BATMAN: ARKHAM ASYLUM

BATMAN: ARKHAM ASYLUM , ...
BATMAN: ARKHAM ASYLUM

Batman

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Batman
Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Gamescom: Electrifying Enemies in Star Wars: The Old Republic

Posted by Xtrem Gaming

Settling in at a demo station in EA's booth at Gamescom 2010, I had my first opportunity to play as a lightsaber-wielding class in BioWare's upcoming MMO, Star Wars: The Old Republic. I was lucky enough to play a Sith character, an Inquisitor to be exact, which was preferable because, as we all know to be true, "Good is dumb." He wasn't a full-fledged Sith yet, unfortunately, just a trainee of sorts. Though his face was most definitely evil, filled with spikes and ferocious markings, he only had a training sword instead of the iconic electric death blade.

This was just following a presentation where BioWare explained to a crowd all the features of its big budget online game. It's a fully voiced MMO, which means when you talk to NPCs to accept quests, they actually talk to you through cut scenes with what seems to be quality voice acting. Your character will even talk back when given a choice in the conversation, establishing more of a sense of motive and personality, unlike in some other MMOs where you collect quests like you're stealing pies from windowsills.

Later on in a character class' life cycle a specialization can be chosen to open up more varied modes of play. For example, with the Inquisitor you can choose to go the path of the assassin and use double-bladed sabers while taking a more stealthy approach to combat and walloping enemies with high burst damage, or can go sorcerer to more effectively singe targets with lighting from a distance.



BioWare also made mention of the space combat in the game, which sounds like it won't exactly be free-roaming, but will allow you to do things like soar through asteroid fields, blast enemy fighters, and flee from capital ships. Since every player can acquire and customize a ship, this should hopefully be a nice diversion to the more traditional on-foot gameplay, and it's tough to say more without getting some hands-on time with the ships.

Back to my Inquisitor character, he was initially tasked with proving his worth by finding a certain NPC located nearby the starting area on Korriban. By roaming outside I found myself in a red rock valley along the sides of which were carved huge, ominous figures. I trotted around and checked out the skill bar. It wasn't very full yet, the character was very low level, but could still pull off a few useful attacks. Saber strike could be triggered at close range for a boost in melee damage played out across a flurry of strikes. Shock functioned as a simple ranged electrical attack, and lighting drain was a channeled ability that damaged, restored force, and slowed targets. If a fight proved to be especially tough, there's also the option to meditate to quickly restore health and force over time. With a cooldown of one minute, it seems like this ability is meant to be used pretty often, keeping downtime between battles to a minimum.

Out in the valley with a large pyramidal temple off in the distance, there was plenty to fight. A number of insect-like creatures were roaming the orange-red terrain, and it wasn't long before I cut a number of them down, inadvertently fulfilling a bonus objective on my original quest to prove I'm worthy of being a Sith. Then into the underground I went, where more of the creatures roamed. An NPC was standing down there too who wanted more of the creatures killed, and through a fully-voice series of cut-scenes gave me the task of blasting apart a room filled with the eggs of the creatures. Further in to the cavern network, a datapad sitting on the ground had additional instructions for wiping out bands of looters and robbers down in the tunnels, which I did and was awarded with a few bits of fancier armor. Finally I discovered the NPC that I was originally tasked to find, and he instructed me to kill or be killed in a fight against his minions to show that I'm properly prepared. How very Sith-like.

That's where the demo ended, and it'll be interesting to see how a higher level character with a wider range of skills might play out, especially in a group. If you haven't already, you should probably head over to our video page and watch the space combat trailer, and then join the rest of us in hoping this game might be ready for launch sometime soon.

BioShock Infinite Takes to the Skies

Posted by Xtrem Gaming

Last night at the lavish Plaza Hotel just off central park in Manhattan, Irrational Games announced its next project. It's been almost three years since we've heard a word from the Boston-based developer on how it would follow up the critically acclaimed hit BioShock. Now we finally know. Prepare to enter the floating city of Columbia in BioShock Infinite.

