… not that I stand a chance. The lag is

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Score

72 83


The Sims 3: Ambitions

Going Pro A bunch of new things to do

by Walt Pretorius

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he Sims 3 is proving to be just as popular with fans as the previous two games, and the expansions that we have seen thus far have proven to be top notch. Not that we have seen many true expansions, mind you. High End Loft Stuff was a pack of new furniture and items, after all. A realistic tally puts The Sims 3: Ambitions as the second true Sims 3 expansion, with World Adventures being the first. What is important in a Sims expansion (whether for the original, Sims 2 or Sims 3) is the overall effect it has on the dynamics of the game. World Adventures added a wonderful new depth, in terms of sim characters actually being able to experience adventures (which resulted in the player being faced with low-grade puzzle-quests and that kind of thing.) It was a great expansion, because it brought something new to the table. The Sims 3: Ambitions also bring something new to the mix, and something that many have speculated would be a welcome addition to the Sims for a few years now. See,

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whenever the Sims went to work in the past, they would pretty much disappear from view for a few in-game hours, only to return at the end of the day all tired and wornout. We never really knew where they went, or what they were up to. Ambitions changes that, at least to a degree, by introducing professions. Unlike careers, professions allow the player direct control over their sim during working hours, which adds a lot of play value, and some excitement, to the game. There are numerous professions that the player can choose from. Fire-fighters, ghost hunters, doctors, investigators, architectural designers, stylists, sculptors and inventors are added to the mix, while a ‘self-employed’ category allows sims to benefit from other skills, like gardening, painting or fishing. Each profession has different challenges and approaches. Fire-fighters, for example, have to be at the fire station at certain hours. The player can guide their sim in the job, which ranges from upgrading the fire truck

gamecca review • issue 13 • July 2010


moodlet to the game, as well, which makes doing laundry less of a chore. In addition, sim characters can be created with tattoos for the first time ever in the series. The implementation of the tattoo system is still a little limited, but it does add a novelty to the overall game that is well appreciated. Lastly, the expansion adds a new neighbourhood (which includes a rather ominous swampy area) to the game. On the whole, Sims 3: Ambitions is the kind of expansion we want to see more of in future. It adds new ideas and dynamics to the already complex game, making it even more challenging and much more enjoyable. The challenges of running a household as a self-employed sim are rather different to those brought on by the more traditional careers, and fans will more than likely love the added control they have over their sims’ working habits (and subsequently, success.) If you are a fan, you will not want to miss this one. g

AT A GLANCE: The introduction of professions gives players more control over their sims. Developer: Electronic Arts Publisher: Electronic Arts Distributor: EA Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

13+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

PC Platforms

through to fighting massive blazes. Architectural designers work from home, but have hours that they are ‘on the clock’ for. The player can decide which jobs the designer takes on. Investigators are completely freelance, with new jobs presented to them in the same way that other sims would get opportunities within the game. Each profession pays a weekly stipend, as well as bonuses for successfully completing jobs as they come up. Professions also lead to new conversation options. Apparently, “I am a fire-fighter” is quite a good pick-up line in sim circles. And just in case you were worried, careers are still available, and still work the way they used to, with the sim disappearing in the morning and arriving home more or less knackered in the afternoon. Another dynamic added to the mix is laundry. Sims can now get a washing machine, as well as a drier (or a washing line) and a laundry basket. This adds a new

PC X360 PS3 Wii PSP DS PS2

Score

80 85


Sin & Punishment 2: Successor of the Skies

Inner VS Outer

Addictive action shooting is the name of the game by Brian Murdoch

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he original Sin and Punishment is not available, and never was, in South Africa but is available for download on the Wii Ware channel. Remember to change your Wii to US or UK before going to the channel. Sin and Punishment 2 - Successor of the Skies is sequel to this title, and a good one at that. Players will play as Isa Jo or Isa Jo and Kachi in single and co-op modes respectively. The story does follow a more logical mode if played in 2 player co-op… otherwise it seems as if the girl just appears in the cut scenes from nowhere. Space is divided between the Inner and the Outer. Between these two factions there is a relentless, mutually hostile relationship. Inner-Space uses a race of warlike life-forms, known as humans, as pawns to resist acts of aggression from Outer-Space forces. To do this effectively, they created a number of Earths, where they cultivated humanity and used what they produced as the frontline of their defence. The problem Inner-Space faced in doing this was that humanity was emotionally flawed and considered unstable. On rare occasions, individual human beings broke

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free and began to pursue a path of friendship, instead of warring with Outer-Space. Each time this unfortunate incident occurred, that iteration of Earth would have to be remade, thus re-creating humanity from scratch. For the opposing forces though, this represented a perfect opportunity to overcome the Inner-Space defences. Isa Jo is a kid who has inherited the powers of Outer-Space blood. Despite belonging to the Inner-Space, he seeks a way to reconciles the two factions. Kachi is a girl who was the Outer-Space invasion vanguard. She is bereft of her memories and is fascinated by Isa, the first human she ever encountered. The range of controllers available to use with this game is impressive because it’s a third person action shooter and some of the controls are not infra-red pointers. The Wii remote and nunchuk are standard, but the Wii Classic controller, Wii Zapper and GameCube controllers can all be used as well. The game is not just about shooting the enemy; tactics need to be used to dodge the enemy’s attacks. There is

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– being beaten by a boss won’t necessitate the whole level being played again. The check points are well placed and actually serve as a good warning that something is about to change or something bigger is on its way. This classic action arcade style shooter is bundled with some interesting surprises and has great “come-back-formore” qualities. For those that are looking for something new, but not hard-core then, Sin and Punishment is a good sit-back-and-bash-through game. g

AT A GLANCE: Bring back those old memories with the twist of new features. An action shooter that will have players come back for more. Developer: Nintendo Publisher: Nintendo Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

also some melee combat. Some of the enemy’s attacks can be shot in defence, and some require a slash of the sword. Isa Jo and Kachi are fast and can perform great moves on, and flying above, the ground. A convenient dive roll speeds movements up even more, and makes the character invulnerable while they perform it. Isa Jo and Kachi also have different power-up attacks, which are very effective when used together. The stages are very beautiful and clear. The music and game flow through the stages don’t seem repetitive, even though it might be the player’s fiftieth attempt at a level. The replayability and addiction is derived from the score and score multiplier systems. Stages need to be studied well to achieve the maximum score possible. At the end of every stage is a well thought out boss battle, which often requires the player to change the fighting strategy used during the stage. Then when the stage is cleared, the score can be uploaded to the online servers, to compare rankings. The game is fairly well balanced in terms of checkpoints

PC X360 PS3 Wii PSP DS PS2

Score

82 87


Transformers: War for Cybertron

Transformation

Rising like a phoenix from the ashes of mediocrity by Walt Pretorius

I

must be honest…when I heard that there was another Transformers game on the way, I wasn’t massively excited. After all, the previous two games did little to impress, with clunky mechanics and dodgy dynamics hidden beneath a veneer of good graphics and mass market appeal. So I was more than a little surprised when I loaded up Transformers: War for Cybertron and found a game that far surpassed my rather tepid expectations. The most obvious difference between this title and the two that came before is that War for Cybertron isn’t being released in support of a Michael Bay movie. Instead, the developers decided to look at a period of history that even ardent fans of the original Transformers cartoon series know very little about: the civil war that started it all. The game deals with the final days of this war, including elements like Megatron’s rebellion, Starscream’s deception and how Optimus became Prime (which is a title reserved for the leader of the Autobots.) The story is told through a single player campaign that spans ten episodes – the first five are dedicated to the Decepticons, and the last five to the Autobots. Each episode is lengthy and crammed

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with combat. The overall mission types aren’t massively imaginative (go here, push that button, shoot those guys, fight that boss.) What makes the game compelling is the new dynamic that High Moon have built into the character’s transformations between humanoid robot and vehicle, and the pace and strategy of the combat. Each mission will give the player the choice of three Transformers, who work together as a team. The two that the player doesn’t use are obviously AI controlled, which, for the most part works out fine. But there is a definite feeling that the player is the hero here… the AI is competent enough to keep enemies at bay, but it’s up to the player to score the big wins. The combat is generally quite frantic, with fairly smart enemies that are almost constantly on the move. The player will often need to switch between forms and use special abilities during battles, both of which are wonderfully effective in implementation and simple to control. These elements add an interesting, strategic element to otherwise raucous third person battles. The graphics in the game are great, too. They don’t try

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experience. The player can design their own Transformer (using a toolset that is fun but sadly limited) and take it to do battle in either co-op or competitive modes. The transformations between humanoids and vehicles add a freshness to the multiplayer experience, no matter which game mode the players try, and the limitation of ten players a game is more of a blessing than a curse – it keeps the action rolling smoothly, and never falls into feeling too cluttered. Transformers: War for Cybertron is the kind of game that gives one a lot of hope for these types of titles. While the previous titles were unarguably disappointing, this outing has a lot going for it. Sure, it probably won’t win too many awards, but it is compelling, exciting and interesting, despite a plot hole or two. If you are a fan of the Transformers, or just feel like a good third person shooter that has something a little different on offer, it is a great choice. g

