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Win a weekend in the life of a Mafia Boss in New York!

Friday, August 20th, 2010

To celebrate the launch of the game Mafia II, Zavvi.com and Take 2 have joined Forces to bring you the chance of a lifetime, a weekend for two in New York. You will live the life of a gangster wearing a Tailored Savile Row Suit, a Personal Italian chauffeur and bodyguard along with £500 spending money!

Click on this link for more details

Plus read zavvi’s Mafia II Hands-On Preview here……

The prevalence of sandbox games in the current console generation has developed into something that can very much be construed as a good thing. Their popularity has meant that they cannot come to market without standing completely apart from the competition, and the only way that this can be achieved is by providing a compelling story first and foremost; with the presence of an entirely convincing game world running a close second. Some do this better than others, with Rockstar’s recent oeuvre – pointedly, an outfit with more practice than most – being predictably stellar. But that emphasis on story and character constantly makes for some of the most delectable experiences in modern gaming.

Mafia II

The first Mafia game (subtitled The City Of Lost Heaven) still stands as one of the previous generation’s most underrated propositions, and its sequel riffs just as shrewdly on the world created by Francis Ford Coppola in his first two Godfather films. Although the nods toward those classic films are just as copious this time around, the shift in period, from the 1930’s of the original game to the 1940’s and 50’s here, means that the homages are now sharper and much more direct. Mafia II begins its story towards the end of 1945; exactly the same kick-off point as the very first Godfather story.

The game’s world of Empire Bay City is a sumptuous amalgam of the New York City and San Francisco of that same period, with a sly facsimile of the Golden Gate Bridge, which you’ll drive beneath during one of the game’s very first missions, standing as one of the most awe-inspiring sights in a game that appears to offer many. Everything about Empire Bay City, in particular the vehicles (all of which are inspired by cars of the period though not licensed) and the building interiors, are all clearly the result of some meticulous research. Along with the excellent voice-acting and use of cordial pop music (in addition to occasional, propaganda-heavy radio broadcasts) all assist in creating a world that anyone with any passion for that period of history, the sandbox genre in general or just the films that have inspired Mafia II and its story, are going to want to immediately lose themselves in it.

Mafia II’s opening chapter is entitled ‘Home Sweet Home’, and follows your character Vito Scaletta as he returns home from the battlefields of WWII after sustaining a clandestine injury. Empire Bay City is in the midst of a punishing winter, and the mild suffering of the city’s underclasses – some of whom you interact with early on in the story – is expertly conveyed. This chapter serves as a fairly standard tutorial, but emphasis has wisely been placed on building the story, and it features the memorable introduction of a series of compelling, and compellingly diverse, characters.

Mafia II

Many of these people are immediately recognisable to anyone who is even vaguely cine-literate. Joey, the coarse playboy, is Sonny Corleone in everything other than name. Sam Grace, a polite nebbish, has apparently been pedantically modelled on Sonny’s brother Michael, before he established an involvement in the family business. Whether either of these character’s arcs mirror those of their big-screen counterparts remains to be seen, but this definitely isn’t some disenguous pastiche; these people serve as instantly discernible markers that ineffably draw you into a place that you think you know. Hopefully developer 2K Czech have some real fun toying with audience expectations.

One of the game’s later missions – which will be available shortly as part of the downloadable PSN and XBL demo – brought the stellar gunplay into sharp focus. The sequence involves an assassination attempt that goes awry, and you and your associates are forced to chase your target into a dank factory. The gunplay is robust and satisfying, with the cinematic nature of the sound design really standing out, and the destructible cover (enhanced by some devilish AI) is some of the most impressive we’ve ever seen. One enemy, who ping-ponged between plaster pillars as we dilapidated each of them with relentless gunfire, eventually found nowhere else to hide, and was forced to cower behind the final column as we destroyed it completely. We then executed him with a pin-point headshot before moving on. None of this was a breeze either, as with realism placed to the fore, if you’re hit with two well-placed rounds, you’re dead.

Each mission’s objective markers aren’t unnecessarily finicky which makes for an extremely welcome change, and if one task involves the opening of a door, you’ll only have to enter the immediate vicinity for the mission to instantly begin. The incessant neck-pain that is precision car parking has also been happily ditched, and such manoeuvres can now be pulled off with a touch of a single button. Newcomer’s shouldn’t be intimidated by Mafia II either, as it’s a sequel in name only, featuring an entirely new cast and what appears (at this stage) to be a completely unrelated story.

