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Monday, March 16, 2009

Resident Evil 5 ships 4 million


Capcom touts initial deployment of survival horror shooter as franchise's biggest launch ever; demo downloads also stand at 4 million.

Capcom apparently has it in for the human race. The publisher said today that it has flooded retailers with 4 million units of its latest zombified survival horror shooter Resident Evil 5 for the Xbox 360 and PlayStation 3. Capcom also said that the RE5 demo has been downloaded more than 4 million times through Xbox Live and the PlayStation Network.

As noted by Capcom, RE5's initial shipment figure marks the largest launch for any Resident Evil game since the franchise debuted in March 1996. To date, the franchise has now shipped more than 40 million units since the initial installment arrived 13 years ago.

Capcom also provided a brief update on Resident Evil happenings beyond the gaming sphere, saying that the three Resident Evil films combined have reached total sales in excess of $300 million. The CG film Resident Evil: Degeneration has now shipped more than 1.5 million copies, according to the publisher.

Capcom's latest survival horror action adventure sees original RE protagonist Chris Redfield and companion Sheva Alomar confront the heart of undead darkness in African shantytowns. Gamers can go it alone in the over-the-shoulder third-person shooter or team up with a friend to have one player control Chris while the other handles Sheva. A Versus mode can also be purchased through XBL and the PSN for $5.

Wednesday, March 4, 2009

FIFA Manager 09


FIFA Manager is being readied for the 2009 season, and we got to see how it's shaping up at a recent EA preview event.

With three major football management games out there, each with annual updates, it can be tough for developers to distinguish themselves from the pack. EA's FIFA Manager has always taken the accessible route, giving management virgins an easy way to get into the genre. Of course, the official FIFA licence helps attract casual players thanks to official imagery, stats, and names that are updated throughout the year. With this year's iteration, the German developers at Bright Future have also been able to integrate the brand-new FIFA 09 engine, assets, and spoken commentary from the guys over in Canada.
The game itself remains much the same, offering you a chance to manage the day-to-day running of a football team. You overlook transfers, training, and tactics, as well as more business-oriented considerations such as salaries, stadiums, and marketing. The new changes come most notably in the match engine, which has been given a complete overhaul thanks to the improvements made in FIFA 09. In our PC preview of FIFA 09, we mentioned that the game engine has been completely reworked, and those improved stadiums, textures, and player models have made it to the management game, too. We quizzed the developers about the relevancy of a 3D match engine, given that Football Manager and Championship Manager have long questioned the need for such a feature. Apparently, though, 60 percent of FIFA Manager players use the match engine to watch games. It's these people who will also enjoy the new audio commentary and animated crowds, which appear for the first time.

For the 40 percent of players who like to see what's going on with more traditional text feedback, this element has also been given an overhaul. Live updates are delivered down the left-hand side of the screen, while the right-hand menu lets you react quickly to what's happening by making tactical changes and substitutions. It also allows you to take your eyes off the ticker feed by using an excitement bar which flashes whenever something important is happening. Despite the fact that you'll spend most of your time in menus, FIFA Manager 09 is a beautifully presented game, with an interface that's clearly been influenced by Web sites such as iGoogle and Netvibes thanks to a widget system that pulls in up to nine in-game RSS feeds. The 7,000 new higher-resolution player headshots also lend authenticity to it all.

It's not just the menu system that's been given an overhaul; video clips will play more of a part in the new game, too. There'll be dedicated clips showing your manager as he arrives on the first day at a new club, when a player scores his 10th goal, or when the team scores 100 goals. There are also a lot more opportunities for marketing and promotion for your team, with a new merchandise section, the opportunity to advertise in a variety of media, and fan shops that can be set up all over the world. We questioned the developers about the family feature from previous games, where the first thing you do in your management career is decide if you're married and how many children you have. Apparently the feature will return as it's something the fans like, and there's always the possibility that your children will want to adopt your chosen career and become a manager themselves.

Other new features include a dedicated match prognosis mode, which can be used to predict the outcome of a real-life match. There will also be five to seven new leagues added to the roster, although which ones are yet to be announced. We do know that there will be a more authentic Scottish cup system in place, as well as an improved editor to allow you to change pretty much any part of the game. From the players and teams to the music and the chants from the crowds, you can edit pretty much anything you like in FIFA Manager 09. We hope the community will really get behind this feature, and Bright Future is optimistic that the fans will even help translate the text into a number of different languages.

