NORTH AMERICA’S ONLY OFFICIAL PSZ DUD PSN2 D 7 PLAYABLE DEmusig = МОРЕ PS3 GAMESt LINTOLD LEGENDS: DAZK KINGDOM ` ™ MEDAL OF HEND: 2ЕШ ХЕ 5: ны E Gb INI -> pan 2 УС a. PI EVNIG Stal INSIDE a ÎMI - GENJI - AND МОРЕ! | 4024 06968" 4 PM.1UP.COM and the PlayStation logos are registered trademarks of Sony Computer Entertainment, Inc. PRODUCTS RANGE FROM Ў EVERYONE го MATUR $19.99 MSRP. “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer Inc. “Live In Your World. Play In Ours." is a registered trademark of Sony Computer 0 FI games featured herein are trademarked and copyrighted properties of their respective publ For games that are online compatible, online play requires Internet connection, Network Adaj буш or PlayStatione2 with internal network connector and Memory Card (8MB) (for PlayStations: 5 PlayStation. GREATEST HITS www.us.playstation.com i Hi 2 PlayStation.c GREATEST HITS Tm * 5 % PlayStation.2 5 PlayStation.c GREATEST HITS LIVE IN YOUR WXRLD. PLAY IN OURS? TM GODFATHER.EA.COM y HOW WILL YOU PLAY THE GODFATHER? 03.2006 et ; 1 2 3 4 i NS RVIACOm COMPANY " SEEING IS ВЕМЕУІМС COMING SOON Language Suggestive Themes Violence CONTENTS #03 m үл БЕ 211 PRETTIER IN ШЕТПЕ | GENERATION.” B zy B | DAT Are Metal Gear Solid 3: Subsistence 4 Ii TL IT 15 INPUT You talk too much—but we love you for it. ^ HYPE 22 ROYAL TREATMENT The Prince of Persia team moves on to the PlayStation 3. 28 THE OPM INTERVIEW Psychonauts' Tim Schafer is a rebel with a cause. 54 PS3 PREVIEWS Smokin’ hot previews of three more PlayStation 3 games! Tekken and Killzone get shrunken down, and Konami tries out some comic innovation. 58 PS2 PREVIEWS Japan's answer to Grand Theft Auto, Окаті'ѕ exclusive demo, and Ballers goes Hollywood. а ЧЕ ЛЕНІ Metal Gear Solid 3: Subsistence FIFA Street 2 MLB 06: The Show Torino 2006 Fight Night Round 3 Drakengard 2 Sonic Riders Tokyo Xtreme Racer Drift 24: The Game 25 to Life Beatmania Final Fight: Streetwise Marc Ecko's Getting Up: Contents Under Pressure Onimusha: Dawn of Dreams Metal Gear Acid 2 Pursuit Force WRC: FIA World Rally Championship Exit Fight Night Round 3 Street Fighter Alpha 3 Max Street Supremacy Samurai Warriors Untold Legends: The Warrior's Code Generation of Chaos ИЕН pv 100 TALKING BLACK Insight into the exclusive PS2 demo straight from the guys who made it. 104 PLAYSTATION TACTICS There's more to tactical gaming than the world of Final Fantasy. 1056 WIRELESS COUCH POTATO Too lazy to look all the way across the living room? Then watch TV on your PSP instead! 108 WAY OF THE GUN The best—and worst—games for you to practice your lightgun skills on. ors. 110 IN MY DAY Believe the hype. Ps3 ца ва 62 su The Darkness Medal of Honor: Airborne Stranglehold Untold Legends: Dark Kingdom 24: The Game 25 to Life Beatmania Black Devil May Cry 3: Dante's Awakening Drakengard 2 FIFA Street 2 Fight Night Round 3 Final Fight: Streetwise Kingdom Hearts 11 Marc Ecko's Getting Up: Contents Under Pressure Metal Gear Solid 3: Subsistence MLB 06: The Show NBA Ballers: Phenom Okami Onimusha: Dawn of Dreams Sonic Riders Tokyo Xtreme Racer Drift Torino 2006 Yakuza AAAI | ESP SEES go Exit 90 Fight Night Round 3 a5 Generation of Chaos вз Killzone: Liberation вв Metal Gear Acid 2 55 Metal Gear Solid Digital Comic. ва Pursuit Force эч Samurai Warriors вв The Silent Hill Experience ао Street Fighter Alpha 3 Мах Street Supremacy Tekken: Dark Resurrection А FW h е ач Untold Legends: The Warrior's Code ва WRC: FIA World Rally Championship | CONTENTS WELCOME TO OUR WORLD One of the things we pride ourselves on is bringing you the latest and greatest demos the gaming world has to offer. That is one of the benefits of reading the Official U.S. PlayStation Magazine, which you are holding right here in your hands. This month we're excited to bring you the amazing demo for Black, so you too can share in the love of guns. Then delve deep into the world of Japanese myths, legends, and calligraphy with Okami before making your way through the ‘70s in Driver: Parallel Lines, complete with proper attire, vehicles, and а nice mullet. Or perhaps taking to the skies in an F-15C Eagle or the F/A- 18C Hornet is more your style? Ace Combatwill let you do it. It's all here, so what are you waiting for? Grab the disc and get to your PlayStation 2. 10 | => DASD) IMMANDOS Get a feel for how this game plays with these two levels, or view the trailer for а sampling of com- mandos in action. TROOPER Longtime fans of 2000AD comics will remember this one. Check the trailer to see how well the title translates into the gaming realm. Picture this: You are a god in the shape of a wolf and you're hanging out with a fairy while using cal- ligraphy to make the world a better place. 4 TALES OF LEGENDIA Did you know this game features art- work by Kazuto Naka- zawa, best known for his animation sequence in Kill Bill? 4 Parallel Lines shows you how nothing beats a good set of wheels as you escape the strong arm of the law. PlayStation. SHAD Л THE f D Shadow Hearts includes stuff you won't remember from history, but don't let that keep you away! Frei PlayStation.c GENJI: DAWN OF THE SAMURAI Sample what it's like to be a samurai, ready to defeat a cor- rupt clan that rules Japan and to restore honor to your family. Go behind the scenes and get a closer look at this beautiful, hand-drawn world where calligraphy can be your powerful weapon of choice. BLACK Sample the story mode or try the new “test of valor"—either way, you'll have all the action-packed game- play you could want. BEATME Let your inner DJ loose with this demo for Beatmania as you drop beats and create the pulsing energy of a club in your very own home. PlayStation. m > ONIMUSHA: ПЕ D Last month you got the demo. Now find out more about Dawn of Dreams from the team behind the game. AN nae Videogame air superiority has been achieved. Sample the demo here on this disc. Go on, you know you want to. Find out how adept you are at solving logic problems in the brain-challenging PSP game РО. COMING PLAY IT! TOMB RAIDER: LEGEND FIGHT NIGHT ROUND 3 ARENA FOOTBALL PLUS: A SPECIAL COLLECTION OF MUSIC-THEMED DEMOS Take a moment to see how well the series is doing with this month’s demo for The Belkan War, which takes place some 15 years prior to the events of the last game. This is standard fare for the Ace Combat series, but don’t read that as a negative thing, as jumping into one of the many craft—including the F/A-18C Hornet in this demo—and loading up on some powerful missiles just never gets old. By the way, while the F-15C Eagle is a more well-rounded aircraft, the Hornet is better for the ground-based objectives of this demo mission. Remember to load up on some air-to-ground missiles such as the SOD to make things a little easier, too. NExT MONTH WATCH IT! ROGUE TROOPER THE GODFATHER HITMAN: BLOOD MONEY APE ESCAPE ACADEMY DAXTER BAND TOGETHER Demo Disc Producers Gary Barth, Cori Lucas, Manuel Sousa, Chris Tan Marketing Team Steve Williams, Eric Lempel, Jesse Caid Executive Producer Andrew House QA Sam Bradley, Edward Toomy Account Coordinator Justin Flores Programming and interface artwork by Lifelike Productions, Inc. Lead Programmers William Bohan, Ron Midthun, Avery Lodato 3D Artists Jason Robinson, Philip Williamson, David Hayes President Katherine Williams Technical Director Tim Edwards. Maimoona Block, Kirsten Costello, Christine DeNezza, Tom Gillan, Gerald Martin, Sean Thomas, Jim Williams 4 ISC PROBLEMS? Ў Did you buy a сору of our magazine that did not contain a demo DVD? Simply send the receipt in an envelope marked “ОРМ Replacement Disc" to OPM Disc Producer, Ziff Davis Media, 101 2nd Street, San Francisco, CA 94105, with the name and address of the store plus your phone number and address and we'll send you the disc. Make sure you specify which month the corresponding disc belongs to in order to ensure you get the right one. If you have a malfunctioning or nonworking demo disc, call EDS at 1-800-627-6458. They will provide instructions to obtain repair or replacement services. Sony Computer Entertainment America (SCEA) warrants to the original purchaser of the Official U.S. PlayStation Magazine that the demo disc included is free from defects in material and workmanship for a period of ninety (90) days from the date of purchase. SCEA agrees for a period of ninety (90) days to either repair or replace, at its option, the SCEA product. You must call EDS at 1-800-627-6458 to receive instructions to obtain repair/replacement services. This warranty shall not be applicable and shall be void if the defect in the SCEA product has arisen through abuse, unreasonable use, mistreatment, neglect, or breakage during shipment. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING ON OR OBLIGATE SCEA. ANY IMPLIED WARRANTIES. APPLICABLE TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL SCEA BE LIABLE FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THE SCEA SOFTWARE PRODUCT. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential damages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific legal rights, and you may also have other rights that vary from state to state. атат 1] LL TOM BYRON JOE PYBICK!I 25 JONGEWAARD has PlayStation knowl- was very excited to go edge that is unparal- A leled, plus he's an astounding writer (his [Г] new column is already a hit). In appreciation, LLI we've tapped him to ДЕ write next month's cover story. (Shh, don't tell him - yet. We don't want to ruin the surprise.) to Sweden for the first time to see The Darkness, even though Sweden in February is very, very cold. But after asking the locals, "Ursákta, kan jag fa lite öl?” she was able to battle the chilly winter elements just fine. TT “23 ? HIEI2I2v GIANCARLO NGUYEN YARANINI seen a bird! And by bird, wants to say "congratu- we mean a new baby lations” to Heather this daughter, as opposed to month for rocking the an old baby daughter. business at SC, and no, The long nights of play- he doesn't mean Soul ing games will now be Calibur. You're the best. accompanied by the In other news, seagulls cries of an infant and are annoying and gang people finally realizing up on other birds to steal that Scooter's a dad. food. That sucks. ALEJANDZO CHAYETTA wants to toast to all of you for making this moment (amongst others) possible at the 1UP awards party. And yes, he and Ryan do look quite hot in this picture! (Although he is hotter thanks to his very snazzy sweater vest.) Uchaim! тт PYAN чик would like to give a big shout-out to the Memento crew. There are too many names for him to throw out all at once, but you know who you are, sportin' the very sensual pink pearl above your heads. It's a tal- ented crew that's above the rest. Word. LOGAN Раве is addicted to Chinese food. He is scouring San Francisco for the absolute best and spicy Hunan food he can find. Do you have a recom- mendation? Catch his blog at logans_run.1UP .com and let him know во he can compare your findings to his own. CONTRIBUTORS EDIT Robert Coffey Brian Intihar Chris Kohler = б Jane Pinckard GREG SEWART Ryan Scott hails from the same ART country cold comes from: Canada. He worked for OPM's sister mag Elec- tronic Gaming Monthly Í NICH MARAGOS moved to San Francisco for the high-flying, laissez- faire life of a videogame freelancer. Recent deficits in the high-flying and laissez-faire departments have made him reconsider. debaser.1UP.com GREG FORD was recently named the copy chief for the Ziff Davis Game Group. But he even more recently quit that job to go work with his buddies over at EGM. Drop him a line of congratulations! egm ford.1UP.com ROBERT ASHLEY comes from Texas, where they grow their game reviewers tall and snarky. He also makes music in not one, but two different bands. He's multifunctional like that. robertashley.1UP.com Martin Adolfsson Yanick Dery Merkley??? Mark Wasyl for years before joining, FONTS CommunityService, Unfinished by YouWorkForThem and then leaving, the game-design community. stewy.1UP.com Official U.S. PlayStation Magazine (ISSN #1094-6683) is published monthly by Ziff Davis Media Inc., 28 East 28th Street, Now York, NY 10016. Periodicals Postage Paid at New York, NY 10016 and additional mailing offices. Ride Along enclosed in all U.S. copies. Singlo-issue rate: $8.99. Subscription Rates: One Year (12 issues and 12 demo discs) $49.97 U.S., $65.97 all other countries. Ride along enclosed. POSTMASTER: Send address changes to Official U.S, PlayStation Magazine, РО. Box 55382, Boulder, CO 80322-5362, For Subscription Service Inquiries call us at 800-627-6458 U.S. and Canada, or 303-604 7445 all other countries. Fax us at 850-683-4094 U.S. and Canada, or 303-604-0518 all other countries, or visit our subscription website at service. playstationmagazine.com. 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Editor-in-Chief Tom Byron Managing Editor Dana Jongewaard Senior Editor Joe Rybicki Now Dad Thierry Nguyen News Editar Giancarlo Varanini Art Director Ryan Vulk Assistant Art Director Alejandro Chavotta Dise Producer Logan Parr Editorial Contributors Robert Ashley, Robert Coffey, Greg Ford, Brian Intihar. Cris Kohler, Nich Maragos, Jeremy Parish, Jane Pinckard, John Scalzi, Ryan Scott, Greg Sewart, Andrew Vestal Copy Chief Greg Ford Copy Editor Susie Ochs Senior Production Manager Anne Marie Miguel Production Manager Monica Brent President Scott C. McCarthy Vice President of Sales Scott McDaniel Senior Vice President and GM Online Ira Becker nt and Editorial Director John Davison nt of Marketing, Research & Events Rey Ledda Vice President of Sales Scott McD Senior Director of Advertising Sales Marci Yamaguchi GAMING ACCOUNTS—NORTHWEST Regional Sales Director Amy Mishra Account Executive Brent Martyn SOUTHWEST Southern CA, AZ Regional Sales Director Leslie C. 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NC, ND, NE, NH, NJ, NM, NV, NY, OH, ОК, OR, PA, RI, SC, SD, TN, TX, UT, VA, VT, WA, WI WV, WY, Canada Regional Sales Manager Andrew Reedman Account Executive Jessica Reback CONSUMER ACCOUNTS Senior Director of Consumer Advertising Sales Marc Callison West Regional Sales Director Laura Hill East Regional Salos Director Bruce Kaplan Account Executive Jessica Reinert ‘AUTOMOTIVE ACCOUNTS—DETROIT Regional Sales Manager Ken Stubblefield Promotions Manager Wendy Donohue ing Coordinator Tipler Ubbelohde Assistant Lynn Fortunato Sales Assistant Tiffany Orf To contact sales and advertising, please call 415-547-8000 Editor-in-Chief Sam Kennedy Senior Manager of Client Services Alex Jakovleski Senior Manager of Ad Operations Adam Carey Audience Development Manager Nopadon Wongpakdee Advertising Campaign Coordinator LeAnne Hsu Research Director May Tong PR Manager Jason Freidenfelds Marketing Coordinator Vanessa Alvarado Marketing Graphic Designor Drew Hathaway Chairman & CEO Robert F. 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Senior Technical Analyst Bill Schmelzer Desktop Administrator Nick Kalister Contact anyone on this masthead using firstname_lastname@ziffdavis.com SUBSCRIPTION SERVICE NUMBER 27-6458 (U.S. and Canada only) 104-7445 (International) To subscribe online 12 | DORIT Ae: 2006 What Dank Beast Lurks Within You? Immerse yourself in an epic storyline Experience five chapters of stunning Hack, slash and morph your way brought to life through dramatic new levels rendered in exquisite through the game with the help of in-game cinematics and voiceovers. graphical quality and enhanced detail. the superior combat system. Pre-order now at WWW.UNtoldlegends.com Animated Blood T Fantasy Violence — — a — — ESRB CONTENT RATING www.estb.org ENTERTAINMENT PlayStation.Portable BEAUTIFULLY RATING PENDING pamu Б Visit www.esrb.org R for updated rating information. CONTENT RATED BY ESRB | "27 4 Е (c) 2006 10 Interactive A/S. Hitman, Hitman Blood Money, Eidos and the Eidos logo are trademarks of the SCi Entertainment Group, All rights resdrved. “PlayStation” and the "PS" Family logo are registered Iraemarks bI a> Sony Computer Entertainment Inc. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S, and/or in other countries and are used under Ё license from Microsoft. The rating icon is a registered trademark of the Entertainment Software Association. қ SPRING 2006 MH ITMAN BLOOD Z MONEY www.HitmanBloodMoney.com EEE) 4 $6 | н- Шин E | | E i LIT THE МПГЕ OF THE РЕОРІЕ..О2 WHATEVE 4 It doesn't exist, but in my mind it does, and | am frequently creating games for it. It's really cool because all the things | hate about some games or wish for in others... well, all | have to do think up that game that 1 would like to play. It is a nice feeling of oppressed power. | call the system the Vid- ball. І also created a handheld system called the Vidpad because | couldn't resist. га CAST GREAT Р52 GAME? ONTACT OPM OPM 101 Second Street 8th Floor San Francisco, CA 94105 and check us out at or call 1-800-627-6458 FUMITO SUS DIRECT! One day | thought up my own game system. Throughout the Devil May Cry series, | have always found the best character to be often the most overlooked one by fans: Sparda. He's the man who kicked the ass of hell all by his lonesome. He's the father of the series' hero. He left the legendary weapons that ran amok іп DMC3. And upon playing DMC3: Special Edition, | have found the closest thing to prov- ing to you how unbelievably awesome of a hero he is: Super Sparda. That was the series" highlight for me. Sparda: Best DMC character. Сап get a "Hell yeah"? 1. Love the new format for the 100th issue. Well, that's great. Thanks! We do, too. 2. What's up with all the late demos in Issue #101? It actually takes longer to put together the DVD than it takes to put together the magazine, and sometimes demos don't make our deadlines. Sure, we'd love for all our demos to be timely, but we also think demos are cool no matter when you get them. 3. Could you do the "Track Gran Turismo 4" thing for Tourist Trophy? This game needs hype. We're pretty sure anything that comes from Polyphony is going to do well. 4. Ever thought of collecting the best demos and shoving them all on one demo disc? Yes, as a matter of fact, we have! Wish we could say more. 5. With regard to Gamers Are Talking About [a sidebar in Input] in Issue #101, can | get a trip to ChickenNext's house to try to dethrone the so-called biggest Tony Hawk game fan? I would put up a challenge. ChickenNext, what say you? 6. When is GT4 Mobile coming out?! That's an excellent question. 7. Can you put this e-mail in your mag so | can brag to all my friends how I’m in a magazine and they're not? l'Il give you a dollar. :) Yes—now pay up! Keep up the good work. Ever since Issue #19 (my first), l've been hooked on OPM. It's a drug... Just say no! Er, scratch that. Гат а longtime reader of your magazine and love it. | just wanted to say | love your new sections like In My Day and love what you are doing for the gaming community. Can't wait for the next issue; you give me something to look forward to every month. Thanks! In My Day is senior editor Joe Rybicki's new monthly column found on our PS. page at the end of every issue. You can contact Joe and any of OPM’s columnists through OPM@ziffdavis.com. 1. Can you make Kingdom Hearts Il the cover of OPM again and have about a 20-page review of it? Sorry, no more covers, but you can bet KH2 will get a feature review in an upcoming issue. Word from Square Enix is that the game hits stores March 28. 2. Is there going to be a playable demo [of КН2І on any future OPM DVDs? Sadly, no. According the Square Enix, no demo is in the works. 3. Is there someone at OPM who can translate Japanese and will be willing to come to my house and sit for countless hours while | play КН2 and translate the Japanese version for me? Or do | have to wait a big two months for it to come out? No, but March 28 is coming sooner than you think. Thanks. OPM ROCKS!!! We can't say no to that. I've been an OPM subscriber for more than five years now and really enjoy it. But | take AAI pL E? Is the PS3 really coming this year? Seems like only yesterday that the PS2 entered our lives. In the thread entitled "| want the PS3, but there are so many games | still haven't played for the PS2," Itchybrowndog's not sure he's emotion- ally ready for the next generation: "| can't wait for the PS3, but | love my PS2—it goes everywhere with me. It almost feels like I'm cheating on my PS2 when I think of the PS3. Does anyone else have this problem, or is it just me?" "You're not the only one," agrees shibbydashang1. "When the PS2 was released, there were still so many PS1 GAMES ARE TALKING ABOUT STRAIGHT FROM THE OPM MESSAGE BOARDS (BOARDS.1UP.COM) games that | wanted to play before moving on. So | waited a year and half to get a PS2. In that time, | was able to play the PS1 games | wanted and got a PS2 when its priced dropped from $299 (plus, | didn't have to buy a buggy first edition)." Botkiller, always the pragmatist, offers some accidental comfort: "Call me crazy, but | don't see a problem playing current and next-generation games at the same time." Knight cloak isn't worried: “І have plenty of games for my PS2 | could play for the next five years and not be bored." jp FROM МЕ TO YOU Dear Everybody, These Input pages may not reflect it, but our February cover story featuring Hideo Kojima stirred an enormous reader response and debate. At center was Kojima- san's feeling that games are not art. He couldn't possibly have known the beehive he would stir. But it was a beehive with bit of honey. The games-as-art debate took on a life of its own, arguments flying back and forth like at a pro tennis match. The liveliness and spirit of the dialogue was invigorating, intelligent, articulate, and well thought out. Sure, the occasional “That's just your opinion, and like derrieres, everyone has one” or some similar attempt to shut people up slipped in. But it was to no avail. That's what rigorous discussion is all about: People having insights, taking posi- tions, challenging each other, and making the rest of us think—a good break from the usual “When's GTA4 coming out?" questions we normally get. Thanks for all your letters and e-mails regarding the Kojima interview. It's gratifying to know OPM read- ers can be so passionate and articulate. SUBSCRIBERS! HERE'S SOMETHING YOU MAY NOT KNOW Here's something subscribers may not know: You can log on to address, report missing issues or other problems, and even pay for or renew a sub- scription. Neat. Take care, Tom Byron, Editor-in-Chief PENNY ARCADE PENNY-ARCADE.COM 80, Penny Arcade (5 realigning its resources. From now on, you'll be getting your resources in a line downtown. You're Piring me? I've got а studio x 006 oF Korea willing to draw all this Por PiPty cents Д a Strip. = I own half the company! Actually, I acquired your half in a hostile takeover What hostile takeover? 2¢ гит offense at your decision to run [web comic] Penny Arcade uncensored. 1 do think that Penny Arcade is a funny strip and have enjoyed it in the past. But OPM is a magazine for all kinds of gamers and people. There are parents who would never let their kids watch an episode of South Park but who get their kids subscriptions to your magazine with a certain trust. Unlike videogames that have a rating on the front, there is no indication that OPM would not be suitable for kids. | work with teenagers at my church and | would normally not have a problem letting them borrow my copy of the magazine, but [foul language] is not a necessary part of a video- game magazine. I'm all for innovation, as | am all for interna- tional understanding and friendship, both of which are exemplified by online gaming. | am, however, concerned that developers will even- tually forget that there are those of us that do not participate in online gaming, not because we dislike the games or we can't afford the subscription fees, but because we are antiso- cial. And when 1 say antisocial, | mean genu- inely antisocial, not Goth-style, Ally Sheedy- in-The-Breakfast-Club types, those who say they're antisocial only so that other "antiso- cial" people will hang out with them. There are those who actually do dread existing in the same tangible reality as other people but don't have the strength of will to end it. That's why videogames are so much fun: They're not the reality we're used to; it's fil- tered, improved, exaggerated. And the even- tual domination of online gaming has the ability to force some, the ones who still play videogames alone in dark rooms with only an Elliott Smith album and Big Gulp of Sprite as company, to face other people in the ways we so despise. | have a hard time asking convenience store clerks for change or calling tech support when my crummy Internet ser- vice goes out. But when I'm playing a game and happen to miss a shot or fail to capture a certain flag and some loudmouth named SeXMachine69 calls me an "F-ing noob," it only helps to solidify my desired avoidance of humanity. І don't expect developers to cater to a small demographic of emotionally stunted consum- ers, but | hope that good single-player games don't fall by the wayside as the tide of MMO- RPGs or online sports games takes over the industry. Maybe one day, when | pull myself out from my well of self-pity, | can jump on the online bandwagon and totally change my tune. Until then, all | want is to be left alone with a fun solo game in which to get lost. THE PARTY: | have been a huge fan of the SOCOM series since the first game. | have always enjoyed the realism of lying in wait for enemies, etc. | have to disagree with you on SOCOM 3 being the best of the series. The online portion of SOCOM 3 is the best, hands down. But the single-player por- tion suffers greatly from the technique of “dumbing down" the game. The actions that you can get your team to do have decreased in number. A command as sim- ple as "lead to" isn't included in this install- ment. I'm also disappointed that you can't send your team to [certain areas to have. them perform] specific actions in the field. І understand the need to make the online portion better, but the core game shouldn't suffer at the expense of making the game more mainstream. READE SCORE MULTIPLAYER 457 SINGLE PLAYER “Now, here's the kicker. Ready? You are actually going to want to play the single- player campaign, too! І know that may be hard to believe for longtime SOCOM fans, but it's absolutely true." OFM SCORE Want to have your say about a recent game? Thin review (don't forget the score!) to ТӨРІ ЕД AN ГӘМІГЕ: WILLD ARMS 4 Wild Arms has always taken a backseat to grander RPGs, but it's always been able to please both its fans and newcomers that are drawn into the series. But seeing the horribly biased review of Wild Arms 4 by. a Final Fantasy fanboy wasn't what 1, or many other fans of the series, expected in OPM [Issue #101]. Though the game is very linear and does focus a little too much on RPG clichés, its battle system is exceedingly pleasing and a nice change from other stan- dard RPGs. Your reviewer must have not even played more than four hours of the game, and after looking at his page on 1UP.com, | must say his collection is centered on Final Fantasy. If the game were called Final Fan- tasy Arms 4, l'm sure it would have gotten a 5 out of 5. | feel Wild Arms 4 is really well done overall. You will be hooked by the game's beautiful environments, great customization of characters, and wild Sols "The Wild Arms series has gone from merely banal to actively irritating. With such a wealth of RPGs getting translated and more companies eager to get into the act, it'S about time this appendix was removed." La. you can do better than us? Send your n with the subject "READER REVIE! READE SCORE OPM SCORE Leonora is a hardcore RPG gamer, having put in over 40 hours on such. classics as Suikoden 11, Suikoden IIl, and Shin Megami Tensei: Nocturne. In her latest posting, she weighs in ‘on the RPG game-length debate: "| noticed while wandering around 10Р. that many people have the opinion that an RPG with a main quest that lasts 28 hours is ‘short.’ Then | came upon this quote іп 1UP’s Grandia 111 review: “That must be the cardinal rule in the RPG handbook; “Games should take no less than 50 hours to complete.” l'm fine with that rule, if there's actually compel- ling content for 50-plus hours. In the case of Grandia, it's closer to 35, but it's a pretty brilliant 35 hours overall, making up for the remaining lacklister 15. "| think this rule is a major problem in RPGS right now, and | agree with [1UP reviewer Jane] Pinckard that games should reach or surpass this length only when there is a real reason for them to." Leonora Tomb Raider and Lara Croft fans will find kin- dred spirits here at one of the hottest clubs on 1UP. Angel of Darkness fans welcome, too. tombraider-club.1UP Experience the untold story beteen Seasone ата З An adrenaline rush of espionage, Interrogate and conduct gunfights and car chases surveillance on suspects Utilize your elite Counter Terrorist Unit (CTU) training in over 50 missions ARE YOU READY FOR THE MOST THRILLING DAY OF YOUR LIFE? THE CLOCK IS TICKING... j | www.24-thegame.com | www.fox.com/24 | All new episodes only on FOX | Available Now | Mondays 9/8с ЕЗ PlayStation.c 241! & © 2006 Twentieth Century Fox Film Corporation, All rights reserved. Twentieth Century Fox Television, 24, and their associated logos are registered trademarks or trademarks of Twentieth Century Fox Film Corporation. Take-Two Interactive Software, Inc. 2K Games, the 2K logo, Take-Two Interactive Software and the Take-Two Company logo are all trademarks of Take-Two Interactive Software, Inc. Developed by SCEE Cambridge Studio. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The ratings icon is a registered trademark of the Entertainment Software Association. All rights reserved. ESRB CONTENT RATING cambridge THE FAT] 8 шин HAN H4 Ф” - Perlect SP THE RING IS BACK. The danger is on your turf now. The Shadow Hearts series comes home, bringing the adventure to familiar locations like New York, Chicago, and Las Vegas. А shape-shitting bounty hunter and other unlikely heroes are your sole allies. Your only hope of stopping body-snatching demons is to harness the power of the Judgment Ring. Make the most of new abilities, double moves, and double combos. This land is your land. For now. www.shadowheartsnewworld.com seeD GAMES Crude Humor Mild Language Suggestive Themes Use of Alcohol and Tobacco Violence www.xseedgames.com PlayStation. CONTENT RATED BY ES $ | AYA uz “Ж” Expectations: Sometimes they can be unreasonably high. But at other times, they can help to motivate a group or individual to go above and beyond the call of duty. With the excellent Prince of Persia: The Sands of Time under its belt, among other games, Ubisoft's Montreal studio is currently facing such a situation. How do you live up to such high expectations when you're working with a brand-new property, PPeEEVIEINS AND NEWS [же Бә] ү THE WOLD called Project Assassins, on a brand;new System? “It's a very expe- ПЕ PLAYSTATION rienced and strong-headed team,” says executive producer Yannis Mallat. “The pressure comes from the pedigree of the team. My job here is to make sure that we don’t have outside pressure, because the team itself always tries to break the rules and cross frontiers—it has its own pressure coming from the inside." "It is internally driven," says Jade Raymond, the game's producer. "The two main lead guys defining the main character, the assassin, created all the moves for the Prince, and they have this vision of what a next-generation character is going to be like and the amount of control the player has. They set the bar really high for themselves." Even with the internal challenges the team has been giving itself in the development of Project Assassins, jumping from the PS2 to the PS3 presents its own unique set of hurdles. "From my perspective, | Т H E D а е К N E S S think it's riskier because of the scope and money involved. We have to be sure and more confident about where the money goes, and we also PS3 BLACK MAGIC! have a lot more people,” says Mallat. “On the creative side, nothing is E really different. Since we don't have that many constraints, we have to give ourselves our own constraints because whatever the RAM budget is, whether it's 32MB or 512MB, it's still a limit." “We're kind of lucky, because | inherited the core team that shipped 28 PSYCHONAUT 42 CALENDAR The Sands of Time,” says Raymond. “We have people who have seen Tim Schafer spills the beans. The month for you and your PS2. many different consoles, so they've been through the challenges of new technology. Also, they've all been creating games for a long time THE [2E TLII2N 44 PS3 PREVIEWS and they all have an idea of what ‘next generation’ John Davison on the PS3. The games are coming! But it's not as if the Montreal team isn't familiar with challenges | or taking risks. In fact, much of what the team learned from its time PSP PREVIEINS working on Prince of Persia has been applied to the development Can you say "Killzone"? of Project Assassins. "Most of the things that went well are on the human and philosophical aspects," says Mallat. "The team loved the PS2 PREVIEWS philosophy of the engine—in terms of how we work with it and the Wolf gods and celebrity. ballers. level editor, it's a global creation where everyone participates. It gives more time for back-and-forth to check ideas and it fits with this team. Project Assassins we've kept the same processes that we had on гч PAUSE When you're not playing games. (шин! Grand Theft Auto: Tokyo. TAEEN T= Sands of Time by giving the team enough preproduction time to be able to test the ideas within the gameplay or within playable versions of the game.” That wasn’t the only way the team benefited from working on The Sands of Time. Despite the struggle against Ubisoft management at the time, the end result afforded the team a great deal of respect in the company, which has given it much more freedom in the devel- opment of Project Assassins. “| was a producer on Sands of Time,” Mallat recalls. “I had to struggle with upper management and had to tell them, ‘I'm not done with preproduction, even if this is the best pro- totype you've ever seen. If we rush into production, we're going to get screwed.' Ultimately, what's right for the people is right for the com- pany. We have more freedom in terms of creativity. Obviously, we're dealing with a new IP and we've had more time and that's great. But we also need the challenge." Ubisoft Montreal is not only taking on that challenge, but also defining what that will mean for other developers on the PlayStation 3. “I've asked the team to create an entirely new next-generation engine, and this is where the challenge is going to be," Mallat says. “You might find next-generation games on the market, but they're “YOU MIGHT FIND NEXT-GEN GAMES ON THE E MONTIZEAt MEN AT NORK & T EJDICT, шаны) ЕЛЇЕ! BF ШЕ ЕТ“ EIVIHI2E, TACKI SS JE IE PMENT MARKET, BUT ТНЕУ РЕ USING OLDER-GEN ENGINES.” using older-generation engines. But when you're talking about real next-generation engines, this is where our game really profits, and we'll be showing that soon." "We knew that we were going to leverage the graphics potential to get a new level of realism, but we're also leveraging the Cell architec- ture to get more Al, smoother animation, and all this stuff," Raymond explains. "We're really focusing on crowd АІ and creating new types of gameplay with crowd interaction. Some of that is really hard to get to work off the bat because sometimes the simulations can take on a life of their own and produce something you weren't expecting. We have many different layers in the crowd Al system because we're trying to Yannis build a sandbox where you can interact with the crowd when you're =o not on a mission. We also want to have a lot of level-design compo- ac nents where the crowd [will behave accordingly]." Frankly, we can't wait to see all of this in action. @ АШАЙ ТЕ ЕС CRTs are the standard TV sets you see in most households and сап come in projection and standard display modes. While they can offer a very clean, vibrant, and crisp picture, many are not HD capable. They're also incredibly heavy and expensive compared to front- and rear-projection TVs powered by LCD and DLP technology. This high-definition technology is essentially an evolution of LCD technology. In most cases, it provides a more vibrant picture with better color display (most LCD TVs have problems displaying black colors as truly black). DLP offers all of the other benefits of LCD tech- nology as well, but some consumers have noticed a rainbow color effect on some DLP TVs that could be potentially distracting. While LCD technology was severely lacking in quality in previous years because of blurring problems, recent advancements have made it the most affordable and reliable technology. Plus, you don't have to worry about burn-in and you get a really amazing picture with minimal blurring. THE HIGH-DEFINITION EVOLUTION Avoid it. Plasma TV technology is way too expensive and touchy to really make it worth your time. Yes, in many cases it can provide an amazing picture, but there are far more reliable and inexpensive technologies that can provide you with a great HD experience. NS ANS RESOLUTIONS қ” АА “соо It's the lowest progressive-scan resolution out there and is available on most TVs, but it is not considered an HD resolution. This is the main HD resolution and probably the one that most Play- Station 3 games will be coded for. Surprisingly, a lot of early-model HDTVs don't display 720p natively; such sets would have to convert the signal to another resolution in order to display it properly. It's the highest resolution of most currently available sets, though many can only display up to 1080i since 1080p sets have just started to hit the market. pue POGES- SINE US. INTERLACED You might have heard people talking about pro- gressive and interlaced when referring to resolu- tions. It's simple. Progres- sive is the better option in most cases because it draws the entire image on the display at once instead of every other line, which is what inter- lacing does. However, there's some debate as to whether or not something like 720p is better than 1080i, because the former option gives you progres- sive scan while the latter gives you a higher resolu- tion that's interlaced. Ultimately, it comes down to your own taste. GET INNEL'TED The Р53 will have a con- nection port called HDMI along with the standard audio/video jacks. You can hook up a PS3 through standard audio/ video jacks by using com- ponent cables, which are usually sold separately. However, HDMI is a better alternative to com- ponent cables because there's less degradation in the image quality; you just have to find a TV that has an HDMI jack. If your TV has DVI, which is essentially the same as HDMI but without the audio component, then you can purchase an adapter to make it work. IN COMMAND. IN CONTROL. ON THE MOVE. 3 | STRATEGIC MILITARY WARFARE IN THE PALM OF YOUR HAND. E x Ж Ж. A x FIELD» - COMMANDER JOIN THE RANKS AT IITA WWW.FIELDCOMMANDERGAME.COM Turn the Battlefield to Your Advantage in 30 Wage War Multiplayer Style, in Ad Hoc, Single-Player Missions. Infrastructure, Hot Swap and Transmission Modes. Blood Violence гэ >, PlayStation. Portable ESRB CONTENT RATING _www.estb.org Game experience may ENTERTAINMENT: change during online play. © 2006 Sony Online Entertainment Inc. SOE and the SOE logo are registered trademarks and Field Commander is a trademark of Sony Online Entertainment Inc. "PSP" is a trademark and “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). The ratings icon is a registered trademark of the Entertainment Software Association. АЙ rights reserved. 2 HWwBE IIBENDSPUITTEIZ Pretty much all of us expected popular PlayStation franchises to appear on the PSP at some point, but what surprises us most is the incredible surge within the last few months. It makes sense—if you want a game to sell, be it portable or otherwise, a familiar name can go a long way. After all, look what it did for the president of the United States, and he's not even a video- game—though he does occasionally stutter like a poor framerate. Anyway, here's to the influx of big names on the PSP and the inevitable lack of creativity to follow! | E МЕЙ TOM CLANCY’ SPLINTER CELL ESSENTIALS: TEKKEN S: DARK RESURRECTION HE NE STREET FIGHTER ALPHA 3 мах a SYPHON FILTER: DAXTER DARK meer > While we all eagerly await Sony СЕА5 official pricing announcement for the PlayStation 3, we can try to get a good idea as to what it may cost by looking at its individual components, or at least speculate how much of a loss Sony is willing to absorb on each PlayStation 3 sold. In early January, Pioneer revealed that it'll be releasing a $1,800 Blu-ray player. Samsung announced plans for a $1,000 player. It's highly unlikely that the PlayStation 3—which also serves as a Blu-ray player—will cost over $1,000, but you can bet that Sony will try to reinforce the idea that you're paying far less for something that normally costs over a grand. That's all well and good for the hardware, but what about pric- ing for the Blu-ray discs? Interestingly, Sony Pictures announced that it will charge retail- ers only $23.45 for every new-release Blu-ray movie disc, which is about a 20 percent markup over DVD technology. Movies currently available on DVD that are rereleased on Blu-ray will be sold to retailers for $17.95. Sounds like а deal, but don't expect this pricing 10 come into play for PlayStation 3 games, as most retailers, including GameStop and Electronics Boutique, expect them to retail for approximately $60—the same price as most Xbox 360 games, which are on regular DVDs. WHAT WE WANT ON THE PLAYSTATION: CONDEMNED: CRIMINAL ORIGINS It's interesting how one of the most popular franchises on television, CSI, has yet to have any sort of adequate game based on its premise. Who wouldn't want to play as an investigator at the scene of a grisly murder, attempting to find clues and capture the killer? Condemned: Criminal Origins (Xbox 360) not only puts you in that role, but takes it one step further by making it as creepy as possible. Seriously, playing this game with the lights off and a 5.1 system cranked up is akin to walking on a narrow wooden bridge on top of a cliff with. alligators in the river below waiting to munch on you (thanks, Temple of Doom!). Plus, there's something special about smacking a drug- crazed hobo over the head with a lead pipe that you ripped from the wall—no other game really lets you do that. rhe Battle for an ancient кейс Begins U with the Hunt foc the “Merines”.. adrift on an endless, caging ocean, senel coolidge and his sister shirley find themselves drawn ashore a mysterious ship. known as the Legacy, it is an ancient relic that conceals countless dangers — including those who lie in wait for shirley. то save his sister, senel and his party uncover the deepest secrets of a legendary ship, and in the process, discover the ties that bind them all. Take strength from friendship. таке pride in love. rake everything that you believe In and turn it all ro power. > Anew cost of endeacing characters in о stunning throw mossive en Зр setting. the first Hi Fantasy Violence OFFICIAL Mild Language Ч Suggestive Themes Á STRATEG د НЕВЕ INTEPUE/A‏ | $ DOUBLY FINE 3| DAM TRAVELING THOUGH He's the closest THE MIND OF TIM SCHAFEIZ OFM Most people know about your roots as a PC adventure-game developer for LucasArts, but can you tell us a little more about the time before that? Where did you grow up and how did you get into games? | TIM SCHAFER | grew up in Sonoma, which is about an hour north of [San Francisco] in wine country. It's really a tranquil, idyllic, Leave It to Beaver kind of town. As a kid, | always thought it was kind of boring, and we were always left wondering what we were going to do. | remember [when] my dad brought home an Odyssey—it had car- tridges you could plug in, and they were all basically versions of Pong, but you had these plastic overlays you could put over the screen. There was this submarine game, or at least they said it was submarine game, but it was really just the Pong paddles that moved around a maze. | loved that thing. There was this target game where you just shot the Pong paddles as they moved around. Everyone in my family played it. Then my dad brought home an Atari, and | freaked out over that. | played it, played it, and played it. | would even sit there and watch the attract mode of Combat with the biplanes flying through the clouds. Then | played Adventure, and | just loved the castle, and the dragons that looked like ducks, and the bats that looked like an H. My brother, who is about nine years older than me, was in college at the time. He had a Teletype and some Teletype games. He would sit there and type his name and password to get into a mainframe, and everything about it seemed so cool to me. | thought it was exciting that you had to type in a username and password. So | ended up going to school and getting into computers. Even- tually, | was at UC Santa Cruz, and it had a pretty big effect on me because | was able to take a wide range of classes. Actually, it was all of the classes outside my major that [I found most interesting]. There was one class where we studied these people who would have problems in their lives. These problems would manifest themselves into dreams--so they'd see an animal or a lake or something crazy like that, and a lot of that is in Psychonauts. | thought it was really cool that people who weren't poets and writers could come up with stuff that was so abstract. Eventually, | transferred to UC Berkeley. While | was there | took a lot of English classes, and that's where | started to read a lot of inter- esting stuff, like Thomas Pynchon's The Crying of Lot 49. | also loved my anthropology class and folklore class. We studied folklore from all around the world. | learned about the modern stuff, urban legends, and that's where І learned about the Day of the Dead, which became the inspiration for Grim Fandango. That's also where | learned the impor- tance of knowing how to write. These folktales all have these really imaginative things that people have passed down, and every culture has them. It's а great place to rip things off. [Even things like Star Wars] are so heavily based in folklore. OPM UC Santa Cruz and the surrounding area are kind of unique. It's pretty isolated. What did you think of the people there? | TS | remember when | went there, | didn't leave campus for three weeks because it's so self-contained. It's nice when you're a freshman because you don't have to get an apartment or figure any of that other stuff out. But we weren't really accepted by the town. One time we were riding the bus to the school from town, and this lady got up and told all of us, "Please don't vote. You're only going to be here for four years, so you'll mess up everything for the people that live here." I didn't buy that. But anyway, | was at the art college, Porter, where our first class was an overview of all this stuff—architecture, poetry, and music. 1 still ended ир in computer science, but it definitely helped Хат ШС BERKELEY, | LEARNED ABOUT THE DAY OF | THE DEAD, WHICH INSPIZED GEIM FANDANGO.” broaden my horizons, which is good when you're stuck underground in a computer lab. OPM Because of your experiences at school, did you ever think that you didn't want to do the whole computer programming thing? | TS Originally, | wasn't really aiming to be a designer because it didn't occur to me that you could make a living in the game industry. 1 knew there were companies that made the games, but | never thought "а get a job at one of them. | thought I'd get more and more into writing and less into programming. Plus, you always heard about the boring programming jobs. When you were looking for jobs, you never saw one for games, but you always saw listings for database work and things like that. OPM How did you go from being a programmer to designing your own games at LucasArts? Q | HTAE__INTEPJIEN TS Well, a group of us were thrown into SCUMM University, because all of the LucasArts games used SCUMM [Script Creation Utility for Maniac Mansion]. The four of us were messing around with it, writing our own dialogue. They gave us some old art to work with, so we were just writing goofy stuff and joking around, trying to make each other laugh. | think LucasArts was watching us the whole time, and they picked me and one other person out and said that they liked the writing so they put us on the Monkey Island games. We were just So excited to be at Skywalker Ranch and to be around Star Wars before the Episode | stuff. | felt really lucky to be right out of school and going to a company like that. Also, the old LucasArts team had like 40 people, and | thought they were all geniuses. They were all talented and always dedicated to doing smart and original stuff. And getting hooked up with Ron Gil- bert—he was our mentor and | learned a lot from him. | also learned how to be creative and to not be afraid to throw around new ideas. | wrote this one joke thinking we were going to take it out, and he told us to run with it. That's when | learned to not be afraid, because some- times your own self-censorship can be your worst enemy. No idea is too strange or too goofy. ОРМ Would you say that your experience at LucasArts was positive on the whole, or were tl things that were pretty disheartening? TS | learned good and bad things, definitely. One of the hard lessons LUCAS, THE MAIN is learning how easy it is to be in a creatively driven environment and not be really worried about money. It's much harder [now] to do what we did in the old days—now we have to find that interception between what we think is cool and what will work for the audience. [As far as good things go], | had this standard set because of all the people there like Ron—that whole studio was about quality. Nothing got watered down. Plus, we had some advice from George Lucas. He didn’t come around a whole lot, but he came around a few times. For Monkey Island, we didn't have a name for the main character. We just called him "Guy" because he was a guy. Anyway, George came around and explained how [important the main character is] and how you can put all of your eggs behind the main character and build everything else around that, make the whole story be that person's story. OPM Is that how you design your games? TS I've done both. I've heard that the Japanese developers make а cool character that works really well, then they think about the envi- ronment they can drop it into. It's different from the American design, where they build this huge crazy world, then [create] the characters and hope that it works. For Grim Fandango, | definitely wanted to bring this world to life and have all of these cool skeletons walking around. Then | thought about who would be the best character for the Land of the Dead. Conversely, Full Throttle was a story about a biker, so we thought about what kind of world we can we fit him in. It can go both ways. “ЛЕ HAD ADUICE ЕІ20М БЕО2БЕ HE -Ex PLAINED HEIN AMICI T ANT снавастЕг: IS: \ It's like free cap day without having to go to the stadium. PlayStation.e X EVERYONE LIVE IN YOUR W2RLD. PLAY IN URS “FREE with game purchase. Details inside specially marked packages of MLB ‘06 The Show or visit playstation.us.com/mlb06 for details. Offer expires 6/17/06 or while supplies last. Selection of team based on availability at time of redemption, Major League Baseball, Hall of Fame and Minor League Baseball trademarks and copyrights are used with permission of Major League Baseball Properties, Inc., and the National Baseball Hall of Fame and Museum, Inc., respectively. Visit the official Web site at MLB.com. ©2006 MLBPA, Official Licensee-Major League Baseball Players Association. Visit the Players Choice on the Web at www.MLBPlayers.com. ©2006 Sony Computer Entertainment America Inc. “PlayStation” and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. “Live In Your World. Play In Ours.” is a registered trademark of Sony Computer Entertainment of America Inc. AMERICAN PLATEFORME GHABACTERS FEEL LIKE THEY UE BEEN LISED шр» МІ E-S TED. *. tte, ОРМ People have said that about Psychonauts—that it has a Japa- nese design sensibility, in that the world was built around the character. | TS Well, it was definitely influenced by a lot of Japanese games, starting with Zelda, Mario, and Mario 64, which was a huge influence, as was Skies of Arcadia. 105 not like we were ignoring Japanese games, because a lot of the games we admire are Japanese. For American games, | was not inspired by the shadow movement, or the movement to darken games. These developers think that [the old style] won't sell, so they ask how we can make our characters dark, and they just say, “Well, let's just throw him in a jail and have him be there for a long time." It seerns so cheap. And for American platformer characters, which started off being so happy, it feels like they've been used or molested. They've been perverted and turned into these dark, suppos- edly more marketable, violent characters. ОРМ Is that the biggest problem facing the industry? Everyone's out to make money and no one cares about the actual games? | TS 1 don't know. I'm not a marketing genius; otherwise, Psychonauts would've sold a lot more than it did. I'm worried about the superficial interpretation of [the audience]. If you hear опе kid say, "I wish | had more guns," then all of a sudden all kids want to use guns. These kids aren't game designers. I'm not saying their opinions don't matter. I'm saying the obligation of game designers is to come up with something that's challenging and entertaining. They shouldn't just get a list of 32 | CTI Ara. 2006 impressions from a focus group and go with that. | mean, it's like with Tomb Raider. No focus group sat around and said, “We want Raiders of the Lost Ark, but with a girl.” | just wish we had the luxury of having game design where you [the game designer] think something will be popular so you fight for it. People may not understand it, but you have to give them the chance to like it. That gets harder and harder. ОРМ Is there anything you would've changed during the develop- ment of Psychonauts? TS I just wouldn't have been late. And there are lots of things | couldn't have known. | brought some key members on late in the proj- ect, when they probably should've been on the whole time. There was a lot of turmoil in getting a team together, but now it's like a well-oiled machine, and that's the great thing about starting on this new project. 