Mafia II

Before the release of Rockster’s wonderful Red Dead Redemption in May, an industry perception that consumer apathy was growing towards sandbox games in today’s market was gathering speed. Mafia II looks as if it is going to disprove that assumption in exactly the same way as Red Dead Reception did – by putting as much muscle behind story, characterisation and atmosphere as the nuts-and-bolts thrills of the action scenes. Red Dead Redemption is inarguably one of the year’s finest videogames. Nobody should be surprised if Mafia II cuts a similarly impressive figure.

Check out the Mafia II trailer here…..

Order your Mafia II now at zavvi.com

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Games: Enslaved Hands-On Preview

Friday, August 6th, 2010

Although some of the screenshots (and several bits of the trailer) give a mild hint, the unique splendour of Enslaved when you first see it in all its HD glory, is almost overpowering. It is a truly luscious looking videogame, and although its most direct forbear (in terms of both aesthetics and gameplay) is undoubtedly Naughty Dog’s Uncharted and its sequel, you’ll probably forget about both of those titles as soon as you first get your hands on it. A large section of the hardcore gaming audience are hyping Enslaved up to be one of this autumn’s strongest releases, and on the evidence of the preview build, they definitely aren’t barking up the wrong tree.

Enslaved

The comparisons to Sony’s thoroughly incredible Uncharted games would do a lesser release no favours at all, and not only does Enslaved take its visual cues from those title’s lush tropical vistas, so too does its hero’s limber and nimble acrobatics mimic those of Nathan Drake. But Enslaved is similarly preoccupied with story and character, and though the plot is based around the much-adapted ancient Chinese novel Journey To The West, writer Alex Garland’s refreshing sense of restraint with the dialogue exudes an admirable, uncluttered brutality that shares its no-nonsense demeanour with the re-imagined lead character of Monkey.

It isn’t spoiling much to reveal that Enslaved opens with a prison escape, and it is a prolonged sequence of awe-inspiring spectacle. After a series of hand-to-hand bouts with the airborne prison’s guards, Monkey is forced to negotiate the outside shell of the ship, hurling himself onto ledges and joists, as the craft is gradually ravaged by fire and flaming debris. The excitement of this sequence – reminiscent of some of the sharpest moments of Uncharted 2 – lies in its superior ability to bring you right into the heat of the action, via a set of ingeniously placed moments of heart-stopping tension; all created via the almost invisible melding of cutscenes with gameplay.

Immediately following this bombastic action extravaganza is a small, quiet cutscene that fully introduced the game’s two main characters, and the dynamic that goes on to shape much of the gameplay. Waking up after having been knocked unconscious during the escape, Monkey discovers that his head has been rigged with a strange metallic headband, by a young female prisoner named Trip. The headband will explode if Trip dies, and causes him horrendous pain if he disobeys one of her orders. And so, with minimal fuss and a refreshing lack of needless exposition, Trip’s journey home commences.

Enslaved

After another (brief) cutscene that establishes a bit of mood via some backstory about the succession of world wars that led to the apocalypse, a parade of brutal fights ensue, with Monkey tasked with progressing through the level whilst protecting Trip at the same time. The combat is bracingly ferocious, and instead of the graceful and fluid kung-fu that has become standard in too many videogames of this generation, Monkey bludgeons, stamps and slams his way through each bout, and although the controls are superficially familiar to a degree, the immediacy and forcefulness of the attacks are not.

Not far beyond this point, a new tool is discovered in the form of a dragonfly, which you have to chase down before you can equip. It primarily performs the same function as Joanna Dark’s Camspy, and in the subsequent sequence – which involves the twosome having to traverse an area thick with land mines that only the dragonfly can see – acts as a form of tutorial for the device. It isn’t clear how much of a part this little toy will play during the latter stages of the game, but its appearance displays an admirable predilection for mixing things up a bit.