Studio head Ken Levine was on hand at the event to introduce his latest project through both a trailer and an extended demo. The trailer is something of a tease. It begins by showing what looks like the ocean's floor and a city suspended under water. But the image turns out to be an illusion, as viewers are simply seeing a piece of memorabilia from the World's Fair in Chicago through the eyes of the protagonist as he is being drowned in a fish tank.

The camera follows his gaze as he is thrown to the ground and then out of a window by a hulking, mechanized creature that looks like a precursor to the Big Daddy. As the character falls we're shown a beautiful panorama of a floating city held aloft by massive hot air pouches. The character crashes atop a zeppelin and struggles to cling to its canvas sides before losing his grip and plummeting downward.

His fall is stopped by a floating bed of roses being controlled by a beautiful, dark-haired woman on the balcony of a passing building. She reels him in through force of will before being grabbed from behind by another one of the mechs, leaving the character in the trailer to fall to his death. Like the original BioShock trailer that showed viewers a grizzly version of their own death in that game, this world isn't looking to treat you any nicer.The setting for BioShock Infinite may seem even more fantastic and technologically advanced than rapture, but it's set in 1912, years before the events of the first game. In this adventure you play as Booker DeWitt, a disgraced former private detective who's picked up a new case. Your goal is to find a young woman who's gone missing and return her unharmed. The only problem is that she's being kept on the flying city of Columbia.

In 1900, Columbia is unveiled as a symbol of America's success as a nation. It floats around the world as a traveling World's Fair, a marvel of human innovation. But an international incident involves the city and it turns out that the airborne metropolis is also heavily armed. A confrontation occurs, and Columbia disappears into the clouds. DeWitt's lead in the case knows how to find Columbia, and how to find Elizabeth. The problem is that the city's inhabitants aren't that willing to let her, and her very strange abilities, just walk away.

The demo that followed the trailer was so packed with action, so dense with hints and nods to what we might experience in this game, that it was difficult to process it all. The first thing that is readily apparent is how visually impressive the title is. The same shiny water effects, sharp textures, and impressive art design as in BioShock, but there are improvements everywhere. The most significant of these improvements is the sense of scale. No longer are you trapped in small claustrophobic settings. Columbia is massive, and the separate floating city blocks drift through the air all around you. It's just one of the things made possible by the completely new engine developed for the game.

As the demo begins, DeWitt walks through the cobblestone streets of Columbia. Sun plays off of the buildings, leaves float through the air, and the view smacks of an early Americana. But like Rapture, something awful has happened here and death is just around the corner. A despondent man drives by in a half broken down carriage and a horse lies dead in the street as crows pick at its flesh. A separate section of the city floats just above, then shrugs and collapses in front of DeWitt, nearly crushing him. Another man sits on a park bench surrounded by the same black birds.

DeWitt follows the sound of a political speech to a town covered in picket signs. The messaging is clear, the citizens must take up arms to protect their rights from the anarchists. Wooden barrels filled with guns line the gazebo that a politician named stall is stumping from. As DeWitt approaches Stall, the man's eyes flare red, the air around him vibrates and he calls upon the citizens of Columbia to attack.

DeWitt goes for one of the weapons and comes up with a sniper rifle just as the man from the park bench unleashes a flock of attacking crows at him. DeWitt fights back and sends him careening over a railing as Stall latches onto a floating rail system and heads for another section of floating city off in the distance. DeWitt peers over the edge to find the crow man dead on a platform below, but he psychically pulls a tonic called Murder of Crows to his hand, takes a gulp, and gains the ability to control the birds. A blood covered raven perches on his hand with pieces of meat still hanging from its beak.
The previous sequence goes by in a flash, but it highlights some important features of BioShock Infinite. DeWitt can seemingly psychically push and pull almost everything around him. There are gas containers, pots and pans, and most importantly weapons, all of which he can manipulate at will. In one scene, he yanks a shotgun from a man's hands from a distance then turns it around and pulls the trigger. Also, when Stall turns tail, DeWitt tracks him for a moment with the sniper rifle, showing off just how large the city is. Mere specks in the distance are targetable and can fire back.