15 like you're starting with a dream team. OPM Will Double Fine be supporting multiple systems this time around and not developing primarily for one platform? Can you tell us anything about this new project? | TS Our engineering is much more platform agnostic, so yeah, we're not going to be tied to one system. The new project is different from anything l've done before, but it's something l've wanted to do for a long time. We're all very excited, and we've all had a ton of fun in designing it and doing a mock-up of it. SPORTS THE GREAT ONES ALWAYS LOOK FOR AN EDGE he great ballplayers always seem to have the inside edge— and now so does Major League Baseball’ 2K6. Our revolutionary Inside Edge" feature authentically recreates the one-on-one pitch- er-batter showdown with unprecedented realism by incorporating three years of actual MLB" scouting reports and analysis into the Inside Edge with Major Li Station^2 computer entertai Ш ос BASEBALL ‘SWING STICK — A revolutionary analog batting inter- PURE MOTION brings authentic MLB animations and МІР. SYSTEM"- Save your friends’ player profiles ТНЕ ONLINE EXPERIENCE - Fully customizable leagues face that brings Big League control to every at bat. physics to life with unprecedented detail and variation. and compete even when they're not available. and the most comprehensive feature set anywhere. The only officially licensed video game on every major console. “AVAILABLE ON SOUNDTRACK BY logo are 2) el ). Ме y be trademarks or trademarks of Microsoft Corporation in the ct 2005 Ninte a a ot mend 2001 Nintendo. The ratings icon y the Xbox logos, trademark of the Entertainment Software Association. НЕЕ KNOWLEDGE Eu rr 4. fi PS3 PI2EDIC TONS АМО PUNDITUDE Tom asked me to begin my first column by introducing myself to you all, and then pro- vided the vague direction that he wanted "something interesting and/or funny." Some of you may have some vague recol- lection of my ugly, hairy mug from my pre- vious incarnation as the ringleader around these parts. Before taking up my current position as Tom's boss, | was the editor-in- chief of this magazine for five years. Previ- ously, Га been steering EGM's fortunes. through the PS1 and Dreamcast years, and | hopped over to take the rudder on our Offi- cial PlayStation ship a few months before the PS2 was launched. Looking back, there are a lot parallels between what was going on back then and what we're seeing now in the run-up to PlayStation 3. So, with part. опе of Tom's request taken care of, here's my crack at the second part: some predictions! І should preclude this with some sort of disclaimer, | guess. What follows is simply unabashed punditry, and despite being pre- sented with a certain amount of conviction, it's by no means fueled by any under-the- table note passing at some sort of execu- tive level. In short, l'm guessing. They are educated guesses extrapolated from his- torical precedent and current information, but...yeah...l'm pretty much winging it here in an attempt to provoke some debate. I'm going to say November in the United States, and I’m going to say that it won't be a penny more than $399.99. Why? Because Sony really can't afford 10 be more than a year behind its main competition, and Microsoft has set a pricing precedent that only a crazy person would break. You can't turn up to the party late, demand more cash, and just keep your fingers crossed that everyone's dumb enough to tolerate that. The guts of the PS3 may well be made of magic beans and alien technology, but the Xbox 360 has set the price point. We've all looked at the prototype boomerang banana thing and probably wondered what the hell Kutaragi and his cronies have been smoking. This was more than likely a case of them sticking something different out there to see how much change we'd tolerate. Judging from reactions after E3 last year, "not much" seems to sum that up quite nicely. Consider this, though: The banana is as small and slender as young Scooter's well-manicured fingers, but it's also supposed to be wireless. If it's going to use Bluetooth, it's going to need juice, and for that it needs somewhere for the batteries to go—probably some kind of receptacle that can accommo- date a couple of AAs. So unless Kutaragi has found a way to make it run on magi- cal fairy dust, that prototype version isn't go to work unless it's connected with a cord. My guess? The DualShock 3 will look an awful lot like the DualShock 2 with an unsightly bulge on the back. In fact, it may look remarkably like Logitech's delightful wireless pad. THE LINEUP There probably won't be very many games on day one, and much like we saw at the PS2 launch (and, indeed, the 360 launch), very few will show the true potential of the system. Coupled with the inevitable hardware supply problems in November and December, this will fuel pretty much the exact same media coverage that we saw with the 360 over Thanksgiving last year. Warhawk may make the “launch window” and will hopefully be spectacular, but the real jaw-droppers on the system aren't going to be shown until ЕЗ in 2007. rise From of hero registered trademarks of Sony Computer E a Switch between 4 Lay waste to entire armies nnihilate enemies characters with unique on the ground and in the air. with more than 60 weapons weapons and abilities. in over 90 missions. £9 PlayStation.e SQUARE ENIX. UBISOFT’ We're not recommending any spe- Cific brand of cowboy hat, but you should really go out and get one. Not only will it protect you from the sun's harmful rays while you're out wrangling some cattle or shopping for Dr. Pepper, but it will also make people think you're Walker, Texas Ranger. Really, you can't go wrong either way, unless you try to rope cattle while drinking Dr. Pepper, because that's just asking for all sorts of trouble. WHEN v EILITHE NOT PLAYING GAMES Carl Zimmer Actually, this is the last thing you want to go out and feel. This wasp controls the movements of cock- roaches, which it needs to lay its eggs, by jamming its stinger into the roach’s brain and searching for the part that controls movement. Once found, the wasp “guides” the cock- roach to go back to its lair, where it begins the whole egg-laying pro- cess. Nature is totally screwed up and scary, and these kinds of things freak us out! WORD BY CHUCK KLOS гам 8-ЕТ Jon M. Gibson Videogames may not be art to some, but surely art inspired by videogames is still considered art. / Am 8-Bitis a collection of paintings, drawings, | and other forms of artistry | that focuses on various videogames, ranging from Super Mario Bros. and Metroidto Mega Man and Dig Dug. A lot of the art in here is pretty damn cool and may actually surprise you, particularly the image of Link from The Legend of Zelda standing with his mouth agape and a cigarette sticking out to one side. BY JON M. GIBSON f David Hasselhoff Dachshunds, angels, motorcycles, the Hoff—words simply cannot describe how these elements come together in a sweet symphony of blue screen effects and complete crap. Seriously, Hasselhoff, what the hell were you thinking? Sure, we've all imagined what it would be like to fake-snowboard down a mountain, only to take a bite out of an enormous fake salmon. Or hey, how about looking like a complete jackass jumping next to footage of the Masai war- riors from Africa? Do a search for “Hooked on a Feeling” at Youtube.com to check it out for yourself. Imagine if all of the dudes in the Killers were actu- ally not dudes, but women instead, and you'd have Von lva! OK, so maybe that's not the most accurate description since the Killers are a bunch of sellouts. A better description would bethis: Imagine badass | girls who play 10 times better and 10 times harder | than the Killers making some crazy electro-blues shenanigans with so much energy that your head will explode. The Black Mages д It's not thatthe Black Mages аге new or amazingly good, but the fact that the Black Mages are headed by Nobuo Uematsu—the man behind the music for the Final Fantasy games—makes the band notewor- | thy if you've never had a chance to check them out. The Black Mages perform rock remixes of various Final Fantasy songs, which you can now download on iTunes along with all kinds of other Final Fantasy music, including orchestral versions of songs! mma] ЕСЕ. STRIKE FIRST. <=" Ч = WWW.COMMANDOSSTRIKEFORCE.COM eee A 4 Blood rt. | 1 13 : а a PlayStation 2 Saree Suggestive Themes n Violence BROADBAND ONLY the Eidos logo are : а 222) لے‎ eee eidos, The rating icon is a registered ¢ | HTAE_NENS GOD OF WAI 2 Representatives from Sony CEA have indeed confirmed that a God of War sequel is on the way, which shouldn't surprise anyone who finished the original game. Many of the unlockable extras found in God of War hinted heavily at a sequel, to the point that it seemed as though a follow-up was right around the corner. Indeed, it seems some aspects of the original game that the developer axed (and also featured in the extras), such as the Icarus wings for Kratos, have a strong chance of showing up in the sequel—we're anxious to see how much of that content makes the transition. While the sequel will still be developed at Sony's Santa Monica studio, David Jaffe, who was lead designer on the original God of War, isn't the one directly in charge, since he's currently busy working on HL for the PSP. Whether or not this will affect the overall direction, gameplay mechanics, or other aspects of the game remains to be seen, but either way, God of War 2 has some very high expectations to live up to. | PLAYSTATEØN BITS If you can't get enough of Hideo Kojima and his Kojima Productions studio (and we know you can't), then you'll be happy to know that Mr. Metal Gear has started an audio blog, or podcast if you will, in which he will more than likely discuss a variety of topics ranging from whatever he ate last night to the cur- rent state of gaming... Elsewhere, the perpetual delay facing Square Enix’s Final Fantasy VII: Advent Children will end—in April. The holdup seems to stem from a variety of issues ranging from lackluster reviews to rampant Internet downloads and extras that IT DOES MORE THAN PLAY GAMES Art director at Starbreeze Studios, currently working on The Darkness. I just recently bought the PSP and а copy of GTA: Liberty City Stories. “ | really want to play The Sims 2, but the reviews for the PSP version have been a big turnoff. | just want a good turn-based sci-fi RPG such as Fallout or UFO: Enemy Unknown. Seems like I'll have to wait. 2005 was an unusually horrible year at haven't been finished... On our side of the pond, Electronic Arts has reportedly laid off a sizable portion of its Redwood Shores studio, according to 1UP.com. This studio is currently working on The Godfather and other versions of From Russia With Love, so maybe that's not such a bad thing... Lastly, in the "here we go again” category, Rockstar is being sued for the umpteenth time. This time, it's coming from a Los Angeles attorney who claims the company withheld key information that would've prevented San Andreas' appearance in stores. Yeah, take a number. the movies. The only film I'm looking forward to is Brokeback Mountain, which I'll acquire at first opportunity. Gearing up for the new Tool release by listening to their previous albums. | think their upcoming record is going to be the greatest work of art humanity has ever mustered. Also listening to Tomahawk and Meshuggah. Currently researching the Panasonic AG-HVX200. It will rule the indie film- making world. H S 2 2 5 з < = е © = 8 5 E a Hollywood MORO The exciting NBA Ballers action is back with all new All-new 2 on 2 gameplay allows you to pick a partner For the first time ever in an NBA game, step off the ш 10 e An ыг ала 13 your path to game modes, brand пеш luxury courts, and the most from the best players in the NBA and pair up with a SUE AS E ео од арналсйл insane blacktop moves. teammate to take it to the online courts. = POWERED BY © Tamespy CNBACOM Visit www.esrb.org for updated rating NBA PlayStation. information. Recently, the tracking moguls at the NPD Group released data show- ing 2005 as the best year for videogames sales on record; the $10.5 billion in sales represented a 6 percent increase over 2004's numbers and the highest since the NPD started tracking this information. Things are looking up—in America, at least. But in Japan, the industry continues its slow decline. New iterations of popular franchises sell fewer and fewer copies, and the overall size of the industry has signif- icantly shrunk from the PS1 glory days. Where did things go wrong? Here's one theory: Grand Theft Auto. Each of the GTA games has sold more than 10 million copies worldwide—but only 250,000 of those copies in Japan. That's a reasonably good showing, but nowhere near blockbuster status. Missing out on GTA isn't necessarily the end of the world, but Japan missed out on the series' aftereffects, too. The countless clones, for starters. Some copied the free-roam- ing gameplay (Mercenaries, The Simpsons: Hit & Run), while others mindlessly aped the urban style (50 Cent: Bulletproof, 25 to Life), but all attempted to deliver something different from what gamers got from the original blueprint. But it was the GTA entries' strong sales numbers, not their gameplay, that had the strongest aftershocks. The top-selling series of this generation is M-rated and extremely graphic? You'd better believe the moneymen noticed. The age of the average gamer had been increasing for a while, but GTA3 marked a paradigm shift in the industry's perception of the market. Adult gamers were now the most powerful force around, and developers shifted the tar- get demographics of their titles to match. Except that none of this happened in Japan. Grand Theft Auto sold reasonably well, but it ended up only a midrange hit. The Japanese market blithely trundled on, continuing to focus on the same eternal demographic: the lucrative but limited shonen market, consisting of boys ages 8 to 14. Think about it: How many RPGs have you played with plucky teenage protagonists? More to the point, how many more do you want to play? It's a well-known fact of marketing that demographics only scale in one direction: Kids desperately want what the adults have, but adults leave childish things behind. And by not expanding its "acceptable" demographic range, the Japanese market is letting older gamers slip away. However, some Japanese developers have finally started going after this "forgotten" older market. In fact, the Nintendo DS is trounc- ing Sony's PlayStation Portable not because of traditional Nintendo franchises but thanks to the million-selling Brain Training series and foreign-language learning dictionaries. And while these are not traditional "games," they still cater to a neglected market niche that needed addressing. Sega, meanwhile, has published a small gem called Ryu Ga Gotoku, or "Like a Dragon." The game's genre defies description— essentially, it's a yakuza simulator. As the game begins, ex-yakuza LIFE OF CRIME Want to learn more about Sega's wild yakuza simulator? Be sure to check out the preview on page 68 for more details on what you can do in this Grand Theft Auto- inspired game with a Japanese flavor. €—— THE JAPANESE MARKET BLITHELY CONTINUES TO FOCUS ON THE SAME ETERNAL DEMOGRAPHIC, protagonist Kazama Kiryu has just served 10 years in prison for a crime he didn't commit. The game follows his search for answers as he fights to understand how the world has changed during his absence. In sharp contrast to the explanation-heavy dialogue of most shonen games, Ryu Ga Gotoku features a script by a professional novelist, and the story feels like a Beat Takeshi-penned drama, not a "programmer plot" that merely strings together set pieces. The game's presentation is also uniquely serious: The overworld is nothing but a few bustling blocks of a fictional red light district, metic- ulously modeled down to every faded sign and broken bike frame. It's a dark, violent, and truly mature game. Fortunately, it's not only selling well, but selling consistently, and it's still in the top 20 after two months of release. Hopefully, its critical and sales success will encourage other developers to seek out the adult Japanese market. | i play. i win. i gloat. i kick back. i catch a movie. i hear some tunes. all thanks to one little card. Turn your PSP" (PlayStation? Portable) handheld entertainment device into a fully loaded multimedia machine. How? With a SanDisk? gaming memory card. It gives you the power to play music, view pictures, watch movies and of course save countless game data, all with one little card. Also available for PC gamers — the new Cruzer Crossfire" USB Flash Drive. It lets you take your game demos, trailers, game saves and casual games with you wherever you go. The Cruzer Crossfire carries music and photos for Xbox 360" users. WWW.SANDISK.COM/USPLAYSTATION Cruzer Crossfire" USB Flash Drive 8 Ж S Е = El в х E 5 а = Memory Stick PRO Duo" SanDisk 7Z STORE YOUR WORLD IN OURS™ an са Ї 1 AHAL OD THE MONTH AHEAD FOR YOU AND YOUR PLAYSTATION SUNDAY MONDAY TUESDAY WEDNESDAY THURSDAY FRIDAY SATURDAY NEW GAMES NEW GAMES NEW FLICKS Twinkies (one of Your PSP can finally /, gaming's great load up on the snacks) were games with Metal invented in 1930. 4 Gear Acid 2, Тһе So far their shelf. In addition to sav- OPM's favorite Е “Р” Getaway, and Mor- life is 76 years and ing the world on 24, master of cuisine, I Kombat: Decep- CN 1. counting. Kiefer Sutherland Insert April Fool's lovingly nicknamed tion all available. = - also appears in joke here about "the Mario of Iron The Wild (opening Sony handing out Chefs,” turns 64. --- today) and Тһе PlayStation 3 con- Happy birthday, IBM's first laptop A Sentinel (opening soles today. Hiroyuki Sak was released in ١ next week). RE 1986. What would Show-off. you pay for a 13- 3 pound 4.77MHz processor with 256KB of RAM? Will Lara let us down again? Tomb Raider: Legend shows up on | store shelves today, { Harry Potter's so you can find out | Че. Emma Watson for yourself. | turns 16, which Н ч means she is old P A Show some love enough to drive but 2 to the god of war— still not old enough Wi d it's David Jaffe's for you to think of birthday. That kid who could see dead people (and who is also the voice of Kingdom Aeris fans, rejoice: Celebrate making Remember when Hearts’ Sora) turns Final Fantasy: it halfway through The computer Could it be that the Max Headroom was 6 Advent Children Consumer Aware- mouse, which seeming impos- the coolest thing should finally be ness Week by was introduced by sibility of a good ever? New Coke available on UMD. treating yourself to Xerox, is a quarter videogame-based debuted 21 years some new games. of a century old. movie has hap- Pull out the dance- ETSI Rr EVA ОБ UNACUM Ё 22! pened? We'll know pad and bust a TT РРР today when Silent move—it's Interna- Hill comes out. tional Dance Day. NEW GAMES i. МЕЛІ FLICKS [Igne ng Ane Aw SSCs CSE Ae EEE 14 HSE, TOU “TOME STE 2Y — o ç< I SM Y NN M ay ui % хе | s] - 2008, MA Jackie Estacado is in a bit of a bind. For one thing, his Mafia boss uncle wants him dead. And then there's that little matter of being pos- sessed by an unknown evil. And he's not quite sure what to make of these demon heads sprouting out of his shoulders, either. But the news isn't all bad. When you look as pretty as the screenshot on these pages does, it makes you feel all warm and fuzzy inside. And it's not every day that a videogame character gets his premiere on the PlayStation 3. 5 IN ШИО) ШИ НІНЕ _COUEle STOPY WHAT MAPPII ИОА A very simplified explanation of normal mapping is thatitis a technique that allows developers to take very 22 . high-resolution figures: like these darklings 5 T here—and convert them 2d with specialized software into figures that use a lot — : 2 fewer polygons. Fewer 2 polygons mean system hardware doesn't have to work as hard, which in turn means you're able to have more happening without sacrificing the quality of graphics or the game's framerate. DARBHTESS: THE MDE While The Darkness was optioned as а movie not long after Starbreeze signed on to do the game, the two projects are not related aside from ы тиши their common source ШЕГЕ Т IE NEST GENERATION After Riddick, Starbreeze began looking for a new project to work material, the Top It's not much to look at: just a big, perforated silver box with some on; eventually their search led them to The Darkness, a comic from Cow comic. Brothers outputs in a black panel. If you saw it next to some outdated stereo publisher Top Cow. The story follows Jackie Estacado, an orphan Oxide Pang Chun and equipment on a shelf at Goodwill, you wouldn't give it a second glance. adopted by a mob boss, his uncle Paulie. On Jackie's 21st birthday, he Danny Pang, who have "That's our fourth version," says engine programmer Jim Tjellen, becomes possessed by an entity called the Darkness, which grants him made films such as nodding to the PS3 development kit on the table. "It showed up on enormous powers that he's not quite sure what to do with. And then he The Eye and Bangkok Wednesday." and his uncle have а falling-out, setting the stage for the game's events. Dangerous are signed Jens Andersson, lead designer for The Darkness, picks up the PS2 We're now in a room looking at some of the characters that will pop- опао ас те movie. DualShock that's plugged into the dev kit and starts maneuvering ulate the game world; right now a hulking monster with a huge fanged around the onscreen alleyway. The next generation may not take us to completely realistic graphics, but if you let your eyes go slightly out of focus, you'd never know it when looking at this game. Andersson plays ATHE ENGINE WE USED ON IDDICK WASN'T SUITED with the light source, dragging it around to demonstrate how the shad- FOR TE4EKCISIBEEINT GENERATION OF HARDWARE.” ows shift in real time. The future is looking really freaking awesome. Starbreeze Studios, located 30 minutes north of Stockholm in the mouth and giant arms that reach to the ground is twirling around in a university town of Uppsala, Sweden, wasn't much more than a blip on New York City subway station. Г the radar in North America until 2004, when the company released The "[The engine we used on Riddick] wasn't really suited for the current Chronicles of Riddick: Escape From Butcher Bay to critical acclaim. Of generation of hardware," says Andersson. "This is our next genera- particular note was that every single review mentioned how impressive — tion—our second title with that sort of technology, which gives us a big Г the graphics were. What made Riddick look so awesome was the дате advantage. With The Darkness we started with tools that were already кў * engine that Starbreeze built in-house, which is one of the first to make developed for the core part of the technology." use of normal mapping (for an explanation, see above sidebar). In fact, Next up are some human models, including a cop, a punk-looking the engine demonstrated normal mapping so impressively that it was girl, and a meaty dude wearing a bloody apron. "Since the game takes the subject of its own article in The New York Times. place in New York, we really have to find a lot of different ways to 46 = z + ШИНИ PRESENTING 6 1 Raid ШШШ STARBREEZE Four of the main players from The Darkness team, from left: Jens Andersson, lead designer; Lars Johansson, producer; Johan Kristiansson, CEO; imes m Jens Matthies, art : director. 12122 терек UOP Onal V 7 ALTURE PAGE This is a wall of concept art posted in one of the offices. One of its functions is, of course, to provide inspiration and guidance to the team as they're working, bi this art will live on within the game as well. Some of it will be included as unlockable extras (think the cigarette packs that you collected in Riddick); other pieces may be repurposed as art in the game, such as film post- ers and billboards. ER E E HEEE ІТ LELEL This is a shot from the level editor that the programmers work with. It's really crucial that everyone involved with the game knows the levels by heart. Matthies explains, “If a guy says, ‘You go by the side door,’ he makes a gesture to it. That means you have to know what the level looks like, where the guy is standing in relation to where he's pointing. If you're on the ball, you can infuse the acting with these details, which helps believability and navigation of gameplay.” Ша BENS 1 ® | WYRE гг STORY THE SE TAI One of the things Starbreeze was most excited about was getting to use New York as a setting for a game—the city’s grittiness was a great match for the aesthetic the studio likes to work in. But getting the feel of the city had its challen “We did a lot of research there, a trying to get the right feel of the city,” says art director Jens Matthies. “There are so many details. The way a garbage bin looks in New York is different than the way a garbage bin looks in Los Angeles or in Sweden, so there's a lot of documentation. We were running around and photographing everything really carefully.” Lead designer Jens Andersson adds, “And that was trickier with the city's security regulations. Matthies laughs: “We have police officers in the game, but we couldn't take direct pictures of them. | have a lot of candid pictures of cops, where | had the camera down by my wa nd | would look the opposite way before taking the picture. So there're a lot of photos in which the heads are cut off and they're all blurry.” populate it," says Andersson. "And as with every next-generation title, content production is key. It takes longer to create each individual part of the contents since it's so much more detailed." He zooms in close on а man with a 5 o'clock shadow, and we can actually see his pores and the hairs sprouting out of the follicles. T AEKNES Andersson tells us, “This game is about Jackie taking back control, both over his life, since he is possessed by this entity, and over his family, since his uncle is trying to get him killed.” Right now, we're looking at a level set in a gritty alleyway in New York City. Jackie has to shut down a drug nest that his uncle Paulie has set up here. Most of the game is set in first person, although some events (such as when Jackie is climbing a ladder) will cut to show him in third person (much like in Riddick). The team wants you to feel in control of Jackie throughout the whole game, which is why they are planning not to have cut-scenes breaking up the action—in fact, there is only one planned for the entire game, and that is at the very end. I'm told to disregard Jackie, as his character is still placeholder art. At the end of the alley is a jumpy homeless-looking guy, from whom Jackie needs to get a password in order to get into the drug den. Andersson says, “In Riddick we learned how much the movement of characters and the specific voice acting gave them personality.” As soon as Jackie approaches the man standing in the alley, he starts making small talk. “That coat sure looks warm,” the guy says as Jackie walks up. “Part of making characters believable is having nice-looking anima- tions, but another part of it is in behavior,” explains Andersson. “We have really tried to make dialogue be interactive. In The Darkness, you can move around while you're in dialogue and walk away from him, and he should respond [to that slight].” Producer Lars Johansson demonstrates this by making Jackie walk away. The man in the alley yells after us, “Hey, it only takes a second to DEVILS ON YOU SHOULDER ja The twin demon heads that you see on screen when employing Jackie's Darkness powers have been internally nicknamed Huginn and Muninn by the 2 НЕ be polite, you little prick!" Johansson then steers Jackie back down the alley and starts a conversation. While the game is built around a very structured set of events, Starbreeze has tried to build a lot of freedom into that framework. For example, Jackie needs to break into the drug den in order to progress the story forward. But there are a lot of different ways he can get into the den. He can have a conversation with the guy in the alley and get him to give up the password willingly. Or Jackie can pull a gun on him and extract the password by force. Or, if the player chooses, Jackie can OMS IN CLOSE ON а MAN WITH агт Оск SHADOW AND WE CAN ACTUALLY SEREK P PES. development team. In Nordic mythology, Huginn (which means "thought") and Muninn (which means "memory") are the two ravens that sit on the shoulders of übergod Odin 2455 | nse y | (Oc КЕТШІ New York City, 1978. You were the fastest wheelman on the street. You were a legend. You were money. Until they set you up and sent you down. Twenty eight years inside for someone else's crime. Now you're getting out. Guess whatP You got a new job... n a| A IVER It's called revenge. ATARI PlayStation.e It Reserved. Designed and developed by Reflections Interactive Limited, an Atari development studio, Atari and the Atari logo are trademarks owned by Atari Interactive, Inc. All other trademarks are the property of their Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox, and Xbox logos are either registered trademarks of Microsoft Corporation іп the U.S, and/or in other countries and are used under he ratings icon is a registered trademark of the Entertainment Software Association. The Empire State Building design is a trademark of Empire State Building Company LLC. and is used with permission. ©2005 Glu Mobile. АП rights reserved Driver Parallel Lines © 2006 Atari Inc. All Ral respective owners, „иии аш the “PS license from Microsoft. 