What DICE Has To Learn From Danger Close | Individual Opinion

In my review of Danger Close’s latest game – Medal of Honor – I more than praised how enjoyable the cut-scenes were. As I stated, it just made the game that much more exciting and compelling to play.

Then a thought struck me – why doesn’t DICE learn the tricks Danger Close used for the cut scenes so that they can make the next Battlefield game so much more memorable? If you think I’m exaggerating about Medal of Honor’s quality of cut-scenes, have a look for yourself:

As you can see, the short-movie-esque pre-rendered scenes are extremely enjoyable, and very good at progressing the story. It would be good to see cut-scenes matching this quality in DICE’s upcoming Battlefield installments.

In The Future, Assassin’s Creed To Have Co-Op

At a recent Assassin’s Creed: Brotherhood event, game director Patrick Plourde mentioned that eventually, co-op will find its way into future Assassin’s Creed games.

 

 

“I think eventually there will definitely be co-op in the brand,” Plourde said. “For Brotherhood we focused first and foremost on the validation for multiplayer. In campaign, co-op comes with a lot of challenge. At GDC the Saint’s Row guys were like: ‘if you want your game to have co-op – especially in a sandbox – you need to build it from the ground up.’ They’re right – it’s a couple of years of turnaround to make sure co-op would work.”

It’s great news to know that Ubisoft is digging at the idea of introducing co-op in future titles…

[Source: GamesRadar]

Future PS3 Games NOT To Be Region-Coded – Rumours Debunked

Just yesterday, there was an article at PS3Gen which caught my attention. It simply stated that in the future all PS3 games would be region-locked. I recoiled in horror as this would mean that more than half of all games I own would not work on my PS3.

I immediately contacted Sony’s official PlayStation account on Twitter. Here is the conversation:

 

I will keep you all posted about any further developments.

[I do realize the final result is badly edited, but hey, you at least understand what actually happened!]

Medal of Honor | Review (PC)

Medal of Honor is Danger Close’s latest offering, published by EA (Electronic Arts). The game borrows positives from the two otherbigger franchises – Call of Duty and Battlefield. The game takes place in urban settings and relatively small environs (like Modern Warfare 2) and has a toned down procedural destruction system (thanks to the immensely powerful Frostbite engine, by DICE).

 

Medal of Honor initially set out to differentiate itself from the previously mentioned shooters, and carve out a niche for itself in the overly – saturated FPS segment, and it has. Just as in Call of Duty: Modern Warfare 2, you play as 4 different soldiers in all – Rabbit, Adams, Deuce and Hawk.

Gameplay-wise, and on the visual front, the game has a solid hit-detection system, stunning lighting effects, and solid character animations, and brilliant sound effects. All this adds to the credibility of the game. The cut scenes are extremely well rendered and make the game feel like an interactive movie. The textures are pretty good and the game looks great even without anti-aliasing. The background score just blends in with the situations and pulls you into the game even more. Disappointingly, there is almost no recoil while firing guns, and just as in Modern Warfare 2, the reload animations are lightning quick (it looks as though the game has borrowed a lot from Modern Warfare 2), which brings down the realism by a notch. The fact that the developers took the help of real Tier 1 operatives really shows, the game plays out in a thoroughly professional manner – with soldiers communicating with each other in a military-jargon-riddled manner. Even the basic element of taking out the bad guys is played out interestingly, with sensible tactics involved most of the times.

There are a variety of missions, from riding buggies and sniping to being an Apache gunner. The game is totally glitch, and Danger Close pulled off one feat effortlessly – making enemy AI look as dumb as pigs. They just run helter-skelter when you fire at them, instead of taking cover and taking headshots. Even the supporting characters’ AI is takes the definition of “dumb “ to new heights. In more than one instance, I found a supporting character looking the other way and shooting enemies, who promptly dropped dead like a sack of potatoes. Apparently, Danger Close has taken cues from Treyarch’s upcoming magnum opus – Call of Duty: Black Ops – and added a dive feature. Sprint and crouch, and your character dives. The campaign mode is painfully short and can be completed even on Hard difficulty in under 5 hours. Just when you start bonding with the characters you play as, the game nearly comes to an end.

Due to lack of time, I couldn’t try out the multiplayer component of the game, but you can read my review of the Multiplayer BETA here.

Call Of Duty: Black Ops – Leaked Video

YouTuber slipomago has uploaded a video [which he repeatedly claims, is not his] where he shows off a copy of Call Of Duty: Black Ops Xbox360:

 

I wouldn’t be surprised to hear this video has been taken down soon now because Activision has been quick at flagging leaked videos!

LittleBigPlanet 2 Box Art Revealed

LittleBigPlanet’s successor – LittleBigPlanet 2 – has finally got a box art:

Media Molecule only recently announced that LittleBigPlanet 2’s release was delayed by 4 weeks. Instead of November, 2010, the game will be releasing on January 18, 2010.

“Talibans”. A True Gameplay Feature Or A Controversy – Inventing Gimmick?

Violence, is probably the most used (and abused?) concept in modern-games. Even a fun to play, seemingly non-violent and innovative game such as LittleBigPlanet had its share of cartoon violence (you can slap other Sackboys). These past few years has seen the Gaming Industry be dominated by FPS games… with wave after wave of First Person Shooters releasing. Obviously, the gaming industry is quite bored, if I can say, and saturated with FPS games.

So how does a company which develops only FPS games create and direct attention at their game? The answer is – controversies.

Infinity Ward did it for Call of Duty: Modern Warfare 2 with an airport scene where gamers could play as a terrorist and kill innocent civilians. Quite obviously, the morally demeaning scene suddenly found itself amidst a controversy… it even had UK’s top political figures lashing out at the game.

 

You play as a terrorist, killing civilians.

 

Now, it seems as though Danger Close has done the same thing for their latest offering – Medal Of Honor. What was the controversial aspect of the game? The multiplayer component, where you could play as the Talibans and kill U.S. soldiers. This had the mothers of lost soldiers and other politicians, and even prominent figures in the Gaming Industry (David Jaffe) up in arms. They made such a big deal out of it (with David Jaffe stating that he just would not play as the Talibans) that EA, under pressure, had Danger Close drop the word “Talibans” from the title and replaced it with “Opposing Force”. This created an even bigger controversy.

If you’ve ever played Battlefield: Bad Company 2, you’d realize that when you play online you either play as the Russians killing U.S soldiers or vice versa. Why then, didn’t BFBC2 come under fire? Why did MoH, specifically, come under fire? Is it because the Talibans are an alive and kicking enemy even in the real world? If that is the reason, then it’s lame. When you play any FPS game online, there has to be two sides to it. Two forces battling it out with one coming out on top as the winner. Danger Close decided that for MoH, it would be the U.S. soldiers and the Talibans. Why Talibans? Because the single player campaign of MoH takes place in a real world setting – Afghanistan; with you playing as a Tier 1 Operative… it all makes sense now doesn’t it?

No one knows, and never will know, if Danger Close included the Talibans as a controversy-inventing feature in order to sell more copies of the game, but personally I feel that it was a quintessential part of the game. It was a perfectly rational gameplay feature, is what I think.