Showing posts with label october. Show all posts
Showing posts with label october. Show all posts

Thursday, August 23, 2012

Revisiting Resident Evil 3: Nemesis

Resident Evil 6's October release date is now only a month and a half away, so we're ramping up our project to replay all of the company's older efforts in storyline order. We first looked back at Resident Evil Zero in April, and in May we replayed the original 1996 adventure via its 2002 GameCube remake. Last month, we returned to Raccoon City by revisiting Resident Evil 2. Now it's time for Resident Evil 3: Nemesis.

Meeting your Worst Nightmare

As the first and only numbered Resident Evil sequel to have a subtitle attached to its name, everyone knew going into this third PlayStation adventure that something about "Nemesis" was going to be critically important to the game. Capcom made it even more obvious by placing the hulking, nightmare-inducing beast front and center on the game's packaging – the Nemesis was your enemy. Your singular foe. The villain so overwhelming that the entire duration of this latest RE title would be spent trying to take him down – or, more likely, just running away in abject terror.

It was a defining design decision that Capcom made, and it worked beautifully. Whereas the terror in the first two Resident Evil games was mostly centered on the hundreds of zombies lurking around every corner of the Mansion and the Raccoon City streets, Resident Evil 3 totally refocused its fright factor by building up this one, relentless, nearly omnipresent creature. The Nemesis was the most powerful zombie ever – he just couldn't be killed. And even worse than that immortality was the fact that he broke so many rules.

Survival horror games are meant to be scary, of course, and players know to prepare for shocks and surprises going in – but there's still a kind of comfort to be had in the knowledge of how most of these enemies are going to behave. The Nemesis, though, took even those small comforts away. He could run just as fast as your character, which broke the rule of zombies being slow and giving you time to react. He could assault you from afar with a rocket launcher, which broke the rule of zombies only being able to hurt you in close quarters. Worst of all, he could follow you through doors. That broken rule was the hardest of all to handle. We never knew how much we relied on the simple technical boundaries of loading screens protecting us from attacks until that first time we leapt through a nearby door, tried to catch our breath, and then saw the Nemesis come charging straight through to continue his hunt for "STAAAAAAARRRRRSSSSS!"

Frying Pan, or Fire?

Run-ins with the iconically scary Nemesis happened continuously throughout Resident Evil 3, as just when you thought you left him behind he'd pop up again at the most inconvenient time, in the most inconvenient place, to once again try to eat your brain. Capcom took the opportunity of these unique encounters to do something new with gameplay. You wouldn't just walk into a room and find the Nemesis sitting around waiting to battle you again – instead, you almost always got a choice of how to react to his appearances.

Called the "Live Selection" system, the game would briefly freeze and flash in black and white at these critical moments, then give you a quick on-screen choice between two alternative actions. Would you rather stand and fight, or turn and run? Would you like to go left, or go right? Memories of old Choose Your Own Adventure books and even the classic Dragon's Lair arcade game might have occurred to some players, except none of us really had the time to sit and think – because if you didn't pick an option within just a few seconds, the game would decide that your indecisiveness must be punished. Usually by Jill getting seriously hurt, or even instantly killed.

The RE series has never again used this specific type of reaction mechanic, but from a certain perspective, it could be seen as a precursor to the fast-button-input Quick Time Events that began to appear later on in Resident Evil 4.

The Mercenaries

Another way Resident Evil 3 paved the way for its subsequent sequels was with its introduction of a new minigame called "The Mercenaries - Operation: Mad Jackal." Fans of the franchise will recognize the name, as a shortened version – just "The Mercenaries" – was used for minigames in both Resident Evil 4 and 5. It even got spun-off into its own standalone retail release with last year's Resident Evil: The Mercenaries 3D for Nintendo's 3DS.

Those later versions and their focus on taking down tons of zombies to rack up high scores have little in common with RE3's original version, though, as Operation: Mad Jackal was more of a time attack game. You'd pick to play as one of three commando characters from the game's main storyline – Carlos, Mikhail or Nicholai – and try to make it from one starting point to an end goal in another part of Raccoon City in just two minutes. Running straight there was impossible, though – you'd always run out of time. So along the way you'd have to take down zombies and assist uninfected survivors to score time bonuses, extending the countdown and giving you enough extra seconds to make it to the finish line.

Gameplay Refinements

As the third and final Resident Evil title for the original PlayStation, RE3 represented the pinnacle of the series' design on its originating platform. Its foundations were firmly the same as RE1 and 2 – the same tank-like control scheme, pre-rendered backgrounds and all the rest of the series' hallmarks were found here once again. But lots of little tweaks and upgrades made the cut for this final PSone outing.