That aside, it may sound like Enslaved is a relatively straightforward action title, but what left the most indelible impression was just how dedicated developer Ninja Theory and writer Alex Garland are to ensuring that the story, and your involvement in it, is what reigns supreme here. The mo-capped performances (including one by Andy Serkis, who plays Monkey) are benchmark outstanding, and result in some truly bewitching visuals, and this perspective of a post-apocalyptic world – in which nature has regained control of the planet – is plausible and vividly conveyed. In short, Enslaved is looking downright awesome, and October 8th truly cannot come quickly enough.

Watch the Enslaved trailer here…

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Heavy metal legends to pen exclusive tracks for Nail’d

Friday, July 30th, 2010

Heavy metal legends to pen exclusive tracks for Nail’d

For off-road racing games – and, in fact, for any videogame set in the world of extreme sports – a punchy and well-chosen soundtrack has always been one of the most integral parts of each overall package. That world is perennially set to the thunderous sound of popular hard rock and metal, and when it comes to a game’s musical track listing, the fight to include nothing that warrants a skip has never been fiercer. Developed by esteemed Polish outfit Techland (famous for the much admired Call Of Juarez title and its sequel) Nail’d is a off-road racer that focuses on ATV and dirt bike vehicles, and early comparisons have been made to Sony’s outstanding Motorstorm series, as well as Pure, the much underrated trick-based racer from Brighton’s Black Rock Studios – who created the terrific Split Second: Velocity earlier this year.

Nail'd

Although Nail’d is already looking promising in the extreme (and you’d be mad to bet against a stellar unit like Techland) the recent news about the game’s soundtrack has really gotten extreme sports fans and metal aficionados hyped up in the extreme. The game is going to ship with a track list that features licensed songs from the likes of Slipknot, Queens Of The Stone Age, Backyard Babies, Rise Against, American Sixgun, Aggressive Chill and Slaves On Dope. This is a impressive list already, but the real coup here involves the substantial portion of the soundtrack that has been penned and composed by some of the metal scene’s true luminaries, exclusively for the game.

Nail'd

This part of the soundtrack is largely comprised of a series of brand new instrumentals, and the truly arresting list of musicians who’ve contributed includes Raymond Herrera and Christian Olde Wolbers (Fear Factory, Arkaea), Pat Lachman (Damageplan), Wayne Static (Static X), Jamey Jasta (Hatebreed), Stephen Carpenter (Deftones), Jed Simon (Strapping Young Lad), and John Boecklin (DevilDriver). In addition to those instrumentals, the game will also feature three dedicated songs: “Count for Something”, “Through Walls of Flame” (sung by Jamey Jasta), and “Decimator” (vocals by Wayne Static). Each song’s lyrics have been written especially for the game.

Nail’d is being released on PC, Xbox 360 and Playstation 3, and is currently due to appear towards the end of this year.

Watch the Nail’d trailer here….

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Assassin’s Creed: Brotherhood Multiplayer Hand’s On Preview

Friday, July 16th, 2010

Before the juicy details of Assassin’s Creed: Brotherhood’s multiplayer component were revealed at this year’s E3, fans of the franchise must surely have all been wondering exactly the same thing. Namely, how are Ubisoft ever going to make it work? Multiplayer options have become a fundamental part Rockstar’s recent sandbox packages, but those were always shooters at heart anyway, and their structure already made perfect sense in a multiplayer environment, and modifications to the core gameplay mechanics were minor.

Assassin's Creed:Brotherhood

But Assassin’s Creed: Brotherhood – which, in case you weren’t already aware, is a direct sequel to last year’s magnificent AC2 – doesn’t appear to properly lend itself to the concept of competitive multiplayer, which makes Ubisoft Montreal’s achievements here, which are glaringly evident after our hefty amount of hands-on time with its ‘Wanted’ multiplayer mode, all the more impressive. All of the disparate elements that served to make Assassin’s Creed 2 so uniquely thrilling are all here.

The Wanted mode can accommodate up to eight players simultaneously, but you’ll only really ever care about two. One of them is your quarry, who you’re tasked with assassinating. The other is your pursuer, who you’ll have to avoid and possibly distract at the same time. A small blue indicator lets you know where they both are in relation to you at all times, but balancing your desire to take your designated subject down with your need to stay alive, means that using stealth is paramount, and sprinting in for a kill will alert both parties to both your presence and your location.