FIFA 09 PC Hands-on



EA Sports is making some genuinely bold moves with FIFA 09 on the PC. We grabbed a keyboard--and mouse!--to check out the improvements first-hand.

Although FIFA updates can often bring a feeling of deja vu, the development team on this year's PC version are doing some genuinely interesting things. Aside from the usual tweaks to animation and AI systems, they've included a new keyboard-and-mouse control system, a new interface with Web 2.0-like widgets, and a new engine that will make the game visually on par with the PlayStation 3 and Xbox 360 versions. We were lucky enough to play the game at EA's UK headquarters, and we were impressed with how it's all shaping up.
First up, the controls. The Wii version of Pro Evolution Soccer pioneered the cursor-based control system, and although FIFA 09 borrows heavily from Konami's idea, the mouse feels more precise than the Wii Remote. The idea's basically the same: You can make players move around using the standard W, A, S, and D keys, but you control passes and tackles using the mouse. An onscreen cursor helps you point to where you want to pass, while the computer figures out how to get the ball there. For example, if you left-click on a player on the opposite side of the pitch, your player will automatically perform a cross to get the ball there. Likewise, if you click in front of a player, you'll perform a through-ball, and the recipient will automatically run to get there. You can also use the mouse wheel to tell players to make a run into space, and pressing the space bar makes the player with the ball step up his pace. You can still use a joypad, but the mouse-and-keyboard scheme is highly intuitive, and we managed to score a goal within the first half of a game.

The new widget system may also have been taken from elsewhere, but it suits the FIFA front end perfectly. Assuming that you're online, FIFA 09 will pull in football-related info from the Internet and display it in the game. The main menu is dominated by five of these widgets, presenting information on your favourite team, your team's upcoming games, and a detailed history of your FIFA 09 activity. The data from ESPN covers most major football teams and nations, and you'll be able to see live updates on your favourite teams as well as their real-world upcoming fixtures and table positions. The widgets can be moved around and collapsed as you like, and anyone who's familiar with Web sites such as iGoogle and Netvibes should feel right at home.

Talking to the PC development team, it's clear that they weren't happy with the series in terms of visual fidelity. With high-end PCs superseding the power of modern consoles, they really wanted to offer PC gamers something that could rival the PS3 and Xbox 360 versions. That meant using the same player assets and animation as the console versions, in addition to adding graphical effects such as shimmering 3D grass. The game looked great on the high-end PCs that we were playing on, but the team also assures us that the technology is still scalable and that the game will work on a wide range of PC specs.
The other changes are mostly behind the scenes and will be noticed only by players of the previous games. More than 350 new animations have been added, mostly to improve the collision system, which will now let Drogba come out on top in a battle with a smaller player such as Owen. There are also four new skill moves, two of which are performed standing, whereas the other two are used when running. Your players are likewise much more efficient at shielding the ball, and you can even push over players if you want to gamble a run-in with the referee. Finally, there are improvements to the goalkeeper, who can punch the ball in new ways, fake throws, and get up quicker than before. None of these improvements seemed to stop Liverpool's keeper Reina from dropping a simple shot when we were playing the game, but with the game still at alpha stage, there's plenty of time for bugs to be ironed out.

FIFA 09 on the PC is looking great, and it's encouraging to see the new mouse control system in action. Our only disappointment is the lack of 10-player online support, which is being included in the PS3 and Xbox 360 versions. For the time being, the PC version is looking polished, and we're promised another look at this year's Leipzig Games Convention. We'll bring you more in the run-up to the game's expected September release.

Warhammer 40,000: Dawn of War II Review


Warhammer 40,000: Dawn of War II is a fun and fascinating game with a bit of an identity crisis. In one corner you have an explosively intense multiplayer real-time strategy experience, brimming with savagely satisfying competition. In the other, you have an odd and somewhat enjoyable single-player campaign that plays more like an action role-playing game than an RTS. The relationship between these two disparate entities is superficial; the structure and gameplay of the campaign has little in common with that of your skirmishes against other players or the computer. It's a bizarre dichotomy that doesn't always work, but online play is so deeply rewarding that the scattered campaign missteps are easily forgiven.
The first question that you might ask yourself as you play Dawn of War II's lengthy campaign may very well be: Where does the strategy come in? It's certainly not your typical RTS experience, putting you in control of up to four squads of Space Marines (and only Space Marines) and sending you off to exterminate your Ork, Eldar, and Tyranid foes. You won't be building a base or churning out units, but rather maneuvering your few commander-led squads around the map (likely as a single group) and beating up the beasties that stand between you and your mission objectives. Your goals may entail capturing a particular structure, recovering a stolen object, or even defeating an end-level boss(!). How's that for defying genre conventions?

