Friday, February 12, 2010

Skate 3 Updated Hands-On

EA hit the ground running with its Skate franchise, which from day one offered a uniquely analog-stick-driven control scheme and a refreshing, true-to-the-sport approach to skateboarding. Now on its third installment in four calendar years, the development team at EA Black Box is looking to keep the series fresh when the next game arrives this May. The team's approach is twofold: introduce a brand new city to work your skateboarding magic in and shift the focus of Career mode to the social aspect of the sport.

The city, this time around, is a fictional metropolis called Port Carverton. It replaces San Vanelona, which had been the setting of the first two games in the series. Like San Van, Port Carverton is designed as a skater's Mecca that draws inspiration from famous skate spots from all over the world then drops them into one great big hodgepodge of benches, ledges, and impossibly inviting urban architecture. The team's cheeky approach to using real-world locations has resulted in areas like Second and Navy, a waterfront pier skate spot with a suspiciously similar look to San Francisco's Third and Army, or the Aletown neighborhood that will invoke a distinct sense of deja vu for anyone who's been to Vancouver's Yaletown.

But unlike the San Vanelona of Skate 2, which was a city overrun by the anti-skateboarding Mongo Corporation, Port Carverton is a city that feels like it wants to reach out and give you a big ol' hug. Gone are the capped handrails that you had to recruit a friend to pry off, as are the guards that came out of nowhere to knock you off your board whenever you found a particularly shiny marble ledge in the center of the financial district. Instead, Port Carverton is described by Black Box senior producer Jason DeLong as a genuine skater's paradise; a place where security guards will go out of their way to point you toward cool spots and the sun never seems to stop shining.

A new Career mode will act as your tour guide through Port Carverton. As a continuation of the previous two games, Skate 3 has you more or less at the pinnacle of your career, and now it's time to do what seemingly all famous skaters do: start your own board company. Selling boards and building your brand is the main thrust of the Career mode, with each career challenge offering a reward in the form of board sales. It feels similar to an experience points system that will trigger new milestones at increasing intervals, which unlock more challenges, gear, and new spots to skate throughout the city.

Because a board company isn't complete without sponsored riders, you'll need to go out and recruit some folks to join your team. The cool part about this is that it opens up the possibility to play the entire Career mode cooperatively with friends over Xbox Live and the PlayStation Network. We got a chance to play a number of co-op challenges and walked away impressed by the different experience that pulling off a challenge with a friend can deliver.

The photo challenges were easily our favorites. With these, you and your teammates all need to perform a trick on (or over) a specific object before a timer runs out, such as launching over a huge gap or grinding a specific ledge. With more than one player, you now have the opportunity to coordinate your skating so that you all wind up in each other's shots. So you might have one guy grinding a bench while the other airs over him, or both of skaters might launch over a gap in tandem--that sort of thing. You can, then, take that sweet photo and tweak it with a number of postproduction options (brightness, contrast, depth of field, and the like) before seeing it turn into an in-game magazine cover that you might later find plastered all over the city as a flier or even a billboard.

All the other usual suspects return in the Career mode challenges, including downhill races, high-score competitions, and video challenges. We asked DeLong about one of the criticisms of the last game that had to with the way later challenges in the Career mode got very specific about what sort of trick you had to do and what you had to do it on (anyone who remembers doing a handplant on a basketball backboard will know what we mean), which often turned into a roadblock in your career progression. For Skate 3, DeLong says they've focused more on creating tiered pools of challenges that let you pick and choose which specific challenge you want to complete in order to unlock the next pool. Another criticism--pedestrians getting in your way during critical moments--has been remedied with a button that now lets you raise up your arms like the boogeyman and scare people away instantly. Supposedly, the volume of physics-enabled litter has been scaled back as well, so at least now there's not quite as much tripping on stray soda cans just as you are about to ollie onto a handrail.

Our time with Skate 3 also revealed a few other notable additions. Besides three difficulty levels, which is a first for the series, you can now take part in an extended tutorial system. This system is called Skate School with Coach Frank, and the coach is a thoroughly goofy character voiced by actor, as well as former pro skateboarder, Jason Lee. You can also now place an invisible photographer at any point in the game, letting you snap photos quickly and easily at any location without having to pull up the video editor to place a tripod camera then scroll to where you want in the video timeline to pull out a still shot. You'll see the customized character of anyone you're friends with on PSN or Live cruising through your city as an AI skater, even if you're just free skating around town. And in a nice little touch, if you appear in a friend's video that becomes a smash hit on the skate.reel content sharing system, you'll gain royalties in the form of boards sold in the Career mode.

It's hard to get a good idea of how well the whole online component will work in Skate 3 from the relatively limited time we spent with it, but overall, we liked what we saw. The new city should infuse some fresh air into the series for those who were disappointed by the reuse of San Van in Skate 2, and there are definitely some features that should make the game more accommodating to new players. We're looking forward to spending more time with the Career mode to see what sort of trouble we can get into online, so be sure to check out our upcoming coverage leading up to Skate 3's May release.

