Sunday, 25 November 2012

Is Horn the Next Infinity Blade?


Is Horn the Next Infinity Blade?

The weak point is on its back. It's always on the back.


Last fall Phosphor Games came out of nowhere with The Dark Meadow, a twisted and horrific spin on Infinity Blade’s first-person combat. The game’s semi-open exploration, incredible visuals and surprisingly extensive & high-quality voice acting ensured that all of Phosphor’s future games would be highly anticipated. At least by me.
Today Phosphor has finally lifted the lid on Horn, its next title. If the early media and playable build I experienced are anything to go by, the studio seems determined to outdo itself. And maybe everyone else.
Gamers play as Horn (natch), a blacksmith’s apprentice on a mission to find out why his fellow villagers have been turned into monsters. Along the way players will encounter bits and pieces of a larger mystery. Hulking and rusted golems litter the landscape, hinting that Horn’s world has contains something greater than the typical fantasy backstory.
Horn’s third-person action-adventure gameplay allows for complete free-roaming movement through the nine stages - no virtual buttons. Players simple tap where they want to move, with all other controls handled by contextual touch-screen inputs. Shimmying along ledges, activating grappling hooks and all other specialized movements that would normally be handled with a button press have been translated to gestural controls instead.
The combat I experienced was all one-on-one. The camera locks-on to your single opponent, allowing you to circle around them Zelda-style. This makes it easy to dodge-roll away from enemy attacks and counter-attack with swipes of your own.
A lot of questions about Horn still remain. Just how impressive the final product turns out to be will be determined by the quality of the puzzles, the characters and the exploration of the game world – all details not in place in the short demo I experienced. But the experience did prove that the iPad can play host to a console-style, freely navigable world; no rails required. It proved that clever and thoughtful developers can create touch-powered core game interfaces that don’t need to make compromises or slap a controller layout onto the corners of your iPad.
IGN will have more on Horn as soon as it becomes available. In the meantime be sure to check out our full gallery of screenshots.

SimCity Social: Facebook-style Simulation


SimCity Social: Facebook-style Simulation

Balancing depth with mass market appeal.


In SimCity Social, you’ll still build residential, commercial and industrial structures, put out fires in your cities, control crime by setting police stations, set up road networks and deal with pollution, all while trying to grow your population. You won’t, however, customize tax rates, manage power grids or sewage systems. It’s an attempt to balance the depth of the traditional SimCity experience with more mass market-friendly mechanics and social elements.
A core element of SimCity Social is competition related to the number of virtual people living in your city. Your friends on Facebook are displayed across the bottom of the in-game screen, and aside from their picture, the prominent feature is their city’s population number. If they’re way ahead, and you’re afflicted by an especially aggressive type of jealousy, you can travel to their town and exacerbate hazardous situations.

You can hop into a city while a friend isn’t logged into Facebook, and by doing so, you might find one of their residential structures in on fire. A good friend might alert their fire department. As a not-so-good friend, you can dump gas on the fire and flatten the structure. You could invite the local homeless population into their apartments, hide the keys to fire engines and help criminals escape. Whether you choose to do something malicious or not, you’re still rewarded, so not only the good guys win.
The points you receive for interacting with the cities of your friends can be put towards special structures. If you’re nice, the selection of special structures will be bright and colorful. If you decide to mess up your friends’ towns, you’ll be able to build towering spiky spires and giant robot factories, so the look of your own city could eventually reflect the way you decide to behave.
Interacting with your friends also rewards you with free Energy. Energy, as is the case in many Facebook games, is required to perform in-game actions. Pretty much the only thing you can do in without Energy is set up roads, which at least means you can set a grid around areas where you eventually plan to set up more houses or businesses until your Energy gradually recharges or you pay real money to purchase more. And in case you’ve been a jerk, before bailing out of a friend’s city, you can leave a gift; animal-shaped clouds, hot air balloons full of confetti and a number of other items the friend will see when he or she logs back in.
Assuming you have enough Energy and in-game currency, you can set up new businesses and industrial centers. These aren’t auto-upgrading zones, they’re just one-time purchase, pre-made buildings that you place around the game world. Their placement will affect population, so taking care to place commercial centers near residential areas and having proper fire and police department coverage of your city could be important to create a safe and effective metropolis. Or you could just build a giant robot factory and let everything else burn down.