This relatively simple gameplay is not what you'd expect from a strategy game, and strategy fans, including those who adored Dawn of War II's illustrious predecessor, will be disappointed that the "S" is missing from "RTS" in this instance. That's because the campaign is more akin to an action RPG, and if you look at it from this perspective, you're more likely to enjoy the journey. The game isn't going to dissuade you from that approach; the elements of a role-playing game are all accounted for. You will level up your squads and earn new abilities and bonuses, collect items and loot on the battlefield, and spend time between battles equipping your commanders with the various armor sets and weapons that you earn. With these RPG mechanics come the usual addictive loot-hoarding and unit personalization, what with various skill paths from which to choose and usable items that your commanders can equip.

Thus, Dawn of War II's single-player campaign isn't really strategic at all, but you will make tactical decisions that move beyond simple mouse clicking. In a mechanic pulled from the developer's own Company of Heroes, some squads can lay down suppressive fire, which slows your targets and hinders them from a quick escape. Units can be garrisoned or take cover behind certain objects, a mechanic easy to implement thanks to a slick interface and simple but effective visual feedback. However, the most important facet of a successful battle is your familiarity with each commander's unique abilities. Whether it is one's rally cry or another's jump-pack-powered stomp, effective use of skills (along with items such as grenades and satchel charges) is not only your key to victory, but also a visual and sonic delight. Seeing a dreadnought squash a ripper swarm, or a lictor alpha yank a powerless assault marine with its lethal flesh hooks, is enjoyably violent and makes battles fun to watch.


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Warhammer 40,000: Dawn of War II Review

Extraordinary online play makes it easy to overlook this strategy sequel's less-impressive single-player campaign.
The Video Review
Watch this video

Kevin VanOrd feeds his ripper swarm in this video review for Warhammer 40,000: Dawn of War II.
Watch It Watch HD 520p
The Good

* Fun, exciting online play will keep you under its spell
* Fantastic production values
* The loot collecting is fun and addictive
* Co-op play lets a buddy join your campaign in progress.

The Bad

* Campaign doesn't feature much strategy
* Few multiplayer maps
* Only 1 vs 1 and 3 vs 3 matches.

Warhammer 40,000: Dawn of War II is a fun and fascinating game with a bit of an identity crisis. In one corner you have an explosively intense multiplayer real-time strategy experience, brimming with savagely satisfying competition. In the other, you have an odd and somewhat enjoyable single-player campaign that plays more like an action role-playing game than an RTS. The relationship between these two disparate entities is superficial; the structure and gameplay of the campaign has little in common with that of your skirmishes against other players or the computer. It's a bizarre dichotomy that doesn't always work, but online play is so deeply rewarding that the scattered campaign missteps are easily forgiven.

Slugga boyz are no match for the gigantic carnifex.

The first question that you might ask yourself as you play Dawn of War II's lengthy campaign may very well be: Where does the strategy come in? It's certainly not your typical RTS experience, putting you in control of up to four squads of Space Marines (and only Space Marines) and sending you off to exterminate your Ork, Eldar, and Tyranid foes. You won't be building a base or churning out units, but rather maneuvering your few commander-led squads around the map (likely as a single group) and beating up the beasties that stand between you and your mission objectives. Your goals may entail capturing a particular structure, recovering a stolen object, or even defeating an end-level boss(!). How's that for defying genre conventions?

This relatively simple gameplay is not what you'd expect from a strategy game, and strategy fans, including those who adored Dawn of War II's illustrious predecessor, will be disappointed that the "S" is missing from "RTS" in this instance. That's because the campaign is more akin to an action RPG, and if you look at it from this perspective, you're more likely to enjoy the journey. The game isn't going to dissuade you from that approach; the elements of a role-playing game are all accounted for. You will level up your squads and earn new abilities and bonuses, collect items and loot on the battlefield, and spend time between battles equipping your commanders with the various armor sets and weapons that you earn. With these RPG mechanics come the usual addictive loot-hoarding and unit personalization, what with various skill paths from which to choose and usable items that your commanders can equip.