AT A GLANCE: Much better than expected, this game is a fresh third person shooter. Developer: High Moon Publisher: Activision Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

to deliver too much, yet are wonderfully detailed and bring across the idea that humans wouldn’t really understand Cybertron quite effectively. This alien world is beautifully realised, but it is still alien. While the presentation – along with all the camped up voice acting one would expect – is really good, one of the best elements in the game is the control scheme. It seems, for a change, that someone actually considered what to do carefully (the previous Transformers game did the controls all wrong). Now, the controls are sensible, easy to use and very effective, unlike previous attempts. I know it sounds a little like I am gushing, but I am not. I am aware of the fact that this game is not perfect. What pleases me so much, really, is to see the franchise take a massive leap forward in terms of quality. While the game may have problems here and there, it is not broken. It is easily playable, and will offer most gamers – excluding those nit-picky ones who complain about everything – a good few hours of fun. More so, of course, if they take advantage of the game’s multiplayer capabilities. Transformers: War for Cybertron is a great multiplayer

PC X360 PS3 Wii PSP DS PS2

Score

80 89


No More Heroes 2: Desperate Struggle

Who Needs Heroes… What are you doing with that stick?

by Brian Murdoch

I

f anyone believes that violent, bloody adult games are not found on the Wii, they need to take a look at this title. I’ve never seen so much nastiness come out of that white box. Dirty it might be, but that does not mean I did not appreciate the genius that is the second No More Heroes title. Travis is back in the game, and back at rank 51 of the assassin’s list. Although players will feel ready to face each of the 50 assassins required to take on the number one assassin, this confidence will be short lived. The battle with the American Footballer includes 24 cheerleaders, who are all ranked assassins. After the long and difficult battle Travis will jump to rank 25 after this fight. This happens again at rank 23, after killing 12 assassins at once and moving to rank 10. All in all there are only 15 boss battles, but this is enough and is more than in the first game. Each boss battle is preceded by Travis cutting through protectors in a few rooms. The battles are difficult,

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even on the easier settings, and boss battles will require a few attempts to understand their attacks and find a way for Travis to win. The blood and bad language flow like a river in this sequel. Travis is equipped with two kantanas later in the game, and has twice the attitude to go with them. There are also two opportunities to play as someone other than Travis. I did not appreciate this as much because, after learning their new attacks, there was not much opportunity to play as these characters. Just a few scum bags and a boss battle, really… The game is not about just going from one boss battle to the next. There are side jobs that turn Travis into a work whore (as the game puts it). These side jobs are purposely made in old-school NES style, with cheap music and 8-bit graphics to boot. Each one even has an intro screen like the old games. These jobs are just there to earn Travis a bit of extra money, and don’t have to be done to finish

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were sometimes inaccurate and I preferred the classic controller, as all four buttons were mapped to correspond to the various tilted attacks. This gives more control in combat, which is often vital during boss battles. The second version of the game irons most, if not all, of the problems with the first one out. In the original, Travis needed to travel from one place to another by jumping on his bike and driving through barren roads, which was no real fun. In Desperate Struggle, this has been improved… by omission. Now a 3D map is displayed and going somewhere just requires the player to pick the desired location. This is not one of the games that the player can take home to show their mom, what with the copious blood and bad language. It’s a massive improvement on the original, and great fun none the less. g

AT A GLANCE: This challenging and often funny game is well worth trying out, but it’s not for the kids. Developer: Grasshopper Publisher: Ubisoft Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

the game. They turn out to be a good distraction from the fighting and can sometimes have the player caught up in them for hours. The types of games range from fixing pipes as the water goes through them to sucking up bugs. The humour of some games can go unnoticed, but Desperate Struggle is pretty blatant with often off-colour funnies. To save the game Travis will need to drop his pants and go to the toilet (a number two, of course). Even when fighting his way to the final boss, a break in the hotel toilet will earn the player a load point. The penis references, when charging the katana between your legs, are plentiful and the shape of the charge indicator in the top right of the screen is more than a little suggestive... and let’s not talk about the effect that a woman has on Travis’ beam katana. The Wii remote and nunchuk or the classic controller can be used. Different attacks are performed by tilting the Wii remote in different directions. These

PC X360 PS3 Wii PSP DS PS2

Score

82 91


UFC Undisputed 2010

Knockout!

The finger-gymnastics are back by Walt Pretorius

I

enjoy fighting games, but I am generally that kind of guy who tries to come up with complex strategies, only to be knocked senseless by the button masher fighting against me. Either that, or I get my controls confused in the excitement, and end up delivering the wrong kind of blow. Not the best thing to admit, sure, but there you have it. I suppose that’s why I enjoy (and do really well at) the Fight Night games. The controls make sense to me, and the game is canted towards the strategic fighter, rather than the flailer (just ask Jimmy Glue.) So when a game comes along that has a very complex control scheme that doesn’t necessarily fit into my realm of ‘logical’, I find it very difficult to come to grips with. Unfortunately, the latest edition of UFC, UFC Undisputed 2010, has such a control scheme – pretty much the same scheme as last year’s game, in fact. The game features an extensive – even laborious – tutorial, but some of the nittygritty just isn’t explained properly… or ever. The basics are covered, but some of the more complex ideas are left up to the player to discover. This isn’t a bad thing, necessarily, but when the controls are complicated, it can become quite

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a chore. Complex controls don’t make for a bad game, though, as this case deftly demonstrates. Following the same idea as the previous game, UFC Undisputed 2010 is based on the wildly popular Ultimate Fighting Challenge, the mixed martial arts competition that sees fighters from around the globe, practising different martial arts disciplines, taking to a caged in octagon and beating the hell out of each other. It’s not particularly a sport I enjoy, but the feeling of scoring knock-outs in the game is still rather exciting. The moves are expertly animated, and the brutality of this modern gladiatorial contest is wonderfully captured by the title. The game features a rather extensive and exciting career mode, which allows the player to create a fighter and take him through twelve years of competition. Each fight is preceeded by various training options, just like in other career based games of this nature. These sessions allow the player to increase their character’s abilities, working towards being the biggest, meanest fighter in this virtual UFC championship.

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title to keep it fresh. Newcomers, on the other hand, are in for quite a slog, as they learn the controls and figure out the best ways of implementing them during fights. Fans of the sport will likely persevere, though. The multiplayer aspect of UFC Undisputed 2010 is solid enough, but some new aspects (like the establishment of guild-like fighting teams) could have been implemented a bit better. UFC Undisputed 2010 is a flawed gem, but it’s still a gem none the less. If the player can look past some of the clunkier aspects, as well as deal with the fact that some elements could have been implemented better (and, of course, learn those controls) they will find a fighting game that is hard-hitting, exciting and very rewarding. It’s undoubtedly going to be more popular with fans, but it is worth giving a try. g

AT A GLANCE: Despite overly complex controls, this is a solid fighting title Developer: Yuke’s Publisher: THQ Distributor: Ster Kinekor

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

PS3 Platforms

The career features a few nice touches, too, that add to the overall feel of the experience. Having Joe Rogan get all excited and commenting about your fights is great. Seeing replays of excellent knock-outs is awesome. Getting sexy UFC representatives making you endorsement offers is flattering. However, after a few hours, the repetition in these activities becomes obvious – even annoying. Still, the career offers a deep experience, and a very satisfying one at that. Sadly, the menus that guide the player through the career are rather clunky and uninspiring. There are tons of them, and a simple task – like looking up stats – can become a bit of a chore. That said, the ability to specialise in certain types of strikes, combined with lots of other customisation options, allows for a lot of creativity and replayability. Those that have played the game before, and have come to grips with the almost ridiculously complex control scheme, will have an absolute blast as they play this game. It delivers exactly what is expected. It might not be much of a progression, but there are enough new aspects to the

PC X360 PS3 Wii PSP DS PS2

Score

80 93


Samurai Warriors 3

Feudal Feud 35 warriors to choose from

by Brian Murdoch

T

here always seems to be at least one highly trained warrior in this type of story; a guy (or girl) who has trained since birth to become a master fighter, and whose actions will unify Japan under one benevolent emperor. Insert cherry blossoms and bouncing puppies here. If you like this kind of thing, then Samurai Warriors 3 is perfect for you. Game-play is third-person hack-and-slash, employing the Samurai Warrior to use their attacks and movement to defeat and kill multiple enemies at once. It’s not all linear and straight forward, though. The scenarios are mission driven, with various objectives like fighting an incoming group of enemies, taking a tower, or protecting a building. Others require speed in getting to the goal and not just killing everything in the way. Bonus missions pop up all the time and extra points and items are gained when completing the required mission. Each Samurai has standard attacks, power attacks and

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special attacks. The special attacks require enough power to be built up by performing a number of hits or combos. Each character has unique special attacks. There are also different spirit charges added to attacks, as well as the ultimate Musou Attack. The Musou Attack should leave most standard enemies dead, or close to dead. There is more than just one Samurai warrior to chose from and the best part is that the story mode for each character is different from the others. Don’t think that the player’s character will be the only one out there. The other Samurai will be there, fighting for, and sometimes against, the player’s cause. Through all the different modes (except historical mode) the Samurai Warrior that the player has played with and levelled in one section will retain their level and items in another. This way the range of 35 warriors can be given turns, and all be levelled and ready for any other challenge. The different modes to play in are the standard story

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players examine their warriors, including their information and moves. Player can also change the standard settings here. There is a good range of controllers to choice from. This is mainly to let players of previous versions pick up their favourite device and continue in a familiar fashion. The good mix of Samurai combat and items to collect gave me the urge to come back to the game again and again. More effort was put into this game than a standard third person scenario fighter and it should see the game do well. g