If buildings do catch on fire and crumble, they aren’t destroyed entirely. They’ll come back after a while, so there’s no need to repurchase them. Though businesses won’t auto-upgrade, but they can be manually augmented by spending resources to boost their effectiveness. So if you have a sports stadium in the center of a dense residential area, it’s a good idea to upgrade it to broaden its effects on your city, which in turn will upgrade the structure’s appearance into something fancier.
Residential zones in SimCity Social function more traditionally, where you demarcate territory as residential and then watch as NPCs move in and the ever-morphing buildings that sprout from the ground show how well that particular tile is doing. After you’ve got a kernel of thriving metropolis, you can expand beyond the initial borders to the edges of what appears to be a large map. The undeveloped territory will sometimes contain bonus elements. You may find a plot of land where, for reasons buried somewhere in the tubes of the Internet, giraffes wander around, which can be turned into a tourist site if you develop around it.
With a number of elaborately detailed buildings and special animations within many structures, your eye will often dart from one thing to the next while staring at the SimCity Social screen. Things like a kid booting a soccer ball in the stadium, monster trucks roaring around an arena and cars loaded with moving boxes pulling up to empty residential zones vie for your attention, often punctuated by the explosion of virtual currency icons when something significant occurs. There’s also the mayor’s house, basically a visual representation of your city’s level of advancement, which you’ll continually be upgrading and customizing as you play.
Maxis and Playfish appear to have built SimCity Social from a stack of good ideas. Though it may not have the depth of the SimCity scheduled to launch in February 2013 for Windows, and assuming the Energy system isn’t overly restrictive, it could still be an enjoyable interactive experience for someone usually too timid to try more complex simulations. Expect SimCity Social to launch within the next few weeks on Facebook, and plenty of content updates to follow in the months afterward.

Stepping into The Secret World


Stepping into The Secret World

Early impressions and video commentary of Funcom’s horror-themed MMO.


The Secret World seems kind of like the anti-Tera. The moment-to-moment combat is not the highlight, and should feel very familiar to any MMO veteran. Instead, it’s the questing structures, the setting and the mood of the world that really help it stand out, blending aspects of the point and click adventure genre into an MMO environment. But alongside every interesting progression system and non-traditional quest is another that asks you to kill five of this, then run over there and kill five more, then run over there and kill ten, so after sampling some of the early content of The Secret World, it’s difficult to say if it manages to differentiate itself quite enough.
It certainly has strengths. When starting out, you don’t select a class. Instead, you pick up different weapon types – shotguns, assault rifles, pistols, swords and more – and are free to custom-build your play style. Killing enemies and completing quests earns experience, but doesn’t level your character. In conversation with others about The Secret World, you’ll never say “I’m a level 60 Blood Magic user.” Filling the experience bar unlocks skill points and ability points, which can be allocated however you like to power up attack types and unlock new ways to heal, deal damage and tank effectively.

