วันจันทร์ที่ 21 กรกฎาคม พ.ศ. 2551

Velvet Assassin (PS3)



Velvet Assassin First Impressions
Stealth action and sabotage missions are the order of the day as we watch Violet Summers undermine the Axis powers.
By Chris Watters, GameSpot
Posted Jul 17, 2008 7:51 pm PT
During WWII, there were countless spies who embarked on missions of sabotage and espionage to help their side gain the upper hand. Violet Summers, the protagonist of Velvet Assassin, is based on a real-life Allied spy named Violet Szabo. Though the game encompasses missions beyond the ones Szabo is known to have performed, the developer has used her as inspiration and worked hard to make the game as authentic as possible. We saw a mission that took Violet through the Warsaw Ghetto, and the attention to historical detail was surely one of the most impressive elements of this early build.
The game began with a black and white dream sequence that showed images of a war-torn city and a rough military hospital. Violet's voice narrated a brief soliloquy that described some of the horrors she'd seen, and she spoke of her soldier husband whose death in battle spurred her to action. The game plays out as Violet's memories are recounted from the hospital bed where she lies unconscious. Throughout the following action, Violet would occasionally chime in with grim observations and thoughts, enhancing the gritty atmosphere.
Velvet Assassin is a third-person action game, and Violet is a slim Caucasian women with a sweep of dark hair. In the mission we saw, Violet was wearing an aviator jacket and jeans, and we were told other missions will have her dressing in other clothes appropriate to the scene. In this particular mission, Violet was charged with delivering cyanide to an Allied prisoner trapped in a Nazi jail with no hope of escape. It began in the sewers, and the first thing we noticed was a lavender halo around Violet's body. This appears when she is in shadows or hiding in brush, and it signals that she is invisible to her enemies. In the bottom left corner of the screen was a red circle that tracked her health, and that too had a lavender rim that indicated invisibility. Stealth is a key element of gameplay, and Violet will have to stay quiet as well as hidden if she is to remain undetected.
Sneaking through the sewer, Violet soon came upon a Nazi guard. As she approached silently from behind, the image of a button appeared on the screen with just one word next to it: Kill. With the press of a button Violet whipped out her knife, stabbed the guard once in the small of the back, then slit his throat. Two new prompts appeared onscreen giving the option to search or drag the body. Guards who come across their dead colleagues will go into a suspicious state and will search the area, busting out flashlights if it is dark. If they don't find anything, they'll revert to a passive state, but if they spot you they'll go into alert mode and bullets will start flying.
The next time Violet came across a guard, she wasn't quite so stealthy. Faced with a machine gun and wielding only a knife, she tapped into a different kind of arsenal. She injected herself with a shot of morphine and time slowed down, allowing her to get into position to knife her enemy. During this sequence the environment becomes saturated with white light, shimmering red blood cells float through the air, and Violet dons a dirty white slip. The idea behind this is that any time Violet is in danger, her unconscious self lying on the hospital bed becomes distressed, and the nurses inject her with morphine. The resulting effect smoothes things over for her temporarily, but don't think this is a get-out-of-death-free card. Violet can still die if her health is fully depleted, and she has a limited amount of morphine at her disposal.
Moving onward, Violet picked up a small collectible box and earned 100 experience points. These points will allow her to upgrade a few skills and attributes, like her health, morphine count, morphine duration, and stealth sound dampening. As she crawled up out of the sewers, we were treated to a view of the Warsaw Ghetto in the late afternoon. Orange light suffused the air, giving everything a vivid, somewhat surreal feel. The streets were littered with furniture thrown from the windows by raiding Germans, and distant gunshots signaled thorough apartment searches much like the ones that actually occurred in that neighborhood.
Vanquishing a few more foes, Violet eventually picked up a Luger pistol. When the next guard appeared, our presenter whipped out Violet's gun and used the free aim to pull off a headshot. Gunshots will definitely attract attention, but sometimes that just serves as a helpful way of lining enemies up and knocking them down. We were told that Violet can also whistle to distract guards, or shoot a silenced pistol at a distant surface to misdirect her enemies. In a nasty little maneuver, Violet sneaked up behind a guard, pulled the pin on the grenade in his belt, and sneaked away. Moments later, the guard was no more.
Violet will travel to many locations to complete her missions, like the Notre Dame in Paris and a fuel storage bunker in Germany. All throughout she will encounter grisly scenes and take on realistic missions that, when completed, won't feel like victory. The attention to atmosphere is impressive, and Violet is shaping up to be a unique and engaging protagonist. Velvet Assassin is slated to be available at the end of 2008, and we'll keep you posted as this WWII stealth game nears completion.
-GameSpot

God of War III (PS3)

