Posts from the ‘PS3 Previews’ Category

Vanquish PS3 Demo Impressions

2010 August 31

from → PS3 Previews
posted by No_Style at 9:01 PM

vanquish-logo

Update: It actually has 2x AA.

I want more Vanquish. That 711 MB PS3 demo wasn’t enough! I haven’t felt this bad ass since the original Max Payne. Vanquish is slick, stylish and a reminder that there’s more to shooters than an M16A2 burst to the head.

Platinum Games knows its audience and the options menu is a testament to that. An option for improving the visibility of text on standard definition TV’s? No problem. An option to use L1/R1 for shooting? Of course. It runs well on PlayStation 3 hardware? Absolutely.

It doesn’t looks like it features 2X anti-aliasing and it is a bit blurry (possibly running 1024×720 as well?), but it’s fine because I’m too busy sliding on my knees and unloading bullets into the the face of robots. The slow motion slide reminded me of the diving bullet time shooting of Max Payne. It’s a very uncommon perspective and sensation.

The voice acting is solid and — I want to say — deliberately cheesy. The techno ramble fits and it somehow helps sell that awesome high tech armor the main character, Gideon, is wearing. I love watching that suit transform and morph; it’s quite possibly the neatest looking suit of armor I’ve ever seen in a game.
I died once in the demo. It was during the boss battle. I don’t know why, but I feel that this game should have a jump function. It seems weird to see Gideon sliding with rocket propulsion and not be able to jump. I also felt sliding with L2 and holding L1 for the slow motion while pressing R1 to shoot was pushing the limits of controller comfort. I’m sure I’ll get used to both those quirks, but it’s still worth noting.

Nitpicks aside, I’m sold on Vanquish. It runs well, looks good and it’s a barrage of fun. Looking forward to October 19, 2010!

For more information on Vanquish, visit the official website.

Medal of Honor PS3 Beta Impressions

2010 June 18

from → PS3 Previews
posted by No_Style at 10:29 PM

medal-of-honor-splash-logo

I am quite aware that this is a beta. Medal of Honor launches October 12, 2010 which means they have lots of time to work out the kinks. But, I believe the issues I have with this game are a bit deeper than the occasional freeze or jagged edge.

Medal of Honor’s multiplayer is DICE’s approach to the Modern Warfare formula. On paper: this sounds awesome. It’s Bad Company 2 meets Modern Warfare 2. The best of both worlds in one awesome reboot of a beloved franchise. However, as soon as I got into my first game, something didn’t seem right at all.

The first issue I noticed was the HUD; this game has a very poor HUD. Nothing is particularly easy to read quickly and seemed to be of a flash over substance design. This is, but a small example of the much bigger problem of communication in this game — between other players (the option for VOIP was defaulted to off) and between the game and myself. The game simply doesn’t convey the necessary info in a clear or concise fashion. The clear text “+10″ from Bad Company 2 was replaced with blurry text accompanied by some silly explosion-flash-thing which just gets in the way of the action — it’s just unnecessary for something so trivial as a kill via headshot.

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ModNation Racers PS3 Demo Impressions

2010 May 18

from → PS3 Previews
posted by No_Style at 8:37 PM

mod-nation-racers

My exposure to ModNation Racers can be summarized into these two items:

  1. The E3 2009 stage demo
  2. The Kevin Butler ad

And it looks like that’s all I really needed to know to get the gist of what ModNation Racers is all about.

People have described it as kart racing meets the “Play. Create. Share. genre” popularized by LittleBigPlanet and I think it’s a fairly accurate description. Today’s 900+ MB demo demonstrated two of the three pillars quite well.

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Split Second PS3 Demo Impressions

2010 May 7

from → PS3 Previews
posted by No_Style at 9:39 PM

split-second

I’m a fan of arcade racers — Wipeout HD being the favorite of the lot. I’ve always wanted to get into four wheel arcade racing, even though I haven’t found much success with that breed of arcade racer. Burnout: Paradise could have fit the bill, but I wasn’t feeling it after the demo. (I realize the game has changed dramatically since then, but then I haven’t gotten around to trying the latest iteration.) Fortunately, there are more arcade racers coming this month via Bizarre Creation’s Blur and Blackrock Studio’s Split Second. I checked out the demo for the latter.

I dug the demo of  Blackrock Studio’s previous work, Pure. It looked, played and ran superbly. It was also quite exhilarating for its vertigo. Split Second isn’t about vertigo or speed for that matter — it’s about explosions. Like a Michael Bay movie. I drifted and drafted my way around a simple track building up power charges in order to trigger predetermined explosions. These triggered on-track explosions can than be used to wreck my opponents or alter the layout of the track.

When I first learned of this mechanic, I thought it was going to be awesome the first time through, but would gradually become repetitive and predictable with each passing race. It turns out I was right. After trying the demo three times, I was already seeing past the explosions and into the simple racer.

Like the gameplay itself, I was initially wowed by Split Second‘s visuals. After spending a bit of time with the demo, I began to see the faults in the visuals. Aliasing was a bit distracting and so were the lower resolution textures on the track’s assets. To sum up: Split Second just didn’t hold up to closer scrutiny.

Now let’s see if a Blur demo will show up.

Heavy Rain Demo Impressions

2010 February 6

from → PS3 Previews
posted by Forge at 4:05 PM

How many games can you think of these days that give you that old, nostalgic feeling of wonder?  I’m not just talking about wondering what’s going to happen next.  I’m talking about the feeling of wonderment you get when you are faced with many discrete options to choose from and you have to stop and analyze the consequences of your actions before proceeding.  And you know you have to choose carefully because you can’t go back, you don’t even know if the decision you are about to make is a drastic, life changing decision, or simply an insignificant forgettable gesture.

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Dark Void PS3 Demo Impressions

2010 January 7

from → PS3 Previews
posted by No_Style at 9:27 PM

Dark Void - Flying is awesome. Everything else? Not so much.

What do I know about Dark Void? Let’s see.

  • It’s developed by a western studio and published by Capcom.
  • The protagonist resembles The Rocketeer and is voiced by the incredibly prolific Nolan North.
  • It’s a third person shooter.

And that’s about it. Needless to say, I don’t know very much about it. It was interesting enough to warrant a download of the 700MB demo and after going through it, I can see why Capcom isn’t too fond of the idea of having western studios develop new franchises for them.

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MAG Open Beta Impressions

2010 January 4

from → PS3 Previews
posted by No_Style at 10:18 PM

mag-logoFirst impressions mean a lot and after spending a half hour or so with the MAG open beta and let me tell you, it’s not worth the 1.8GB download.

I get what it’s trying to do. In fact, I think the tri-faction, character creation and somewhat persistent nature of the online play is awesome. But what MAG fails to do is establishing the basics; the feel and look of the game just doesn’t measure up to the competition of today. Hell, I would go as far as to say that feel of the gunplay doesn’t even measure up to 2003′s Call of Duty. I’m playing Call of Duty: Classic right now and that game — that six year old game — has more reload animations than MAG.

The gunplay just doesn’t feel right either. It works, I can mow down people, but it doesn’t feel remotely satisfying or modern. Going back to Call of Duty: Classic and its inventory selection of grenades is understandable, but doing that in a 2009 modern day shooter? I don’t understand it. And why do these grenades sound like firecrackers?

It just isn’t right and that’s how I feel about MAG as a whole. It has a lot of great ideas, but when even the basics don’t feel right, what’s the point? Thanks for offering the beta, Sony. Now I know I can safely pass on MAG.