AT A GLANCE: Fight with one of 35 Samurai warriors in the epic battles of ancient Japan. Developer: Omega Force Publisher: Tecmo Koei Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

mode, free mode, Murayama Castle and the historical mode. Story mode is the main mode and should be the first stop for new players. Taste some of the battles and the things required to win a fight, and then look into customisation and different modes of play. Completing each scenario will unlock the next one. Free mode is different from the story mode only because the scenarios can be replayed. The Samurai keep their levels and items, so this is a good way to build them up if players are getting stuck with another scenario. Murasame Castle is a story on its own, in which different and strange opponents are faced. Historical Mode has the player battling through the Warring States timeline and has the restriction of a new warrior needed to start. Not too far from the games common modes is the practise Dojo. In this mode players can unlock other samurai by purchasing them using the rice collected from other modes. Players can even edit characters or make their own from scratch. The vault lets

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Score

72 95


Alpha Protocol

Total Deniability Sometimes developers need it…

by Walt Pretorius

I

nnovation in video games is a great thing. It keeps the mix fresh, and always provides players with a new, often improved experience. Sometimes we don’t even see the innovations – they are under the hood, as it were, providing new power in ways that may not be immediately obvious. Other innovations come in different forms, and these are the ones that I personally adore. They are the kind that happen when developers try something new in terms of genre – either in approach, or in a meshing of two previously unrelated ideas. That, on the surface, is what Alpha Protocol does. This game takes the spy-thriller genre and combines it with accepted computer role playing game practices, creating what is more or less the first ever spy-RPG title. It’s a fantastic idea… combining the thinking behind Splinter Cell and Mass Effect could only have great results, right? We’ll get to that. Before we do, though, I need to get something off of my chest. I have an issue when a developer with a good reputation doesn’t live up to it. Sure, sometimes we expect more from them than they can deliver, but Obsidian

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Entertainment have worked on some very impressive titles in the past, notably sequels for BioWare’s Star Wars: Knights of the Old Republic and Neverwinter Nights. These sequels were good, and most certainly a good grounding in bringing action and RPG elements together. Yet, somehow, this notable design team lost the plot with Alpha Protocol, delivering a game that has a hell of a lot of potential, but little to elevate it to where it should have been in terms of quality. Alpha Protocol puts the player in control of an agent working for a shadowy arm of the US Intelligence community. This arm, called Alpha Protocol, allows for ultimate deniability. However, when a Saudi Arabian operation goes wrong, the agent is left in the lurch by Alpha Protocol, and must travel the globe to try and get to the bottom of a rather nasty conspiracy while being hunted by the government he once served. The premise sounds a little pulpy, sure, but the story behind the game isn’t bad at all – in fact, it is Alpha Protocol’s one saving grace. The player will forge on through the title to try and find out what is going on, rather than because the game provides

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of mission groups and even some missions, they are all relevant to the plot, and must all be completed. And there are just too few… certainly not enough to get really good at a few skills. The player could go back and retry the missions, building up on previous character development, but once the twists of the plot have been revealed, I don’t know if anyone would. The game has numerous elements that make it passable as a role playing game – it has a skill upgrade system and lots of equipment and other kit to personalise the character with. But it misses out on the one thing it should have had – more depth. A game like Mass Effect 2 had tons to keep the player busy, with side quests and a long story making it an epic experience. Alpha Protocol just doesn’t offer that. Sure, it’s an OK way to while away a few hours, but the truth of the matter is that this title could – and should, judging by Obsidian’s reputation – been so much more. Forgiving gamers may well enjoy the experience, but the game does have a few annoying flaws. It’s not awful, but it isn’t great either. g

AT A GLANCE: Potentially great, but this spy RPG is nothing more than mediocre Developer: Obsidian Entertainment Publisher: Sega Distributor: Nu Metro

Parental Advisory Violence Language Sex Drug Use Prejudice

18+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

PS3 Platforms

him with any kind of exemplary game play experience. Graphically, the game looks great in numerous places, but bad texture handling causes jarring from time to time – particularly when those textures happen to be on characters. The animations are also not too bad, for the most part, but some of the movements are a little ridiculous in appearance. Additionally, some of the game dynamics just don’t flow like they should. The cover system is a little clunky, and some of the weapon use within the game is just plain annoying. There are four classes of firearms, each with special benefits. Pistols, for example, are great for precision shots, but aiming just takes too long – even when the player has advanced significantly in the skill. Initially it feels like poor hit detection but, in truth, it is just a nasty design idea, rather than a technical fault. This, combined with an unbalanced AI, makes the combat part of the game (which is the bulk of it) potentially frustrating. Perhaps most disappointing is the length of the game, and the poor attempt made to hide its linearity. There are no side quests and, while the player can select the order

PC X360 PS3 Wii PSP DS PS2

Score

69 97


2010 FIFA World Cup South Africa

A kick above the rest Make your team win the world cup

by Brian Murdoch

W

ith the Soccer World Cup a little more than half-way through, video games are still around to change history up a bit. Like the versions on other consoles, this game allows the player to make the journey to the World Cup as their chosen national squad, as well as play in the tournament itself. But the Wii version has a few added extras and differences that set it apart, particularly as a multiplayer title. There are 5 different ways to play: Hit the Pitch, Zakumi’s Dream Team, 2010 World Cup South Africa, Global Elimination and Online. Note that the online mode will require you to change your country on the Wii to UK or US, as South Africa is not online enabled as yet. Hit the Pitch is just a quick game where player are able to jump into a game instantly. Zakumi’s Dream Team allows players to create their own dream team to take on others. 2010 World Cup South Africa is the mode that allows play through the World Cup tournament.

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The controls for the Wii version are more basic than its HD counters. Examples of this come through in the number of trick moves that are available. There are only 5 in the Wii version, compared to the multitude on the PS3. These trick moves are controlled by the right stick, and can be performed while the player is in control of the ball. Don’t let the limits make you think that this is a lesser game, as it has others features to make up for them. There is a “ball time” (like bullet time) when taking shots at the goal and taking free kicks. We thought that this would make it easier to save the goals but the saving mechanic proved us wrong. Free kicks and header fights are won with the flick of the right control stick. This is not just the first person to flick it… timing is important, too. As an example, taking free kicks requires the player to flick according to a meter. Depending how close you are to the ball when you flick is how good the shot at the goals are. There is no choice as

gamecca review • issue 13 • July 2010


tournament. This is where the Wii version really shines. In the office we decided to play the World Cup games on the same day as the game in the real World Cup. Each player picked a team, playing as required. The only question we had was which version we should use. The PS3 and Wii version were compared but, in the end, we went with the Wii version for the a few reasons: There were people in the office that don’t play soccer games but wanted to be in the tournament, and the PS3 controls were too advanced for them. Watching the PS3 version was too fast, sometimes even faster than the real-life games. The ball time and entertaining slow motion features of the Wii version made the games more entertaining for the spectators to watch. All the basic player selection and substitutions are there in both versions so the choice was clear. In short, it’s a great multiplayer version for everyone who wants to enjoy the virtual beautiful game. g

AT A GLANCE: The Wii version has a control scheme that newcomers will love. Developer: Electronic Arts Publisher: Electronic Arts Distributor: EA Africa

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

to where the ball is going in the goals. The quality of the kick depicts how much time the goal keeper has to save it… the ball will flash for a time and the goal keeper player will need to flick the right stick during this time to save. Flicking before or after will result in a goal. This system has its good and bad points because this does enable you to score a goal from the halfway line if the other player is too anxious and flicks too soon… not really realistic, but good for awesome goal celebrations around the living room. Trophies are built into the game even though the Wii does not share trophies online. They are just special achievements that unlock more features in the game. Most of them unlock extra kit for the countries that are available, or extra stadiums; others unlock features like being able to turn the Vuvuzela’s off. The multiplayer of a soccer game needs to be top class, especially in the Wii version of this prestigious

PC X360 PS3 Wii PSP DS PS2

Score

75 99


ARMA II

Yes We Can!