In the preview build each character had a set of two different special abilities, which in the final build we’re told will be completely interchangeable, and can be switched around between matches and even immediately after a death. These included disguises so you can instantly blend into crowds, a concealed pistol so you can get the drop on your attacker if they corner you, as well as self-explanatory things such as throwing knifes, smoke bombs and a sprint boost, the latter of which is most useful if you’re an adrenaline junkie, ill-equipped to deal with the game’s primary rules.

Assassin's Creed: Brotherhood

It’s a game of palm-sweating, knife-edge cat and mouse that is (oddly) at its weakest when it turns into a full-blown action game. Not that those moments don’t work – far from it – but the mildly familiar sparks that fly when you’re engaged in a triple-pronged chase atop the rooftops of Rome, doesn’t hold a candle to the nervy moments of stealth that build up to them. ‘Chase breakers’ like doors and gates can slow your pursuers down when activated which does add to the excitement, but the best part of Wanted is trying to avoid those set-pieces altogether.

During one game that descended into a frenzied chase (with our executioner sprinting after a courtesan, and a doctor in hot pursuit of us) our quarry met his match as he attempted to climb a building whilst we were only a couple of feet away from him. We followed him up the side of the structure, and were able to perform an execution as soon as we reached the top; but the problem with performing an execution on the edge of a tall building is that your victim is able to pull off a kamikaze counter-kill, shoving you off the side so that you tumble to the ground below with him.

We were awarded points for the kill, but our opponent was awarded a healthy share too. You win points for simple killing your opponent, but the real high scores come into play when you inject them with a little finesse. You win points for discretion, focus, silence, acrobatics, escape, humiliation, drawing first blood and executing multiple escapes in a row; with the simplest of kills being the least effective way to hit the high points on the post-match leaderboards. And if you kill an innocent civilian your assassination contract is instantly cancelled, though it isn’t fully evident yet whether points will be docked too.

Assassin's Creed: Brotherhood

There are several new character abilities and skills still to be announced, and we couldn’t help but notice an ominous empty text square present in the game’s menu screens, which tantalisingly suggests that character-specific statistics are planned. Ubisoft Montreal would be a little careless to over-complicate something that works so perfectly already, but fluctuating stats could be another key to making this one of the most compulsive multiplayer games currently available on any format. It’s already well on its way, regardless.

Watch the Assassin’s Creed: Brotherhood Multiplayer trailer here….

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Games: Driver – San Francisco Multiplayer Hands-On Preview

Friday, July 16th, 2010

More so than in any other art form or entertainment medium, hobbyists and fans of gaming love absolutely nothing more than to compile lists pertaining to be definitive countdowns of history’s best ever videogames, usually restricting each list to the output of one specific gaming console in particular. The frequency with which these lists are compiled truly beggars belief, and whilst many make a play for empty controversy in an attempt to keep things fresh, many more dare not stray from convention lest their endeavours stop being taken seriously altogether.

Driver

So in the same way that you’ll never see a ‘Best Of N64′ list omit either Nintendo’s Ocarina Of Time or Rare’s Goldeneye, a ‘Best Of PSOne’ list would (and probably should) be considered completely illegitimate if it were to leave out either or both of the first two Driver games. They were a pair of quietly revolutionary little firebrands that arguably laid a large part of the groundwork for what became the next-gen Grand Theft Auto franchise, and not only were they seminal, if you can handle the sluggish framerates and giant pixels, they are still compulsive and rewarding to play even today.

After 2005’s unbearably poor Driver 3 (a game so heinous that it now feels like the videogame equivalent of Ed Wood’s Plan 9 From Outer Space, minus the innocence and charm) the series seemed as if it had totally run its course. But now that a considerable amount of time has passed, and the sins of Driver 3 have been largely forgiven and/or forgotten (and in addition to the fact that Ubisoft has now taken the publishing reins from Atari) the series is finally returning, and as expected it’s taking its cues from those superb originals rather than that hideous second sequel.

Details of the single-player campaign are still being kept very tightly under wraps, but the hints that have been made thus far – including the suggestion that the plot takes place entirely inside the main character’s whacked-out fever dream – already suggests more invention than was present in the entirety of Driver 3. But our recent hands-on time with the multiplayer component revealed something that not only felt like the classic Driver games of old, but also surprisingly fresh with it.