4&1 НЕЕ _cquee STOZY LEBTHE E EXE وی‎ THE EXT STEP TOWARD REALISM IQGAVES. “One of our strong visions in this game is to really have believable characters,” says lead designer Jens Andersson. “A lot of this is done by voice and [ animation, but the biggest thing is something that ll we call vo-cap, which is basically simultaneous recording of voice and full-motion capture, including facial capture. And to my knowledge, it hasn't been done in a game yet." Art director Jens Matthies chimes in, “Yeah. 1 don't think anyone else is stupid enough to do it." Starbreeze conducted five weeks of vo-cap sessions, recording more than 500 lines—with both voice and motion capture—per day. So it faced not only the challenges of grueling recording sessions, but also those related to staffing. Matthies explains, “You can't double up in the same way that you can normally. Instead of hiring a really talented voice actor who could do seven or eight roles, we tended to lean toward one actor doing one role. So you getthe variation, and you tend to feel that every character is very unique." All in all, though, it worked out incredibly well for the game. “We had ап extreme amount of freedom to cast,” says Matthies, “so we picked the actors that we really felt were the best for the parts. Not necessarily actors that would help sell the game, but [ones] that are truly excellent.” just kill the man on the spot—but that means he'll have to figure out an alternate way into the den. “We try to encourage exploring and adventure,” explains Anders- son. “If a player wants to go through the game shooting things, he can do that. But players who want more of the story can take the time to talk with characters and explore.” As fans of the comic know, Jackie’s Darkness powers are a key part of who he is, and those powers will be a key part of the game as well. Art director Jens Matthies says, “The game isn't only about shooting things, so we're keeping the weapons few but fairly refined. We wanted to encourage the use of Darkness powers." Darkness powers can be used only in the dark, but Jackie will often be able to manipulate the game's lighting by breaking bulbs and turning off switches. In first-person games, players are used to having the physical manifestation of their weapon in front of them, which is why the team wanted a representation of Jackie's powers: hence the demon heads. When in Darkness mode, you'll see the demon heads on the bottom right and left sides of the screen. The demon heads have powers, but they also have personality. They look around on their own when at rest, and they might occasionally pick a little fight with each other. But don't be fooled by the playfulness: "These are basically the primal kill beasts," Matthies says. EDINARD:-SHeOTE Players will unlock Darkness powers throughout the game, and the process for doing this is by devouring. Devouring is exactly what it sounds like—once you've killed someone, the two demon heads swoop in on the body, and by the time they've finished, there's a nice puddle of blood on the ground. Devouring lets Jackie extract powers from people, and evil people give more bang for the buck. Andersson tells us, “We don’t want the Darkness powers to com- pete with the weapons—guns are pretty efficient tools of destruction already—so we really want to complement the guns.” One of the pow- THE BUTCHER ІШІНІГІТ ITI mT ” At one point in the level, we pass by a television, which Jackie flips on. One of the cool side features | that Starbreeze | wants to work into | the game is fully functional television, “THE DEMON HEADS AGE BASICALLY THE” Siem PRIMAL KILL BEASTS.” | complete with actual ers is called creeping dark. (Check out what the power looks like in the story's opening screenshot on pages 44-45.) Creeping dark is primar- ily a scouting power—Jackie sends out a tentacle that can snake into places he can’t go. Johansson shows it off by using it to sneak through а vent above a door in the alleyway and look around inside. Another power is the demon arm, which is a long appendage that Jackie can use to grab, lash out, and even impale. The team’s intention is for it to be a very destructive power, which Johansson demonstrates by reaching out and driving it straight through the alley guy's heart. Не programming. "There are movies, TV shows, even commercials in «the public domain,” | says Matthies, “So you can, in theory, emulate real TV, with channels.” à Jackie will always have his own persona guns handy (two handguns that were handcrafted by darklings centuries ago), but he'll be able to pick up other guns that people drop and use them as well, as shown in the screen on the right. And of course, he has those awesomely crazy Darkness powers to use as well—below left, you can see how the demon arm can punch through people, and below right, witness the suction power that the black hole exerts. screams and falls to the ground in a puddle of gore. (“Blood is prettier in the next generation,” Andersson smiles.) The last power we get to see is the black hole. After entering the drug den courtesy of the password we extracted from the alley guy, Jackie opens fire on the men in the room. He makes quick work of most of them, but one guy is hiding and we can't find him. So Jackie uses the black hole, which is a portal that starts sucking the contents of the room—chairs, tables, sofas, anything the last enemy might be hiding behind—into a void. The enemy is quickly exposed and then neatly dispatched. When you're using the powers, you'll hear the voice of the Dark- ness itself occasionally talking in your ear. It's eerie, and it gives you the sense that just because Jackie has the ability to use these powers doesn't mean that it's necessarily a good thing for him to be doing it. But at least the Darkness also provides him with a few friends to keep him company. [| SAY HELLO TO MY LITTLE FRIENDS In the comic, Jackie is often accompanied by small, gremlinlike crea- tures that are basically henchmen of the Darkness. These creatures are known as darklings, and they're assistants that Jackie will be able to call on for help. Darklings originate from people, and each has his own personality, one that somewhat reflects his former human persona. For example, a darkling who was an uptight, suit-wearing guy before death still carries some of those qualities with him, albeit in a darker, more perverse form. The first darkling the team shows has a saw strapped to his back. Players can direct darklings to do Jackie's bidding, but they can also opt to let the darklings do what they want. They'll goof around and entertain themselves, but they'll also attack anyone who is threaten- ing Jackie without being told to. In this case, we watch as the darkling kills an enemy and then happily makes short work of the body, cour- tesy of his saw. You'll unlock new darklings throughout the game. The processes for this and for summoning them are still being worked out, but it’s obvi- ous that the team has been having fun endowing these creatures with a twisted sense of humor. As we watch, the darklings onscreen keep hopping around and making little comments to Jackie about what's going on. And each comes equipped with his own (usually lethal) accessory: One carries a sledgehammer, another swings a baseball bat, and a third wields a golf club. Using the darklings is almost like solving a puzzle. You'll need to figure out the right type of darkling to use at the right time. One cat- egory of darkling is known as an activator, useful if Jackie needs to flip switches that are out of his reach. Another carries an eight ball with him that he likes to smash against things to turn them on or off—he's almost like a remote activator. And another, the electrifier, fulfills a simi- lar function, but he uses electrical impulses to do it instead. game's main character, is being voiced by Kirk Acevedo, best known for his role as Miguel Alvarez on HBO prison drama 02. THE D is voiced by Mike Patton, formerly the lead singer for Faith No More; more recently, he has collaborated with artists such as Bjork and John Zorn. THE DARKLINGS are voiced by Richard Steven Horvitz, who also voices the title character in Invader Zim. He has done other videogame work, most recently the voice of Raz from Psychonauts. JENNY, Jackie's best friend from the orphanage, is voiced by Lauren Ambrose, who recently wrapped up her run as Claire Fisher on the HBO show Six Feet Under. PAULIE, Jackie's adoptive father and the head of the Mafia, is voiced by Dwight Schultz, a videogame veteran whose other credits include Gun, X-Men Legends II: Rise of Apocalypse, Killer 7, Destroy All Humans!, and Psychonauts. AUNT SARAH, the unofficial head of the Mafia, is voiced by Norma Michaels, who most recently appeared in Wedding Crashers. THE BUTCHER, the guy who helps Jackie, um, clean up after some of his jobs, is voiced by Mike Starr, who has done work in films such as Goodfellas and recently voiced Lou in the game Fight Club. the corrupt chief of police, is voiced by James Mathers, who has had guest roles in TV shows such as JAG and Cold Case. u ш а ш = о = o o Darklings can also be used to fetch things. Jackie can't climb up walls, but darklings can, so he can use them to grab things that are too high up or even have them help out with grabbing collectibles through- out the game. The darkling with the sledgehammer at his side goes crazy on another victim. After the man is left in a bloody pulp on the floor, the darkling leans over him. "My regards to your family," he cackles. The voice sounds kind of like the caterwauling of an alley cat. Matthies smiles fondly. "They're funny, but they're evil funny." AIS ING THE BAR "Starbreeze is a technology-driven company," says Andersson, "so being out early in the platform cycle is what we strive for." The studio has been working on The Darkness since the summer of 2004, long before next-generation development kits were anything more than a concept. But their prior experience has already put them one step ahead of the competition. Andersson tells us, "In Riddick, the technol- ogy was focused on researching this new engine, but [in this game] we're focused on making everything work on the next-generation hard- ware." While the team size is about 25 percent larger than Riddick's, he says that the additional staff is primarily to help produce the game's increased content rather than work on technical issues. So what's been their experience on the PS3 so far? "It's complex hardware," says Andersson. "If you want to take advantage of it, OTHERWORLDLY The majority of the game takes place in New York City, but Jackie eventually has to face the Darkness where it resides. That place is a nameless, fantastical world that is home to a never-ending battle—modeled after World War I—and populated by soldiers condemned to fight for eternity. Matthies explains: “The idea was that you would have these soldiers that basically can't die, so they're forced to relive this battle over and over again, but their bodies will take damage from it. So they'll have been crushed and burned and shot so many times that their faces will have been destroyed and healed and destroyed and healed. And eventually it's just this healed-up mush.” Above is one of the soldiers, whose gas mask has morphed you've got to rethink how a lot of stuff works. But for every revision to become part of his Sony sends, the tools and technology are more mature. And when we face. develop technology internally here at Starbreeze, we tie it really closely to game design. That's the advantage of an in-house engine—we know what kind of game we're going to do, what types of technologies to create to make the game benefit." Andersson says the game will definitely have an online component, but until they know more about the network structure, they can't say for sure what it will include. "We still don't know much about Sony's ІЛЕ БЕ FOCUSED ON MAKING EVERYTHING Ran, v; ON THE NEXT-GENERATION HARDINARE.” ® > online plans," he says. "I think they have big hopes, and we know ` ё) there's something coming, but we don't know to what extent that will be. We'll need to rethink the size of online whenever we get that info." What does the future hold for Starbreeze? "Technologywise—where we'll end up in five years, | can't say," Andersson says. "There are some limitations in the next-gen hardware on the graphics sides. But we are really striving for realism. | don't think we'll ever stray from that path." He pauses, then adds, "For me, that's what next generation is about—making everything that's onscreen as believable as possible." | THE CRITPAALLY AcCLAPANED TV 23592425) солго, TO THE PLAQS TATION, 2, COMCOCTES FAN BSA ae Тау oN x BOSTEN pits cs orgia SO je O 4 ow ӘУ vorat САЗА: CHANIPLOG ХӨ ОО Hungry, cold and broke. On their search for the “samurai that smells of sunflowers,” Mugen, Jin and Fuu’s hunt for food ends up costing them more than they bargained for. COMING THIS APRIL www.NamcoBandaiGames.com • www.SamuraiChamplooDVD.com As seen on (5 бепеоп [adult swim], adultswim.com ed trademarks of Sony Computer Entertainment Inc. atio The ratings icon is a registered tr. rk of the Entertainment Software Association. ADULT SWIM and the Adult Swim logo are trademarks of and © 006 Bandai. SIDETRACKED is a trademark of Bandai. BANDAI logo is a registered trademark of Bandai. All Rights Reserved. Cartoon Network. COMPLETELY ORIGINAL STORYLINE AND MUSIC TRACKS жол е қозы MORE THAN 50 WEAPONS IN THE CHAMPLOO STYLE NE i ! 223 E UNIQUE COMBO-SYSTEM FUSING HIP-HOP WITH SAMURAI SWORD ACTION А " х 3 3 ? ! = a Ss 27 nm PLAY AS MERCENARY MUGEN, THE MORE TRADITIONAL JIN OR THE MYSTERIOUS GAME ORIGINAL CHARACTER! PlayStation.2 & | AYRE pz PrReeEVIEWS When we asked why SOE chose to bring Untold Legends to PS3 rather than Champions of Norrath, Senior Brand Manager Chris Sturr told us, “Untold Legends was wildly successful on the PSP as a launch title, so we wanted to capitalize on that as a launch title for the Р53. The UL engine and property were done here internally by SOE—Champions of Norrath was done outside by Snowblind. We wanted to leverage our expertise and our engine and technology here for PS3." 2 Sony Online Entertainment Sony Online Entertainment PS3 Launch фф When it comes to hack-n-slash, Sony Online has shown it knows how to get gamers on board. Its Champions of Norrath games were big sellers on PS2, and Untold Legends was one of the best-selling PSP launch titles. It's no surprise then that Sony Online has chosen to bring the Untold Legends series to the next generation. lagi] THE = s TOLD AGAIN ггггүг7 БОЛ | OAM Are. 201 те” GOOD AND EVIL ONCE UPON А TIME... Every dungeon crawler needs a tale of extreme woe that befalls an innocent region and which can only be removed by a lone, brave warrior. (For more info on the story details, turn to page 56; to avoid spoilers, skip to the interview with Dark Kingdom's producer, Andy Sites, on page 58.) Surprisingly, the plot is not contiguous with the previous games in the series (hence, it's not being titled Untold Legends 3); rather, the team is using the same basic setting but allowing themselves to skip around within the overall time line of Untold Legends lore. Sites promises, “Our story line is going to be a lot more immersive than people typically associate with action-RPGs.” 1022222222222 CAUEMAN THESE ARE THE PEOPLE IN YOUR NEIGHBORHOOD At present, the team plans to let people choose from three playable characters (and it might add more). The brute (pictured in screens here) is, as you would expect, one who has the distinct tendency to depend on his fists when dealing with baddies. Others are the mage, who will rely on his magic attacks, and the knight, who will probably be an in- betweener who fuses the brute’s fisticuffs with the mage’s enormous brain. Everyone knows that skeletons are a staple of any hero's com- bat diet, but the team is hiring designers to create a slew of other enemies for the heroes to battle against. 2 Яя HIGH-TECH НГ 212012 BETTER DYING THROUGH SCIENCE While development has a way to go, the team is excited about using the multiple Cell processors to add a level of detail that prior titles haven't been able to provide. When you smash those ubiquitous skeletons, you'll be able to watch their bones ricochet individually off the stone walls (let's call that "tibia bounce mapping"), and enemies that sport flesh over their frames will slump realistically thanks to rag-doll physics. And some of that Cell might will be used to power fancy-shmancy effects, such as white-hot lightning or glistening great balls of fire, which you'll be able to hurl with the greatest of ease. All of it, of course, will be displayed in glorious 1080p. AAAI “НІНЕ P3 PIBEUIEUNSS Sag -ER ALEAT! cx ED ALEAT! SADLER ALERT! Sag Е-Е ALEAT! ЗИ ЕУ ALEAT TELLING THE LEGEND EXCLUSIVE STORY DETAILS—ONLY HERE! IF YOU LIKE YOUR PLOTS FRESH AND UNSPOILED, PLEASE STOP READING. BUT IF YOU LIKE A GOOD MORALISTIC FANTASY TALE, READ ON. King Halaskar, the ruler of Dureth, has been your boss for a while now; while he's been a good guy in the past, you and your buddies from the Dragon's Shade (think a black-ops team, but with knives and olde-time words instead of guns) are starting to think that maybe he's going over to the dark side. He suspects this and packs you off to fight in distant lands. When you come back, your worst sus- picions are confirmed—the king has been torturing and killing innocents. Yikes. The only solution is to take him out (this is a certified technique for climbing the corporate ladder, by the way), but Halaskar, suspecting the plot, foils your plan. You manage to escape in your airship, only to crash-land a short while later. Fortunately, your Dragon's Shade buddies have an underground hideout that you can escape to. There you find out that Halaskar is getting advice from an ancient spirit called the Tower Elder (no relation to the Tower Younger), who lives in a, well, tower in the kingdom. You fight your way to see this spirit, who tells you that the king is getting his pow- ers from another dimension in the universe that thrives on the pain of others. By traveling to other parts of the kingdom and liberating people from the torture of places such as the Sunken Cathedral, the Cliffs of the Fallen, the Kiln, and the Grinder, you are able to debilitate Halaskar's power. However, in your battle against the Princess of Anguish (who is no longer on speaking terms with her cousin, the Duchess of Solace and Maths), you become corrupted by her sheer evil. Never- theless, you hang on to your goodness long enough to find King Halaskar and finish him off. But then you realize that the whole thing may have been an elaborate setup.... STORYTELLING WIZADREY 1 5 а D x Official Stacked Sit а и i " "Halo with chips ЕТ етегі Hesda СЭ Genius. ) - Maxim magazine musi eut - Xbox.com y ©/ 2 7 саг Ir Te. BROADBAND ONLY) Simulated Gambling} X PC Crude Humor Mild Language CD-ROM! © 2006 Myelin Media, LLC. All rights reserved. Stacked’ is the trademark of Myelin Media, LLC. The Myelin logo is the trademark of Myelin Media, LLC. Microsoft, Xbox, Xbox Live, the Live logo, and the Xbox logos are either registered trademarks or trademarks of Microsoft Cor poration in the United States andlor other counties and are used under license Hom Microsoft. "PSP" is a trademark and "Playstation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment nc. Memory Stick OuoTM may be required (sold sepa rately). Online play requires internet connection and Memory Card (SMB) (for PlayStation 2) {each sold separately). The Online icon is a trademark of Sony Computer Entertainment America Inc. (C)2005 MTV Networks. All Rights Reserved. MTV: MUSIC TELEVISION and all related titles and logos are trademarks of MTV Networks. A Division of Viacom International Inc. The ratings logo is the trademark and property of the Entertainment Software Rating Board. All other trademarks are the property of their respective owners. ENS PEL (VE BR мес 0 y " t AW { € > "ы. PSSS Жа юе SIT TALKS ABI TH LIT LINING IN І OPM You're working with a team with a variety of development experience—EverQuest, EverQuest Il, Untold Legends. Is the PS3 difficult to develop for—any more so than the other platforms you've worked with? | ANDY SITES No, | wouldn't say it's necessarily more difficult. It definitely provides new challenges for us. Physically, with most PC and past-generation con- sole development, it's all had a similar hardware and programming structure. And the PS3 is the first time we've had to make a programming and art mind shift that requires treading on new ground. For example, the cel-shader system is something that technically was capable on very, very high-end multiprocessor PCs but never has been available or financially feasible to regular retail gamers. This is the first time we've really been capable of running multiple threads off of multiple processors, which in turn means better visu- als onscreen, better game mechanics, and so on. From an engine standpoint, we're capable, finally, on consoles, of using rendering engines that are more shader based. Typically, in the past, it was model your creature, then texture it, then animate it, and you're done. Now it's many more steps—you also create the bump map and you create the specular map and you create all the additional layers that not only make it look better, but make it much more lifelike. I OPM Does this mean you have to work with a larger team than in past games? 1 AS Үеаһ—!"а say that's really been the biggest change. The budget and the team size have been required to increase quite a bit on the art side and the code side as well. 1 OPM How do you develop for hardware that, іп some respects, isn't even finalized yet? Do you just plan and hope for the best? | AS That's the beauty of working with an experi- enced team. You use your best estimate of where things are going to be six months from now, 12 months from now. You just draw that line in the sand and hope that you're right. І OPM You're working with a team that has a lot more experience in online than the average console team has. Can we take this to be an indicator of online plans? IAS Um...yes it is, but | can't discuss specifics. We're БТ GENERATION м | OPM What do you think is the paramount thing for teams to keep in mind while developing for the PS3? 1 AS | would say that it's keeping up with the latest high-end rendering techniques. Gameplay is game- play—if you actually go back and look at games from the early "805 and early ‘90s and today, they all һауе similar elements. It's just the graphics and what the games have been capable of and what's been able to be rendered in that game. Really, it's technology that has been driving the visuals, which in turn drives the gameplay elements that are capable of being rendered onscreen and that are being conveyed to the player. Е PS3 IS THE FESI TIME UN GRAMMING AND РШ not making an MMO, but we're definitely leveraging our online programming and design resources. | OPM Do you think developers have an increased responsibility to continue pushing the boundaries of gaming as we move into the next generation? 1 AS Absolutely. | think a lot of that isn't just their personal desire to do 80-4 think the consumers are going to require that. There are going to be two types of games. There will be the games that have the expe- rience and talent and budget, like companies like SOE have, where we can put all of that into the develop- ment of a single game. And it's going to make it more difficult for the smaller companies to deliver a title that can compete with us. MIND SHI | OPM Do you feel a responsibility to the player to try to break some of those consistent elements? 1 AS Absolutely. There's one thing that, personally, | like to do with game development: We like to evolve games. There are evolutionary games and revolution- ary games, and I'd say we definitely make evolutionary games. We want to make a game with those elements that are proven and fun to players, and then we want to improve that and take the system's capabilities so we can really turn it up a notch. In this case, we wanted to take that hack-n-slash gameplay and turn it up. It's more than just hitting the X button. Now there are combos and more visual flair and variety. But it's more than we can convey over an interview—we can't wait for people to see it and check it out. | winback2.koei.com ® www.koei.com PROJECT POSEIDON for 2 Language Violence PlayStation.@ WINBACK and the KOEI logo are trademarks or registered trademarks of KOEI Co., Ltd. ©2006 KOEI Co., Ltd. All rights reserved. "PlayStation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. Microsoft, Xbox and the Xbox logos are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or in other countries and are used under license from Microsoft. "Dolby", "Pro Logic" and the double-D symbol are trademarks of Dolby Laboratories. The ratings icon is a trademark of the Entertainment Software Association. Ф V | НЫЕ >< ЕЧ == ий. OF HONOR: ый 721 с. HALLOWED WORLD WAR I FPS SERIES TURNS THE PS3'3 GAZE SKYWARD БО | OAT дра. 2006 12 LINES FROM ABOUT 1,000 FEET. ШІ УЛ. PARATEOOP BEHIND ENEMY TAKE TO THE SKIES ONLINE It should come as no surprise that Electronic Arts is bringing a new installment of Medal of Honor—its celebrated series of World War II first-person shooters—to the PS3. What might come as a surprise is that the company is tak- ing the opportunity to introduce some major innovations to the series, the kinds of inno- vations few would expect from the gaming behemoth anymore. The MOH franchise debuted in 1999 for the PS1 and was inspired by Steven Spielberg's grittily honest and detailed portrayal of World War Il in his film Saving Private Ryan. Spiel- berg's DreamWorks Interactive initiated devel- opment of MOH, though the game was turned over to EA when DreamWorks' software arm closed. And at its release, MOH was lauded for its excruciating detail and immersive sense of combat. Executive Producer Patrick Gilmore says this quality and eye for detail isn't likely to end with Medal of Honor: Airborne, which continues the evolvement of the series' open- ended gameplay (a structure introduced in 2005's Medal of Honor: European Assault for PS2). “Тһе PS3 lets us do many things we couldn't before, starting with [being able to create] more realistic locations. Instead of fighting in levels, you are now fighting in real places, real locations," says Gilmore. "Europeans Assault's open-level design was one of the best-received features of that game, and because of it, our understanding of the benefits of open and realistic level design is more refined. In [Airborne], we plan to take it a step further." Typical of the MOH series, Airborne's action starts in dramatic fashion, this time in the sky. You play as Pfc. Boyd Travers of the 82nd Airborne Division, and your first view is from a plane as you look down at the European landscape from about 1,000 feet, waiting to paratroop behind enemy lines. After hearing the order to jump, you do so, and then you must control your parachute to guide yourself down to the designated jump target. Once you make it to the ground, your mission begins. The point at which you land will affect the story. (Sicily and Germany are among the campaigns you'll tackle in Airborne.) "The significance of your own tactical decisions takes center stage and becomes immediately obvious once you play a real drop zone," says Gilmore. “Тһе easy confidence of constantly running in the direction of live bodies, pres- ent in the past game and within the WWII FPS genre, quickly disappears." The PS3's power naturally means that strik- ingly realistic characters populate the game, but to Gilmore and the MOH team, more real- ism presents a new set of challenges. "You'll see much higher emotional fidelity in the characters. They have become so lifelike that the emotional performance will need to be balanced so that the tone of that performance has an appropriate level of violence," says Gilmore. "We are finding it possible to deliver world-driven Al. The Germans and Allies in the game respond to their environments, not just to the design abstractions of path nodes and cover points." | СОН AYRE pz PIPEUIEUNS STRANGLEHOLD Before making guilty pleasures (Face/Off, Paycheck) and plain crap (Hard Target, Mission: Impossible Il), John Woo made some pretty impressive action movies. Two of the best are The Killer (where Chow Yun-Fat plays a remorseful, yet badass, assassin) and Hard Boiled (where Chow Yun-Fat plays an unremorseful, yet still badass, cop). This is significant because while many games are adaptations of movies, a scant few (we can think of only Tron 2.0 for PC/Xbox and the upcoming Scarface) are actual sequels to established movies. Stranglehold is not only one of Midway's initial offerings for the PS3 (in addition to Unreal Tournament 2007), it's also a bona fide sequel to Hard Boiled. Go ahead, snag a copy of Hard Boiled—we'll wait. Recall that crazy gunfight at the end when Chow Yun-Fat takes out a bunch of bad dudes in a hospital with an infant in his arms? Now imagine that sort of gunplay and editing, but done on the PS3 and controlled by you. That's Midway's aim with Stranglehold. The two principals of Hard Boiled, John Woo and Chow Yun-Fat, are both involved with Stranglehold. Chow Yun-Fat reprises his role as badass supercop Inspector "Tequila" Yuen and lends both his like- ness (carved in scary PS3 polygonal power form) and his voice. Woo's involvement comes in the form of cut-scene direction and overall TEQUILA ULD BE ABLE D PAZY STUNTS LIKE PUN UP WALLS. story—which means that no matter how the game turns out, at least we know that the cut-scenes won't be boring instances of characters nodding their heads at each other while talking. Besides the Hollywood treatment, the core game will be a third- person action title, replete with guns, bullet time (er, called “Tequila time” here), and even vehicles. In true John Woo