Showing posts with label trailers. Show all posts
Showing posts with label trailers. Show all posts

Monday, August 27, 2012

Resident Evil 6: The War on Bio-Terror

Demos are tricky things. Though certainly better than only watching trailers, or agonizing over the smallest details in screenshots, demos only give you a small slice of an experience. They lack the context of previous gameplay or story to fully demonstrate a game’s potential.

Resident Evil 6 has certainly suffered from that problem. A premature and poorly constructed E3/Dragon’s Dogma demo exposed the game’s weaknesses in all the worst places. A startling lack of quality made it easy to start drawing conclusions about the game. Would the camera get better? Would screen-tearing constantly be a problem? Would Leon Kennedy be robbed of action? Would Jake Muller and Chris Redfield not benefit from slower moments that allow for a proper ebb and flow of tension?

We’ve now had the chance to spend about 15 hours with Resident Evil 6, completing approximately half of the three lead campaigns featuring Leon, Chris and Jake. That time not only reinforces some of our impressions (be sure to read them) based on the second, much-improved round of Comic-Con demos, but allowed us a glimpse at new functionality, new storyline elements and new design elements in general. What follows are three new video previews detailing our thoughts, plus a variety of other notes.

Be warned: There are some spoilers ahead, particularly in the video previews. Nothing huge, but we know some of you care about that sort of thing.

Leon Kennedy's Campaign

Think Leon's campaign is just about a slow crawl through Tall Oaks University? Not quite.

Chris's Campaign

Are you a recent convert to the world of Resident Evil? Are you a big fan of RE 5? You'll definitely want to pay attention to Chris Redfield's campaign.

Jake's Campaign

Leon and Chris are easily two of the most iconic characters in RE lore, but Capcom sough to add a new face to the mix this time around. Let's take a look at Jake's storyline, which pairs this newcomer with RE 2's Sherry Birkin.

The Campaigns

We cover a lot of different details between the three video previews above, but there's even more to say about how Resident Evil 6 tells its story. What's probably most important is that while all three campaigns share similar control schemes, and feature pairs of characters fighting bio-terror across the globe, they have their distinct tones and in their own way feel like their own complete experience.

Leon's campaign definitely takes on a darker, slower tone that does feel similar to Resident Evil 4. With its emphasis on BSAA action, and plenty of battling in the broad daylight, Chris Redfield's story does call back strongly to Resident Evil 5. Finally, Jake Muller's arc is based more on tension than horror, as Jake and Sherry are constantly being chased by the Ustanak. Although all campaigns have some tonal overlaps - there's plenty of high action for Leon and some slower, creepier moments for Chris - they do stand apart all the same.

Expect plenty of Resident Evil's signature traits as well - both good and bad. This is B-movie horror at its finest, with some cringe-worthy dialogue, obtuse main characters and a large, generic supporting cast waiting to be slaughtered. Yet as any B-horror movie fan will tell you, that's part of the fun. Every so often the game attempts to take itself seriously, with mixed results, but by and large Resident Evil 6 is attempting to be everything that any Resident Evil fan would want. So far, with about a dozen hours spent between all three campaigns, Capcom appears to be succeeding.

Playing With Skill

For many years, Resident Evil has wrestled with how players should handle things like inventory, ammo scarcity and character evolution. With solutions ranging from briefcases to storage bins to upgradeable weapons and mysterious merchants, the past decade has presented many options. Resident Evil 6 tries to walk a fine line between everything.

So far it appears as though Capcom has opted for an upgrade system that focuses on the actual characters, not weapons. Likewise, the stores - merchant or otherwise - are gone, replaced by a skill point system that is accessible from the game's main menu, or between chapters. Points are found during the campaigns themselves, picked up as random drops from fallen enemies or in random treasure chests. More difficult enemies will drop thousands of points, while more common ones will typically drop 50-100 points, if they're not leaving ammunition or herbs behind.

The upgrade system can affect everything from the effectiveness of melee attacks to gun recoil to the likelihood of certain types of ammo drops. Once purchased, these upgrades (some of which have multiple levels to buy) can be placed into one of three slots, which affect all characters regardless of campaign. In other words, if you decide you want to exit from Leon's campaign to make some progress in Chris's, you'll want to check your skill set to make sure it's appropriate for that specific campaign. What you select can definitely make a difference.