You could activate a new dodge maneuver to avoid zombie attacks, using proper timing to sidestep their hungry lunges and save yourself the trouble of having to use up quite so many Green Herbs. You could walk up and down staircases without needing to press an action button to do so – an improvement that greatly benefited the game's overall flow. And, crucially, you could now execute fast, 180-degree turns on the spot. Capcom had actually first introduced that little move in the RE-esque Dino Crisis, but it proved to be truly invaluable with the Nemesis hot on your heels through Raccoon City.

Oh, and then there was the gunpowder. For some reason, Resident Evil 3 went nuts for gunpowder. You didn't really upgrade your weapons much in this one – instead you'd find all sorts of gunpowder containers all over the city and you'd mix them together to create better and better ammunition. It was another unique addition to the series, but also another one that hasn't ever been used again.

The Impact of Nemesis

That's the thing about Resident Evil 3: Nemesis – it's arguably the most unique and individual of all the numbered RE games. We've tried to pin down the potential impact of each installment on the new RE6 with each of these articles, but with Nemesis it's a question mark. So many of its elements seem destined to stay locked into just this one game – the focus on a singular foe, the "Live Selection" choices, the gunpowder mixing. If anything, the thing that will probably carry forward into 6 will be the ridiculously impractical costumes for our playable heroes – have you seen the tube top and mini-skirt they stuck Jill in for this game?

If you want to go back and experience Nemesis for yourself before RE6 arrives, you've got just about the same array of options as you did for RE2. There's the original PlayStation release from 1999. Then there's a series of ports to PC, to the Dreamcast and to the GameCube – though the Cube version didn't exactly find many fans thanks to its inflated pricetag back in 2003. PlayStation Network's also got it up for download, for all you PS3 and PSP owners out there. But we'll end by reitirating the same sentiment from last time – Capcom, we'd love a modern remake of this adventure at some point. Surely you're not too scared to bring back the Nemesis, right?

Lucas M. Thomas still plays Resident Evil games with the lights on. You're not going to change his mind about that. Join him on his IGN blog and Twitter.


Source : feeds[dot]ign[dot]com

Monday, August 13, 2012

Paper Mario: Sticker Star, Professor Layton Miracle Mask Release Dates

Nintendo has announced release dates for the 3DS and DS fall line-up. First up is Art Academy: Lessons for Everyone on October 1st, followed by Professor Layton and the Miracle Mask on October 28th and Paper Mario: Sticker Star on November 11th.

Release dates were also revealed for Crosswords Plus, Freakyforms Deluxe and more, as seen on the release calendar below:

  • Art Academy: Lessons for Everyone - October 1st
  • Crosswords Plus - October 1st
  • Sparkle Snapshots 3D - October 18th
  • Skylanders Giants - October 21st
  • Style Savvy: Trendsetters - October 22nd
  • Professor Layton and the Miracle Mask - October 28th
  • Freakyforms Deluxe: Your Creations, Alive - November 5th
  • Paper Mario: Sticker Star - November 11th
  • Epic Mickey: Power of Illusion - November 18th
  • Sonic and All-Stars Racing Transformed - November 20th

Titles without concrete release dates include FIFA 13 in September, Angry Birds Trilogy in October, Scribblenauts Unlimited this holiday and Rayman Origins in the third quarter of 2012. A complete list of planned titles for 3DS and DS - including Imagine Babyz and more - can be found on Nintendo’s full release calendar.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Thursday, August 9, 2012

New Skyfall Posters

A series of international character one-sheets have been revealed for the upcoming James Bond movie Skyfall. Check 'em out:

Skyfall opens in the UK on October 26 and stateside November 9. It hits Australia on November 22.


Source : feeds[dot]ign[dot]com

Relaunching Deadpool: What's Next for the Merc with a Mouth?

So far, Marvel has revealed the books that will be comprising the Marvel NOW! relaunch in the months of October and November. One thing we've noticed is that most of these relaunched series feature a familiar group of writers -- big names like Matt Fraction, Rick Remender, and Jonathan Hickman. With the new Deadpool series however, Marvel has shown a willingness to look outside the usual talent pool. The newest book to star the Merc With a Mouth will be penned by comedians/writers Brian Posehn and Gerry Duggan, with Tony Moore providing pencils.

The new creative team are clearly focusing on comedy. The first arc sees Deadpool take on a mission from S.H.I.E.L.D. and do battle with zombie versions of America's Presidents. We knew this mercenary was always fond of dead presidents, but not quite so literally.

We sat down with all three creators to learn more about how they landed the assignment, what they have planned for Deadpool, and the challenges of transitioning from comedy writing to superhero comics.

IGN Comics: Gerry and Brian, can you talk a little about your history with comics in general and Deadpool in particular?

Gerry Duggan: We met at a comic shop, actually. Around ten years ago now, around the back issue bin. Obviously we were both lifelong Marvel fans up to that point. Deadpool has always occupied that space of action and comedy that doesn't exist elsewhere in comics. I think that's why he resonated with us.