The aforementioned rail system is called the skyline and it connects all of Columbia's floating islands. It was constructed as a way to transport cargo but now the citizens of Columbia and DeWitt use a grappling device to slide along the rails at a break-neck speed. And this isn't just "grinding" ala Ratchet and Clank. Players can change rails and direction on the fly, engaging in combat as they ride the roller coaster-like tracks.

Stall has escaped to a part of the city equipped with gigantic canons, and he takes aim at DeWitt. The city explodes around DeWitt and forces him to hop onto the rails, riding first upward then accelerating down and around a bend. A deranged citizen comes at him on the opposite rail and DeWitt readies a hammer, pummeling the man through the air and into the side of a building, leaving a bloody splotch as he bounces off and downward.

DeWitt lands back on solid ground and enters a tavern to an audience that becomes almost immediately violent. What follows is a flood of combat that shows DeWitt psychically disarming characters, blasting them with gunfire, and releasing swarms of crows on a crowd of enemies. The sequence ends with a familiar lightning power used to fry enemies in their boots. When DeWitt confronts Stall a second time he stops one of the mortars fired at him with a wave of his hand, then turns it back on the gun and blows it to hell.

It's at this point that the attacking city folk start looking like a mob. The new engine can currently throw about 15 enemies at players at the same time. It's a good thing players will have some help. At this point in the demo DeWitt is joined by Elizabeth, the woman he's been sent to liberate from Columbia and she has some powers of her own.

Not only does Elizabeth react to the combat, she helps by using her own powers to add elements to the environments. In one sequence, she sends a rain cloud over a mob of enemies giving DeWitt's lightning an extra kick if he decides to use it. And he does have a choice. Elizabeth's actions will never directly kill people off, so she won't do all of the work for you. And according to the developers she won't get in the way either as players can choose to ignore her actions and handle threats themselves.

As DeWitt and Elizabeth head toward a bridge, they get pinned down by gunfire behind stacks of what look like kitchen supplies. Elizabeth somehow turns the metallic cookware into a cyclone and then fuses it into a molten ball of metal, instructing DeWitt to launch it at their enemies using the game's version of a Force Push. The plan works, but it's at this point that the two are introduced to BioShock Infinite's version of a Big Daddy.

These creatures have a human head set atop a large mechanized body. Their visible heart is encased in glass and their oversized bodies have something of a steampunk aesthetic, only slightly less advanced. Bullets don't seem to do much to the behemoths so Elizabeth and DeWitt try to bring down the bridge around the threat. She shoots a beam of light at the top of the structure (perhaps the same heat ray she used on the pots and pans) and DeWitt sends an explosive towards it to bring the whole thing down. As the hulking enemy tries to claw its way off the collapsing bridge a few more shotgun blasts send it into the abyss.

Elizabeth collapses in exhaustion after the encounter and a trickle of blood runs out of her nose. Her actions are extraordinary, but they also drain her physically. She needs DeWitt's help if they're going to take on the entire city.

DeWitt exclaims that the "thing" is what had been chasing Elizabeth. She corrects him and points towards the sky, at a much larger, much more ominous threat. A giant mechanical bird-like creature swoops down from a building, crushing DeWitt, leaving the screen black and ending the demo.

The demo showed off quite a lot for a game's debut. It gave us a look at a completely new setting among the clouds and a BioShock game with two compelling characters. Levine promises that by introducing two well-defined main characters, BioShock Infinite will make a huge leap in storytelling when compared to its predecessors. Though there was nothing revealed about the economic elements of Infinite or any hacking puzzles, this was just a first look. There's a lot more still to be revealed.

BioShock Infinite is scheduled to be released in 2012 for Xbox 360, PS3, and PC so it may be a while before all of the wondrous secrets of the flying city of Columbia are known.