Herbs and Ammo

A few other details stood out to us during our time with Resident Evil 6. The herb system is particularly different, as it not only focuses on what types of herbs you have, but rewards you for risking your character's health.

Herbs are no longer something that can be instantly consumed. They must be converted into pills before your character can use them to recover one of your six health blocks. Typically one green herb yields one pill, but waiting until you have two, and combining them when you convert, will yield three. Better yet, combining a red and green will yield six. So the game rewards you for taking risks, for holding your herbs rather than pushing to have them available. It's a small detail, but occasionally you'll find yourself strongly weighing whether to enter a room fully equipped, or risk having to scramble in the hopes of finding some extra herbs and profiting from that patience.

Ammunition is also an unusual commodity this time around. Resident Evil 5 was well known for providing ample amounts of ammo, particularly before major confrontations. This time around Capcom isn't quite so generous. Though it's certainly not as punishing as some of the older games, Resident Evil 6 often holds back on the bullets, particularly because enemies frequently drop skill points instead of usable commodities. Careful item management is definitely something worth considering. In fact there were several points where we let our partners do some of the work for us, or restricted ourselves to melee attacks to conserve ammo for another battle. It was strange to feel the need to do these things - but very much welcome.

This limited stock of ammunition does lead to a few bumps, where you simply must shoot something to progress, and little will happen until you do. If your guns aren't loaded, prepare for some rather awkward gaps in action until you do. This type of situation doesn't happen often, and in some ways it's a reasonable price to pay for the thrill of having limited resources.

The Battle Continues

Even a dozen hours in, we know we've only scratched the surface of what Resident Evil 6 has to offer. Capcom is almost literally crafting four games in one. While each is estimated to be shorter than previous entries in the series, the sum of the parts is one massive adventure. Better than that - our early fears have been put to rest, as the more time we spend in Tall Oaks, Europe and China, the more the experience grows on us. Capcom is still taking a variety of risks here. Not all of them will pay off. Yet somehow that's always been the story of the Resident Evil series. If we have to take a few weird moments alongside our epic horror show, we'll gladly do it.

We're just over a month away from the release of Resident Evil 6. Stay tuned for more and more coverage of the game and its legacy as the days count down.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


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Friday, August 17, 2012

Stallone vs Schwarzenegger: Battle of the Trailers

With cinema’s greatest action heroes going toe-to-toe in The Expendables 2 this week, the powers that be decided it would be a good time to launch the trailers of two action movies starring the two biggest stars of them all last night.

Bullet to the Head is an ‘80s action throwback that stars Sylvester Stallone, while The Last Stand is an '80s action throwback that stars Arnold Schwarzenegger.

So with these two long-time rivals going head-to-head, we thought we’d pit their trailers against each other in a winner-takes-all deathmatch. So read on to find out if Sly or Arnie comes out the other side victorious.

THE PLOT

Bullet to the Head

Sylvester Stallone stars as a New Orleans hit-man who teams up with a New York City cop to bring down the killers of their respective partners.

The Last Stand

Arnold Schwarzenegger plays a small-town sheriff who is forced to put his life on the line when a drug-lord enters his jurisdiction while making a break for the border.

THE ACTION

Bullet to the Head

The trailer kicks off with a near-naked Stallone – save for a pair of boxer shorts – kicking the proverbial out of someone poor unfortunate soul in what looks like a bath-house. There follows several montages of quick-fire punch-ups and bodies falling from tall buildings alongside shots of cars blowing up. Lots of shots of cars blowing up.

The Last Stand

Arnie’s film kicks off with a spectacular car stunt involving lots of guns and bullets and continues in this vein, with The Last Stand clearly featuring more than its fair share of car chases, including one involving a school bus. Schwarzenegger himself gets thrown through a door before putting the beat down on one of the baddies, and it concludes with the money shot – Arnie firing a shotgun with purpose, Terminator-style.

THE DIALOGUE

Bullet to the Head

Stallone does tough: “You know who I am? A problem solver. I take out the trash.”

Stallone does racist: “What are you going to do – bring out some kung fu from the homeland?”

Stallone makes a threat: “I swear to you when I get this guy, it’s going to be bad.”