Brian Posehn: Yeah, he was kind of the obvious choice for us. We both can be serious too, and we've talked about writing a more serious book down the line, but it felt like the way to get the foot in the door was to do the thing that we're both good at. And Deadpool is really the only game in town where you can do both things that we enjoy doing – tell an action story but also have the main character be a smart-ass.

IGN: You guys did the mini-series The Last Christmas together. Did Marvel approach the two of you together from the beginning, or was it one and then the other came into the picture later?

Posehn: Well, this whole thing would never have happened if it weren't for Comic-Con, probably. In any situation where you get something going, it's all about who you know, and this really came from that. Hanging out with Axel [Alonso]. Meeting Axel through Rick Remender. And Remender, who's our biggest cheerleader, going, “These guys are funny. These guys love comics. These guys should be writing.” It originally started with the idea that we were just going to do a special. But with Marvel kind of reevaluating their books, they realized they don't really want to do specials anymore. Then we were on the back-burner for a while. But we've been talking about doing something with them for a couple of years now. But the seed was at Comic-Con, right, Gerry?

Duggan: Yeah. Once Rick made that introduction, it was easy to grab drinks outside of Comic-Con and talk about fun stuff. Deadpool had always sort of bubbled to the surface. We've had a couple of ideas that have been “no's,” and they've been right to say no in editorial. But there have been a lot more “yes's.” I think we're doing a really fun Marvel book. I've seen some of the reaction to the teaser has been wary of comedy. Yes, Brian is obviously a very visible comedian. But we're really approaching this as a Marvel book. This is a big action story that hopefully has some laughs as you're turning the page and is something that you're going to look at extra long. There's stuff in there, too, that Tony is doing that's really special. He's really making the story shine with his pages.

Tony Moore: I think where Brian and Gerry really knocked it out of the park is that they built the whole story on this premise that's so bizarre that I honestly don't know how it ever got approved. [laughs] It's funnier than it really should be. But it's so good. I'm so excited that Marvel is rolling with it. It just seems like one of those ideas where, on any other planet, it would have been turned down, almost before they got to the end of the sentence.

Duggan: [laughs] “What else have you got?”

Posehn: Gerry's a great writer, if you've read Infinite Horizon. If you've read that, you know that he comes more from a story world. I love that too, and for us, that was way more important to come up with good stories and cool things that we can do for five issues and draw people in. And when we're putting words in bubbles, I can make Deadpool say some silly stuff. But that sort of takes a back seat to telling a good story, really.

Moore: Besides the absurd premise that they've got, they also have some really great character moments in there that get inside everybody's heads pretty quickly so you can have some emotional stakes with these guys. They're really telling some good stuff.

Posehn: Even with our first comic, The Last Christmas, it was really the idea that was the most important thing – telling this story and then the silly stuff is gravy.

Duggan: And the thing, too, that I think was a balancing act – and Jordan [White] had a lot to do with this and Tony, obviously – was the tone of the story. It's an action/comedy, but I would say the DNA is in Big Trouble in Little China and Ghostbusters and those sorts of things where the stakes are high and these are real threats. If Deadpool can't get the job done, this country is done. There are big threats. And by the way, the way these Presidents are drawn – they're very menacing. Being able to draw something really interesting with some menace is sort of Tony's fastball. But he's also got the ability to render a joke and make that work. And not everyone can do that. At least looking at the first couple issues of art, I think we're making a comic that we would buy ourselves and put it at the top of our pull lists.

Posehn: Yeah, absolutely. We feel very lucky to do it. There's a reason we worked with Tony again. He did a cover for us on The Last Christmas. We're obviously big fans, and we're actually friends too, but he was an easy first call. Of course he's what we want.

Duggan: And hopefully America is good and sick of politics. Hopefully you won't mind seeing some of the former pillars of society and government come back with some very bad intentions.

IGN: Staying on the subject of the art for a minute, Tony, a lot of your recent work has been on books like Venom and Frankencastle -- the darker, more sinister types of books. Is your art style changing much as you shift into this series?

Moore: Not incredibly so. The basics are all still the same. I do feel a lot more relaxed with this book since it's not quite so morose as some of the other stuff, especially the work I did on Venom. That got pretty dark. This is a little more freewheeling, and I feel like my cartooning has loosened up a bit. It's made for some fresher art. I'm really happy with the way things have gone. It's a more relaxing kind of cartooning than I've been able to enjoy in a long time, so I'm pleased with the way everything has gone.

Duggan: Now might be a good time to point out that when this runs, you'll see some art that shows the tweaks he did to the costume. [Editor's Note: See the cover to Deadpool #1 above.] It's really costume. And they're subtle. You'll look at it and know that it's Deadpool, but it's a new Deadpool that really looks great.