fashion, Tequila should be able to do crazy stunts like run up walls, perform back flips off chandeliers, or (via Tequila time) aim and shoot while driving. Additionally, thanks to the power of the PS3, not only do the gun- fights look slick, but the environments are also, in theory, completely destructible. A key point the development team (which, interestingly enough, is the same team behind that fine mental action-shooter, Psi- Ops) emphasized is destroying the enemy's cover. Imagine the environ- mental chaos of games like Black or Red Faction, but powered by the PS3, and you have a good idea of what the team is aiming for. Stranglehold plans to use whatever mythical online abilities the PS3 has, as it will have an online multiplayer mode. Everything in single player—the environment battering and crazy gunplay acrobatics—is supposed to make the transition to the online play. Of course, this is all dependent on Sony's yet-to-be-revealed online strategy, but it's nice to know that the team is hoping to let you wield dual pistols while flipping off walls, all within the wonderful world of Internet gaming. ease Summer Pus. Namco oeu Namco се. IN THE PALM OF YOUR IRON FIST ч It's surprising that the PSP hasn't already been bombarded with fighting games, but the gates have opened and many are now making their way over, including Tekken. Thankfully, Namco recognized that people don't want mere ports of PlayStation 2 games on the PSP, so the PSP version of Tekken, called Dark Resurrection, isn't just a port of Tek- ken 5. It has two completely brand-new characters named Lili and Dragunov, as well as a huge cast of returning characters from previous Tekken games, such as old favorites Heihachi and Jin Kazama. Dark Resurrection also has 19 stages with some interactive objects that you can smash should you be fortunate enough to pummel your enemy's face into the dirt near such an item. Additionally, some of the customization features from Tekken 5 are included, So you can add different items to your character and then take them online in ad hoc mode to show your opponents. There are twice as many items in Dark Resurrection as there are in Tekken 5, but they cost money that you earn by playing through the main portions of the game. The only other new feature is the addition of minigames—because you can't release a PSP game without minigames; they scream "portable fun!" At any rate, the game is looking good and Tekken fans will finally have a portable fix beyond the lackluster GBA version of the series. | Sony CEA Guerrilla Winter KILLZONE: esses TE A TACTICAL MOVE The PSP is often called a portable console—and it does provide more console-comparable graphics than any handheld yet—but the truth is that some types of games just work better on it than others do. Because of this, developers Kojima Productions | changed up the Metal Gear series when it went portable, and it's encouraging to see that Guerrilla has opted to do the same іп bringing Killzone to PSP. Killzone: Liberation is set just a couple of months after the end of the first Killzone. Playing as Jan Templar, you'll be tasked with fac- ing off once again against the evil Helghast, and in particular Gen. Metrac, who has taken a group of hostages in an attempt to cement his power. | While the story line, characters, and weapons will be familiar | to players of the first game, there are a lot of changes being made | to gameplay. One of the first and most obvious ones (which you'll have already noticed if you looked at the screens below) is that the | game uses a third-person view this time. While Killzone fans may | find this a travesty, we're somewhat relieved, as we've yet to see а great game on PSP that uses a first-person perspective. The other major change is that the gameplay will be a lot more tactical. You'll be able to survey the scene, and then, based on what you see the Helghast doing, make choices about the best ways to save the hos- tages from Metrac's clutches. There's no official word from Guerrilla yet on multiplayer, but our prediction is that it will be for up to four players, and our hope is that it will offer gaming via infrastructure mode rather than just ad hoc. Whatever the case, we're excited to see what else the game has in store—stay tuned for a hands-on in the coming months. ED WITH HE EVIL. Rumors continue to fly around about the possibility of a Killzone movie, including the chance of it star- ring Will Smith, but so far, nothing has been confirmed. =Т= | 55 I'M LIKE YOU. I1 HAVE NO NAME. Konami Kojima Productions Spring METAL GEAL SOLID DIGITAL COMIC SNAKE BREAKS NEW GROUND so obvious when you think about it: а comic for the PSP, enhanced with sound, motion, and, most important, interactivity. But Konami is the first publisher to explore a new way to extend gamers’ experiences with a cult favorite. Drawn by artist Ashley Wood, who has worked on the print Metal Gear comics, and written and produced by Hideo Kojima and Noriaki Okamura, the story is a retelling of the first Metal Gear. Does it sound a little cheesy? It actually works surprisingly well, thanks to the sharp art direction and polished pacing. Sounds of gunfire, for example, are accompanied by a frenzied flurry of classic comic “rat-tat-tat” text. Beyond the great narrative is another layer: a sort of collecting game that subtly introduces new story hints. Players will be able to scan each panel for more clues to deepen their understanding of the narrative; scanned elements will pop up, and by clicking on them the player can add those clues to the “library.” Each collectible item is another piece of Snake's story, unlocking more hints about the character, his backstory, and his family and relationships. Frankly, we were universally impressed; if Konami starts a trend with this experiment, which comes out this spring, we're all for it. Konami Konami Spring THE SILENT HILL. ЕәІРЕІМЕМГЕ FROM GAMES TO BEYOND not only an all-new, high-quality, superbly drawn digi- tal interactive comic, but also a collection of content that spans all four Silent Hill games, clips of interviews with the director and composer of the upcoming Silent Hill feature film, as well as other extras related to what has been called the scariest series of all time. That is The Silent Hill Experience, and it is yet another promising Konami experiment in the medium. The story is written by Scott Ciencin, whom fans already know for his other Silent Hill comics; the art, which has an edgy, Sketchy style, is by Steve Perkins and Alex Shibao. As in the Metal Gear comic, hand-drawn, still images are deftly manipulated to create motion and depth. Pieces of art are layered over each other to create a 3D effect, sometimes elements are pushed around to evoke motion, and sound effects add a critical component. Stylistically, alternating uses of close-ups and panoramic panels create drama. The total effect of what we've seen so far is dynamic and visually arresting—not to mention exquisitely creepy— and it seems pretty much just like what you'd expect an animated Silent Hill comic to be. More like this, please! Ф. THE PLAYSTATION UNDERGROUND: ARE YOU MISSING SOMETHING? No matter what you're into, the PlayStation? Underground" is where you'll hear about it first—from the latest tips and tricks to the hottest releases on the horizon. But if you haven’t provided us with a complete member profile, you’re missing out on: * SPECIAL SAVINGS on stuff gamers crave, including game coupons and offers for other cool PlayStation® premiums * INSIDER INFO from PlayStation, including a monthly email newsletter and special surprises via email and regular mail e SERIOUS ACCESS to the gaming scene—with tips, tricks and forums to help you take your playing to the next level * ADVANCE NOTICE for upcoming beta tests, cool promotions, or when your favorite franchise is launching a new title, and more Visit our one-stop MY ACCOUNT section at www.us.PlayStation.com/myaccount and access these useful features: * PROFILE: Update your current contact information, personal details, and more * PREFERENCES: Tell us what you're into so we can customize your communications * REGISTRATION: Let us know which PlayStation products and peripherals you own * MY GAMES: Manage your library of PlayStation titles in the MY GAMES section GO EVEN DEEPER: THE GAMER ADVISORY PANEL. With a. complete member profile, you'll increase your chances of being asked to join the elite Gamer Advisory Panel. G.A.P. members get: * Invitations to participate in beta tests < Q&A sessions with game developers from Insomniac, Naughty Dog, Zipper and others * The chance to attend E? (the Electronic Entertainment Expo) in Los Angeles * Invites to special press conferences, and other exclusive events * Advance purchase tickets for concerts and sporting events The opportunity to work in the PlayStation booth at hot happenings across the country тм (Dew? Action Sports Tour, Vans Warped Tour,” Ozzfest and many more) MAXIMIZE YOUR MEMBERSHIP AND | Н: Е: PEZ PIBEUIEUNSS RELEASE DEV, Grand Theft Auto could be a little more...Asian? Did you kinda like Shenmue but wish you were doing something more substantial than looking for sailors in a meticu- lously modeled 1986-era Tokyo? Well, someone at Sega listened, because in Japan, the company made Ryu Ga Gotoku (which translates to “Like a Dragon"), often described as "Shen- mue featuring yakuza, with a dash of GTA." Sega recently announced the game's name for its U.S, release, the bold and simple title of Yakuza. So how do the yakuza roll? Here are some snippets from a typical day. A piece of the opening movie, which helps establish that "authentic Tokyo feel" that Yakuza is going for. While Yakuza takes place in a fictional part of Tokyo, these screens make us feel like we're walking around in the Kabukicho district. A scene from the first chapter of the game, in which the main character, Kazuma Kiryu, is collecting some money. The president of the Peace Finance Corpora- tion is saying something like, “So honored to meet you!" Kazuma replies, "Cut the bulls*** and hand over the money." Kazuma's curt manner earns him a fight sequence. This is Kazuma walking around with a suitcase full of money that he just collected. Some fool bumped into him on the street, and Kazuma is telling him to, er, make haste with the departure, to put it in more polite terms. This is a high-end hostess bar where Kazuma's best friend, Nishkiyama, hangs out. The hostess whom Kazuma is talking to will play a key role in the story. AARI Another shot in the same bar where Kazuma and A quick example of Yakuza's combat system. The Nishkiyama hang out. The girl in the middle is Yumi, development team at Amusement Vision built the a childhood best friend of both Kazuma and Nish- combat engine from the ground up, and it's loosely kiyama. This is Yakuza's version of a "best friends modeled on the Virtua Fighter engine. Note the fact 4-eva!" moment. that Kazuma is wielding a beer bottle in this fight. Kazuma and Nishkiyama hang out and enjoy (crime) Kazuma demonstrating a finishing move, which is, as Here's a fight sequence in which Kazuma uses some life at the hostess bar. Hostess bars are places in you might have quessed, an übermove that usually scaffolding to fend off some other bad dudes (dem- Tokyo where guys hang out and drink with pretty ends a fight. onstrating how the environment can be used during girls, who are hired by the bar. combat). The top yellow bar is Kazuma's health, the middle bar is a sort of experience meter (you can upgrade skills when that bar is full), and the bottom light-blue bar is your "heat gauge"... Shimano, one of the leaders of the yakuza clan, is Look at the man in the middle facing the left. That is This is a demonstration of one of the special moves now yammering about some missing money and is Kazama (not to be confused with our man Kazuma), that's tied to your "heat gauge." When your heat Yakuza are members really having a fit. A key plot point in the game. who is the overall boss of the yakuza clan. This is a gauge is full, you can pull off slick moves. Note the of traditional Japanese big yakuza meeting, blue halo circling Kazuma as he smacks the crap out | ШШШ whieh of this dude. are often compared to the Mafia organizations of Western culture. Roughly translated, the term means “good for nothing”; it originated from oicho-kabu (a Japanese card game much like baccarat) and refers to the worst possible hand in the game This is a plot point: The girl asks Kazuma for some This girl's scam demonstrates that while people gen- "help from a stalker,” except that the "stalker" erally respect the yakuza enough to ask for help and behind her is actually her pimp. They're both trying to protection, some people use that token of respect as jack our boy Kazuma. part of a con job. ГР 2222 V |H*HEIE PS PIBEUIEUVUSS рын Capcom реч. Clover Studios ize. ease May If you've been following Okami's development at all over the past year, you already know how the game's unique style provides it not only with a distinct look, but with some inter- esting gameplay elements as well—namely the calligraphy. What's cool about this par- ticular aspect of the game is that it applies to so many things within Okami's world. You can use it to help townspeople, solve puzzles, defeat enemies, and do all of the other things that apply to being a god in dog form. But you can't magically wave the brush like Picasso and have masterpieces suddenly appear. In fact, you have to earn the ability to perform certain kinds of strokes. For example, you won't earn the cutting stroke—which is useful for attacks, as well as cutting boulders, wood, and other such objects in half—before you solve the puzzle with the statue holding the broken sword. You complete this puzzle by 70 | DAM Apa 2006 drawing the broken part of the sword on that statue. Now you can go back to the beginning of the demo and cut the peach down from the massive tree and watch the colors wash over the once dark world. It's worth pointing out that other puzzles are pretty straightfor- ward—you'll have to look into the stars and complete constellations by adding a single drop of paint, which is easy as can be. It's at this point that the townspeople start to need your help as life resumes its course. Some of the things you can do with the brush may not be so obvious, but they can go a long way toward improving your status around town. For example, you can draw a drying pole between two sticks so that Mrs. Orange can dry her clothes. There are plenty of tasks such as this awaiting you, designed to make you explore and try different things with the brush. Try them out for yourself in the demo! | ІТ [LLLI [| ч 213 Hollywood Ж MONDAY | XT - - AHARI Midway oeu. Midway Chicago 5 April NBA BOLLEI2S: d to find a genre that Rockstar's übersuccessful Grand Theft Auto franchise hasn't so wonderfully corrupted. Now the idea of a go-anywhere, do-anything envi- ronment heads to the sports department (of all things) in NBA Ballers: Phenom. Here the entire city of Los Angeles acts as your court, which includes downtown, swanky Beverly Hills, and star-studded Hollywood. Also, expect La La Land to be one happenin’ place. “The game is set during a fictional NBA Finals week, so everyone is there, including the ‘who’s who’ of NBA athletes, music celebrities, coaches, agents, and media,” says execu- tive producer George Gomez. “You сап walk around L.A. neighborhoods and inter- act with people, stores, and vendors.” But it ain't just about getting up close and personal with these bigwigs; the metropolis is also jam-packed with side events not related to basketball. We're talking about snapping photos of NBA players, attending concerts, and helping out the Laker Girls with a celebrity car wash (think of a Dance Dance Revolution- like minigame, but with more soapy-suds). Doing these side events can earn you extra cash to buy gear and even increase E N TH LACKT OP MATCHUPS. I PHLEPLAv! There’ ser Apti- lar to what y [Xbox] roli some of your stats. Additionally, the type of events you participate in will greatly affect Phenom's final outcome. Start tak- ing on more roundball-focused events and you'll probably wind up the next No. 1 pick in the NBA draft. Spend more time with the celebs, however, and watch your character build the foundation for an entertainment empire à la P Diddy's. And, oh yeah, you'll still be play- ing some actual basketball. The biggest changes on the blacktop are the addition of 2-on-2 matchups (the first Ballers only had 1-on-1 games) and the ability to equip your character with gear that can both improve and hinder his stats. “Not all of it is ben- eficial,” explains Gomez. "Shaq's Diesel sneakers increase the player's shot block- ing and low-post offense but reduce his long-range shooting attribute." We wonder if Shaq’s kicks make you miss every free throw (and despise Kobe), too. | 22 | DAIT aea. 20086 ІНЕ | Mach LLM 1 Square Enix Square Enix г KINGDOM ара know that Kingdom Hearts II is almost here? Because we just loaded a fresh new copy that Squenix sent us, and Donald Duck speaks English! No more weird Japanese Donald! We can (mostly) under- stand what he’s saying! That means that we're just one issue away from reviewing a crazy big action-RPG that fuses light shows (Tron), stop-motion animation (The Night- mare Before Christmas), animal Hamlet (The Lion King), and Keira Knightley (Pirates of the Caribbean)! Here's one more last pretty image to tide you over until our review. Some of us are givers. Some of us аге takers. Filefront.com serves both. Unlimited uploads, unlimited downloads, unlimited bandwidth. The latest PC gaming patches, drivers, demos, tools, and videos...free. | LJ CAN'T GET ENOUGH OF JEFF GREEN? www.filefront.com ! CHECK OUT HIS СО — What's New in PC Cuba Е A B Only on filefront.com геј alive 4 it out! Св NETWORK - АЛГА <=: SUBSISTENCE 4 No more blargs, octagons, or whatever you've called them—now we're sticking with straight-up numbers. And any game that receives five of 'em is something truly special that deserves a spot in your collection. On the other hand, a 2.5 is merely mediocre. And a 0.5? Well...at least they're fun to rip apart. INSIDE E нг нг во 78 79 нг вз 78 B5 ва B0 78 24: The Game 25 to Life Beatmania Drakengard 2 FIFA Street 2 Fight Night Round 3 Final Fight: Streetwise Marc Ecko's Getting Up: Contents Under Pressure MLB 06: The Show Onimusha: Dawn of Dreams Sonic Riders Tokyo Xtreme Racer Drift Torino 2006 en so as нн ва эч so аг Su ва \ B MAKING THE WORLD А BETTE PLACE, ONE-GAME ATA TIME Exit Fight Night Round 3 Generation of Chaos Metal Gear Acid 2 Pursuit Force Samurai Warriors Street Fighter Alpha 3 Max Street Supremacy Untold Legends: The Warrior's Code WRC: FIA World Rally Championship ut 3. Konami 1. Kojima Productions Eses M mser $39.99 АЛ LSE bel | се While Нідео Kojima and many other designers аге trying to make games that either emulate or even elevate themselves over what Holly- wood produces, they're also starting to adopt one of Tinseltown's more annoying attributes: the double dip. Just as new versions of cult films like Evil Dead seem to pop up every year or how a crazy 72-disc ultra boxed set follows a single-disc DVD just four months later, so have games started to be rereleased with extras. Fortunately, games like Devil May Cry 3: Special Edition and Ninja Gaiden Black (on Xbox) offer some pretty good improvements to the original release, but they pale compared to what Kojima and his team have done with Metal Gear Solid 3: Subsistence. The biggest change is the addition of a new, Splinter Cell-style 3D camera that is movable via the right analog stick. Snake Eater is an awesome game despite the fact that the MGS series’ traditional bird's- eye view often limits visibility, necessitating the player to switch to the first-person view just to spot enemies. With Subsistence's new, closer- to-the-ground camera, the game instantly looks and plays a lot better. Environments actually seem more impressive and lush, and scouting an area becomes much easier. In fact, this change has made several boss battles significantly less difficult. Previously, the challenge of tranquilizing (not killing) each boss proved quite difficult, but now it's easier to see where they are and trang them. The best example is the fight against The End—a tense sniper battle spanning multiple maps that took me over 40 minutes to complete in Snake Eater. Now, with the new camera, | can easily scan the horizon to see where The End is hiding and then aim and shoot; the fight takes at most 20 minutes to finish. Also, an incredible chase sequence near the end of Snake Eater that uses a fixed camera looks kind of odd in Subsistence because you can move the camera to show angles that were previously unseen. Despite the boss battles and this chase, the camera doesn't make the game exploitatively easy (à la the changes made to the original MGS in MGS: The Twin Snakes for the GameCube). After all, if you feel the game is too easy, there's always European Extreme mode. ONLINE CANGES FROM SOLID MULTI- PLAYE FARE TOA TOTAL BLAST. Besides the new camera and some quirky new camouflage, the core Snake Eater game is still the same. That's disc one. On disc two, you have extras, such as some very funny parody movies, duel mode (in which you can play individual boss battles, some with special rules), and ports of the first two Metal Gear games. Playing these games is quite amusing, as you'll notice that Metal Gear's basic gameplay principles haven't changed too much during the span of the series, from its days on the MSX gaming system to the recent PS2 installments. But the most significant addition that disc two brings is the online multiplayer. The finally realized Metal Gear Online (as Kojima calls it) ranges from solid multiplayer fare to a total blast. The three teamplay modes— team deathmatch, Capture the Kerotan (frog), and Rescue the Ga-ko (duck)—resemble the teamplay options of other games. The maps жж Ж 2 2222 DIRE HIDEO KOJIMA „а It couldn't handle more than three enemies on screen with bullets flying. A Th aga союза close with the sixth and final chapter in the story of Solid Snake: AAAI | kkk ko CHAPTER; нова the player — alongside young Raiden — If you were smart enough to preorder your copy of Subsistence, then you get an additional, limited-edition disc: Metal Gear Saga Volume І. This is a 28-minute documentary about the Metal Gear universe (spanning from the two Metal Gear titles to the Metal Gear Solid trilogy), in which Ryan Payton, international manager at Kojima Productions, gets to run around with a camera and have Kojima himself explain some of the concepts and backstory ideas for the franchise. For example, Kojima explains that MGS3 is focused on “maternity” and how he originally thought that Boss would have a cobra tattooed on her breast. When her chest is exposed in battle, the snake would appear to “laugh” due to her body moving as a result of recoil from her gun. This would tie in to a legend that says, “If you saw the snake laugh- ing, that means you are about to die.” Though that tattoo ultimately didn't make it into the game, it makes us think that maybe Kojima is a fan of the manga Lone Wolf and Cub; in it, a certain female assassin has a tattoo of a demon and a suckling babe on her breast that intimidates the men she kills. Anyhow, this is just one crazy Kojima nugget, and you'll find plenty more in this documentary, which you'll get if you preordered the game. E MAT 301055 are decently designed, with some best suited for eight-player (which is the limit) fragfests and others better suited for matches with fewer players. What elevates the online component from entertaining to awesome is the rescue mission mode. Think of it as a variant on Splinter Cell's spies-versus-mercs mode—except it has up to seven soldiers facing off against one badass (Snake). Playing as the soldiers requires clear com- munication and decent teamwork. Playing as Snake requires knowing how to use your gear (such as regular camouflage and a battery-pow- ered cloaking device) and your skills (close-quarters combat) to maxi- mum advantage. A bad Snake player can be caught pretty easily, but a good опе can do slick things like stun multiple soldiers via СОС, drop magazines to delay pursuers, or simply disappear and lie in wait for someone to take out. Whoever "kills" Snake will get to play as him in the next round, so make sure your host sets the rules to allow for more than two or three rounds in rescue mission mode. One thing that needs to be mentioned is that the online play is very MGS-centric, meaning those who know MGS will have an easier time than those who don't. To elaborate, the MGS franchise is one of the few that can get away with keeping the Circle button as "Yes" and the X button as "No" for menus and the like (this is often one of the earli- est changes in localizing a game from Japan to the United States); it's also a franchise in which you fire your weapon with the Square button. So if you've played a lot of other action games that use the triggers for firing weapons, the whole "Square button, not R1" thing can take а while to get used to (and you can't change this). You also cannot move and shoot at the same time in first-person view. If you've been playing single-player MGS, this isn't a difficult transition. But no mat- ter whether you know the MGS controls or not, the fact that the Select button is used for voice chat is actually quite annoying—you basically can't move and talk at the same time this way. If you've already played and finished Snake Eater the first time it came out, there is, honestly, enough extra stuff to warrant the double dip. The whole package (meaning the three-disc version, of which disc three is a three-and-a-half-hour 653 movie composed of the game's cut-scenes reedited into one continuous story, plus the bonus disc detailed in the "Snake Saga" sidebar above) has enough content to justify snagging it. Now, if you've finished Snake Eater a couple of times, don't have your PS2 hooked up to the wild and wonderful Internet, and are tight on money, that might be worth reconsidering. Otherwise, though, Subsistence has succeeded in making a great game even better. | Thierry / better. | Thierry Nguyen | ИИИ VERDICT The gold standard for future potential double dips. _ §5 mmm LL” 22222222 SCORE SECRET THEATER Perhaps our favorite extra is the secret theater, which is made up of zany movies that Kojima Productions made for fun. We particularly like the one about The End falling in love with Eva, and the one where the director of the CIA gets payback for being snubbed by Snake. З | ШЕШ PSZ FIFA STREET 2 A SPORT YOU DON'T CARE ABOUT, URBANIZED. AGAIN Грув. EA Sports beu. EA Canada exea Е mser $49.99 ке worth recapping for а second and acknowledging the problems with the original FIFA Street. Although very success- ful and a noble attempt at broadening the appeal of soccer games around the world, it was, at best, boring. The gameplay lacked depth, and it wasn't really much fun. It was fine for a quick five-minute kickabout, but beyond that, it was just dull. Enter the sequel, along with lots of EA bluster about "arcade action blended with the passion and flair of real street soccer." It's essentially the same as the original, though, only now it comes with more bells and whistles to keep you occupied when you're not scratching around looking for some substance on the pitch. Build a charac- ter with the now-familiar EA doohickey, play a little dress-up with licensed duds, and then work your way through a reasonably well- paced career mode that's absolutely soaked in contrived urban 'tude. Additionally, there's now a pitch creator, which uses similar mor- phing technology to the character gizmo, and a reasonable amount of enjoyment can be had building the skankiest, dirtiest-look- ing urban soccer hole imaginable. However, the real meat of the game still suffers from the same issues as the original. Although there are plenty of tricks and right-stick shenanigans to be had, the whole soccer-that-feels-a-bit-like-basketball thing just doesn't feel right. It’s substantially more enjoyable when playing against a friend (as all soccer games are), but the pitches feel too small, and the action is just too fast. Adjusting to the notion of soccer being a fast-paced, end-to-end game is hard, and frankly, it doesn't work any better this time than it did the last. On-pitch game- play is supplemented with tricks challenges to keep things varied (a lot like the juggle