Stallone does funny: “Are we gonna fight, or are you planning on boring me to death?”

The Last Stand

Schwarzenegger gets it wrong: “It’s my day off – should be a quiet weekend.”

Schwarzenegger does serious: “I’ve seen enough blood and death – I know what’s coming.”

Schwarzenegger makes a threat: I’m not going to let that guy come through our town without a fight.”

Schwarzenegger does funny: “How are you sheriff?” “Old!”

THE CO-STARS

Bullet to the Head

Christian Slater, looking like he’s about to get a bullet to the head.

The Last Stand

Johnny Knoxville, looking like he’s channelling his character from The Ringer.

THE STARS

Bullet to the Head

Stallone is looking as tough as he’s ever been in Bullet to the Head, cracking bones and gags with the effortlessness of an experienced pro. Judging from the top-less brawl he’s still in good shape, while the tag-line reads ‘Revenge never gets old,' and from this trailer it appears that neither does Sly.

The Last Stand

Schwarzenegger is looking a little creaky in this one, although that might be because the trailer plays upon his aging sheriff enjoying the quiet life in a small town. That said, once he gets that murderous look in his eye and starts shooting the place up to protect his patch, it’s a bullet-ridden joy to behold.

THE WINNER

Got to be Bullet to the Head, with Sly’s vengeful hit-man narrowly defeating Arnie’s aging law-man on the anticipation front. But that’s just our opinion - let us know in the poll below which trailer you like best, and look out for The Last Stand in cinemas next January and Bullet in Feb.

Chris Tilly is the Entertainment Editor for IGN and hopes Arnie doesn't read. His idle chit-chat can be found on both Twitter and MyIGN.


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Friday, August 3, 2012

The Expendables 2 Videogame Review

When you and your bros go to watch The Expendables 2, the goofy Willis/Schwarzenegger/Van Damme trailers will have prepped you for what to expect: explosions, one-liners and cheese. When you go to play The Expendables 2 Videogame, the goofy title screen with its low-res text and lackluster animations will have prepped you for what to expect: explosions, a Stallone sound-a-like, and a four-player shooter that's just mediocre.

Through four chapters packing drop-in/drop-out online/offline co-op, The Expendables 2 casts you in the roles made famous by Sly Stallone, Jet Li, Terry Crews and Dolph Lundgren. Each character has a different armament (a pistol, SMG, shotgun and sniper rifle, respectively), and it's up to you to take them from Point A to Point B killing everything that moves (also known as enemies who are all dressed the same).

The Expendables 2 just doesn't click as a package.

It's your standard top-down arcade shooter. Rather than picking up power-ups, you pick up AKs and rocket launchers. There are collectable Expendables icons that fill in a meter and let you pull off Signature Kills, where the camera zooms in and shows your character impressively slitting a throat or blowing a dude away from pointblank range. Sometimes, you climb in a helicopter and shoot at ground troops via an onscreen reticle.

And then, you repeat this. Over and over again. If you're just looking to blow stuff up, it isn't a bad time; it just isn't an impressive time. The voice acting will make you chuckle (though Crews and Lundren lend their pipes), the story is non-existent, and the action turns to chaos in huge fights. Whereas Dead Nation and other top-down shooters put a laser sight on every weapon, The Expendables 2 doesn't. Stallone's shots just fly off into the distance; they're helped towards enemies in that direction, but picking off enemies on top of train cars and in elevated towers can be troublesome when you're on the ground.

However, that's really only an issue if you're playing on the Hardcore difficulty. Casual difficulty is nerfed to the point that I'd just run into the middle of enemy groups and start meleeing without a care in the world. On Hardcore, you're taken down quickly if you don't use cover, but taking cover feels weird in a run and gun arcade shooter.

The carrot on the end of the stick is that The Expendables 2 gets easier as you play. You kill stuff and earn XP that you can spend on upgrades for your weapons and attributes; but even these are basic and unsexy. If you want to throw an additional $3 into the game, you can max out all the characters before you even fire your first shot.

In-game, The Expendables 2 looks fine -- it's a bit barren when it comes to environments and textures -- but the general package and ambiance feels so cheap. All the fonts used for text in this game are jaggy, and the menu system has no flair. This is the most rudimentary looking game in terms of presentation I've played in my 5 and a half years at IGN.


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