Posehn: Less pouches.

Duggan: Less pouches and less weird, tech-y gear, but more versatile sort of, “Hey, you know what? Those are magazines. Those are clips.” You get the sense that he can reach behind his back and pull out either a frying pan or a shotgun. It looks great.

Moore: The idea was to take what was there and kind of streamline it a little bit and tweak it enough that it felt like a new beginning. And then keep the icon intact as much as I could, but try to have it make a little more sense so that I can really wrap my head around it when I have to draw it.


Source : feeds[dot]ign[dot]com

Wednesday, August 1, 2012

Pokémon Black 2 and White 2: Something Old, Something New

We're about two months away from the October 7 launch of Pokémon Black 2 and White 2, the first numbered sequels in Pokémon history. While I’ve been messing around with the Japanese version of Black 2 since late June, I recently had the opportunity to see the North American version in action. From what I’ve seen, PokéFans should be excited.

Here’s what I found out… but beware, minor spoilers follow. If you want to go into the game knowing absolutely nothing about what’s new or what to expect, your ride ends here - and you’d do well to avoid the Internet for the next two months.

Picking Up Where Black/White Left Off

As we already knew, Black 2 and White 2 takes place two years after the events in Black and White. You begin your journey in Aspertia City, on the opposite side of the Unova region - and quite a bit has changed. The part I went hands-on with at the demo was from the beginning of the game, right after running into a couple of familiar faces from Black and White - Bianca and Cheren. Bianca, who gives you your starting monster, is now Professor Juniper’s assistant, and Cheren is the first gym leader you must conquer.

Leave that low level Purrloin alone, you big jerks!

Without giving away anything past the game’s outset, it looks like Team Plasma is back to its old tricks, but this time without N’s leadership to guide them. Reassembled as a band of pirates rather than knights, their ultimate goal is to fulfill a Unova prophecy by finding Kyurem and joining it with Reshiram and Zekrom. As you’d expect from direct sequels, Black 2 and White 2 feel very much like a continuation of the same thought process as Black and White, but with a brand new adventure to battle your way through and some well-done adjustments and additions (which I’ll get to in a bit).

A Link to the Past

Like all Pokémon games, Black 2 and White 2 are designed with accessibility in mind, so even people who’ve never thrown a Poké Ball in their life can jump right in. Even so, BW2 include some incredible nods to the past, most notably the Pokémon World Tournament. Here, trainers will have the chance to go up against every single gym leader, Elite 4 member and Pokémon Champion from all the core games. From Brock and Misty to Cynthia and beyond, they’re all here and ready to put your monsters to the test once more. While I didn’t get the chance to try the tournament for myself, as someone who’s played all of the games since the beginning, I’m terribly excited to finally have a quick, easy way to battle all my favorite gym leaders and so on from games past.

What happened to N?! Only one way to find out...

It was also revealed during my demo that those who played through the  original Black and White will be amply rewarded via Memory Link. This new system allows you to transfer over your save data from the original games for the purpose of unlocking special vignettes that tell the story of what happened between these two sets of games. Want to know what befell N and other juicy character details? If you played Black or White, the answers await you in this new adventure. The further you made it in the game (for instance, whether you just completed a few gyms, beat the Elite 4, or went the whole nine yards and tracked down all Seven Sages), the more vignettes you’ll unlock - a great incentive to finish Black or White before the October release date.

If You Can’t Beat ‘Em, Join ‘Em

A few other new additions that were on display include an area called Join Avenue. The person who runs the place is apparently in over his head, and has asked you to take over as manager and help bring the building to life by populating it with merchants and customers. You do this by inviting people you’ve battled against, traded with or met via Tag Mode to join in on your little social experiment. The more people you meet the livelier the place will become, and the more you’ll be able to upgrade the variety of shops that pop up, which sell all manner of cool items you can’t get anywhere else in the game.

That better be one tasty dinner for that price.

The game has also added a new feature to the Pokédex called Habitat mode. This addition allows you to see which Pokémon you can catch in each section of the map, designating which ones you’ve caught and giving you a stamp for nabbing all the monsters in a given area. This should prove a useful tool for those on the prowl to catch all 649 monsters - as well as those who are just to eager to finally catch an Eevee in the wild for the first time. In-game achievements in the form of medals will also be rewarded to Poké Masters who reach certain goals, from catching a certain number of monsters to saving often to beating the Elite Four.

While I only went hands-on with a very early segment of this new adventure, which I'd actually already played through on the Japanese version, what I was shown from later in the game has me pretty jazzed to get my hands on the English version. If it is indeed an improvement over the exceptionally well-made Black and White, it's safe to say we can expect great things from this Poké sequel.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com