Dragon Age II: Going RogueIt's

Posted by Xtrem Gaming

It's no secret that BioWare has made some drastic, and in my opinion positive, changes to Dragon Age 2 – faster attack animations, a distinctive art style, an adapted version of the Mass Effect conversation wheel plus a fully voiced main character. The updated combat is my by far favorite, as I found the formerly sloth-like animations to be downright dull.

I've seen the revamped warrior and mage classes in action but haven't seen much of the rogue despite its presence at community events like PAX. Luckily, I received some dedicated hands-on time with the final character class and got a peek at a pants-less party member. Here's a breakdown:

Strike Swiftly And True
Not designed for a tank role like the warrior or damage and support class like the mage, the rogue is more of a one-on-one fighter. Great for tackling bosses, the rogue is armed with the speed and nimbleness of a jumping spider. Aggressive, but stealthy, a rogue aptly navigates crowded battle zones with stun bombs and can backflip away from danger or can teleport directly behind an enemy, depending on their skill set.


Practice Makes Perfect
The rogue, like other classes, can be built out to enhance certain traits. Assassin, Shadow and Duelist are all specializations available to the rogue, and each offers a unique way to slay enemies.

Assassins are trained in the Antivan traditions, so they are able to mark their foes and call out a target's weaknesses to their allies, which helps increase the party's damage against enemies.

The stealthiest of all the rogues, Shadows are able to slip away at any moment in battle, lay low in the dark and then wait for the perfect time to strike.

The Duelist, though not as stealthy as the Shadow or as accurate as the Assassin, is extremely difficult to hit, so you can feel free to taunt your enemies while you hack away at them.

Getting A Face Lift
The first area BioWare showed off to the press and fans was the Blightlands, and it sure wasn't pretty. A brown color palate topped with burned tree stumps and rocks, the new "art style" didn't seem promising.

This time, I got to see a bit of Kirkwall. The entire city, though structurally impressive, has a rough populace. My party was exploring a portion called High Town, which is a nicer area but still seedy. Despite Kirkwall's less than stellar reputation, it proved that Dragon Age 2 will be a much better looking game than Origins. The buildings all shared a similar clean architecture, but there was a foreboding feel that lingered.

But the streets were nothing compared to the Chantry, adorned with giant solid gold statues and blood red candles, it reeked of religious worship.

Practice Makes Perfect
The rogue, like other classes, can be built out to enhance certain traits. Assassin, Shadow and Duelist are all specializations available to the rogue, and each offers a unique way to slay enemies.

Assassins are trained in the Antivan traditions, so they are able to mark their foes and call out a target's weaknesses to their allies, which helps increase the party's damage against enemies.

The stealthiest of all the rogues, Shadows are able to slip away at any moment in battle, lay low in the dark and then wait for the perfect time to strike.

The Duelist, though not as stealthy as the Shadow or as accurate as the Assassin, is extremely difficult to hit, so you can feel free to taunt your enemies while you hack away at them.

Getting A Face Lift
The first area BioWare showed off to the press and fans was the Blightlands, and it sure wasn't pretty. A brown color palate topped with burned tree stumps and rocks, the new "art style" didn't seem promising.

This time, I got to see a bit of Kirkwall. The entire city, though structurally impressive, has a rough populace. My party was exploring a portion called High Town, which is a nicer area but still seedy. Despite Kirkwall's less than stellar reputation, it proved that Dragon Age 2 will be a much better looking game than Origins. The buildings all shared a similar clean architecture, but there was a foreboding feel that lingered.

But the streets were nothing compared to the Chantry, adorned with giant solid gold statues and blood red candles, it reeked of religious worship.



Rogues are also blessed with the talent of archery, and they can equip either a bow and arrow or dual daggers. Not too shabby.