Another democracy needs saving from communist rebels by Dion Scotten

F

or those new to the franchise, ARMA 2 is a tactical first person shooter based on near realism and the modern warfare theme. As the sequel to ARMA: Armed Assault it had a lot to live up to and managed to deliver even more than expected. The story is set in Europe, where the US has been approached to prevent local communist rebels from taking the war torn country of “Chernarus” by force. With good enough reasons to wage war under arm, the USS Khe Sanh rolls in off the shore of Chernarus with the player’s character, Sgt. Cooper, on board. The ship acts as a base; the player may train his character at the ship, interact with other soldiers and prepare through mission briefs before being dropped in country. The first thing you notice about the game is how good it looks, and how the incredible resolutions bring the country side to life. Seeing far into the distance with the “naked eye” isn’t a clever illusion anymore, as the player will notice movement or important details from far off. The realism of the surroundings really creates an immersive feel to the game, making the missions more believable. The player is given objective based missions to complete but instead of the usual linear coordinate chase, the player

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will be able to change strategy in missions depending on the situation he finds himself in. Enhanced interaction with non player characters and the addition of moral decisions to be made by the player have an impact in future missions. Be careful who you make enemies of, and how you treat the locals. For example, you could choose to tag a building for an airstrike and risk civilian casualties or take the considerably more difficult route of taking on the guards and personally destroying the target with explosive satchels. Different means to achieving each mission will be available, with the choice of strategy depending on the player. The infantry based combat is what you’d expect from a tactical FPS and makes up the majority of the game, however a team based tactical management element is also introduced in ARMA 2. The sheer size of the game sets it apart but, ironically, is the same thing that makes the game merely average. The gigantic 225 km2 game map is the actual size of a small country and although it’s a great concept in terms of realism, it’s just too big in the end. A huge variety of weapons are available for the player, from issued items to weapons taken off of fallen enemies.

gamecca review • issue 13 • July 2010


disappointing in that the characters don’t look at the player when they speak to him. It looks like the characters are staring into space while talking... you could get past it if it wasn’t for the below average voice acting too. ARMA 2 has been recognised for its extreme depth and scale, however it’s also this incredible scale that causes the game to lose focus and become a bit too much at times. It’s a pity because a lot of work obviously did go into its creation and the elements of realism put into the game, in terms of bullet trajectory and weapon accuracy, is exceptional. Players who love tactical reality will be in their element, with many different strategy options for their character and teams. The campaign is challenging and encounters are extremely deadly, as you would expect in real war situations, and the game delivers this expertly. Hardcore military players would revel in the kind of challenge ARMA 2 presents but, for the more casual player, the intricacies of modern warfare would soon turn into boredom. g

AT A GLANCE: A super realistic military adventure that may just be too big for its boots. Developer: Bohemia Interactive Publisher: 505 Games Distributor: Apex Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

16+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

PC Platforms

In addition to the weapons comes an assortment of tech to assist the player in navigating terrain, communicating with allies and marking targets for destruction from support. Armoured vehicles are, of course, a focus in ARMA 2, and over 200 different vehicles can be acquired and used to transport the player or engage the enemy with. APCs or civilian vehicles are no problem to drive, but tanks are something else altogether. Tanks do not obey normal driving rules and, for the uninitiated, a good couple of hours of practice are required before tank use will be under control. There are three positions in a tank, from the gunner and driver to the tank commander, who directs the other positions. Again the game succeeds in delivering realism but fails to provide enough fun to make driving tanks appealing. Flying helicopters in the game gives you a great view of the countryside but, unfortunately, is not easy at all. Players will probably spend another couple of hours practicing their take-offs, manoeuvres and landings before attempting to do the same in game. The controls are realistic but can be frustrating to get right, which this spoils the experience rather than enhances it. The speech interaction between characters is

PC X360 PS3 Wii PSP DS PS2

Score

70 101


Rooms:The Main Building

Shuffling Along Ooh look, another room!

by Brian Murdoch

D

o you feel trapped? Do you feel confined and stifled, forced into things that you don’t agree with or enjoy? Well, you’ve got nothing on Mr X. Upon reading a mysterious letter, he is transported to a weird world made up of rooms. But these aren’t ordinary rooms – they are scrambled up, meaning that Mr X needs to rearrange them in order to escape. And it’s not the order of the rooms that is mixed up… rather, every room is broken into movable blocks that have been rearranged before Mr X can get to the door. Mr X has the (possibly unhelpful) assistance of a mysterious book (rather imaginatively called Mr Book) and a few other things to help him get through this puzzle world. But this is no ordinary sliding tile puzzle that Mr X (whose name the player can, mercifully, change) is trapped

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in. There are complex rules to this one. Normally tiles in a sliding tile puzzle can just be moved as long as they have a space to go to. In this sliding puzzle, though, sections can only be moved when Mr X is in them. This means that Mr X will need to move from one section to another in order to complete the various puzzles. But it’s not that simple. Certain items are required for Mr X to navigate the sections. For example, a ladder is needed to either climb up or down into a room, or water needs to be pumped out of a room and into another before a room can be entered. Teleporting telephones, room swapping cupboards and subway tickets can help get around these movement issues, too. Sometimes a wall will need to be blown up with explosives, and explosives need to be ignited with a candle. All manner of complicated combinations come up during

gamecca review • issue 13 • July 2010


has finished the game and some time has passed, it will probably be picked up again and played through another time or two. I’m one of those people that like puzzle games and challenges that keep the mind ticking. There are other ways to make more out of the game. An extra level of difficulty can be added to the levels with time limits and restrictions on how many times a room can be moved and forcing background pictures to be solved before a player can exit. Another way to extend the game is to build your own puzzles. 10 custom levels can be stored at a time and can be transferred to other players that have the game. When creating custom levels a time limit can be set and time trails can be played between players. Editing and creating your own level is easy, as long as some play time has been clocked. g

AT A GLANCE: This complex tile sliding puzzler offers more than initially meets the eye. Developer: Hudson Publisher: Hudson Distributor: Core Group

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

DS Platforms

the game, but the obstacles and devices themselves often give clues as to how the puzzle may be solved. Mr X can make his way to each puzzle’s exit without the player completing the background picture. This will result in a silver medal for the level. But to get gold, the player will need to reconstruct the background picture completely. The background image will sometimes help players in a tough spot, but other times it will have Mr X back tracking to correct a room. The game has its limits, with only around 100 rooms to solve, and the player will eventually come to the end. The question is, will the player want to play it through again? I realised that I would. My wife started playing and it helps that the game has two save points, as she can work on one while I work on the other. But after my wife

PC X360 PS3 Wii PSP DS PS2

Score

74 103


gla


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We Rock: Drum King

Boom!

Don’t look, just hit. by Brian Murdoch

W

e Rock: Drum King is aimed at those who are into drumming but don’t have enough money for a real drum kit, or just want to learn the rhythm of drumming while having the luxury to control the volume on the TV. Drumming is about using your hands and feet to create and control the rhythm of a song. The drummer is the most important person in the band because if his beat is off, the song is off [don’t tell lead guitarists that – ed]. Expert drumming is not about how fast the drum is hit but rather about how many different rhythms the drummer can play, at the same time, with their different appendages. The first thing that this game did wrong was not to include the Wii balance board in the control options. Players are limited to the Wii remote and nunchuk, a situation worsened by the fact that the players are told to put the remote in the left hand and the nunchuk in the right. It’s not the normal position for the controllers and feels a bit odd. This forced me to choose the logical

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alternative available, which is two Wii remotes, one in either hand. The game can be played in single or battle mode with two players and the control option are given for bot drummers. There are 30 songs and 5 stages. Unfortunately the songs are not the original tracks. Drummers will start off with 5 songs which contain basic beats and combinations; this helps beginners and players are able to test and try out different difficulties before moving onto harder songs. The three difficulties are normal (Drummer), hard (Drum King) and insane (Drumming Madness). Not only the notes and the intensity of the songs are affected by the difficulty mode change, but also the way in which the game is played. In normal there are only 3 notes to play: “A” button, left hit and right hit. The hits are basic and only require a small soft motion of the wrist, while the “A” button requires just the button to be pushed. This is to replicate the foot pedal for the bass drum and is very difficult to get to grips with. This is where the balance board could have stepped

gamecca review • issue 13 • July 2010


just trying out different things and messing up badly at first, though, and was never kicked off. Building up a combo of strikes will earn the drummer more points but I noticed that not being able to levitate my thumb above the “A” button all the time resulted in false hits… but these hits did not stop the combo. This means that any incorrect hit on the drums will not be penalise at all. There is a different score for how close the drummer hit the note; poor, good and perfect and this is the only penalty when just going wild. I got excited when I saw “The Band” in the option menu, thinking that it would be more of a career option for the game, but this is just the credits… the band are the people that created the game. I was a bit disappointed in the game and think that they can learn some things from Wii Music. Still, it’s a great effort at bringing drum playing to a Wii game. g

AT A GLANCE: There are different levels of difficulty which will help those struggling to find the beat while they learn the drum rhythms. Developer: Arc Systems Publisher: 505 Gamestreet Distributor: Apex Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

12+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

in… a more sensible approach, perhaps? The hard difficulty adds more controls and lines to watch as the song plays. 6 lanes are shown for both hard and insane modes, but only 4 different input methods are needed. The inputs are “B” plus left hit, “A” no hit, left hit, right hit, and “B” plus right hit. Insane comes to the party with control left and right buttons plus hitting added in their own lanes. Adding the control direction is truly another level of insane. These controls’ complexities are good in a way as they slowly challenge the drummer more and more. If the combinations and different styles are achieved and the player is able to complete them comfortably then a real drum kit and real drum lessons are next in order. Don’t be too scared by the difficulty of the game as it does a good job of easing the player into them. There is a drum meter on the top left of the screen that measures the performance of the drummer and will stop the song and kick them off the stage if it moves to the far left. I was

PC X360 PS3 Wii PSP DS PS2

Score

56 107


Cooking Mama

Get Cooking!