God of War III E3 Conference Impressions
Sony confirmed that Kratos is coming to PlayStation 3, and teased us with a short trailer of the game.
By Guy Cocker, GameSpot
Posted Jul 15, 2008 1:14 pm PT
God of War fans have long hoped that the series would come to the PlayStation 3, and this year Sony finally confirmed it was going to happen. Details remain scarce, and the trailer didn't show any in-game footage, but it's likely that the announcement alone will be enough for salivating fans.
The trailer itself showed a dark and rainy Greek landscape, with the voice-over explaining how the walls of Olympus have been breached. Predictably, it's down to Kratos to save the day, and as our antihero is introduced the voice-over continues to explain how Kratos "must suffer in the end." The extremely short trailer finished with Kratos standing atop a hill, the camera holding his gaze.
The trailer was unfortunately all prerendered footage, but it was pretty impressive nonetheless. Jack Tretton introduced the game merely as "God of War III," and said that it would be released "beyond this holiday season." If we hear any more details during the E3 conference, we'll be sure to let you know.
-GameSpot

Killzone 2 (PS3)




E3 2008: Killzone 2 Multiplayer Update
Guerrilla designer Eric Boltjes takes us on a tour through Killzone 2's multiplayer options, including a look at a unique class-combining system.
By Shaun McInnis, GameSpot
Posted Jul 16, 2008 7:08 pm PT
It seems that every last detail pertaining to Killzone 2 has been measured against the ambitious trailer shown three years ago at E3 2005. Developer Guerrilla knows all too well that that's a tough shadow to escape from, but it's not necessarily impossible. One way is to shift gears and change the discussion to the game's often-overlooked multiplayer aspect. That's precisely what happened earlier today when we were treated to a multiplayer-focused presentation from designer Eric Boltjes. He guided us through Guerrilla's plans for player progression, character customization, and community features.
Boltjes started us off with an overview of the design team's goals for making Killzone 2's multiplayer both more accessible for newcomers and deeper for veterans. The plan to go about doing this involves easing players into the various features attainable through extended play. What this boils down to is a player-progression system similar to Call of Duty 4 that tracks players' ranks and gives them new abilities when they rank up and collect supplementary ribbons and medals. There are 12 ranks, 46 military ribbons, and over 100 personal statistics that you can keep track of during your entire Killzone 2 career.
The abilities that you unlock as you rank up are numerous. One of them is the badge system, which is basically a selection of character classes. We noticed a distinct Team Fortress 2 feel from Boltjes' description of these classes. There's an engineer who can build and repair turrets, a medic who can revive fallen teammates, and a saboteur with a disguise ability. You unlock new badges as you go, and each of them has a primary ability to start out with and a secondary ability that you collect later on. However, what makes this badge system unique is the ability to combine classes. Boltjes' example was a medic engineer with the ability to revive teammates and repair turrets. It seems that Guerrilla is banking on this mix-and-match system to add some extra depth to the multiplayer experience. So far, it sounds like a neat idea, but we'll be waiting to see what other sorts of abilities come with the other badges. The medic engineer sounds interesting, but this particular combination of abilities is hardly earth-shattering in its novelty (to speak nothing of the name).
The team aspects aren't just limited to players choosing a mix of badges that will work in harmony with each other. You'll also be able to subdivide your teammates into squads. Matches support up to 32 players, and each team of 16 can break up into four squads of four. This will affect your style of play in a few different ways. Those who've been playing the multiplayer in a game like Battlefield: Bad Company will find a few of these features familiar. Squads have the ability to communicate over a separate headset channel from the rest of the team, but they'll also see a Heads-Up Display unique to their team. The leader will act as a spawn point for teammates if they so choose, but players can also take a look at the map in-between lives and choose from a few spawn-point options. If an area on the screen looks like a total mess of blood and bullets, you're given the option to cautiously avoid it or revel in the mayhem by hopping right in there.
When you're setting up a match, it looks like you'll be given a fairly broad assortment of options to tinker with. You can basically create a playlist of matches with choices that include which of the eight scalable maps you want to see, the combination of game modes or "missions" as they're called, weapon and badge selections, and timers on respawns and bombs. The example that Boltjes provided was a sniper duel in which players could select only the scout badge and the sniper rifle. Most of those options aren't terribly new, but the ability to create class-specific matches (A medic battle? A saboteur showdown?) sounds intriguing.
Another interesting feature is the selection of community tools available through the game's official Web site on Killzone.com. All players will have a profile displaying their progression in terms of rank, ribbons/medals, what abilities they have coming up, and a sortable list of those 100-plus stats mentioned earlier. It will also support clans. You can join clans online, keep track of clan stats and members, set up matches and tournaments, and a host of other options. The cool thing about clan battles is that clans can bet a certain amount of "valor" on each match, which is essentially a currency of reputation points. Bankrupt clans do have the option to earn valor back through participating in tournaments with no valor entry fees.
It seems that Guerrilla is aiming for an ambitious pallet of multiplayer features with Killzone 2. We weren't able to get any hands-on time with the game, so we're hoping to do that before the public beta they're aiming to release later this year arrives. In the meantime, Killzone 2 is scheduled for release next February.
-GameSpot