Call of Duty: Black Ops

Posted by Xtrem Gaming

Hear the call of duty once again with this seventh entry in this blockbuster first-person shooter franchise. Call of Duty: Black Ops takes you deep behind enemy lines into the world of deniable operations as a member of an elite special forces unit engaging in covert warfare, classified operations, and explosive conflicts across the globe. With access to a variety of exclusive weaponry and equipment, your actions will tip the balance during the most dangerous time period mankind has ever known.
Genre: First-Person Shooter
Publisher: Activision
Developer: Treyarch
Online Play: 18 Versus/ 4 Co-op
Release Date: November 9, 2010
MSRP: $59.99
Also on: DS, Cell, PS3, Wii, X360
RP-T+ for Rating Pending, Targeting a Rating of Teen or Above

Burnout Paradise’s Big Surf Island announced

Posted by Xtrem Gaming

Burnout


Criterion just released a trailer for Burnout Paradise DLC Big Surf Island. It shows some cool improvments and stuff such as massive jumps, unique cars and there seems to be alot of cool-looking challenges as well.. the add-on is out on June 11th.. Check the map of the Big surf Island…

Burnout

Trailer


More Screenshots.....
Burnout


Burnout

EA states PS3 version of L4D 2

Posted by Xtrem Gaming

EA official site lists PS3 version of Left 4 Dead 2

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It's no secret that Valve isn't a big fan of the PS3. When the company revealed Left 4 Dead 2 as an Xbox 360/PC exclusive, no one acted surprised. However, PS3 may be getting its own version of the multiplayer FPS if the official EA website is to be believed. Not only is PS3 listed in the "Coming Soon" section of the site, but a quick glance of EA's games page reveals placeholder box art for the game as well. This could be a sign that EA is working on a PS3 port; the company did work on the PS3 version of The Orange Box.

Or, it could be a database error. A PS3 version of the original Left 4 Dead was rumored after an accidental listing was placed on retailer HMV's website. That, for those of you keeping track, didn't come to fruition.

Max Payne 3 coming this winter

Posted by Xtrem Gaming

mp3

For all the things Mark Wahlberg has killed in his life -- The Happening, The Funky Bunch, The Happening Funky Bunch (short-lived kids show, don't ask) -- he's brought at least one thing back to life: The Max Payne series. His non-hit film adaptation will be followed by Max Payne 3, which Rockstar said will arrive in winter of this year on the 360, PS3 and PC.

Here's what Rockstar boss Sam Houser had to say about the sequel: "We're starting a new chapter of Max's life with this game. This is Max as we've never seen him before, a few years older, more world-weary and cynical than ever. We experience the downward spiral of his life after the events ofMax Payne 2 and witness his last chance for salvation."

We think we speak for everyone when we ask this. ... More cynical? Really? Like, is he just stealing candy from babies and choking them to death with the wrappers?

Crysis 2 Announced for PC,Xbox & PS3

Posted by Xtrem Gaming

crysis

Ea partners & Crytek has announced the Crysis 2 for PC as well as for consoles… no media no details are surfaced yet.. stay tuned for more..

"Next Installment of the Critically-Acclaimed Crysis Franchise will be First Game Built on Crytek’s Multiplatform CryENGINE 3 Technology"

Full Press Release:
Redwood City, Calif. – June 1, 2009 – Electronic Arts Inc. (NASDAQ: ERTS) announced today that it has agreed to a deal extension with Crytek GmbH, the award-winning developers of the Crysis® universe, to publish Crysis 2. Renowned for their technical excellence, artistic craftsmanship and commitment to quality, Crytek is building Crysis 2 on their new state-of-the-art multiplatform game development solution CryENGINE®3 for the Xbox 360® video game and entertainment system, the PLAYSTATION®3 computer entertainment system, and the PC.

“The development of Crysis 2 marks a major stepping stone for our studio,” said Cevat Yerli, CEO and President of Crytek. “This is not only the next game in the Crysis franchise, it’s the first title we are developing for consoles and the first title being built on CryENGINE 3. We are excited to have the support of EA Partners again as we work together to make the launch of Crysis 2 a huge event.”

“Nothing speaks more to the success of the EA Partners program than when a studio the caliber of Crytek continues to work with us,” said David DeMartini, Senior Vice President and General Manager of EA Partners. “Crytek is already one of the elite PC development studios in the world and we are excited to have the opportunity to partner with them in bringing their award-winning technology and gameplay to more platforms and a wider audience with Crysis 2.”

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