A game guaranteed to make you hungry by Brian Murdoch

C

ooking Mama is not what you might expect it to be. I thought it would fall into the category of some kind of cooking guide but after the first minute with the game I found it to be more fun. Cooking Mama is like all other mothers out there, they are great in the kitchen and know plenty of recipes. They are also short tempered and players will often see the flames in her eyes as they make mistakes. This is not an action-packed, braintwisting, over-the-top-explosion kind of game; this is more of a mini-task fun-packed food-making game. Players will not come away from this with great experience in creating gourmet meals, but will understand a little more about how to cook things and what temperatures need to be changed at certain times. Cooking Mama comes on the Wii and DS. My first question when looking at both games, before I played them, was which one would have more features and games, and I assumed it would be the DS version when I saw the size of the manual (Yes, I read the manual before

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I play the game). This was just an illusion, though, as the DS manual was in multiple languages, and actually had less information than the Wii one. It turns out that there are only a few differences in the Wii version and the basics are only separated by the device used to cook with: stylus or Wii remote. The Wii version has a Cooking Around the World mode, which includes recipes from the different lands, and has a multiplayer mode that does not require multiple game purchases. Meals are a mini game mash of madness. Each meal is properly prepared by performing tasks in a game form. Each meal has steps that go into making it a masterpiece, and each of these steps needs to be executed correctly. If any of these tasks are done incorrectly, or not at all, Mama will burn fear in the player with the fire in her eyes‌ but will then do it right so that players can continue with the recipe. To make a pork cutlet on the DS will require the following tasks: tenderize the meat, remove the tendon, coat the

gamecca review • issue 13 • July 2010


where the Wii version was better, but it could have offered more. Only two players were able to challenge each other at a time… is there not enough space in the kitchen for four? There is only one main disappointment in Cooking Mama: it does not hold up over time. The first impression of the game is great and amusing in creating these masterpieces and then combining them together. After I had mastered certain skills and done the split off into other similar recipes, I found myself waiting for the game to turn into something more, but it did not. The same thing was required again and again. The difficulty of the tasks do increase, but not enough to warrant a challenge, which means that social gamers will enjoy this, but others may not find it challenging enough. g

AT A GLANCE: Crammed full of mini-games, this is a relaxing title, rather than a challenging one. Developer: OfficeCreate Publisher: 505 Gamestreet Distributor: Apex Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

various foods, roll the coating, deep fry and finally arrange the cooked items on the plate. Tenderizing the meat will require the player to tap the stylus on the screen to simulate using a mallet. Removing the tendon will need precision cuts with the stylus in the indicated points. Deep frying will ask the player to pick up the food, add it to the hot oil, and take it out at the right time. Cooking Mama has a great style with its cartoon graphics, because even looking at raw meat and uncooked vegetables does not turn the player off as it might in real life. The preparations and cooking happen on the bottom screen while mama watches from the top screen. She does not move around much but as said before her faces are very entertaining and scary at times. On the DS version there is a download play feature, which I was excited to try and play against someone else in a race against a friend, but this only lets them try out some of the tasks. It meant that I needed both of us to have the game in order to play against them. This is

PC X360 PS3 Wii PSP DS PS2

Score

72 109


Pure Football

Goal?

Nothing pure about this one by Jimmy Glue

I

n my column I spoke about games with incredible long and weird titles, but sometimes a developer takes the concept a bit too far and makes a game with a normal title, but goes completely nuts with its content. Pure Football might sound like your average football game, but Ubisoft tried too hard to cash in on the World Cup buzz while being “original”. The premise for the game is simple: start off with a good-for-nothing team and work your way up into the big leagues. Nothing special about that, but it’s the game mechanics that just don’t sit right. We’ll get to those a bit later, but let’s quickly run through the story. During the opening scenes, it becomes clear that the player’s team isn’t happy with the outcome of an official match, a challenges the opposing team to a rematch – without a referee or spectators. The competition agrees, and that is where the game’s plot takes off. The player can either create a new football athlete or use a generic model at the start of the game, and while the customisation of team colours and logo is all good, the lack of facial hair selection for your athlete won’t allow for an accurate self-representation if you have face-fuzz. Starting off with a team filled with 2-star athletes, the player will have to beat other teams in order to buy, or

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trade, better ranked footballers. But it’s not as easy as it sounds... Each match has between two or three objectives, and prior to a match the player will have to chose which one they will be aiming for. Each objective has an opposing player attached to it, so by completing that objective, the attached player will be unlocked for team selection. And that is how you power up your team. But the team and objective selection is about the easiest thing to do in the game, as winning a match, especially in the early stages, is as hard as cracking a diamond with your teeth. Besides for the graphics being slightly sub-par, the game dynamics just don’t work. The title lacks atmosphere, as there are no songs or cheering crowds to spur the team along, and crickets chirping in the background doesn’t do much for motivation. The only sounds are those of the athletes huffing and puffing as they battle for the ball, but even those are generic as they all sound off in the same monotonous accent. No matter where they are from – US, Brazil or even Ivory Coast – they all have the same British accent. Like any football game, the objective is to get the ball into the back of the net, but here Pure Football fails miserably. It seems as if the entire title is based on a series of quick-time events, as each action has a distracting

gamecca review • issue 13 • July 2010


pitch the last foul took place. The game had a lot of potential when first announced, but unfortunately Ubisoft failed to deliver a quality product that appealed to the broader market. It’s very arcade-like and with all the hiccups and bad game designs, the title is better suited to someone who like a no-rules, basic-yetchallenging football game with no frills or fanfare. g

AT A GLANCE: With dodgy game dynamics and generic accents, the title is better suited for no-frills fans. Developer: Ubisoft Publisher: Ubisoft Distributor: Megarom

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

X360 Platforms

finger-fretting manoeuvre. The accuracy of a pass or a shot on goal is regulated by a strength-like bar at the bottom of an athlete’s feet. The half-circle bar ranges from green to red, with a small white strip in the middle. In order to hit a perfect shot, the player will have to stop the indicator in the white part of the gauge, called Pure Shot. This massively distracts from the game’s flow, as the player will have to look down and concentrate on the gauge before making a shot on goal or passing. Get the gauge in the green and the goalie is almost guaranteed to make a save, or the ball will be intercepted by the opposing team. Wait a little bit too long and venture into the red territory, and the ball will go flying over the goals. The only way to score a decent goal is to get the gauge in the white. Oh, and shooting for a goal can pretty much be done from anywhere on the pitch, no matter how far from the actual goalposts. Tackling can take on a conservative or aggressive approach, and while the aggressive approach seems best for the title, it does come with a price. Since the game has no referee, or a very blind one, constant aggressive tackles will fill a penalty bar, and once filled, a penalty will be awarded to the other team – no matter where on the

PC X360 PS3 Wii PSP DS PS2

Score

45 111


My Pet Dolphin

Cute...

Bonding with a virtual dolphin by Brian Murdoch

A

child’s dream of having a career in and caring for ocean creatures can be brought closer, well, at least for dolphin trainers, with My Pet Dolphin. This is not going to give the player the actual job experience of being a dolphin trainer but lets them pretend that they actually have one. The game takes a while to get into and requires a bucket-load of patience in the beginning, when the player needs to bond with the dolphin. Players will start by giving their dolphin a name and forming a small bond by feeding it and playing with it a little. As they continue, the bond will grow stronger and the dolphin will listen to the commands of its owner. How the player communicates with the dolphin is important and there are a few options in the game. Feeding the dolphin will always get their attention and they will enjoy being praised for what they have just done. Call and Free commands work to bring the dolphin to the player for an instruction and to let the dolphin swim around the area to relax a bit and reset the mind from the last trick tried.

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In the training section players will teach their dolphin tricks for future shows that they will be performing in. Tricks are not as easy as just instructing the dolphin by moving the stylus in a pattern on the screen and then having dolphin simply obey. The dolphin is not a machine and this would make the game too easy and plain. It takes work to train a dolphin the tricks and moves, and most of it comes from letting the dolphin know that they are doing a trick in the first place. There are some extra communication methods for this to happen. “OK Call” and “NG Call” are to tell the dolphin they have just performed a trick and that it was OK or No Good. Start by letting the dolphin swim around. Once a trick is performed an OK call is given and the dolphin with come to the player afterward. Players should, at this point, give the dolphin a little reward in the form of food. Make a signal for that trick with the stylus and the dolphin will learn that when the signal is given a reward comes after performing the trick correctly. This is not all crystal clear and the trick will not always be acted out correctly. Practising the tricks again and again

gamecca review • issue 13 • July 2010


Besides the tricks and shows, there are some other options in the game for playing with the dolphin. The Interact option will open the time for trainer and dolphin to bond and do whatever they would like to do. There are almost no time limits in the game and if players want to just sit back and mess around with the dolphin and watch it swim around, this mode and Watch mode are the place to be. Watch takes the dolphin out to sea and is just what a dolphin needs from time to time. The game is not all play; there is also a Trivia option in which fun facts about dolphins, their life and what affects them can be learned. Then these facts are tested in the Wonder Quiz with few simple questions. g

AT A GLANCE: Train a famous dolphin without running the risk of water-based injury. Developer: Star-Fish Publisher: 505 Gamestreet Distributor: Apex Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

0+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

DS Platforms

will increase their effectiveness, as indicated in the trick menu. In the show the bond, skill and training of the trainer and dolphin are put to the test. The trainer will need to follow the words of the announcer and ask the dolphin to perform the relevant tricks. Whether the dolphin performs them and how well they do will depend on the training in that skill. The crowd will grow and the performances will increase in difficulty and the dolphin will climb the ranks and be more important in the shows as the game progresses. Records can be broken as new heights are set on the jumps and eventually the show will not happen without the player’s dolphin. After each performance there is an appraisal of how well the dolphin did and this will increase or decrease the animal’s rank in the show. The interface and speech in the game are plain and monotonous, with the music and sound effects not helping this repetitive theme. The game will require a certain amount of understanding and reading skill because all the instruction need to be read.