Thus, Dawn of War II's single-player campaign isn't really strategic at all, but you will make tactical decisions that move beyond simple mouse clicking. In a mechanic pulled from the developer's own Company of Heroes, some squads can lay down suppressive fire, which slows your targets and hinders them from a quick escape. Units can be garrisoned or take cover behind certain objects, a mechanic easy to implement thanks to a slick interface and simple but effective visual feedback. However, the most important facet of a successful battle is your familiarity with each commander's unique abilities. Whether it is one's rally cry or another's jump-pack-powered stomp, effective use of skills (along with items such as grenades and satchel charges) is not only your key to victory, but also a visual and sonic delight. Seeing a dreadnought squash a ripper swarm, or a lictor alpha yank a powerless assault marine with its lethal flesh hooks, is enjoyably violent and makes battles fun to watch.

The campaign may be limited to one race, but it sends you to three different planets, including Typhon Primaris.

It takes a while for the campaign to rev up, but even once it is in full swing, some tedium will eventually set in. You'll visit the same maps many times and fight the same enemies, and though the prospect of loot and new abilities will keep you pushing forward and trying out new options, you'll long for some more traditional RTS gameplay to mix things up. You'll also wish for a stronger tale to glue it all together, but in a surprising move by a developer known for great storytelling, the yarn unravels one or two interesting threads (including the surprising origins of your dreadnought commander) but is little more than a reason to throw a bunch of Warhammer 40K units together and watch them tear each other to bits.

For a different approach, you can invite a friend to play campaign missions cooperatively, and though this option is welcome, its implementation could have used some tweaking. Dawn of War II provides no co-op matchmaking option, so you'll need to know the Windows Live ID of your prospective companion to explore that possibility. Also bear in mind that though the game's host will reap the persistent experience and loot rewards, the guest will leave everything behind when returning to his or her own campaign. It's fun to play with a friend, though. You split command duties with your partner, so the moment-to-moment gameplay requires less micromanagement but gives you more leeway to play around with tactical options.

Kingdom Under Fire II Q&A: Bringing Massively Multiplayer to RTS


No doubt about it: The Kingdom Under Fire series is always changing. After dabbling in action and role-playing elements in the traditionally real-time strategy series (even combining the two in the action-heavy Kingdom Under Fire: Circle of Doom), developers are bringing it back home and online with the RTS-focused Kingdom Under Fire II. Revolving around a concept they're dubbing MOARTS (multiplayer online action real-time strategy, naturally), the game looks to be well on its way to once again redefining the KUF series. To get a better handle on the game's new direction, we spoke with Blueside's executive producer and director, SangYoun Lee.
GameSpot: How did you decide which direction to go in for a new KUF? The series has gone in a few different directions now, so how did you decide which way to go this time?

SangYoun Lee: Kingdom Under Fire II is the true sequel to Kingdom Under Fire: The Crusaders. It is being developed with the goal to perfect the genre of action real-time strategy, which was first introduced in The Crusaders. In order to achieve that goal, the elements of action and strategy must be fused perfectly well. We've implemented many deep and sophisticated game mechanics, so that the action in Kingdom Under Fire II can go beyond just delivering the fun of hack and slash; the game is designed in a way such that the action can add to the aspect of strategy by being part of its tactical gameplay. Also, we believe that the real excitement and fun of strategy games can be enjoyed when you play them with other people. To create a game that can be enjoyed by a lot of people and for a long time, we are re-creating and enhancing the online multiplayer portion of the game, to be presented with battles of unprecedented scales.

GS: How much did player feedback on the last game affect development on KUFII?

SL: A lot of user feedbacks were taken into consideration in development of the game. After the release of Kingdom Under Fire: The Crusaders, many of those who played the game gave us lots of feedbacks, and we agreed with many of the points made in those feedbacks, and it helped us a great deal in making a better sequel. The tough learning curve of the game and the aspect of strategy being a little weak in online multiplayer were pointed out as things to be improved upon. And those improvements we've implemented in Kingdom Under Fire II. The steep learning curve is no more, and the new sequel will be more accessible than ever to all gamers. As for the multiplayer aspect, we've added a number of new concepts, such as "mothership," "providing support for troops," and "capturing of bases." The tactical aspect of gameplay, encouraging the players to exploit different geographical features of each battle map, which has already been introduced in Kingdom Under Fire: The Crusaders, will also be present in the new sequel as well, and with all tactical elements mentioned above or to be revealed, Kingdom Under Fire II is going to test your tactical battle skills more rigorously than all other strategy games. You will be introduced to battles with the most extensive scope of strategic choices.