Driver

Driver: San Francisco’s Pursuit-style multiplayer mode involves the absorption of a fluorescent yellow trail that is constantly spilling from the trunk of a car that you’re all collectively pursuing. Initially the disorientation instilled by the vehicle handling is off-putting, as a frenzied arcade smash-em-up like this really shouldn’t boast handling that is this unforgivingly realistic. Although the difficulty level varies depending on what kind of vehicle you’re driving – and everything from large trucks to Formula One cars were present in the build we played – it feels much more like a driving sim than a game of this kind really should.

But once you get your head around this mode’s ‘Shift’ mechanic, it becomes clear that the toughness of the vehicle handling (and the differences between each vehicle) has been implemented in order to fully emphasise the elements of strategy that are required in order to win each game. ‘Shift’ involves the pressing of a single button, and it immediately places your vehicle on auto-pilot, whilst the camera zooms to a detailed birds-eye view of the streets that you’re manoeuvring around.

You are then free to use the interface’s arrow cursor to choose another vehicle to instantaneously ’shift’ into, and as the car that you’re pursuing never fluffs corners and travels at incredibly high speeds, you’ll have to do this frequently. Picking the nearest car to your opponent is the quickest option, but trying to find the fastest car (or the one that has your preferred level of handling) takes a few seconds longer. And those are seconds in which your opponents will either have gained many valuable points, or will have snuck in and stolen the very vehicle that you were just about to leap inside.

Driver

To gain a few extra seconds of hot pursuit your can ram and shunt the other players – both of which almost always cause them to instantly jack-knife – but if you’re not near enough to the target vehicle (which appeared to be, in every game that we played, a shiny silver DeLorean) those seconds will be stolen by your just-devastated opponent, who’ll inevitably shift into a car right in front of you, the second that his previous vehicle began to skid off-kilter.

The first player to reach 100 points wins the match, and every time we played it, victory was hotly contested and very close-run. Fists were clenched, smack was talked, and winning a bout felt hard-won and genuinely exhilarating. The replication of old 1970’s cop movies which the original Driver titles did so well returns (featuring pedestrians who all scream before diving out of your path) and as a whole the multiplayer feels new, inventive and utterly addictive. Whether the single-player campaign compliments it remains to be seen, but on this evidence, this is definitely a proposition that everyone should be keeping at least one sharp eye on.

Watch the Driver trailer here…

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Games: Pro Evolution Soccer 2011 Hands-On Preview

Tuesday, July 13th, 2010

Nine long years ago, back when the playing field for football videogames was flat, the annual battle for marketplace supremacy was entirely one-sided. EA’s FIFA series, which hadn’t been truly match-fit since its faultless SNES iteration back in 1995, had the funds, it had the licences, and until just previously it had the sales figures to match. But when Pro Evolution Soccer entered the fray in late 2001, itself an expansion of the International Superstar Soccer series which began on the SNES (but made its first truly indelible impression on the N64) everything changed.

Pro Evolution Soccer 2011

That first Pro Evolution Soccer title heralded a monumental shift in tone and outlook, in how football games played and were received, and in 2003 (after two years of shrewd and plentiful refinement) those endeavours finally paid off with Pro Evolution Soccer 3, and the off-radar underdog finally shook off its anonymity and the series had its breakthrough; an all-encompassing word-of-mouth smash. To the hardcore justice had been done; and to the developers behind competitor EA’s competition, war had well and truly been waged.

Pro Evolution Soccer 2010 and its two immediate predecessors were stellar episodes to be sure, but the template, the formula that had been serving it so well for more than a decade, was faltering. FIFA wasn’t merely trying to be the best football videogame in the world, it also wanted to be the finest representation of the game as it existed in the real world, and in comparison Pro Evo was beginning to look somewhat fatigued. FIFA even worked as a spectator sport for non-devotees with its stunning visuals and 360-degree ball control, and for all its overall excellence, Pro Evo was never capable of making a similar claim.

Pro Evolution Soccer 2011 heralds the biggest transformation in the franchise’s history, and aims to offer what Konami are referring to as ‘Total Control’. The game now boasts 360-degree control over both the ball and your passing of it, so you can do things like pass to the right side of a right-footed player, to allow him to pick the ball up with his preferred foot. You can also play the ball into space with the pass button, and though the old through-ball command still exists, with the standard pass button you can now pick a specific spot on the pitch and deliberately over-hit it.