PC X360 PS3 Wii PSP DS PS2

Score

61 113


We Cheer

Give me a B! Spelling out your name in style

by Brian Murdoch

W

e Cheer is a title from 505 games for those teenage girls that would like to perform stylish dance moves to their favourite tracks and get rated for them. Let’s put aside the fact that I am a male adult and looked hysterically funny when reviewing this game… there will not be a video of this put up on Youtube. [That’s what you think – ed] I actually enjoyed the title and was impressed by the intelligent features brought out in the game. I was ready to captain my squad and to pull off some high kicking, high jumping and electrifying moves that would bring my team to the number one spot at the championship tournament! And before anyone starts looking at me suspiciously, let’s get on with the review... I was every upset with the choice of the name,We Cheer. Why was Wii Cheer not used as everyone presumed it would be called? The image of the game would be closer to the Nintendo line and not just another third party title. I can only think that they ran into some registration problem with the name including the Wii characters. The game does not support the nunchuk, which is something that I am very glad about. The moves that

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are required would not only be impossible with the short nunchuk cord but players would find themselves very well knotted up in the cable. Also, not that the game would expect this, the men could endanger themselves as the cable was brought up from the knees to the navel. We Cheer does not want players to be limited to only having to follow one hand’s movement and the cheer routines often include complex arm movements in opposite and different directions. Although this can’t work in four player modes, up to two players can play with a remote in both hands. Similarly, a single player will have one Wii remote in each hand to perform fantastic moves. I also presumed and prepared my balance board before the game thinking that my feet movement would need to be measured in the game. It is not supported (probably because the balance board would take up the fourth controller spot and even two player mode would be effected). After going through some of the routines I am very glad that board support was not included as it would be almost impossible for my hands to follow what was going on, never mind the feet. There are a few different modes to play We Cheer - not

gamecca review • issue 13 • July 2010


While it might be aimed at a female tween market, We Cheer is a good laugh and work-out for everyone. After the initial giggles that happened when I first tried it out with my sisters and family, it became something that we all wanted a try at. Be warned that if players don’t feel it after playing, they will the next morning… this one works you. g

AT A GLANCE: Pick up those virtual Wii remote pom-poms and get moving… we have a championship to win! Developer: Namco Bandai Publisher: 505 Gamestreet Distributor: Apex Interactive

Parental Advisory Violence Language Sex Drug Use Prejudice

3+ gamecca review • issue 13 • July 2010

Accessibility Hard-Core Medium Casual

Wii Platforms

just one, two or four players. Championship, Cheer Off, Workout, Dressing Room, Squad Makeover and Practise are the options from the main menu. In the championship mode players don’t only take control of the captain and perform great shows around the world, but new costumes and team members can also be unlocked. Players need to recruit the right members into the team to become the number one squad. This mode is also available for single or co-op mode. The Cheer Off is where friends are now enemies and players are dancing their best to win the routine. Workout is a quick set of moves to burn calories at the start of each morning. Dressing Room lets players change their outfit to look smashing and cute. Squad Makeover is the section where the finer details of the squad can be set. If player are just not making those moves and keep missing out one part or another, take it into the Practice stage, rinse and repeat. Don’t think that everything is just going to be smooth dancing on the stage – still, if it is too easy there are bonus challenges to up the ante. Rivals and new squad members can be a help or hindrance in the dances to come.

PC X360 PS3 Wii PSP DS PS2

Score

78 115


s r e n n i Beg to

Guide

D O O G ING GAM

A Question of

Personality T

here have been many research projects aimed at uncovering the effects of violent media – particularly video games – on youngsters. With events like the infamous Columbine Shooting and the Virgina Tech Shooting blamed on video games (although the latter was erroneous, as the perpetrator never played video games) a lot of work has gone into uncovering the truth behind what has been a hotly debated topic across all levels of society. Recently, the American Psychological Association published a paper by Patrick M Markey (Villanova University) and Charlotte N Markey (Rutgers University) that has applied a fresh approach to the subject. With the lengthy title “Vulnerability to Violent Video Games: A Review and Integration of Personality Research”, the report takes previous research into account, and is based on new research that compares personality traits to reactions to violent video games. In the opening paragraphs of the report, the authors give the reasoning behind it: “Although violent video games (VVGs) have been a cause of concern among activists and laypersons for decades, the Columbine High School shootings in 1999 exacerbated this concern to almost epidemic levels. From this point forward, almost every school shooting was afforded at least a fleeting association with VVGs. Of course, given that 45.7 million American homes have a least one video game console (Nielson Media Research, 2007), it is clear that most children who play these games

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do not go on to behave in violent or murderous ways. In fact, although many youths who have engaged in violent school rampages were video game players (Anderson, 2004), most also possessed maladaptive personality traits and characteristics. School violence attributed to violent media has involved shooters who were described by themselves and others as extremely angry, mean, depressed, psychotic, unruly, anxious, aggressive, and hateful before the shootings occurred. Although care should be taken when considering these anecdotal observations, these descriptions suggest that certain types of individuals may be more adversely affected by VVGs than other individuals. Thus, the direct link from VVGs to school violence that has been highlighted in the media may obscure a large portion of the equation: personality traits.” While this statement may seem obvious to most, the knee-jerk reaction to the tragic events that have occurred at various schools through the years have almost always laid the blame squarely with video games and their creators. Several research projects have been run over the years, but few solid conclusions have been reached. The authors of the new report have the following to say about the matter: “Possible explanations for these inconsistent findings have ranged from poor research design and invalid measurements to publication biases. It is also possible that

gamecca BGGG • issue 13 • July 2010


Above: Cho Seung-hui killed 37 at Virginia Tech before turning the gun on himself. Left: Video footage taken during the Columbine High School shooting in 1999.

these findings have been less than consistent because the main effect of VVGs these researchers were examining was moderated by personality. That is, because of various pre-existing dispositions, not all participants in these studies were likely affected by VVGs in a similar manner. Although there are numerous personality traits which might moderate the effects of VVGs, past research examining VVGs and other forms of media violence suggest that psychoticism and trait aggression are key characteristics to consider.” The report itself is a lengthy read, and a rather technical one at that. However, the final conclusion that Markey and Markey have drawn in the report is interesting. “Although the incidences of violence, particularly school violence, linked to video games are alarming, what should perhaps surprise us more is that there are not more VVGdriven violent episodes. Given the number of youths who regularly engage in VVG play and the general concern regarding this media, it would seem likely that resulting violent episodes would be a regular occurrence. And yet, daily reports of mass violence are not reported. It appears that the vast majority of individuals exposed to VVGs do not become violent in the “real world.” Thus, the questions for researchers, policymakers, and laypersons become “Why do some individuals appear to be affected by VVGs while others are not?” and “Who is most likely to be affected by VVGs?” These questions are somewhat analogous to the

gamecca BGGG • issue 13 • July 2010

questions a medical doctor would ask in trying to determine why the majority of individuals have no adverse effects when exposed to seemingly benign stimuli (e.g., peanuts) while others may experience life threatening consequences from even minimal exposure. In the case of VVGs, current research suggests that personality moderates individual proclivity to respond adversely to VVGs. It appears that VVGs only adversely affect some individual and those who are affected have a pre-existing disposition (i.e., high neuroticism, low agreeableness, and low conscientiousness) which make them susceptible to such violent media.” These statements are, in the view of many gamers and laypersons, common sense. But the weight of an “officially sanctioned” report such as this is good for furthering the feelings of the majority of gamers. It is not a matter of disrespecting victims or downplaying the seriousness of the events that occured, but rather one of apportioning “blame” correctly. Once again, this question is one that should start and end with parental responsibility. The role of the parent, in this case, is not only to monitor activities of their children, but also to realistically appraise their children, and make decisions regarding their habits based on what they have seen. It is a difficult task, true, but a necessary one. For a full version of this report, surf over to http://www. apa.org/pubs/journals/releases/gpr-14-2-82.pdf. g

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Lexicon:

s r e n n Begi

o t e d i Gu

D O O G ING GAM

P

Sidescrolling: Side scrolling games are those in which the character moves through an environment, generally from left to right in the player’s perspective. Side scrollers are generally 2D games, but some 3D titles do exist. Retro Gaming: Retro gaming refers to the growing hobby of playing older games. Many gamers prefer the more clear-cut, less complicated goals and dynamics of these old video games.