Looking at the shifting mass of the slickly presented ability wheel the first time can be intimidating. You pull back its layers like peeling an orange, revealing clusters of complexity nestled under each scrap of rind. It’s not clear at the outset if your decisions about where to spend ability points will result in peerless power or an inefficient mix. Funcom does provide some direction by offering “decks”, which highlight specific abilities on the wheel for you to work towards and, presumably, arrive at an optimal build. Only seven active abilities and seven passives can be equipped at any time, so you need to carefully consider how every ability interrelates, especially with regards to the various debuff states that can be placed on enemies. It's a system with quite a bit of depth, and though it’s still too early to judge it, the amount of freedom Funcom provides is certainly promising and provides a lot of opportunity for experimentation.
While fighting the shambling horrors inhabiting the opening questing zone of Kingsmouth you’ll take part in genre-standard Tab-targeting combat. Without auto-attacks (at least with my ability build) and with the ability to actively dodge out of the way of incoming attacks, fights can be a little more interesting compared to the World of Warcraft style, though they still feel similar. Perhaps that sense of familiarity will fade during some of the complex dungeon encounters that require a group, but for now, there’s nothing terribly exciting about peppering Kingsmouth’s zombified residents with bullets.
The questing system is really the intriguing part, as is the mood. Playing The Secret World encourages observation and exploration instead of a near-scientific pursuit of efficient experience gain. Quest goals are sometimes obvious and highlighted on your mini-map, but sometimes only vaguely hinted at. One quest description asks you to follow crows. The first crow is pointed out on the map, and when you approach it flies off and, after a short duration, disappears. Confusing? Sure is. I scanned the skies to see where it might have gone and saw the occasional crow soar by. I followed their paths while nervously eyeing the quest timer countdown, never sure if I was heading in the right direction. The quest failed and I restarted, wondering if the disappearing crow was a bug or intentional. I had no idea what to do.
Seeking help in moments of confusion seems to be one of the ways Funcom encourages social interaction. So I asked for an answer in general chat, and the results were surprising. Multiple players did not provide a direct answer, but only more hints. They didn’t want to ruin what they viewed as a core part of The Secret World, that sense of satisfaction derived from successfully solving a puzzle. In some cases, like when I had to resort to Google searches using the in-game browser to look up puzzle solutions, I agreed with their sentiment. Discovering secret door codes and hidden locations sometimes required a little bit of critical thinking that’s usually never a part of the MMO experience. Yet at other times, like in the case of the crow quest, it was just poorly designed.
As it turned out, the crows I was supposed to follow weren’t in the air, as the first flying crow seemed to so obviously hint at, but sitting on the ground. The next group of crows I had to trigger to advance the quest was pecking the pavement somewhere in the direction of the first crow’s flight. In cases like this, the lack of clarity is more of an obstacle than a clever tease, and there was no revelatory satisfaction associated with figuring things out. That’s not the case with every quest, but there seem to be just as many that are challenging for the wrong reasons, like when a quest goal requires an extensive amount of pixel hunting for a security camera at Kingsmouth’s gas station. So, in other words, it feels much like a point and click adventure game.
Funcom makes an effort to provide context for each of the major quests by introducing them with lengthy, fully voiced cut-scenes with NPCs presented with dynamic camera angles. The approach helps establish mood and convey the importance of each task, and makes it feel like the quest is being handed out by a person instead of a robotic dispenser. It’s odd, then, when a quest finishes to have no ending scene with the NPC. Instead, a completed quest is unceremoniously texted in, which gives each task an unbalanced quality, like a novel with its last page scribbled on a bar napkin. It’s at least convenient, letting you turn in a quest everywhere for experience and items, but the omission of true endings in a game seemingly so obsessed with exploration, tone and storytelling remains a nagging issue for me. The actual main story mission does seem to more consistently employ voiced cut-scenes, so perhaps it’ll provide more of a detailed conclusion.
What is consistent throughout is the mood. Circumstances in Kingsmouth and each of the three factions’ starting cities are desperate, but there’s still an element of tongue-in-cheek horror humor, such as street names like Lovecraft Lane and Elm Street in Kingsmouth. The quality of the visuals is impressive, with ominous tendrils of black wavering in the distance and light filters through Kingsmouth’s foggy forests, solemn houses and blighted seafront that meshes well with the game’s horror themes.
The attention to detail in the presentation extends to the menus, which, aside from the ability wheel, are compact and tastefully simple. The item upgrade mechanics seem pretty interesting as well, as they feature a Minecraft-style grid crafting system. If you find something you don’t want, you can quickly disassemble it into component parts, then fuse components into higher quality versions. When you’ve collected enough, these components can then be combined with higher quality crafting kits to generate new weapons and stat-boosting talismans, letting you deal more damage and increase things like crit power and heal rating.
In case you’d rather just beat up other players instead of questing, you can hop into PvP arenas to earn experience and unlock more skill and ability points. You can participate in standard territory control contest between small teams from the three factions, or check out a much larger persistent warzone where you’ll fight large teams of other players as well as AI-controlled bosses that guard capture points. It’s great fun, but feels very conventional in a game that seems to want to distance itself from convention wherever it can.
While The Secret World does quite a bit different, does it do enough? These are questions that’ll be answered in a review, which will appear on IGN within a few weeks as we continue explore Funcom’s new world.

Wii U Releasing This Week in Saudi


Wii U Releasing This Week in Saudi

Nintendo's new console will launch in Saudi on November 27. But how much will all the versions cost? Find out inside!


Nintendo's new home console, the Wii U, will release on November 27 in Saudi Arabia.
The Basic version, sold as part of a bundle with 2 Wii Remotes with MotionPlus, will be sold at SR 2,399, whereas the Deluxe version, which comes bundled with similar accessories, will cost SR 2,699. The stand-alone edition of the Deluxe version will cost 2,499.
 
Nintendo's regional distributor weren't able to confirm the launch lineup at the time of writing, but has promised to release more information soon.
Wii U has been selling in some parts of Middle East already. Local retailer Geekay Games recently hosted an unveil party at their Dubai branch for the Wii U, and were selling the console in limited capacity. The system launched in the US on November 18; our International writers have already gone through the system and put their thoughts in a review, you can check it out here.