challenge in FIFA 06 on PSP), but at the end of the day, despite all of the effort clearly put in to make it otherwise, Ғ/ҒА Street is still boring. | John Davison but it's still not that great. TORINO 2006 HOPE YOU LIKE SKIING ı Pua. 2K Games oe. 49Games esee Е mser $19.99 АД Аһ, the Olympic Games, where the world's best athletes gather to represent their coun- tries in the spirit of friendly competition. A competition—according to this game—in which you do almost nothing but ski. Torino 2006 technically features 15 dif- ferent Olympic events. But you can actually boil them down to five categories: downhill skiing, cross-country skiing, ski jumping, speed skating, and bobsled/luge. So you've got 10 different skiing events and a handful of other stuff. It's worth noting at this point that developer 49Games is known for its skiing titles. What's here is quite good, honestly. Each event controls a bit differently, and the stra- tegic, timing-based scheme for cross-country skiing and speed skating, in particular, really requires a bit of skill. These events balance out the more simple sports, like luge and bobsled, where getting a good start and keeping off the walls are really all that's required to get a medal. Oh, Torino also loses points for not including the most interesting events in the sports that are here—short-track speed skat- ing and skeleton (where fools hurtle down the luge course headfirst). The whole thing is so watered down. Even the multiplayer mode won't hold your interest for long, since there's no real event variety. And you don't get any of the pag- eantry to go along with the greatest sports spectacle in the world. I’m not saying | want parades or an Olympic Village drinking minigame, but at least getting to hear my national anthem when | win a gold medal would be a start. It would have been great to take an entire team to the Olympics and partake in every event from start to finish. Unfortunately, that's just not possible with Torino 2006. There's a Jamaican bobsled team joke in here somewhere, but I’m too disappointed to figure it out. | Greg Sewart 222277 Ұ? ИЯ VERDICT А good time for 20 bucks, but it should have been a much better game. “SCORE 22 ЕШ |S “SCORE САВ 4 4 SPORTS WE WANTED Snowboarding would have been really nice. Hockey would have been just as good. Or how about figure skating or curling? Don't laugh—Konami's excellent ESPN Inter- national Winter Sports 2002 featured those last two events. MLB 06: THE SHOW BEST OF THE ALSO-RANS ı PUE. 989 Studios DEV. 989 Studios Е sep $39.99 ж“ “% Ұ Vou know those ball clubs І Greg Ford entry to the baseball-sim lineup. “SCORE 1 = = ірив. EA Sports реч. EA Chicago esee T msep $39.99 With this, its third iteration, the consistently excellent Fight Night series comes face-to-face with challenges every sports franchise grapples with: How do you keep a game fresh when you're essentially offering the same product? And can you avoid making serious design mis- steps in the process? For the most part, Fight Night Round 3 acquits itself well. The basic game—which was great to begin with—is still there, delivering gripping fights jam-packed with bone-jarring hits and sud- den turns of fortune. The excellent total punch control system is back, with the addition of two new and completely inconsequential super- punches. The training minigames are back, too, but thankfully, they take place in an actual gym and not last year’s Moonraker cocktail lounge. So, what's new and notable? You could point to the Rivals mode that lets you relive great box- ing rivalries, but the really key things are more subtle. Most important, the Al has been signifi- cantly improved, making each fight much more of a contest and, consequently, much more likely to go the distance than those in the knockout simulator that is Round 2. Round 3's custom- izing options are also much improved over last year's, letting you choose (and unlock) a variety of stances, defensive styles, punching specialties, and more. As a result, fights are much richer, tactical experiences. Round 3 sounds like a no-brainer pickup for Fight Night fans, but it's not. You need to use your brain because some of the choices EA has made detract significantly from the experi- ence. The rankings sheet is completely gone, thus robbing you of the satisfaction of work- ing your way up to a title shot; instead, you have a vague feeling of progress tempered with confusion. Not so rewarding. Worse, not only does a potentially lethal injection of commercialism subject you to literal in-game commercials, but most of the trophies are corporate sponsored, meaning you can win the pointless Burger King trophy but not one for being Knockout King or Fighter of the Year. That just sucks. In the end, the good outweighs the bad, but next year's model really needs two things: zero sponsors and the horsepower of the PS3 so that it can match or beat this year's supe- rior Xbox 360 game. | Robert Coffey OEE VERDICT Just better enough than last year's game to warrant a purchas J SCORE e] | > EEE Ж” SMACKTIME E T SQUARE ENIX New allies З | БЕШЕШЕ= PSZ SONIC RIDERS PORCUPINE RACETRACK рин. Sega peu Sonic Team Tokyo Software esee E10+ $39.99 Putting Sonic the Hedgehog into a racing game always makes sense on paper but never seems to work. Sonic Riders, in which the spiky blue thing and his posse jump onto hoverboards and shred gnarly courses, does not break this trend. Different characters can make special use of different track features. “Speed” charac- ters like Sonic can ride rails. “Power” char- acters like Knuckles can bash through bar- riers. “Fly” characters like Tails can launch themselves into aerial sets of rings that let them bypass tricky sections of track. Again: sounds good on paper. But Sonic Riders fails for a variety of reasons. You never really feel like you're controlling the racers, but rather just making suggestions that they follow or ignore at their leisure. And the single-player game is extraordinarily difficult from the onset. The main game fea- tures only six racetracks, and you'll spend lit- erally hours playing the same race over and over as you get mauled by the computer. You can follow along in an enemy's wake, or "turbulence," and do a few basic snowboard-style tricks to boost your speed. But let's say you're heading into a hairpin turn that you have to take perfectly or else you'll fall off the track and go immediately, irreversibly into last place...and then another racer leaves a turbulence trail. Now you're sucked into his wake, which conveniently disappears halfway through the turn with no way for you to stop. If you do complete the story mode, you'll unlock alternate versions of the stages, more racers like Cream the Rabbit, and a minichal- lenge-filled mission mode similar to Crazy Taxi's Crazy Box but harder and not fun. The multiplayer modes range from boring to unplayably bad—my friend and | eventually just gave up on the battle mode when we weren't able to hit each other. | don't even think he's my friend anymore. | Chris Kohler PROS It's not Shadow the Hedgehog CONS Shoddy controls, excruciating dif- ficulty, a focus on memorization over skill, "turbulence" effect hurts more than it helps "SCORE 2 = DRAKENGARD 2 MIXED-BREED DOG 1Pu& Ubisoft oeu. Cavia exea M mszp $49.99 7 Imagine if Panzer Dragoon and Dynasty Warriors had a child, but it was a little on the slow side. That'll give you an idea of what the Drakengard series is all about. One minute, you're flying above the clouds, strug- gling with the controls as you attempt to take down griffons and zeppelins, and the next, you're mindlessly whacking away at the X button for minutes on end as you mow down fields of soldiers. And some missions com- bine the two—during a ground fight, you'll occasionally be able to hop onto your dragon and rain down death from above. You're not just running around slashing up hordes of identical enemies, though. Quite often, you'll find yourself in mortal battle against a particularly strong creature or two that need to be handled with more strategy—parrying, blocking, sidestepping. Unfortunately, the camera system that works fine for mindless hacking and slashing is garbage for close-in combat. In fact, it's quite easy to get cornered by a couple powerful enemies during a midboss battle and die almost instantly, which makes the lack of midmission checkpoints a real pain. Some missions are brief, but some can last for quite a while. At least you get to keep all your experience points when you continue, so it's never a total loss. And it certainly doesn't help matters that Drakengard 2 is an ugly, ugly game. The aerial battle sequences all look identi- cal—generic, featureless landscapes against an empty sky. On the ground, things aren't much prettier—barren towns, blocky brown mountains. Drakengard 2's concept is still unique and clever; that can't be denied. And the story, while hackneyed, is translated well. It will find its share of cult fans, but even they will have to cop to its laundry list of failings. | Chris Kohler PROS Unique concept, you get to keep ХР when you die CONS Graphics are ugly, flying sucks, cam- era sucks, gameplay is boring SCORE 2-1 2006 4 TOKYO XTREME RACER DRIFT MORE LIKE AN APOLOGY THAN ATITLE үглэн Crave Entertainment =. Genki esee E msee $15.99 — has taken the battle off the Tokyo highways and into the hills for the latest slip-slidin’ automotive adventure in the series. Too bad all the same issues still plague this sequel. Drift has a two-tiered approach. Run sanctioned events during the day in order to build your reputation and earn cash that can be spent on upgrades for dozens of licensed cars. Upgrade the engine, the suspension, or just the look of your ride with body kits, paint jobs, and so on. At night, it’s time to enter the underworld and make your name as an illegal street racer on the winding mountain passes. Taste victory in head-to-head hill climb and down- hill events as you wrestle your way around the sharp curves and steep inclines. The title “Drift” is appropriate, but mostly for the wrong reasons. The cars in Tokyo Xtreme don't so much break traction during a slide, since they never really feel like they have any traction at all. Even going down the straights, the cars feel floaty and tend to weave as you struggle to get them pointed in one direction. It's the same problem that every other Tokyo Xtreme game has suf- fered from, but exacerbated by the super- sharp turns and narrow roads found in Drift. At least on the other games' wide highways you had room to correct yourself and slide out a bit in the turns. Here, when you've only got one lane between you and a guard- rail, the experience is that much worse. Tokyo Xtreme aficionados will probably cry foul on this. If you already have a han- dle on TXR's, er, handling, then maybe Drift will be pretty playable. Considering how far racing-game physics have come, though, it's sad that the Tokyo Xtreme games still make you feel like you're driving on a sheet of ice. Up until now, all of the games in the Tokyo. Xtreme series have been based on Genki's Japanese Shutokou Battle series. Driftis the first in the series based on Genki's Kaido Battle games, which are all about racing over mountain roads. iM Cavi ALZEADY Drakengard 2 devel- oper Cavia will join forces with Hironobu Sakaguchi's company Mistwalker to create an action-RPG for Xbox 360 called Cry On. Published by AQ Inter- active, the game tells the story of a young girl and a giant monster made of sand. PROS Narrow, winding roads take TXR's already bad handling and make it feel that much worse. SCORE = 2K Games Studio s the usual FCC standards apply, Jack Bauer is probably the most badass character of all time, but in the wider pond of videogames, he's got a lot of competition. Once you've seen Solid Snake single-handedly take down a Hind-D attack chopper, what's left for Bauer to do? Hint: Jack doesn't get a missile launcher. 24: The Game is a generally successful badass simulator in which developer Studio Cambridge astonishingly managed to replicate the intense feeling of the show while not watering down Bauer's character. You will storm a terrorist base, escape, and then go back in again to rescue a friend before everything blows up; you'll do it without even a bulletproof vest for protection; and you'll do it NOW because millions of inno- cent lives are at stake. It's fantastic. The gunplay is the main attraction here, and the developers were smart enough to give play- ers the benefit of the doubt. If the aiming controls were off (usually the chief bugbear in third-per- son action games; see Dead to Rights and Grand Theft Auto for more), Bauer would feel a lot less cool than the player knows he is after seeing him unhesitatingly kill every terrorist in a room before one can even unholster his weapon. But it's dead on, allowing you to instantly switch back and forth between targets from a cover position. Not quite as dead on are the driving sequences, which would have benefited from some kind of Burnout-like retaliation option. Instead, you're forced to take the buffeting you get from enemy vehicles en route to your next destination while trying not to crash. The game handles the CTU analysis segments—a collection of tense minigames—better. If the action lets you feel just like Jack, the analysis stuff lets you feel just like Chloe (for better or worse). The game's story, written by the show's writers, is also top-notch, with the requisite last-second plot twists. All the major charac- ters are represented, and if they don't look entirely natural, it's at least the best the PS2 could have done. Play this game, or the terrorists win. | се 2 500 Awkward driving scenes, occasionally eerie character models 4 кы; гаг ү o8 шашин... jecscs—EEFEIM taal AR AIL | PALMER LITE Since the story line takes place after season two, President Palmer isn't in the game much. While that does mean a dearth of Dennis Haysbert's awesome portrayal of the fictional president, on the bright side, it also means Sherry Palmer is completely absent from 24: The Game, which almost earned it another half-point. E, Y SQUARE ENIX Ш | EXELIIELLIES PSZ Curious if Beatmania is your cup of tea? Check it out for yourself on this po мл... month's disc. 25 TO LIFE BEATMANIA - ^ FINAL FIGHT: STREETWISE DON'T BELIEVE THE HYPE DO NOT TAKE ME TO FUNKYTOWN WHY MUST YOU RUIN MY MEMORIES? ірин. Eidos Avalanche Software Konami Konami E $59.99 ірін, Capcom DEu Capcom Mr $39.99 M 539.99 7777 Ds achievement іп incompetence the likes of which we may never see again. This run-and-gun shooter plays as if it were designed by a team of fur- tively posturing 13-year-old suburban white boys. As a result, everything is overplayed into caricature—the swearing, the music, the 'tude, the prolonged death sequences, and more. Not overdone: the art direction, which is so rudimentary that it seems cribbed from the back pages of one of those boys' social studies notebooks (I guess it was either this or a game pitting dragons against WWII fighter planes). You could shake a box of rocks and do a better job approximating the human form in motion than 25 to Life does (though, I confess, the choice to suddenly put one character's head on backward for an entire level is perversely inspired). Could 25 to Life do more things wrong? Short of infecting you with cold sores, no. The graphics, interface, and targeting reticule conspire to make the action unplayable, abet- ted in part by a damage model that somehow equates "bare-chested bad guy" with "bul- letproof bastard." Forget about the alleged opportunity to choose to play as a gangster or a cop; in reality, you march through a crappy story as three different characters: Freeze, the antihero of the game who's try- ing to quit the gang; Detective Lester Wil- liams, a cop who attended the same police academy as Steve Guttenberg; and a vicious gang leader with the thrillingly lethal name of Shaun (just like Shaun Cassidy, singer of “Da Doo Ron Ron" and Matlock guest star). My only hope of pleasure in this game was some sort of Warriors-inspired gang theme for Freeze and Shaun's 22nd Street D-Boys. But instead of a tribe of chest-implant-sport- ing trannies, | found myself gunning down hordes of bandana-wearing clones. When the game ends after four or five hours, you could play multiplayer. Of course, you could hand-clean a turnpike rest room, too. They're a pretty even match in terms of enjoyability and effort. | Insert "cruel and unusual punish- ment" or similar prison-term jokesterism here. Bonus points for working in the words "salad" and "toss." SCORE = pretty much boils down to this: You will either love it or hate it depending on your taste in music. If you're expecting some rock, which you shouldn't be considering what the peripheral looks like, then you're going to be sorely disap- pointed. Most of Beatmania's soundtrack is composed of dance music along the lines of trance and techno, with a few classic tracks thrown in. Even if you're a fan of those particular genres, you may find some of the selections a little lacking, either because they are just bad songs to begin with or they're not very well known. You'll go through the soundtrack in the main part of the game pretty fast. Beatmania tries to dilute this problem by offering a couple of different modes, including a two- player battle mode as well as a mode that lets you use two tables at once. It has doz- ens of options that let you change the rules of a particular song. This will keep you play- ing a little longer for sure, but (again) how long depends on your taste in music. In any case, playing Beatmania takes a little more skill than your typical rhythm game, but perhaps not so much more than something like Guitar Hero. The Beatmania peripheral—a mini DJ table—has seven, keys, plus a disc for scratching at various. points during a song. The regular mode uses just five of the keys, while Beatmania ПОХ uses all seven. Interestingly, the seven-key mode actually seems a bit easier than the five-key mode at times, simply because the added keys seem to be more of a natural fit with each song, whereas the five-key mode seems to skip a few beats, making it a little harder to really get in rhythm. People who like rhythm games will undoubtedly like the challenge offered by Beatmania's harder difficulty settings and the cool peripheral. But Beatmania doesn't really offer the same visceral thrill as some- thing like Guitar Hero or even any of the DDR games.| Streetwise includes a lot from the original Final Fight. Cody, Mike Haggar, and Guy are in the game, as are many of the sound effects, such as the whistle that calls over additional bad guys. You'll also. notice some familiar locations. But sadly, the emulation of the origi- nal Final Fight, which you can unlock, is absolutely terrible, and the fact that you have to buy a ticket to ride the subway instead of jumping the turnstile is an affront to gamers, The Beatmania series has been around for a pretty long time, at least in Japanese arcades, To date, there have been over 13 releases, including appearances on the original PlayStation and even Nintendo's Game Boy. Cool peripheral, offers a great chal- lenge in the hardest difficulty settings Soundtrack is lacking, most modes are relatively easy SCORE 2 There's something strangely І Giancarlo Varanini Good voice acting, somewhat enter- taining story and fighting mechanics, nods to the original Final Fight Terrible graphics, feels tedious at times, cheap Al, not too different from most د other recent beat-em-ups SCORE AAAI | Фар Т SQUARE ЕМІ» IF YOU AREN'T COMFORTABLE WITH YOUR COMBAT SKILLS, YOU HAVE THE OPTION TO PICK UP WEAPONS AROUND THE LEVEL. New adventure: ents Under Pressure probably О. (i hich parts of your piece still ng anyone to the graf-wri fork. 84 news is...well, you can р) | Getting Up's most serious prob- this is going. : 1 so damn serious. There's none is good, but it isn't fun. It's d 70) i joy found in Jet Set Radio; that involve acrobatically па) onsist of vicious rival gangs in ау around tricky environment эи | grousing public transit workers al crews and police through һап! еер the cars clean. Even when bat, and writing graffiti, and the g K police come on the scene ll of these things well. Combat at fi u 4 gue like "Art is a crime!" it istinct and arbitrary, but once you gi © Ecko and co. have begged the ques- and timing of it, the hits feel solid а : Jr this even qualifies as such. unlike in a lot of street-brawling дага ession, and Getting Up truly ame’s Al is pretty good, too; if you're є 3: writers' soul, they may , enemies will gang up on you rather 6 1 Шу made the best case not to / Бу to attack you one by one. : | Ih better than the combat are the contra е regular exploration part of the game, are intelligent and intuitive. The Collecti ed hard to make sure players never have у ї the controls to get where they're going; пој 7750 easy is figuring out your route. ® t And this is where the game starts to falter. БЕЛЕТ i$ off, making the | “Май character Trane's "intuition" power is e citi Gould be ‘decent, but the spotty camera frequently fails 3 o show just where those bright glowing mark- ers he's supposed to head to are—this can be " especially disastrous in timed levels like a train- jumping sequence. The actual tagging controls E, Y SQUARE ENIX | SQUARE ENIX. www.kingdomhearts.com Published by Square Enix, Inc. (—— EVERYONE 10+ Mild Blood Use of Alcohol Violence PlayStation.2 2 y | HEELS PS2 матен IT Watch the Dawn of Dreams trailer on this month's disc to see the action for yourself! /LISHA'S STORY SCENES АРЕ OF UARVING QUALITY: SOME ARE TOLD WITH WELL-DIPECTED IMATICS, BUT SOME SIMPLY FEATURE SCROLLING TEXT ON A STATIC BACKGROUND. Capcom M $49.99 1 Capcom Ind o: DAAN Es DIZEAIVIS Dawn of Dreams is the first Onimusha game that I've been able to play for more than a few minutes. The character-locked control scheme is what always killed the series for те- didn't like it in Resident Evil 10 years ago and | hate it now. But it’s a new era and a new Onimusha, and the natural, cameracentric controls help make Dawn of Dreams an enjoyable reinvention. The concept hasn't changed that much: Slash your way through feudal Japan, slaying endless waves of demons and collecting their souls as you watch beauti- ful, cinematic scenes. The presentation is exquisite; though many cut-scenes are rendered in real time, they are directed quite well. The English voices are decent, but | appreciate the fact that you can flip on the original Japanese track. Throughout most of the game, you'll play as Soki. But you'll also collect four new playable characters along the way, each with unique weapons and attack styles. At certain times during the adventure you'll head out with a partner; pressing L2 will let you change the character under your control. The ability to revisit old levels, bringing new characters back to get items that you couldn't reach the first time through, means you'll always have a lot to do. New RPG elements have been added, so characters gain strength and new abilities as they rack up kills. And all that killing feels perfect; combat is tight and satisfying, especially once you begin to master your MP-consuming special moves. Having to constantly move the camera to get the best view of the battles is annoying, though. If anything really drags DOD down, it's the boss battles. Some of them are done right—you need to be smart enough to figure out the weak point, then quick enough to exploit it. But often, | found myself unable to do more than a few points of damage at a time, chugging health potions for minutes on end as | chipped at the boss’ mas- Sive health bar. Luckily, the forgiving continue system lets you start any battle over with no penalty. This makes DOD's challenges more addictive than frustrating, and it's hard to see any action fans being disappointed. Control system finally overhauled, beautiful pre- sentation, solid combat Occasional camera issues, boss fights can drag the fun down Чэ SCORE iid, 1 Pus. Capcom реч. Capcom eses M mser $19.99 рде =, So IF YOU LET OTHER PEOPLE, PIECE BY PIECE, MAKE YOU INTO WHAT THEY WANT, EVEN IF IT'S STUPID, WHAT HAPPENS TO YOU? MH petite OFFICE or NATIONAL DRUG CONTROL POLICY/PARTNERSHIP FOR A DRUG-FREE AMERICA ee ie E — % Ш | БЕЛЕ PSP Chaigidiel The fertilization is almost complete. І Копаті Kojima Productions M $39.99 METAL GEA? ACID Hey, guess what? Metal Gear Acid 2 is still a turn-based card game, à la Metal Gear Acid! Don't skip this review quite yet, as it's not only for fans of the previous game. MGA2 has enough changes and tweaks to make it a bit more palatable to gamers who were put off by the card- slinging nature of MGA. The first thing you'll notice about МСА2, besides the crazy colorful cel-shaded graphics, is that it has an actual tutorial. No longer are play- ers just thrown into the game and told, "Yeah, go be Snake, except in a turn-based manner and with a deck of cards." Done in a style similar to the VR missions of past Metal Gear Solid games, these training mis- sions make MGA2 a whole lot more newbie friendly. Adding to this аге the tweaked controls; the D-pad lets you directly move Snake square by square (rather than merely designating where you want him to end up and watching him go), and the face buttons help you do things like crawl on the ground, brush up against walls, and use close-quarters combat on nearby enemies. The overall pacing is actually improved, as the game gradually introduces new strategies and concepts, like deck editing, equipping weapons, and controlling multiple characters. You don't even need to know what happened in the previous game, as the story starts off with Snake being grabbed by the ЕВ! and coerced into infiltrating a defense contractor's headquarters. In fact, the whole plot is a lot more normal and easy to digest compared to the first МСА5 story about puppets hijacking airplanes. While МСА2 is a lot more newbie friendly, it still requires a fair bit of strategy. Like in a normal MGS game, you'll need to observe your enemy for movement and vision patterns, and figure out the best cards (out of a staggering 500 or so) to use. A significant improvement over MGA is the introduction of "linkage" cards—cards with special 4 attributes. You can't use them by themselves, but if you use any sort of weapon, all the linkage cards you have in your hand are activated at once. It's pretty cool to save up four different linkage cards, use them all with, say, an AK-47 card on a strong enemy, and get effects like additional damage, knockdown, armor piercing, and arc fire in one hit. On top of linkage cards, there is the additional strategy of upgrading individual weapon cards (for example, making a gun fire armor-pierc- ing bullets by default). And you have to cope with new card effects, like being covered in oil and hence unable to see your cards for a while. Metal Gear Acid 2 is a good blueprint for how to make a sequel, as it expands its audience (by making it easier for newbies to get into) while providing significant improvements to the core gameplay. Plus, if you're into that kind of thing, you can ogle 3D videos of Japanese models fondling weapons with the bundled-in Solid Eye 3D goggles. Um, hooray mammaries? Slick look, revised controls, better pacing, lots of gameplay improvements over original Still plays a bit too slow, and it's still not the action-packed portable Metal Gear that most people want | . = SCORE 2 2 T Just how is it playing with the Solid Eye goggles? Cool at first. Its neat to watch cut-scenes from previous MGS titles and, yes, the videos of girls in bikinis messing around with knives and guns, all in 3D. It's also neat to see things like stairs and rail- ings and security cameras "pop out” in 3D. Just not for a very long time, as playing with the goggles gave me a nasty head- ache and an unhealthy dose of eyestrain. But that could just be my aging peepers. PlayStation. WRC: FIA WORLD RALLY CHAMPIONSHIP SPUTTERING TO THE FINISH ! Namco Bandai Traveller's Tales E $39.99 You may never have heard of the WAC games, but the United Kingdom has seen about five of them so far on the PlayStation 2, Now- defunct publisher Bam. actually released the first WRC game here in the States back in 2002. [GavenseapHy | | Though Pursuit Force | is Bigbig Studios' first | game, the studio was | | | | | | founded by former | Codemasters employ- ees. Their credits include the widely acclaimed Colin McRae Rally and TOCA series. A decent racer that doesn't come | close to fulfilling its potential. Still, it's cur- rently the only choice for rally racing on „the PSP. Jj SCORE 1 Sony CEA ESL LET. ЕШӘГЕ Bigbig T $39.99 of Pursuit Force, | thought there was no way in hell the designers could pull it off. A game in which you jump at will between moving cars, bikes, and boats while shooting at bad guys—well, it just sounded a little too complex to work. So it was a nice surprise to learn that this funda- mental game mechanic works amazingly well. Too bad you just know there's a “but” coming up, don't you? Well, here it is: The mechanic is good, but the rest of the game doesn't work nearly as well. Oh, it starts off great. You're driving a slick speedster down a highway, and as you get near enemy vehicles, a little icon pops up; tap Circle and you'll leap effortlessly onto the hood or the back of the other car, from whence you can use your trusty sidearm to dispatch the driver (and any passengers) and take control of the vehicle. It's very simple and very satisfying, and there's enough strategy involved to keep things interesting. The issues arise in, well, just about every other aspect of the game. For example, while the cars are great, certain segments require you to drive boats or motorcycles, both of which handle like complete crap. Even worse are the on-foot segments, which offer up a nice diversion but are absolutely horrendous НІШ. TOPPING НА JJPSELF ONT in the control department. Difficulty imbalance hurts the game just as much as the controls: Some missions (especially boss battles) took me hours upon hours to complete...and then I'd beat the very next mission on the first try. Some missions have checkpoints, some don't—a fact that seems to bear no relation- ship to the mission's length or difficulty. I'm a big fan of variety, but it's present almost to a fault here; | kept hoping for more driv- ing-jumping-shooting gameplay that never materialized. So it's a testament to the strength of the game's fundamental premise that in spite of these major issues, Pursuit Force is still a pretty darn good time. It's not a classic by any means, but it's certainly a solid addition to the PSP's fairly skimpy library of original games. 