Genre Check: Platform

latform games are among the oldest video games around. Classics like Super Mario Brothers, Dig Dug and Sonic the Hedgehog all qualify for this genre, which has seen many changes over the years. The hallmark of platform games is that players generally combine low-grade movement challenges (like jumping between platforms) with low grade combat (fighting off bad guys that swarm the levels. Originally, platform games were side scrolling in nature, with little or no vertical depth. Over the years, though, 3D platformers also saw the light of day, although many games that could fall into this genre are also considered to be part of the action or adventure genres these days. Other approaches, like the one seen in New Super Mario Bros Wii place 3D characters and elements in a side scrolling environment. Side scrolling games introduced many to the world of video games, and many are still very popular with retro gamers. They tend to have very simple controls and uncomplicated plots, while still delivering generally lengthy gaming experiences. g

Legend of Spyro: Dawn of the Dragon

Sonic Unleashed

New Super Mario Bros Wii

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gamecca BGGG • issue 13 • July 2010


wii care

faq@nintendogamer.co.za ...for DS too

You won’t only find reviews, news and great community features at www.nintendogamer.co.za. You will also find extremely informative FAQs all about the Wii & DS platforms, and the games you can play on them. At www.nintedogamer.co.za, we want to make sure that the most accurate information & support is free and easy to find.

www.nintendogamer.co.za


Stateside

The Mass (Market) Effect by Corey Schon

W

hether ‘tis nobler in the industry to suffer the sting of labels of “niche market” and “kid’s hobby”, or to make hardware which takes arms (quite literally) against these troubles, in the hopes of ending them? Overused literary vehicle aside (I’m sure Mr. Shakespeare won’t mind too much), it’s still a very valid question. I’m led to believe there have been allegations made that gaming is a widely accepted hobby and social activity in the United States. The Major League Gaming association makes celebrities of people who play games well, it’s true. E3 is a garish celebration of gaming which flings lucky nerds through a three-day haze of games, stimulants, and disgusting snack food products. What could be more American, right? Here I’m obligated to set the record straight. Even after the recent culmination of the 15th E3 Expo, even with gaming representing a multibillion dollar industry for the US alone, gaming is derided by the general public. It’s made into a matter of controversy by those who understand little to nothing about it. That’s more or less a truism – people dislike what isn’t easy to immediately understand. I grew up in a supportive household, with parents who encouraged me to try many different academic and athletic activities. Still, whenever they wanted a quiet night to themselves; whenever they had to be gone for a short while – or whenever I could sneak away from other obligations, really – I would find my way to a game system (or PC). It was, to a point, my babysitter. Not that that’s really a good thing; I’d not argue in favour of allowing kids to play Doom II (as I

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did at age 5, shortly after its release – thanks, older brother!). Why I put it this way is because, several decades later, this is still how the American general public looks at games. They’re little more than a distraction, a substitute for a responsible parent. Oftentimes, a teacher of violent and irresponsible behaviour, or so it’s said. All I’ll say about that… is that the main modern proponent of that theory was disbarred. But having to stare down that history, I could certainly see the push of the industry’s major players to create more experiences that engage parents and all other traditional nongamers. Games that make games seem less like, uh, gaming. If that makes any sense at all. I can’t say that I feel Kinect or Move (or the Wii, for that matter) is necessarily the right way to go about that – and I don’t think I can say much about whether or not they’ll be successful. It’s hard to predict how a new approach in a creative field, especially one in its infancy, will be received by consumers. Consumers, on the whole, have warmed somewhat to gaming, in time. Increasingly, girls have found their way into gaming, be they just those (can I say they’re dreadful? They’re dreadful) Facebook games, or your hardcore wheelhouse, containing games like World of Warcraft or Modern Warfare 2. The average age of gamers is increasing (though I’m not convinced that isn’t mostly due to “lifers” like myself. My first word was “ ‘Tendo”!), and the idea of picking up a controller or other input device to interact with your entertainment just seems a little more reasonable than it used to, especially as electronic

entertainment begins to more closely resemble other, more established art forms. That’s not really here nor there, though. I’m not much for being prophetic, I’d much prefer to let the product speak for itself, especially in an industry as… unusual as games. The unfortunate conclusion I’ve come to, and been trying to communicate this whole time, is that gaming still doesn’t have that much legitimacy – anywhere in the world, I think. It remains to be seen if the new wave of “innovation” can turn balking into head-turning, and diversify the demographics of gaming further. I don’t think 3D is especially necessary, though. It didn’t do much for the early eighties, now did it? g

gamecca column • issue 13 • July 2010



MSI GT740 Notebook

On the Move Portable PC gaming made easier by Walt Pretorius

G

aming notebooks are becoming more and more popular and, while many still don’t match the potential power of desktop PCs, their specs are certainly getting to a point where they become viable gaming alternatives. Additionally, in a culture where LAN gaming is still very prominent (like here in South Africa) it’s a fantastic idea to have a more portable solution to take care of your gaming needs. The MSI GT740 packs quite a punch as a gaming device. At the heart of the notebook is an Intel Core i7 processor, which delivers a great processing punch. This is supported by 2GB of RAM, which is upgradable to 4GB should the user desire. And the graphic performance is taken care of by an Nvidia Geforce 250M graphics card, which provides

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1 GB of VRAM… enough to deliver a good performance on the visuals front. Storage comes in three flavours; 250GB, 320GB and a generous 500GB. The GT740 comes with the expected bells and whistles, including an HDMI out port, three USB ports, optional card readers and a Blu-ray drive. Other features include five speakers, for sound that is better than the run-ofthe-mill notebook performance, as well as an integrated 2 megapixel webcam. At 3.2 kilograms, the MSI GT740 is a big boy, although not as weighty as some of the notebooks we’ve seen in the past. And it’s big in terms of dimensions, too, thanks to the 17” widescreen it sports. The screen is clear and crisp in g a m e c c a h a r d wa r e • i s s u e 1 3 • J u l y 2 0 1 0


terms of performance. The GT740 boasts a full keyboard, including a number pad, which is still compact enough to not make the device oversized. Extra markings on the WADS keys will add a quick visual guide for gamers. The notebook’s lid is finished in a tasteful brushed black metal, although the red trim that highlights areas of the GT740’s lower section may be considered a bit gaudy by some. On the whole, this is a solidly constructed notebook, with a decent battery life and a more than adequate gaming performance. The unit isn’t quite up to spec with top of the line desktop PCs, but that’s not the point of the notebook. It provides the user with a very solid all-round g a m e c c a h a r d wa r e • i s s u e 1 3 • J u l y 2 0 1 0

solution, including that all important portability. Hardcore gamers may want a little more performance, but for the average gamer, this MSI notebook will most certainly do the trick. It’s a great investment for those wanting to add portability to their gaming. g

AT A GLANCE: A portable powerhouse, the GT740 is great for PC gamers on the go.

Score

88

Distributor: www.pinnacle.co.za

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Evetech AMD Phenom II X6 2.8GHz Overclocked Rig

On Steroids! A safe overclocked option!

byWalt Pretorius

124

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Tech Spec • • • • • • • • •

B

uying a computer can be a tricky affair. Getting the right components for a machine to function well isn’t merely a matter of buying the best you can afford. Some components work better with others. It’s just the way it is. One of the problems in South Africa, with this particular situation, is that there aren’t many companies specialising in producing ‘one-stop’ solutions. Most people buying a PC either choose the components and assemble them at home, or sit through a potentially lengthy process of having a machine put together for them. Neither is quite ideal. The problem is exacerbated by those that want to squeeze a little more power out of the rig they put together. Overclocking hardware can be a tricky endeavour, and is generally at the risk of the user. You pop it, your problem… Evetech offer a possible solution to the woes that PC gamers encounter when getting a new rig. Not only do they specialise in putting together high end gaming rigs, but they will provide them, already overclocked, complete with a lengthy warranty. When it comes to squeezing performance out of a PC, there really isn’t a safer bet than this particular route for consumers – particularly those who have the desire, but not necessarily the skill. Evetech provided us with a specialised rig to do some gaming on for our birthday issue, and we were well impressed with the level of performance that the machine delivered. At the core of the system is an AMD Phenom II X6 1055T 2.8GHz Six-Core CPU, which provides truly punchy processing power. While AMD may be a little out of vogue at the moment, there were absolutely no issues with this baby. It would be pertinent at this point g a m e c c a h a r d wa r e • i s s u e 1 3 • J u l y 2 0 1 0

Gigabyte 890GPA-UD3H Motherboard AMD Phenom™II X6 1055T 2.8GHz Six-Core CPU G.skill Trident 1600MHz Dual Channel Memory Modules Geforce GTX 480 1536MB Graphics Card Thermalright True Black CPU Cooler Seagate 500GB 7200rpm HDD Sony DVD writer Cooler Master GX 650w Power Supply Cooler Master Centurion 5 ii Micro-ATX to mention that Evetech supplied the 2.8GHz processor overclocked to 4.2GHz. That’s a 1.4GHz increase that would normally have made me nervous, but the effortless performance (not to mention the warranty) calmed me down a bit. The processor (and the other components) are supported by a Gigabyte 890GPA-UD3H motherboard, which is a feature rich mobo, delivering a brilliant foundation for the rest of the system. Rounding off the visual performance is the awesome Gainward Geforce GTX 480 1536MB Graphics Card, which smoothly keeps pace with even the most demanding gaming titles. A Seagate 500GB 7200RPM hard drive provides a generous storage capacity. Evetech have put together a very good machine in this package, delivering excellent quality at a great price (which you’ll have to ask them about.) In addition the machine is very neatly put together, rather than being the dust-trap that many custom-builds turn into. Evetech provide numerous solutions to the market with their custom-built PC rigs. In this particular case, it’s a seriously good option for gamers who want more-or-less risk-free performance. g

AT A GLANCE: Evetech’s overclocked AMD build provides punchy performance where it is most needed.