Saturday, December 5, 2009

Football Manager 2010

Last year, Football Manager received its most significant and obvious innovation in some time: the introduction of a three-dimensional match engine. Sadly, the engine was a little rough around the edges, and the rest of the game wasn't innovative enough to make it a must-buy for fans of the series. This year, however, that new engine has been improved significantly, and sits at the heart of a game that's stronger than ever, thanks to a host of other improvements across the board.

The core gameplay is unchanged. You start in control of your chosen club as the pre-season kicks off, and then have to set about managing your squad through the upcoming seasons. First off you have the option of watching your squad play a training match so you get a handle on both the players and, if you're new to the game, the match day controls and nuances. Your assistant manager helps via useful pop-ups to guide you through the nuances of player interaction, and can even pick your team and set the formation for you if you're feeling a little lost.


While there is nothing quite as major as a new engine in this year's game, there are plenty of refinements to every area of Football Manager 2010. The most obvious upgrade is the game's overview screen, which brings together your news feeds, in-game mail, upcoming fixtures, league tables, transfer information, and a summary of your current squad status. This is a vast improvement over previous home screens, which traditionally focused on your mailbox. The old mailbox still exists as your hub of interaction for much of the game, providing your means of interaction with your fans, management, players, and the press, and is little changed from previous iterations.

The help and assistant-management systems have also been improved. The game is more approachable for new players, while those who are familiar with the series can become more involved than ever before. This is no mean feat given the absurd depth that the series is known for, and it makes the game stand apart from its competition. The help system also makes it easier to appreciate this depth. You have a wide range of backroom staff to call on, and your assistant manager tells you where there are gaps in your staff so you can hire the right people if you feel you need it. These staff members help guide you through the nuances of your squad in a manner that will be much more natural to newcomers than poring through tables of statistics, but those people who live for statistics can do without many of them, leaving more money to be spent on players.

Thankfully, you don't need to spend time concerning yourself with this level of detail if you don't want to. If you elect to manage Chelsea with their full skilled backroom setup, you'll end up with a very different set of challenges than you would managing a troubled, struggling Championship side such as Newcastle. Further help comes in the form of an improved transfer and scouting system. You scout for players in much the same way as before, but the way that individual player reports are presented makes all the information much clearer. This allows you to make an informed choice over signings more easily than in previous iterations. As well as making the general experience more satisfying and engaging, it makes it easier for you to delve into unfamiliar leagues or countries.

The 3D match engine that debuted last year has received a new coat of paint and now both looks and plays significantly better than before. Your teams play in a range of venues that all have stands populated with cheering fans. While the improved match engine still looks downright ugly, it doesn't suffer from any of last year's minor glitches, and there is now a range of stadia, complete with fans, that you'll see your teams play in. Football Manager 2010 has also received a significant gameplay addition during matches--you now have the option to change your general tactics on the fly and shout specific instructions from the touchline without going back to the main tactics menu. This can be done on the basis of what you see happening on the pitch, the wealth of statistics you can cluster around the play area, or your assistant's in-game analysis of your team's performance. This makes it more fun and engaging to watch matches play out, because you feel more in control of the way the match is progressing. You can also tell players to switch position via another set of options accessible from the match-day TV view rather than having to go into your main tactics menu to lay out new tactics on your virtual chalk board. The main menu options are still there and are still needed when you want to make mass substitutions or make wholesale tactical changes, but the addition of touchline interaction works very well.

The lack of music or an in-game MP3 player for your own tunes is something of a shame. The amount of time you can spend poring over statistics and watching loading screens would be made much more enjoyable with customisable music, especially since the amount of data presented onscreen does not lend itself to running in windowed mode. The crowd effects could also do with a little more variation; while it's great to hear the crowd cheer at your goals or gasp as you rattle the woodwork, it does seem rather out of place during an intra-squad training game.

Football Manager 2010 is the closest you're likely to come to managing not only the club of your dreams, but almost any professional football club you can imagine be it a Premiership high flier, a new franchise in the MLS, or a team struggling in Japan's second division. While none of this year's additions are revolutionary, they result in a game that adds depth for veteran players while also becoming more accessible for newcomers--it's a great game that's accessible to anyone with the slightest interest in football from any corner of the globe.

The Good

  • Compelling gameplay
  • Astonishing breadth of players, staff, and teams
  • Improved match engine
  • Clearer backroom staff advice
  • Option to change tactics from the touchline is great.

The Bad

  • Match engine is still ugly
  • Audio options are limited.

Information:

Saturday, October 24, 2009

Borderlands Updated Hands-On - High-Level Gameplay


Borderlands is the upcoming first-person shooter/role-playing hybrid game from Texas-based studio Gearbox. It puts you in the role of a freelance bounty hunter in search of the treasure hidden in an ancient vault on a mostly deserted mining planet.

But as you make your way through the world of Pandora, recovering more-powerful weapons and gaining experience levels by fighting off scavengers and the local wildlife, you come to understand that the job you're on isn't going to be as simple as waltzing right into the vault and walking off with the goods--and that you're not just up against a few crazy bandits, either.

We had a chance to hunker down with some of the later parts of the game and have much to report, but please be advised that this story may contain minor spoilers.


  • 2K Games
  • Gearbox Software
  • Sci-Fi First-Person
  • ESRB: Mature
  • Release: Oct 26, 2009