Pro Evolution Soccer 2011

And whereas in previous instalments they only appeared when you were making a long pass or going in for a header, now power gauges are absolutely everywhere, giving you an unprecedented degree of distance and power control in every conceivable situation. Jostling has also been re-vamped, and whilst previously there was some contact involved that didn’t really affect the possessor’s run, if you go in hard in the 2011 iteration you’re capable of precipitating a stumble in your opponent; a situation that you are then free to use to your advantage.

Feint and trick skills now also form a large part of your attacking arsenal, in comparison with previous versions in which tricks were largely included to show off the fact that you were capable of pulling them off in the first place. They’re all simple and mostly involve pressing one shoulder button (on a 360 pad or DualShock) in conjunction with another button or direction on the right thumbstick. You are also able to set a preset of up to three saved feints, that you are able to pull off in rapid succession if you so wish.

Despite the fact that over 90% of the new player animations are completely new, this all still feels quintessentially Pro Evo. The visuals look incredibly slick and with a few months of development time still in the pipeline, in all probability they’ll be tweaked even further. The drag-and-drop simplicity of the new menu scheme will invite the previously apathetic to try their luck at hands-on team management, the ability to change the game’s running speed (from a possible five settings) can add an arcadey frisson if you want it, and one of Pro Evo’s inarguable, indefinable trademarks makes a glorious return: namely the thunderous rush you’ll endure when you a score a near-impossible 40 yard screamer which, for all their grandeur, the FIFA titles have never really managed to nail.

Pro Evolution Soccer 2011

Hardened FIFA converts definitely shouldn’t underestimate the weight of Konami’s aspirations, and the zealots amongst them shouldn’t underestimate the deep well of goodwill that still exists for the franchise that brought realistic football and gaming together in harmony for arguably the very first time. This isn’t the Pro Evolution of old, and if you thought that it wasn’t broke then these mammoth fixes are only going to upset you. But for those of you who continue to search for the ultimate football videogame, don’t bet against the possibility of this one setting the closest landmark yet. It may come down to penalties come the end of the year, but the smart money should definitely not be placed elsewhere.

Watch the Pro Evolution Soccer 2011 trailer here…

Tiger Woods PGA Tour 11 Review

Thursday, July 1st, 2010

Although Tiger Woods himself is (obviously) still at the forefront of proceedings this year, up-and-coming Irishman Rory McIlroy appears alongside him on the packaging of Tiger Woods PGA Tour 11. It doesn’t need to be stressed with any real muscle that Tiger Woods hasn’t exactly had the greatest twelve months in history, but the great man is golfing’s solitary bona fide icon, and arguably the only one that the sport has ever produced. Whilst the old idiom about bad publicity has never been more accurate – and this will probably prove to be the most successful release in the franchise’s prestigious history – it seems odd that golf’s perennial poster boy appears have been apprehensively shifted to one side here. EA have said publicly that this decision was made before the scandal broke, and that it was a tool used to draw attention to the game’s new Ryder Cup mode.

Whether that is actually true or not is moot, because drawing attention to the new Ryder Cup mode is a move of outright ingenuity. Although the competition isn’t massively prominent (especially in America) the structure of the tournament, which involves twelve of the US’s finest battling it out against a dozen Europeans, has seemingly been created purely for exploitation in videogames such as this. It consists of a series of three different match play competitions; two teams of two taking part in ‘foursome’ matches in which players on each team use the same ball and alternate throughout the game; ‘fourplay’ is identical except that each golfer plays his own ball; and standard singles matches. It has such an unusual structure for a golf tournament that it does take a little getting used to, but once you adapt to it you’ll be hopeful that the mode is included in every series iteration from hereon in.

Because not only do the Ryder Cup modes encourage genial co-op play at home, the online component, in which you can construct and host your own version of the tournament (or just leap into someone else’s if you wish) represents the best way yet to enjoy Tiger Woods online. With the emphasis on teamwork rather than mere steely conflict, the cordial atmosphere of the sport is amplified superbly, and whilst countless other online games struggle to maintain the interest of their players (with so many of them founded on the application of unmitigated aggression) it isn’t hard to picture bountiful lobbies full of people in this one for way beyond the foreseeable future. In our experience with the online modes the visuals were every bit as crisp as they are in the campaign, and there were no frame-rate problems and no lag whatsoever.