Score

92

Supplier: www.evetech.co.za

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LG Flatron M2794A Monitor

For All Occasions A versatile viewing device

by Walt Pretorius

126

g a m e c c a h a r d wa r e • i s s u e 1 3 • J u l y 2 0 1 0


V

ersatility is a thing that everyone looks for these days, in almost every form of product they can buy. The idea of convergence is hardly new – we’ve seen combined machines before in the form of printers that are also scanners and fax machines, for example, and a host of other such innovations. A monitor, though, is not something that one thinks of in terms of convergence too often. After all, monitors really do little more than convey images. Sure, we’ve seen them with integrated cameras and even USB hubs built in but, for the most part, a monitor is a monitor. Still, there have been great attempts at delivering a monitor that is something more than just a screen that plugs into a PC in the past, and LG have joined this group with the LG M2794A-PT. This large viewing device is more than just a computer monitor… it is a TV as well. The LG M2794A comes with a host of ports, making it a very versatile device indeed. It features HDMI, DVI-D, D-Sub, Component Video, Composite Video and S-Video inputs, meaning that everything that produces a picture can interface with this chunky 27” high definition screen. It also comes with a built in TV tuner, allowing the user to extend its functionality beyond the obvious. While there are many TVs out there that offer similar functionality, the fact that this model can comfortably fit on most desks is where its charm lies. The size may not be big enough to serve as a main television set, but the versatility makes it a perfect device to use as a monitor, console screen and TV… particularly in smaller rooms. Users may find themselves doing quite a bit of tweaking to get the colours, brightness and contrast just right, but the effort is well worth it. The LG M2794A-PT delivers crisp picture quality, and delivers good sound through integrated speakers. A headphone jack allows for personal sound, if needed, and a port for running a sound cable between the PC and the monitor means that all sound will be delivered effectively. The LG M2794A-PT can also be tilted vertically, should the need arise, and the solid base and swivel system allows for a greater degree of tilt than many other flat screens provide. As a device to be used as a large monitor (and those 27” can be intimidating) or an HD TV, or any combination in between, this LG device is a definite winner. g

AT A GLANCE: A versatile device that serves perfectly as a large PC monitor and a desk-top TV...

Score

79

More info: www.lg.co.za g a m e c c a h a r d wa r e • i s s u e 1 3 • J u l y 2 0 1 0

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MSI Wind U160 Netbook

A Cute Package A handy travel companion

A

lthough we like to keep our hardware reviews gaming oriented here at Gamecca, every now and then we come across a device that bears mention, purely because it is so cool. The MSI Wind U160 Notebook is such a device. With a miniscule weight of just 1 kilogram, the U160 raises no issues of portability. It is tiny in terms of dimensions, with a size of 265x165x25.4mm. That’s not huge in anyone’s book. The U160 is powered by an Intel Atom N450 processor, running at 1.66GHz. RAM comes in at 1GB, which can be upgraded to 2GB should the user choose to do so. A 250GB hard drive provides storage for the diminutive device. The high gloss finish and stylish chiclet keyboard make this device very attractive indeed. A 1.3megapixel webcam, three USB ports and an integrated SD card reader round out the package. While the U160 is wonderfully portable, good looking and capable as a netbook, you’re not going to be playing any games on it. The monitor is understandably small. While it delivers crisp and clear visuals, the 10” size just

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by Walt Pretorius won’t work for gaming. Additionally, the lack of a 3D graphics processor and no optical drive render it incapable of running even the most rudimentary of modern games. But using the right tool for the job is important – noone is going to buy this little beauty for gaming, after all. Rather, it serves as a fantastic auxillary machine, allowing for excellent internet and media performance. It’s small size makes it perfect for travelling everywhere, supported by a decent battery life. The U160 is a simple notebook, when all is said and done, but one that is very capable and wonderfully practical. g

AT A GLANCE: It’s not a gaming machine, but it does offer excellent functionality on the go.

Score

77

Distributor: www.pinnacle.co.za g a m e c c a h a r d w a r e • i s s u e 1 3 • J u l yxxx 2010



In the Lair

What will it take? by thebanman

S

outh Africa is a-buzz with the 2010 Soccer World Cup. Down here is Cape Town the V&A Waterfront is packed with fans. The public viewing areas set up by the City of Cape Town are resounding with cheering fans and the sound of vuvuzelas. Walking to and from the Cape Town Stadium in Sea Point, you can’t help but become drawn to the buzz and infectious vibe that the fans create as they prepare to watch their teams compete. The 2010 SWC is dominating most everything that SA residents are exposed to. It is almost impossible to ignore the Soccer World Cup. And let’s not forget Wimbledon, or the rugby Tri-Nations tournament… With all these sporting events taking place around us and all over the world, I found myself standing in the Bellville Velodrome in Cape Town to watch the Bafana Bafana game against Uruguay. The stadium seating was full. The floor space was packed. Two massive big screens projected the game to the fans. There were close on 6000 fans in the venue that night. It was there that I thought to myself: “I would love to see the day when e-sports reaches this size in South Africa.” Don’t get me wrong, I’m not an unrealistic visionary. I know that there are still a number of hurdles we need to overcome before that will happen. I have considered what we need to do in order for this to take place. I’m not dictating that these are the steps that are needed but rather a few

points to consider if you to have felt the same as I have. Consideration Point One: Unify the community We still seem to be operating in small pockets around the country. LAN Organisers need to begin working with each other to allow gamers from their events to compete with each other. Most of the time I have found that LAN Organisers have been rather closed about this due to the fact that they are concerned about losing lanners to a competing LAN. Consideration Point Two: Monetise the crowds It comes as no surprise that when attending a rugby game or soccer game you need to buy a ticket. If you have ever watched some of the finals of large StarCraft tournaments in Korea, you will have seen that these events are packed with spectators. They have turned gaming into showmanship. Big screens, laser lights, fireworks and fast paced commentary. They have created events that draw in fans that are willing to pay to watch these games and enjoy the experience. The takings from the tickets need to then go to the set up for the event and to the winning gamers. Consideration Point Three: Create a national stage This is the most controversial point because, as mentioned in the previous point, you can’t have people looking to these events to line their pockets. I feel we need a non-profit organisation to take on this task. Some of the teams that have tried to

take on this challenge are: The MSSA (Mind Sports South Africa), Arena77, Samsung (WCG), Do Gaming (Telkom/ AGASA) and to some extent The Lair also. None of us have seemed to be able to crack it. Some gamers are just loyal to one team of organisers while trash talking the others. This is one of the reasons I hate forums. Conclusion: We still have a few years to go, and many, many more if we don’t get these three points sorted. We need to put our pride to one side, and organisers need to move away from the desire to finance holiday houses from these events. I am dedicated to heping SA esports move closer to this goal. If you are also, join me. Or let me know who needs my assistance, passion and dedication to see gamer unified and competing where they need to be competing... On the world stage! g

This page is provided by The Lair www.thelair.co.za



From Space

Simplicity by Columnist A

H

ands up, those who’ve played Gears of War. Now, keep them in the air, but lower your hand if you ever understood why the game was called that. Clever kids. That’s right: the game was so named as part of a clever pun on the idea that war makes the world go round. There’s also the whole thing about the Coalition of Governments (CoG), and the fact that the group of soldiers central to the story are referred to as Gears. Literally: the gears of war. Oh man. Such ingenuity, right? Of course this just serves as a pretext to what led up to this column. The original idea came about at my first ever Gamecca editorial meeting. It was intimidating, meeting all the writers for the first time, after months of anonymity behind my Columnist A pseudonym. Having known our dear lead—err, editor – for quite some time, I felt comfortable and immediately settled into my cynical old self as the meeting progressed. We got to the bit about previews and here’s where I exempted myself from writing any PC stuff. Despite growing up as a PC gamer, the notion of maintaining

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a “rig” (PC gamer single-syllable nomenclature for their beloved computers) became long in the tooth. It’s effort, compared to popping a disc in my consoles or booting up an iPhone game, and as such I’d rather not write about things I don’t know about. I’m guessing you, dear readers, would prefer the same. I digress. The list of preview titles was read out. A few names caught my attention. Poncy-sounding ones, the kind you’d expect self-affirmed forthe-cause developers to have come up with. There’s nothing worse than an artist who tells everybody “Hey yo peeps, I’m an artist. I paint things. Something, something, my muse.” Mozart and Picasso were lowly folks and didn’t go around blowing their own vuvuzelas. So I did some digging. Console

games have fairly simple, but effective names. PC gamers probably argue that it’s because console gamers are simple people, but how can you not like “Halo”, “Guitar Hero” or “Skate”? Even when console games have creative names, it’ll just allude to something in the game. See: “Dead Space”, “Red Faction” or “Mortal Kombat”. Computer games used to have awesome names, such as “Half Life”, “Doom” or “Duke Nukem”, but now it’s all just a mess. A quick search for past and present PC games showed some titles with really disparate names. “Bracken Tor: The Time of Tooth and Claw” sounds really… crap. I’m guessing the first bit is some fantasy writer’s attempt at naming a lead character, while the latter probably refers to some prehistoric animals. Turns out, the game is a timetravelling modern day murder mystery, with werewolves. Then there’s “Ascension to the Throne” which is probably a king simulator; “Arx Fatalis”, no doubt an RPG of sorts; and “Darkened Skye” will earn my hatred simply for that trailing /e/. Down with these complicated, silly names. Bring back the classics, or even just more descriptive titles. At least the real serious guys – simulation fans will know – have naming conventions I can applaud. How about “German Truck Simulator”, “Trainz Railroad Simulator” and “Ship Simulator Extreme”? I kid you not, these are real games and I’ll play them simply for their honesty. g

gamecca column • issue 13 • July 2010


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