222 While pretty seriously flawed and : diverse almost to a fault, Pursuit Force is AB „solidly entertaining at its core. SCORE oamiLib.com| 89 ак FIEULIIELLIE PSP ACNE ITT L 2222 STREET FIGHTER ALPHA 3 FIGHT NIGHT ROUND 3 EXIT MAX THE POUND-FOR-POUND CHAMP POLL THAT'S A LOT OF STREET FIGHTING 1 PUE. EA Sports EA Chicago 1- Ubisoft =_ Taito І Сарсот Сарсот IT: $39.99 E $39.99 T $39.99 Ї et Fighter series were to ever have a swan song—yes, we all know it won't— then surely Street Fighter Alpha 3 Max on the PSP would be it. Not only is it just an excellent port of an arcade game, but it also | one of the best rosters of any fighting ` game to date, along with enough extras to _ Keep any sort of fighting fan busy for hours on end. And yes, in case you're wondering, it is almost too good to be true. Alpha 3's only downfall is the PSP itself, or more spe- ‘cifically, its D-pad, which doesn't really offer out developer Kudo _the total precision needed to execute moves Tsunoda’s blog at у that а game like this requires. fightni JUP, 5 з not to say that jumping ог half-cir- com, cle motions are totally impossible, because they're not. In fact, most middle-tier players | probably won't even care, but if you're one of those people who wants to really master the game, then it'll prove to be endlessly frustrating. Even things as simple as jumps or three-quarter circle motions hit a snag every once in a while just because the D-pad requires a little bit of extra finesse than what most people are used to. Purists probably won't be able to quite let (80 of that, but for the rest of us, it's still one of the best renditions of any Street Fighter ‘game. It has enough entertaining modes— icularly the two kinds of dramatic battle | options, one of which lets you tag in and out with a second fighter—to choke a don- | кеу. And although online play is ad hoc only, it runs incredibly smoothly, which is “crucial for a fighting game that requires precision timing. There are also three new available characters (taken from the GBA version of the game), and all of them look ау spectacularly. Street Fighter ports were done with of care and effort, people would а much harder time claiming Capcom s trying to milk its fighting games Want more Fight. Night insight? Check Fighter Alpha 3 Max through Capcom's website, then you If you preorder Street "t let the “Rori title fool you—this is essentially last year's Fight Night Round 2in a handheld form. And you know what? That's just fine. In fact, while it. doesn't fix the. shortcomings of that game, find it a more exciting, more involving boxing exper ince than this year's PS2 game. SN The bad news is old news. You can nurse along a career winning fights on points by relying heavily on incessant jabs and relent- less body work. It's hard to understand how, in the year since Round 2 came out, the designers have been largely incapable of programming opponents who will, at the very least, just cover up their guts should you stay crouched down and cracking their ribs and livers. Tactically, this is a weaker game than the PS2 version. That said, the action is as fantastic as ever, if not better. The colors are deliciously rich, the controls remarkably effective, the. customization as deep as in the console game, and the fighting brutally satisfying. Best of all, the trophies you win aren't all corporate-sponsored crap. Yeah, you can win a Dodge Caliber trophy, but you can also win trophies based on actual achievements, like knockouts and stellar defense. Another great feature from Round 2 is the rankings sheet, which not only lets you follow your — progress toward a title shot, but gives you the opportunity to contro! your career path to some extent as well. : Round 3 would've been gre you attempt to repeat or change box history—provide an outstanding alteri play mode. Trying to survive badass Joe Frazier as a beat-up Ali from the receive a special D-pad attachment that sticks to the top of the PSP's regular D-pad. It does a decent job of minimizing: the problems with the PSP hardware, although they're still somewhat ҒҒ ; A fun distraction for the PSP Slow and repetitive, sometimes to the point of boredom. Just keep the ses- с | гү SCORE == г к Excellent visuals, sound, and game- play mechanics; plenty of extra modes The PSP's D-pad isn't the most As juicy and satisfying as a chunk „ of Evander Holyfield's ear. SCORE ¿accommodating SCORE noticeable. 215 4 A QUEEN MAY GOVERN PEIS CAND: ВОЛ ТОО ALONE RULE AR Se DESTINE With the queen in danger and your homeland under siege, you as the prince must gather the 108 stars of destiny and defend the crown you will never wear. Welcome to Suikoden V, the epic adventure where the fate of an entire world awaits your command. Р » 60+ PLAYABLE 20» STRATEGIC COMPANIONS BATTLE CONDITIONS Ей 0 4 e. www.konami.com/gs Mild Language Use of Alcohol Partial Nudity Violence ESRB CONTENT RATING www.esrb.org WIN А 60 GB VIDEO IPOD! i GOOD LUCK, SOLDIER. 000:000000 RECORDA 967997888 | ШАР оз'зг"ѕоо (SECTION The most important thing to know about Street Supremacy is that it is a portable Tokyo Xtreme Racer. Despite the name change, the game looks and plays exactly the same as the TXR console titles. The cool thing about the portable version is the RPG-like turf war setup, in which you and your team attempt to dominate every area of the Tokyo highway system by challenging and defeating other teams. Lose your turf and your group disbands. In the meantime, you have to battle your teammates in order to move up the internal ranks and eventually take over your team. It's a very cool setup. And of course, you can use money won to upgrade your collection of licensed rides with everything from better engines to funky vinyl and carbon hoods. The custom bodies, in particular, are important when you have a PSP game that looks this nice. But eventually, you get out onto the high- way and try to take you first turn. It's at this point you realize you might as well be driving on ice, because no matter what you do to your car, it will never grip the road to the point that you have any semblance of real control through the turns. Now consider the fact that making too much contact with retaining walls and other cars is actually one way to lose each Caffeine Times Three 1.0 1'38” 281751" 380782 4.— PARHING AREF Select Route Back to баға m Select а route. race (even if you're leading by a mile), and you're in for one frustrating experience. The long-running Tokyo Xtreme series is based on a fantastic idea. But you'd think that after so many games, developer Genki would at least attempt to fix the physics problems that have been plaguing its racing games for years. TXR buffs will likely be able to deal with this stuff, but everyone else is better off avoid- 222777 22 ' UERDICT The best ice-racing simulator for the PSP. Too bad there's no option for winter tires. SCORE Ж %% [4 152,888 CP NanelessNewbie *"*^'Shiba Park ОКТ BACK = PROFILE 77272 FIGHT Street Supremacy's | races don't feature a | finish line, but rather a "life bar." Like in any fighting game, when a player's life bar has | depleted, that player | loses the race. Your bar | will go down if you're | running second or you hit another car ог eee й tt LS COMMAND A WIDE RANGE OF SQUADS UTILIZE REAL-WORLD COMBAT TACTICS 8 UNIQUE MULTIPLAYER LEVELS/MODE:S US Light Infantry, US Special Forces. Outthink, Outmaneuver, Outgun Enemies Through Co-op and Coalition Vs. Opposition Forces Multi-National Coalition Forces Over 12 Levels of Intense Combat The way it's {ут А meant to be play ed. ı POWERED BY WWW.FULLSPECTRUMWARRIOR.COM COMING SOON. MATURE 17+ Blood and Gore Strong Language Violence PlayStation.2 | www.thg.com ‘CONTENT RATED BY | ESRB © 2006 Pandemic Studios. LLC. All Rights Reserved. Pandemic @, the Pandemic logo @ and Full Spectrum Warrior" are trademarks and/or registered trademarks of Pandemic Studios, LLC and are reproduced under license only. Exclusively licensed by THQ Inc. 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NVIDIA, the NVIDIA Logo, GeForce and “The Way 115 Meant to be Played” Logo are registered trademarks and/or trademarks of NVIDIA Corporation in the United States and other countries. Mı | БЭЕЕ-ШЕ Ш5 PsP (722272: 22222107 While a good story always improves a game, it certainly isn't a required component for enjoyment. Sometimes you just want to shoot or fight and not have to think. But if a game doesn't have a story, the onus falls on the developer that much more to make the actual combat fun. And if combat isn't there, well, things get boring pretty fast. The big problem with The Warrior's Code is that the combat, while decent, offers no challenge. Monsters might come in different shapes and sizes, but it's easy to dispatch them with some casual ax swings. It doesn't matter if you rush blindly into a horde of ene- mies, because nine times out of 10, you'll kill them all easily. Bosses are also depressingly simple—you сап beat most of them on the first try, with little to no strategy required. One of the things touted about The Warrior's Code is the incorporation of special attacks, but when you don't need to use them, it makes them a lot less exciting. Again, it's no fun to win when there's no challenge involved. Also frustrating is that it's not always clear where you need to go—l spent a good 20 minutes wandering around an endlessly branching dungeon trying to find the correct door because there isn't a full-sized map to refer to. The story, which is generic fantasy fare, doesn't add any spice to the game. It's another tale of absolute evil taking control, with you being the lone hope of all that is good and right. Some things have improved from the last game. Load times are thankfully a whole lot shorter than they used to be, and the graph- ics look better, too. The game runs pretty smoothly, but it did have points of lag. Nor- mally, this wasn't too much of a problem, but in timed events | found myself rubbing my thumb raw on the analog stick as | tried to eke a little more speed out of my character. Ultimately, we've seen this situation many times before. People don't play a game because it has pretty spellcasting effects or 40 different monster types. They play games to be challenged—the entertainment comes from figuring out how to overcome that challenge. Here's a challenge to the develop- ment team: Step outside of your formula and think about what makes a game worth playing. | Dana Jongewaard VERDICT Formulaic and unchallenging. ж= 7 ЕЕ 2 SAMURAI WARRIORS: STATE OF WAR FAMILIARITY BREEDS CONTENT рин. Koei оч, Omega Force exea T mser $39.99 than 20 versions of DW on at least ent platforms, and it should come a: prise to exactly no one that Koei is woi “on a DW for the PS3. But ultimately, | DW. spin-off Se Warriors оп offers an excellent example of ke: PS2 games. The game begins on grid of squares; your goa entire board. When you | move i square, State of War pro} thumb-mashing battle th dozens of enemies at a time, The К is timed and goes in brief bursts; whe you're finished fighting, уои" re Back game board. - There's a surprising strategi | State of War. On the game board, you’ able to enact a bevy of charms that won in your victories, charms that used to breach walls, poison enemie: your soldiers, or burn down enemy f. State of War's action sequences lack а! real detail, but that's probably to keep 1 framerate high. For fans of Dynasty Warriors and | Samurai Warriors games, State of Wa а no-brainer must-have. The game's n balanced mix of strategy and action it one of the best overall | action-strate. games for the PSP. | be у Г VERDICT An excellent action-strategy fix „ for the Dynasty and Samurai Warriors fan. д ‘SCORE с | | 5 то £144 6/ 27.00 Portable RPGs always seem ideal. In our busy lives, it's refreshing to take a break from the mundane to thwart the obligatory bad guy while in transit or pilfer goods while waiting for the bus. Generation of Chaos sure looks like it has all the right features, too: cutesy anime fighters, a complicated story you pre- tend to understand, and enough battles to put you into a coma. Unfortunately, behind the pretty looks lies a vast wasteland of boredom. Chaos tries to capitalize on the success- ul strategy-RPG craze, and at first glance, it appears as though fans of Disgaea and Phantom Brave may have another reason to hole up. But part of the joy of playing those games is mastering their intricate combat systems. Sadly, Chaos' battles are the equiva- lent of a summer blockbuster: all flash and no substance. Sure, they look impressive—60 warriors duking it out at the same time is quite a feat, especially on the PSP's modest screen. But once you get over this fact (and | give you five minutes at the most), you'll realize there's not much to do while attacking except watch the madness run amok. The problem is that you have little control over the combat. You have one main com- mander, who you can move during the skir- mishes, but aside from that, you're crippled in Add a new dimension TO YOUR LIFE. deciding any sort of strategy other than clos- ing your eyes and hoping your warriors took their vitamins. For an RPG that emphasizes generations of chaos, it's a shame the actual battles aren't more enjoyable. When you're not fighting, the object is to acquire loads of land on a main map (which is formatted similarly to a game board). Each chapter ends when you are able to defeat the main commander on the map. Sounds easy enough, but like Monopoly, it can takes days (or in the game's case, months) before you get anything accomplished. Honestly, there are better ways to waste your time, but if you're really itching for a por- table ponderer, grab yourself a lawn chair and ID, take a rain check from life. | Michael Donahue 704 м 1223 corn ЭХЭ IS TRANS бей VERDICT Like that hot chick at the bar— good looking but boring after five minutes. SCORE c C g CLE, Your passion. Our profession. Collins College offers a Bachelor of Arts degree in Game Design and a Bachelor of Arts degree in Visual Arts with a major in Game Art. Main Campus - Tempe, Arizona >> West Campus - Phoenix, Arizona OR VISIT www.CollinsCollege.edu Collins College is accredited by the Accrediting Commission of Career Schools and Colleges of Technology (ACCSCT). Financial aid is available for those who qualify. Career services assistance. Collins College West is a branch of Collins College. Not all programs available at all locations. М, | REUIEWS MOYES [Zach Braff, Joan Cusack |) CHICKEN LITTLE SK If you want to know why Disney just paid through the nose to buy Pixar, you need look no further than Chicken Little, which was Disney's homegrown attempt to capture some of Pixar's computer- animated magic—and its extremely high grosses. It failed оп both counts. Well, “failed” is probably too strong a word. It's a cute enough little film, a nice story about a bunch of misfit kid animals trying to save their world from alien invasion and whatnot, and it did reasonably decent business in the theaters. But, see, the film ° was designed to show that Disney (which is in the middle of its ówn creative slump with its animated film division) didn't need the high- octane story, money, and merchandising boost that Pixar releases offered the studio. And yeah, it really didn’t do that. Why? Because the film's got no balls. The film is, in fact, depress- ingly safe—it's the same bland, inoffensive, middle-of-the-road formula Disney's pounded out since it chickened out of risk-taking after The Lion King more than a decade ago. Pixar, on the other hand, has balls , aplenty: Just look at The Incredibles—for my money the best super- hero film yet—which is as thematically and referentially rich as any film has been in years. Pixar is making world-class films, not just really good animated films. There’s nothing wrong,with Disney making just a decent animated film for kids, mind you, but it can’t compete with Pixar that way. Disney and Pixar aren't playing in the same league and haven't been for years. So Disney bought Pixar and put Pixar's people in charge of its ani- mation studio, and as a result | expect you'll see Disney's animation suddenly becoming relevant again. So take a good look at Chicken Little—in its way, it's now an endangered species. = ICAPOTE Philip Seymour Hoffman, Catherine Keener | 4 Before James Frey lied his ass off on Oprah, there was Truman Capote, who went to Kan- sas to cover the murder of a family and made the first “nonfiction novel” out of it (and did a better job telling the truth than others did covering up their lies). This film covers that chapter in Capote’s life—and the moral com- promises the author took—brilliantly. It’s a character study of what real writing can actu- ally require of someone's conscience. SCORE HARRY POTTER AND THE GOBLET OF FIRE Daniel Radcliffe, Emma Watson At this point in the Harry Potter series (the books or the movies), | wonder just how many people think it's all going to end on a high note. Daniel Radcliffe, who plays Harry, has been caught openly wondering if Harry's gonna die at the end, and while | don't think it'll be as bad as all that, as the story goes on, things just seem to get darker and darker. This is not a complaint, however, and Goblet of Fire demonstrates why—because as the series gets darker, it also gets more excit- .. ing and (trimmed down as the story must be in the films) much more intense. This time around, Harry has to compete in an effects- laden tournament and along the way deal with the evil, mostly dead Voldemort, who has returned in surprisingly nasty form. In a word: excellent. I’m in for more darkness. IDERAILED Jennifer Aniston, Clive Owen | 4 Jennifer Aniston tried to put a little tarnish on her good-girl image with this little thriller. Does it work? Eh. When you're trying a career rehab, it helps if the film you're in is actually one that works with you in your cause. As far as this flick goes, it's not help- ing out much; it’s a bit flabby іп the suspense department. But if all you’re looking for is to admire Aniston's and Clive Owen's charms, you're golden. IGET RICH OR DIE TRYIN’ 50 Cent, Terrence Howard | Р Rapper 50 Cent is trying to take a page from Eminem's winning 8 Mile formula by having his film shot by а real director (Jim Sheridan) and by fictionalizing his own troubled life story. It worked for Eminem, and it works here, too, only not as often and not as well. Part of the problem is that this story’s already been told too much recently (see: Hustle & Flow), which is ironic, all things considered. 50 Cent does well, though. P BELEOSE IJARHEAD ad [Јаке Gyllenhaal, Jamie Foxx | S Al March? 22 War is hell, as the saying so famously goes, Harry Potter and the but loitering around on the edge of a war is Goblet of Fire no great picnic, either. Jarhead is a war film Jarhead with not so much war in it; instead we get March 14 eee Gyllenhaal and his solider buddies slowly Good Night, and Good | going mad in the intense heat of the Middle Luck. | East while waiting for action in the first Gulf A History of Violence War. Do they ever see any? And would it Ма! тз Сар! z Chicken Little matter if they did? Yep, those are things to ponder, all right. 4 Derailed score scoee 22 10222050 ЕСІ = - | March 28 {GOOD NIGHT, AND GOOD LUCK | David Str „ George Clooney | 4 Undoubtedly the best film ever directed by aman who once played Batman. OK, that's snarky, but the snark takes nothing from this film, which is a smart slice of broadcast his- tory, in which a respected journalist (Edward R. Murrow, played by Strathairn) locks horns with a demagogue in the U.S. government— and his company gets his back (mostly). A welcome reminder that newsies need to stand up for more than “shareholder value.” 5 IA HISTORY OF VIOLENCE Viggo Mortensen, Maria Bello] 4 David Cronenberg shows why he's one of the most interesting directors working these days with this little tale of love and violence, in which a small-town diner owner stops a rob- bery and in the process appears to reveal that he's not who everyone thinks he is. Cronen- berg understands the romance of violence better than nearly any other filmmaker, and with Mortensen as his hero, he’s got someone who personifies both its appeal and danger. Get Rich or Die Tryin | | о |“ЕГЕС5Е | ITHE SQUID AND THE WHALE „л [Jeff Daniels, Laure Linney] 4 | Boyz Nthe Hood — This is one of those films in which no one is | Harry Potter and the | particularly пісе or admirable (the two adults, | Goblet of Fire both writers, are divorcing badly, and their Jarhead kids are screwed up in weird ways of their | March 14 22-21 own), so it has to get by through being well American Psycho acted and sharply observed. It manages this very well—it's a good film—but speaking as a writer myself, | think everyone in this movie needs to have some sense slapped into them. Writers, man. А 4 | Ice Age гп гип гип гп E GAME VIDEOS watch now, play later LJ (3 Exclusive videogame shows From weekly news updates to in-depth roundtables, interviews and features on the hottest titles, GameVideos.com will be the home of the very best videogame programming. Trailers of upcoming games You'll find gameplay videos and trailers for all the latest and upcoming games at GameVideos.com to stream or download in hi-res. Video cheats and walkthroughs Never be stuck again. Video cheats and walkthroughs show you exactly how to play the games to win. „апа other stuff! Including retro game ads, the funniest game-related videos on the Web, user-submitted movies, ‘extreme’ gameplay movies and more. C3 GAMEVIDEOS.COM шр NETWORK ct. НЫН [2E IINE UP THE PLAYSTATION WAYBACK MACHINE TALKING BLACK THE DEMO, THE RUSSIANS, AND SHATNER'S FLAP A TACTICAL ePOS, FF TACTICS AIN'T THE ONLY GAME IN TOWN INSIDE If gaming is about obsession, then tactical RPGs are the purest, most distilled expression of the art form. 106 For the low, low price of $350, you too can watch TV on your PSP. Call now! Operators are standing by. 108 E Our point-and-shoot guide to seven PS2 games that make excellent use of the lightgun. 4 m A | REPLAY TALKIN A) фт PRODUCER/DIRECTOR TIPS AND COMMENTARY ON CRITERION'S PAEAN TO FIREARMS 100 | OFM aea 2005 | E | 11 a API | E This issue's DVD contains an electrifying playable demo of Black, the WANTED ТО GIJE PLAYERS THE IMMEDIATE FEELING OF WHAT IT’S LIKE TO SHOOT AND BE SHOT AT.” | “THE DEMO STARTS IN A BIG EMPTY ROOM BECAUSE WE first-person shooter developed by Criterion (creators of the Burnout series) and published by EA Games (reviewed last issue), Here, we mix in some playing tips by design lead Craig Sullivan with insights and commentary into some of the demo (and game) design decisions from producer Jeremy Chubb. CRAIG SULLIVAN The biggesttip | can give is, don't be scared to pull the trigger. Shoot—everything. Black is different from other FPSes. We give you lots of bullets and lots of enemies to shoot at. We also try to make sure that anything in the world you'd want to shoot, you сап. Explore the world with bullets and see what you can find. The Rock, The Matrix, and True Lies. What makes these movies so much fun is the shooting and destruction. When Arnold enters a room and sprays it down with bullets, the bad guys don’t just die—windows shatter, sparks fly, smoke fills the air, and the ceiling literally comes т + JEREMY CHUBB Black was inspired by Hollywood blockbusters like / / СОЛК МММ: [ va keVS—SHOOTING IS THE ONLY WAY TO GET THROUGH A Done ШИ М” Хы crashing down around the enemy. The demo starts in a big empty room because we wanted to give players the immediate feeling of what it's like to shoot and be shot at. Smash the glass in front of you, shoot up the wall! We start you off with a shotgun because we wanted to teach you early on [that] there are no keys in the game—you just blow off the hinges if you want to get through a door. grav ‘CS Open fire, assess target, move to cover, open fire: This basic pattern is key to getting the most out of B/ack, especially in tricky situations. Most encounters are designed around the premise that at least one of the combatants (you or the enemy) is either near or behind cover, so firing into a position then advancing or retreating based on the outcome is a great tactic to use—youll see enemies doing this also. ос We wanted Black to give players the sensation of being in a real firefight. Sound is very important for this—we wanted the guns X | FIRE, ASSESS TARGET, МОЧЕ TO COVER, FIRE. REPEAT AS NEED! \ \ | DN i стиш сот | 101 Ape + UHT Ей кыгы According to Jeremy Chubb, the choice of Russians as the main enemy force came down to needing believable modern-day locales in a world of counterter- rorism. To clarify, it's not specifically Russia, it's a previous Soviet state; all the voices are.genuine Russian, though. “We sent one of our audio guys to Moscow and sat down with some former special-forces guys, so everything you hear the enemy say in the game is really a smart response,” says Chubb, “Like when you hear them yell /em- onka, that's for lemon, and it's their nickname for grenade, like ‘pineapple’ is used in the States.” A | REPLAY + RAUT THROUGH SHATTERS i ^ 14 4 TUE ENSIIPCINIMIEN TS. SOMETHING FUN TO TRY SHOCT a PLAVERS SHOULD HAYE FUN WITH BLACKS INTERAC A NEW NORD. DONN THE LETTERS TO MAKE to sound amazing and had to trick the PS2 into doing some things it doesn't normally do. Overall, the sound was heavily influenced by Indiana Jones' punches in Raiders of the Lost Ark; we love that when he punches a guy, it's like a howitzer going off. It's not a punch at all; it's like this massive, booming explosion. IES Cover plays a big part in Black, but not in a way most players will be used to. Cover—and the environment in general—becomes part of the action. Cover is erodible—it can be blown up, injuring or killing anyone nearby (including yourself), or it can be something that falls down to crush the unwary. If you find yourself in a firefight with more than one enemy, look for a quick way to even the odds. If you think something can be destroyed, it probably can. Firing "full auto" at long range sprays bullets everywhere—it's a lot of fun but it's not always the best way to take out that enemy hiding behind cover. Most weapons іп the game have alternate fire modes that let you fire bursts and single shots as well as full auto. Experiment with different weapons to see what's best for each situation. Jeremy Chubb brings us