Modifications to the gameplay are all successful though relatively minor – impressive real-time wind makes things realistically unpredictable, and the aiming circle is now much less accurate, which demands pitch-perfect precision in your shots – but there are two exceptions. The new ‘True Aim’ camera setting only allows you to see what your golfer would see, and it makes things initially very difficult. But how this change coerces you into relying on your own smarts makes the thrill of pulling off a perfect stroke completely intoxicating. Similarly, the new ‘Focus Meter’ means that you aren’t given free reign to modify your arsenal at will any more, and using accuracy and power boosts, previewing your putts or using ball spin all slowly deplete it, infusing each course with a totally refreshing facet of contemplative strategy.

Tiger Woods PGA Tour 11 now faces exactly the same problem as EA’s other recent sporting masterpiece FIFA 10. By adding polish to the few areas that needed it and gently refining everything that worked wonderfully well in the first place, both franchises have apparently reached some kind of creative apex, and in the same way that FIFA 10 still surprises and smacks you about the head with its indelible freshness almost ten months after its release, the latest Tiger Woods game genuinely feels like one for the ages. Really, seriously… how on earth are the development teams behind either title ever going to top them? There is little doubt that they’ll find some way of pulling it off, but for now this is a game that simply has to be played, whether you’re a golfing aficionado or not.

Click here to buy Tiger Woods PGA Tour 11 now

PS3 and Xbox 360 Games: Naughty Bear Review

Friday, June 25th, 2010

Although nowhere near enough people ever played it, Artificial Mind And Movement’s previous game – the Grindhouse-themed PS3 and Xbox 360 shooter Wet – is more fully deserving of a critical reappraisal than any videogame since Free Radical’s ignored (and influential) Second Sight from back in 2004. It could be argued that Wet’s dizzying, multiplier-focused score-attack gameplay has directly influenced one of next year’s most feverishly anticipated releases (EA’s mouthwatering Bulletstorm) and whilst its overall visual scrappiness – a result of both its potently grubby aesthetic and an extremely troubled production history – meant that too few gamers ever gave it the time of day. It was certainly no masterpiece, and remains riddled with deeply unfortunate glitches that could infuriate a doorstop, but given half a chance it shone brightly and distinctively.

Naughty Bear

Pleasingly, Naughty Bear begins where Wet left off, and whilst Wet was definitely worthy of some contempt for its thorough and rather curious dearth of leavening humour, Naughty Bear appears to be a direct riposte to all of those allegations. Because although the concept of Naughty Bear is inherently amusing from the outset, it’s also consistently inventive with it, and despite the (entirely justified) PEGI 12 rating, Artificial Mind And Movement spend the entire duration of the game attempting to get away with as much tasteless tomfoolery as they possibly can, in the hopes that the powers-that-be won’t notice.

Naughty Bear

And hilariously, they’ve pretty much gotten away with murder. Were this game to have featured almost anything other than cherubic teddy bears, we’d currently be knee-deep in yet another ineffectual tabloid moral panic. The plot is pretty threadbare (each mission begins with a brief and jocular cutscene detailing an amusingly hackneyed reason for Naughty Bear to become murderously vengeful) but its arch and sarcastic tone is so effective, and the sequences of violence so vivacious, that the ’story’ that you’ll come away talking about will have been almost totally dictated by what you get up to whilst in the ‘field’.

Naughty Bear

As with Wet, the score is everything. Each level sends Naughty Bear on a different killing spree, and although it’s possible to pass most of them by steaming blindly into action and hacking every bear to pieces with a machete, stealth and sabotage rule the roost where the big points are concerned. Sneaking around in the underbrush, setting bear traps and land mines, and tampering with the environment to arouse suspicion is your ticket to a hot spot on the online leaderboards. You’ll also have to keep a sharp eye on every single bear in each level, as many of them will take any opportunity to flee (via car or boat) or use the telephones (which you can also disrupt) to call the police, who arrive speedily, brandishing some pretty powerful pistols that’ll finish you off in no time.