into the inner workings of Criterion: "At its highest point, Black had like a hundred people on the development team. To manage this, we had an army of dev managers organizing and schedul- ing everything. That job's a little dry, so they find ways to spice it up. It's common for programmers to ‘break’ the game on the internal server, and when that happened, the game would hang and the entire team had to stop working until there was a fix. As ‘punishment,’ dev managers made first- time offenders wear the Sombrero of Shame. A second-time offender got the Monkey of Shame on, their desk, and for third- time offenders, we had this big standee of Wil- тат Shatner, and [they] had to crawl under it or "through his flap’ in public humiliation.” Ше This is a good time to mention that we love the AK-47, and we love it so much, we made it available early in the game. The AK is a better-suited gun for this part of the game because of the distances involved. The AK is useful at [distances of] 30 to 40 meters [about 100 to 130 feet]. Note: The word on the building is Russian for “police station.” You can shoot off all the letters. IES Exploding cars are effective weapons. I’ve waited a long time to shoot at a car and have it react like something from a Hollywood movie. In Black, a firefight near a car can pan out in lots of different ways because of the way the car reacts—the tires can be shot out, the windows can be smashed, the doors can be shot off, and the car can be completely destroyed in an explosion that kills anyone nearby. There are also weak points on the car that trigger the explosions quicker than just by firing blindly at it. See if you can find them. Ammo crates explode when shot, so they are worth looking out for. They kill anyone nearby and can also destroy fences, statues, columns, signs, and bits of buildings. Use your bullets and grenades ES MBS Шие voue BeENADES то TOPPLE THIS BUILDING'S PILLARS gms mo d RINSE 102 | DAM аға. 2005 | m | ГЕ! B | 9 to find them and even the odds. Grenades in Black are real action- movie stuff. When they explode, they blow out nearby windows and send enemies flying through the air. They have an effective blast radius of almost eight meters (about 26 feet), so they're great for situations where you face more than one enemy. My favorite use of the grenade is throwing it through a window and watching all the glass and any enemies get blasted out. LAC In the full game—unfortunately, not in the demo—you can shoot a grenade in midair. This becomes useful in later levels as the enemy Al gets smarter and learns to run fast from grenades. [BET & HEAD ICS Ahead shot is the quickest way to take out an enemy, but it also requires accuracy. | prefer to use a handgun when I'm going for head shots, but if the enemy number increases, | switch to an automatic or there's big trouble. One final tip: If you find yourself surprised by an enemy up close, take him down with a weapon butt to the face. This is much more effective than backing off and firing at him. | Exe = 2227 m НЫ > À 100 UM f E : 2 27, ж” 27 EU P IT гш ш аш @ a 1 Д тас И I-A TI | LIBERATION: Although FFT is often praised for giving birth to the tactical RPG genre, that PS1 masterpiece would never have existed without this classic pair of Super NES ports. They have not only a good amount of gameplay in common with FFT, but staff as well—most notably their director, Yasumi Matsuno (Vagrant Story, FFXII), who created the Ogre series for Quest before moving on to the more lucrative pas- tures offered by Square. Ogre Battle is a more sweeping take on the concept, giving play- ers indirect control of entire armies of fantastic creatures. The player is more of a battle coordinator, selecting combat units and issuing orders—not to mention managing all the army's mundane details. Sim- ply winning battles isn't the point, though; the real goal is to win well, fighting nobly by using "good" units and never beating up on weaker armies. Players are judged оп their morality and sense of justice, and the best ending is difficult to come by indeed. Tactics Ogre, on the other hand, could well be FFT’s ugly twin brother. While it lacks some of the later game's technical niceties, like rotating battlefields, the differences are largely cosmetic. In some ways, TO is quite a bit more sophisticated than its more popular relative; battle parties are capped at 10 characters rather than FFT's five, and the challenge level is considerably higher. Defeated units are more likely to stay dead, and no one gets a health recharge between consecutive battles on a single map point. More importantly, TO spins a spectacular tale. Though the plot is cut from the same cloth as FFT with its two young friends who find themselves at odds in the midst of an epic war, Ogre gives players the freedom to choose their own destiny. Should you uphold your oath of loyalty and slaughter innocent villagers on your lord’s command? Or is it better to follow your sense of justice and rebel? Whatever the choice, players get no easy victories—but the excellent gameplay and gripping story make every grueling fight worthwhile. Atlus, 1998 WEM gre ! 1 3 | HP | 3! PS Kartia's big selling point was that it features art by Yoshitaka Amano— you know, the guy who did Final Fantasy's artwork before the PlaySta- tion era—and it's clear that Atlus was aiming for superhardcore Square fans who had been disenfranchised by the anime-inspired look of FFVII. In fact, Kartia's two main characters, Toxa and Lacryma, look exactly | 4 like clones of FFV/ characters Саи and Celes. A E Beyond the superficial similarities to more popular series, though, y 4 4 Kartia is its own creature. Far more straightforward than the competi- 4 104 | OFM Aree 2005 ж E I I EE | n tion, it is nevertheless an engrossing game whose battles stand out thanks to their reliance on “phantoms,” summoned creatures that can flesh out a party and help even the odds. Phantoms are no match for the human combatants, but against their own kind they're incred- ibly effective, especially when used in the proper rock-paper-scissors combinations. Another unique facet of Kartia is that it's divided into two chapters, each starring a different character. Only by completing the game from both Toxa’s and Lacryma’s perspectives does the full tale unfold. Unlike most other PS1 tactical games, Kartia sells for reasonable prices these days—so it's definitely worth tracking down. FRONT ГГ Б ГГ The Front Mission series has been around for a while, but it wasn't until the third chapter that it arrived in America. This is your quintessential tactical roleplayer, but its futuristic setting gives it a different feel than the TS AN ENGEOSSNE GAME UNHETESE BATTLES STAND usual fantasy fare. Its complex story line is augmented by the ability to research on the Internet—and best of all, the stars of the game are giant robot suits. Of course, the pilots are at the heart of the story, but they’re mostly on hand to advance the plot (and get squished when they're forced to eject from a ruined mech suit). FM3 can feel a little drawn out, but fans of hulking battle bots will be too blissed out to notice. ШЕ: 4 BHAE S00 Atlus, 2000 Attack Hern Iter Escape In all fairness, Rhapsody isn't quite "great." The gameplay barely qualifies as tactical, the quest is brief, and the difficulty is practically nonexistent. It mostly sells on its novelty—what other game stops for Disney-esque musical numbers and lets you annihilate enemies with a full stack of pancakes? But what makes it truly valuable is the fact that it was the first Nippon Ichi game to come to the United States. Those brilliant PS2 RPGs like Disgaea and Makai Kingdom have their roots here...in fact, Phantom Brave even has some Rhapsody cameos. Rhap- sody briefly commanded insane prices on eBay, but a recent reissue has helped tone down the gougery. Which is good, since it's a charm- ing little RPG but hardly worth a hundred bucks. I Qum [EPS VANDAL HEARTS | 5 I Konami's Vandal Hearts netted a fair amount of attention by virtue of being the first PS1 tactical RPG to reach American soil. While the graphics are absolutely god-awful, the action is pretty solid, falling firmly into the mold cast by the Shining Force series. The sequel isn’t quite as good of a game, but it is much easier on the eyes. HOSHIGAMI : RUNING BLUE EARTH Hoshigamiis Japanese for “star god,” just like Stella Deus is the Latin translation. It's not a random coincidence—the two games are incredibly similar, having come from the same creators. Reac- tions to this one tend to be mixed, but it's worth a look if you dig its PS2 counterpart. SAIYUKI Another game based loosely on the Journey to the Westlegend, Saiyuki mercifully has nothing whatsoever to do with the pretty-boy anime by the same name. It's generic but reasonably entertain- ing. VYANGUAD BANDITS. This unusually ho-hum game from the late Work- ing Designs is far from worthless, but it didn’t really stand up to its com- petition. ARC THE LAD COLLECTION The Arc games straddle the line between standard and tactical RPGs, but the second game in the series is so fantastic that we're going to allow it. And since you can now buy it as part of a package deal that includes both its predecessor and sequel, it's hard to pass up. ETERNAL EVES Sunsoft released this one as part of its $10 software line, and it plays exactly like you'd expect а 510 RPG to. Avoid it! SS AAAI | % 22 PS1-DEI2 TACTICAL RETREAT |^ ار‎ к. By Jeremy Parish When he's not trying to reclaim his vanished youth with obsolete games, Jeremy works as 1UP.com’s features editor and charming mascot. Check out his blog at toastyfrog.1UP.com. There’s just something about videogames that seems to light the fires of obsession in people. The madness has been built into the medium from the start: the drive to master Pac-Man patterns, to burn every bush in Hyrule, or to just finally catch ‘em all. But there’s something about tactical RPGs that really brings out the compulsive side of gamers. Aside from maybe massively mul- tiplayer games, nothing the industry can throw at us has the power to take control of lives like the word “tactics.” The current cham- pions of the genre are the fine folks at Nippon Ichi, whose cult hits include Disgaea and Makai Kingdom—each seemingly predicated on the idea that it should be the only game you have time to play in a given year. The “tactical thinking” thing has been around for a while, but it didn’t really catch оп until someone slapped the Final Fantasy name on it. Final Fantasy Tactics was the world’s first widely successful tactical RPG, though plenty of other games tested the water first. FFT owed a serious debt to Sega (Shining Force) and Nintendo (Famicom Wars and Fire Emblem), not to mention Quest, whose Ogre Battle and Tactics Ogre were kissing cousins to Ramza Beoulve and his god-slaying crew. Regardless of the game’s lineage, a whole generation of gam- ers—myself included—discovered the joys of number crunching THING TAKES CONTIe LIKE THE NEE “ТАГТІ with FFT. Suddenly, finishing an RPG was no longer a matter of lin- ing up and trading hits! You had to worry about location, movement, and altitude. You had to pay attention to the order in which your characters moved and how long it took to perform a complex action. You had to worry about your characters’ faith in magic, their jobs, their skills, even their birth sign. Suddenly, commanding your warriors was less like an adventure and more like picking up someone at a bar. All these added layers of complexity meant more for gamers to obsess over. As if FFT's intricate (and confusingly translated) story weren't enough to fixate on, its varied character-building options inspired countless fans to explore the game’s depths in almost pornographic detail. When FFT arrived, | spent two weeks doing little besides playing the game and going to classes. (Although | was less aggressive about seeing to my classes.than | was about liberating Ivalice.) That was a lot of time to spend sitting in front of a TV screen crunching numbers, but it was nothing compared to the extremes others went to. Within weeks of the game's release, players had found novel ways to exploit the math that provides Tactics’ foundation. Want to bend the magic system to your will? Or find a way to tweak the random elements of the immense Deep Dungeon bonus mode in your favor? Or poach every secret item? The FAQs to do it are out there—and then some. When breaking the game got boring, some gamers turned to creating insane challenges for themselves, like beating the game with only the main character or without learning any alternate jobs. If gaming is about obsession, then tactical RPGs are the purest, most distilled expression of the art form. At the very least, FFT intro- duced us all to a good way to kill some time during those long, long months of periodic unemployment that are all the rage in America these days. | оет ZI NYS LEICATIDINFTBEE ADD- N LETS У N THE PSP! LI WAT H TAI For tech-heads who get hot and bothered thinking about the media capabilities of Sony's portable platform, the 2.50 PSP firmware upgrade contains a little-publicized piece of software that supports the compa- ny's latest high-tech doodad: the LocationFree Player Pak. For the low, low retail price of $349.99 (which is only a mere $100 more than the PSP itself!), the LocationFree Player Pak turns your PSP—and if you're so inclined, your home PC—into a wireless TV tuner. Just jack the LocationFree Base Station into your Internet router, connect it to a television, cable box, or other external video device, and tinker with the PSP's built-in LocationFree Player software (see below for details on how to get things all set up). You'll be enjoying the new episode of Lost from a table at your friendly neighborhood Starbucks As cool a concept as it is, untethered TV doesn't come without its downsides. Assuming you can deal with the fact that you're watching it on a relatively tiny monitor, the picture quality isn't bad—but don't expect UMD-caliber output either. Also bear in mind that the broadcast lags by a good three seconds or so...and don't be too shocked by the occasional stutter. Even with its relative few shortcomings, the LocationFree Player Pak does an admirable job of wirelessly streaming audio and video to the PSP. Should you spring for it? The answer basically comes down to whether you can afford it—$350 is no small chunk of change. With that kind of cash, you could buy a new TV. Or a plane ticket to Hawaii. Or, one of these days, a PS3. Rich couch potatoes, rejoice—everyone else, stick to UMDs for your on-the-go video fix. before you know it. / INTERNET ROUTER | ХҚҚ The LocationFree PSP quick-start documen- tation found on Sony's support website (products.sel.sony.com/locationfreetv/own- ers/documentation.html) can be a little hard to follow, so we've put together our own: 1. CONNECT EVERYTHING Plug the Base Station into an outlet, hook it up to your Internet router, connect it to the AN output on one or more video devices (using either a coaxial cable or a red/white/ yellow A/V cable), position the Base Station's IR blaster near your video device's infrared receiver, and hit the power button. FIGURZE THE Ps LOCATIONF Make sure your PSP's wireless LAN switch is on and boot up the LocationFree Player found in the PSP's Network menu. Hit the setup mode button on the back of the Base LOCATIONFI2EE PSP PO DUMMIES @ | : | | | / | RASE STATION NIPELESS SIGNAL Station and follow your PSP's onscreen prompts—this should create a new “Loca- tionFree AP” network connection. Once the LocationFree Player syncs with the Base Sta- tion, cycle through the available video inputs (using the Select button) until you find the one that your device is hooked to. T LIP THE ГЕ E CONTROL Now comes the tricky part. You can con- figure the LocationFree Player to recognize a variety of set-top boxes from several different manufacturers. The trouble is, this remote control data doesn't come preloaded—and unless you've got а wire- less router, the documentation provides no direction as to how to install it. If you can download it directly, great; if not, hop onto a PC, browse to remote.locationfree.sony -net/psp/download.cgi, and grab the remote control data file (Ifrmc us.Ifr). Open up your PSP in USB mode and copy this file to the PSP\SYSTEM\LFPLAYER folder (if this path doesn't exist, just go ahead and create it yourself), then start the LocationFree Player up again. Presto! Now select your video device from a list of manufacturers, which enables you to change channels, navigate DVDs, and even power your set-top box on and off. 4. TU ON THE GO Select the Base Station Settings option from the LocationFree Player's Settings menu, log in using the default username (Ifx) and password (printed on the Base Station’s side), then carefully follow the instructions in the Easy Setup menu to fetch a unique dynamic IP address for your Base Station. Congratulations—you can now watch TV from any wireless access point your heart desires. = 106 | DAIT aec 2006 ONE OF THE TOP FIVE GAME DESIGN SCHOOLS - Electronic Gaming Monthly JUST THINK OF ALL THE WAYS TO USE THIS TECHNOLOGY! * Since the Base Station comes with mer three input devices (one coaxial à ag and two A/V), you can jack in your ii TV, cable box, and DVD player. With some careful positioning of the IR. blaster, you could have yourself a Student Artwork handy universal remote. илэг * Got a DVD player with a multidisc P changer? Pop in some music CDs, set them to shuffle, and your PSP suddenly becomes a streaming | | | [7 audio jukebox. * Imagine all the possibilities for = S annoying Internet hoaxes! Just hook the Base Station into your PS2, LL 91| fire up your copy of Shadow of the Real World Ed ucation Colossus, and have a digital camera ready to capture the “evidence.” School of School of 800.226.7625 fullsail.com 3300 University Boulevard Winter Park, FL 32792 Financial aid available to those who qualify Career development assistance Accredited College, ACCSCT A | REALAN ЕТ input devices aren't created equa While joysticks, D-pads, analog sticks, and buttons get the job done, they are all far removed from the actions they trigger in games. (Case in point: Pressing a button to punch someone in the face is nothing like actually punching someone in the face.) But with a lightgun, you know exactly what to do: Just point the gun and shoot. The simple fun offered by the light-gun genre has kept it around (though its entries are dwindling) in this era of controller complexity. Plus, sometimes you just wanna shoot stuff up. Here's the scoop on what's out there for the PS2. V Ч 000) d Од ОХУ? СА. ^ 0 O 000 ОО ОО AX? (o Ws, RN Xe 96.6; й, 08 ii 6; un ۸ P^ i n A 55 59 A Doo T THEE БЕ LIGHTGUNS 108 | DAIT де; M j RESIDENT EVIL: DEAD AIM The mutant offspring of intergenre breeding, Dead Aim is a bizarre combination of Resident Evil's well- worn survival-horror formula and cap-poppin’ light- gun action. Unfortunately, the game leans heavily on the survival-horror side of its family tree; the zombies are scarce, and the ammo is scarcer. Worse, narcolep- tic puzzles interrupt the action. The last thing anyone wants from a light-gun game is to push around Ming vases. The game's weird control scheme, which uses the D-pad on the back of the gun to move your charac- ter, is all kinds of clunky. VAMPIRE NIGHT Game Designer A: “How about a zombie shooting game?” Game Designer B: “It's been done.” GDA: “Werewolf shooting game?” GDB: “It’s been done.” GDA: "Vampire shooting game?” GDB: "Now that's fresh!" Yes, it's yet another creepy-creature-filled shooting gallery, but this one has a stellar pedigree. Put together by a team of Sega and Namco light-gun aficionados (the two companies are synonymous with sore trigger fingers), Vampire Night is a polished and tuned-up shootin’ machine. It might not bring any spectacular new gimmicks, but it's perfectly paced and blessed with good looks. Unlike many shoot-em-ups, Vampire Night emphasizes sharpshooting by creating pinpoint weak spots on enemies that require a sniper's steady hand to hit. And the game may just have the worst voice acting ever put to disc, a real feat. DINO STALKER See Resident Evil: Dead Aim above. OK, now replace the zombies with dinosaurs and the semicoherent zombie-plague plot with some nonsense about a time- traveling WWII soldier. Dino Stalker is another failed experiment in mixing light-gun shooting with a fully controllable character. The idea is promising, but the follow-through leaves much to be desired. NINJA ASSAULT Ninjas, those ambitious upstarts intent on spreading their stealth-killing ways into every game genre, have finally stalked their way into a light-gun game. What's next, ninja basketball? Apparently, they've revised the curriculum at ninja college, as these ninjas forgo throwing stars in favor of pistols. Aside from the nov- elty of the premise, Ninja Assault is a run-of-the-mill arcade shooter that's on rails and out of ideas. And boy is it ugly. TIME CASS Il AND TIME CASIS The big problem with light-gun games is the gun itself. With both hands on a pistol, you've got no way to control what happens onscreen (other than blowing Amm 2777 10 SLEHOOL AARI | stuff to bits). Because of this limited interactivity, gun games always roll along on autopilot, whisking you down a roller-coaster track of scripted events. The Time Crisis series cleverly broke that mold with a simple tweak: the ability to take cover. By using a button on the side of the gun, you can dodge anything (bullets, grenades, the occasional overpass) thrown your way. Time Crisis avoids the canned feel of its peers while throwing in some of the most exciting and creative action sequences in the genre. И B а r, TIME С2І55: CeiSiS ZONE Crisis Zone utilizes the same "duck" button feature found in Time Crisis and Time Crisis ІІ, but the game is a whole different beast. Here, a machine gun takes the place of the usual pistol, a big addition that turns the entire game into a machine-gun fetishist's destructive fantasy. The depth of previous Time Crisis games is sacrificed for the pure thrill of shooting up everything in sight, including а video store, а mall food court, and lots of heavily armored dudes. The arcade game came strapped with a heavy machine-gun controller that recoiled like a jackhammer, adding a real visceral thrill. But when you play at home with the lightweight plastic gun, your attention quickly turns to how ridicu- lously easy the game is. ENDGAME In the limited world of the light-gun genre, the greatest sin a game can commit is blandness. It needs vam- pires, zombies, or ninjas...anything but nondescript dudes with guns. Unfortunately, Endgame goes the generic route with a steady stream of vanilla-flavored levels, characters, and situations. Not recommended. om E J Е [2 VESIC KI d over his him a y opmQGxziffdavis.com. Memory is a thin, fragile thing—especially for gamers. We get so hyped up on the newest or the next that we forget our history. Even recent memories get carried away on a wave of ever-improving tech- nology. Don't believe me? Hit any gamer message board and look for comments on the PlayStation 3 demos that have been shown so far. From the moment these demos were shown, we jaded, forgetful gamers have been hunting for every little crack, every little weak spot, to jam home the crowbar of skepticism and tear the whole unbeliev- able structure apart. "We know games," we say to the world, "and these cannot possibly be games. These must be tricks, manufactured to lure us close enough for the killing stroke of disappointment. After all, remember those PS2 demos!" You see that a lot: "Remember the PS2 demos?" There's rarely elaboration; it's assumed that all are in agreement that the demos of PS2 technology in the lead-up to the system's launch promised а quality—at least graphically—that was never delivered. Because we've forgotten. Or perhaps it's better to say we've embellished our memories. We remember not the actual appearance of those demos, but the way they made us feel. We remember the wonder more than the reality. Look at these images. There's not a single one that the PS2 has not matched— or surpassed—in a real, live, running game. 10 | OFM Aper 2006 Е ГЕН! a Perhaps we also remember too well the disappointment of the very first round of games and the complaints of “jaggies” and poor framerates and all those things we didn't think we'd have to deal with anymore. We would have been justified thinking at the time that those tech demos were so totally faked up. But eventually, they were proven legit—conservative, even. We remember that disappointment, | expect, and want to protect ourselves from that kind of emotional trauma. So we build our walls of skepticism. But | want to believe. I’m looking for something to blow my mind, and I'm willing to accept that game designers don't want to mislead us about what to expect on PS3. Now, of course I’m not saying that every demo shown so far is of actual in-game footage, nor do | expect that every game demoed will turn out exactly the same as what we've seen. And | certainly don't think we'll see the best the PS3 has to offer right out of the gate. d But l've heard things, promising things, from people who have had firsthand experience with the system. l've heard some of the most impressive demos described as "totally attainable." And l've pored over those demos of the PS2—which now look so very quaint, however mind-blowing they may have been at the time—and compared them to the very real appearance of games like Prince of Persia: The Sands of Time or Metal Gear Solid 3 or Black. | want to believe, and | think there's reason to. But | dunno. Maybe I'm forgetting something. r ADVERTISER INDEX 2K Gan www.2kgames.com 19 2K Sports www.2ksports.com 33 Atari www.atari.com 49 Capcom USA Inc. www.capcom.com 112 Colli College www.collinscollege.edu 95 s Interactive, Inc www.eidos.com 6-7, 14-15, 37, 50a-50b World ducation www.fullsail.com. 107 www.koei.com 59 Konami America www.konami.com 91 Midway Gan 2 www.midway.com www.mtv.com/games/ holdem/stacked/ 57 www.namco.com demo, 27, 53 www.sandisk.com 41 www.scea.com 2-3, 31 www.sonyonline.com cover poster, 15, 25 www.square-enix-usa.com 79, 81, 83, 84-85 www.thg.com 92, 93,111 www.ubisoft.com EJ Command 'WWW.goarmy.com 43 www.xseedgames.com 20-21 DO NOT TRY THIS AT HOME. To those parties attempting to recreate the stunts contained in the new MX vs. ATV: On The Edge we offer this message: DON'T. While that seems fairly obvious to most, you'd be surprised how many people will contemplate emulating its dangerous intensity, vis-a-vis the realistic head-to-head racing experience. Ergo, THQ and Rainbow Studios put forth the following caveats to all parties: Do not attempt to make a golf cart do 70 mph, nor launch a sand rail over a moving plane. Moreover, do not undertake the recreation of any and all stunts from MX vs. ATV: On The Edge in order to replicate its realistic rag-doll physics. The insane stunts and fierce racing is intended for the sole intent and purpose of an intense gaming experience, not for the discovery of clever ways to inflict bodily harm. Case in point, THQ and Rainbow Studios offer this photo as reference of the projected outcome of ignoring this warning. Honestly, what was this guy thinking? Said driver wasn’t anywhere close to successfully completing the jump, nor is the other side of the canyon he was attempting to reach even in the afor tioned photo. In summation, MX vs. ATV: On The Edge is not real, don't attempt to make it real. A scone SS айтар LEY PHM RAVER c. "mem Choose any vehicle and unleash it in 4 player Wireless Ad-Hoc. New ATV models, redesigned monster trucks and new pimped out 4x4 golf karts. Rugged new outdoor environments. mg usw (к) rainbow EVERYONE ® PlayStation. Portable STUDIOS www.thq.com o g 5 8 E learn more at Logitech.com/Capcom GREAT GAMES • GREAT GEAR • GREAT DEAL PRODUCTS RANGE FROM RATING PENDING ro TEEN d Y Г GANT OT ЕСЕН ЖЫ == ==. = Logitech E PlayStation. Portable www.capcom.com ©САРСОМ CO., LTD. 1987, 2006 ALL RIGHTS RESERVED. MEGA MAN, VIEWTIFUL JOE, CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. STREET FIGHTER® is a registered trademark of CAPCOM U.S.A. INC. MAVERICK HUNTER is a trademarks of CAPCOM CO. LTD. “PSP” is a trademark and “PlayStation” and the “PS” Family logo are registered trademarks of Sony Computer Entertainment Inc. Memory Stick Duo™ may be required (sold separately). The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners. Made with love by