Naughty Bear

So avoiding detection is key to earning majestic high-scores, and your multiplier steadily bleeds out in between acts of naughtiness; and simple vandalism doesn’t freeze it anywhere near as succinctly as scaring or maiming a bear does. Each level has clearly been built with replay-factor placed to the fore, and taking note of each level’s structure and each bear’s primary abode (and deciding when it’s best to pick up the multiplier ‘Freeze Capsules’ that are strewn around each level) pays dividends. A bit of careful planning is involved if you want to get the most out each scenario, and the exciting ping of an accelerating score tally quickly becomes extremely gratifying.

Naughty Bear

You get points for scaring bears, you get points for killing bears (with extra kudos for inventiveness) and you get points for scaring bears via other scared bears. But the most points are reserved for the one part of Naughty Bear that doesn’t ever get old: namely the act of scaring bears to death. After freaking-out a specific teddy a few times, a string of blue bubbles start bobbing around beside its head, denoting impending insanity. Give it one more shock and this bear will use whatever is at its disposal to immediately take its own life. This may sound utterly horrendous to some, but if you see no comedy in the sight of a teddy bear battering itself to death with a baseball bat, you’d probably be best advised to steer clear of this game altogether.

Naughty Bear

Naughty Bear is far from perfect, and its simple visuals and similarly uncomplicated gameplay pleasures may result in the impatient labeling it as an unfortunate last-gen throwback rather than the proud reminiscence that it resolutely is. There are apparently over two hundred different ways to earn ‘naughty points’ in the game, and because simple repetition results in a depleted score, variety and experimentation are encouraged at every turn. Online multiplayer options are excellent (many of them are witty spin-offs from the modes included in the N64’s seminal Goldeneye) and for those who take the time to play it as it was meant to be played, there is content galore. Overall, Naughty Bear is refreshingly amusing and agreeably addictive, and more than worthy of your time.

Buy Naughty Bear on Xbox 360 and PS3 now

PS3 and Xbox 360 Games: International Cricket 2010 Review

Friday, June 25th, 2010

If you’re a fan of the sport that Robin Williams once described as “baseball on Valium” your options have always been distinctly limited if you’ve ever looked to enjoy a sharp videogame representation of it. A sizable bevy of different cricket franchises have come and gone over the years, many of them respectable and many of them considerably less impressive than that, but fans of the sport have never had the annual drama of a PES Vs FIFA to focus on – it’s usually a case of just leaping into the most recent iteration and hoping for the best.

International Cricket 2010

The fact that International Cricket 2010 is the only up-to-date and current-gen cricket title available right now should probably work against it, but whether you’re looking to take things incredibly seriously or are merely after some quick-fix thrills, this update of last year’s similarly strong Ashes 2009 tie-in delivers both in very generous spades. You can spend the best part of an entire day partaking in an uncannily shrewd re-enactment of a full test match, but there are several options present if you just want to have a quick blast with a few friends in single or multiplayer.

International Cricket 2010

This dynamism represents the game’s greatest success, as cricket games for the most part have always felt the need to target one audience at a time rather than make a play for both. Here you can truly treat it as an arcade-style action title or a serious and time-consuming depiction of cricket in all its composed and measured glory. Even people who aren’t knowledgeable (or even massively keen) on the sport are also welcomed in rather brilliantly by some terrific tutorial modes that explain every aspect of the gameplay, but also litter the occasional screen with some punchy side notes about the sport itself and how the gameplay mechanics apply to each of them – and this is done with real class and commendable brevity.

International Cricket 2010

Another solid decision has been made to put you, regardless of where you are on the field or what position you’re playing, right into the action with faultless over-the-shoulder cameras. Whilst this resolutely does not work in football games for example, here it palpably adds to the level of excitement and captivation. You can still return to the broadcast TV-style visuals if you like, but there is much to be said for the added involvement offered by the former scheme. Like last year’s release, the gameplay is still pretty impeccable, and offers up a large host of options for both bowlers and batters, many of which are primarily based on pitch-perfect timing.

International Cricket 2010

For anyone who’s already had more than their fill of football this summer this experience is extremely refreshing. It doesn’t try to needlessly sex-up a sport that has always been so charmingly antiquated (despite the appearance of Kasabian’s furious Fast Fuse in the menus) and older players are just as likely to warm to it as younger ones. It’s simply a thoroughly stellar proposition, and whilst the visuals are occasionally a mite scrappy, it is easily the most entertaining and realistic duplication of the gentleman’s game that we’ve yet seen on a console.

Buy International Cricket 2010 now

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