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Battlefiled 3 Multiplayer

JETS, CONQUEST, MULTIPLAYER GAMEPLAY

Game Feast

NEC BIRMININGHAM 16-18 Sept 2011

G.V.C

is all about gaming, From Gameplay, Multiplayer, To DLC... If you want to watch one of our LIVE gameplay streams, or Multiplayer matchs. THEN CLICK HERE!

Gears Of War 3

All The Info on the Final part of the trilogy

Deus Ex: Human Revolution

We got our hands on a preview build of the game, has Edios montreal done a good job, or have they gone down the road of another FPS?

Archive for February 2011



Nearly a decade in the making, the third installment of Capcom's wish fulfilment fighting series is finally upon us. The game in which the likes of Street Fighter's Ryu, Darkstalker's Morrigan and the supporting cast of the Megaman series face off against The X-Men, The Avenger's and everything in between.


Choose your reserve team...


The roster has always been the main draw and Capcom have excelled themselves once again with a great selection of fighters. There are some noticeable omissions (Cable, Venom, Megaman, M.Bison, Guile, Ken) but these are balanced out by some truly awesome newcomers like Dante from Devil May Cry and Marvel's resident 'merc with a mouth', Deadpool. Elsewhere, there is the mouth watering combination of Wesker and Chris Redfield who are satisfying despite there Resi 5 incarnations. All in all, MVC3's fighters are versatile and balanced, the leaner roster cutting out some of the recycled move sets found in the last game.




"Looks like it's sexy Vs. stylish."


The best thing about the Marvel Vs. Capcom games is it's painstaking attention to detail and flawless presentation. In terms of visuals and sound design, MVC3 represents the absolute pinnacle of the Capcom fighting experience; brash, colourful, smooth as the Silver Surfer's board.
Basically a high def polish of the Capcom Vs. Tatsunoko engine, the beautiful cel shaded visuals work great, adding a genuine comic book feel to the fisticuffs. The fighters themselves are pitch perfect representations of their modern incarnations and each one has a multitude of cool, often hilarious soundbites that make them a joy to play. Amidst all the cries of 'HULK SMASH!', 'UNI BEAM!' and 'WEB-SWING!', there's the cocky wisecracks of Dante, the pantomime villainy of Wesker and the sheer insanity of Deadpool, a character that, much like in the comics, players will either fall in love with or hate with a passion because he simply never shuts up (personally, I think he's hilarious and I love him). There is just so much going on that it's almost impossible not to be charmed, whether it's the familiar voices of the X-Men, the Downey Jnr sound alike Iron Man or the cute little howls of Ameterasu, if MVC3 is anything, it's a sumptuous feast for the eyes and ears.



"This is a hyper combo"


Of course, all the visual splendour in the world is for nought if the basic fight mechanics are garbage, luckily Capcom have crafted another solid fighter that's appealing to newcomers and pros alike.
Again taking cues from the Wii-based Tatsunoko crossover, MVC3 features simple gradient attack buttons and one special button, as oppose to the limb based layout of standard fighters. It seems like child's play at first, with many of the flashier moves and simpler combos being pulled off with the greatest of ease, but there is a depth present that is so hidden that many wont notice it, there are some punishing combos in every fighters moves list that require real skill to pull off.
A controversial choice from Capcom is the inclusion of a simpler control system alongside the standard inputs. Put simply, with the 'simple' controls enabled, it's possible for a brain damaged chimpanzee to take down Galactus with some non-descript mashes of the controller. It's a feature that will be relatively useless to all but the most inexperienced and casual of players but it's presence at least adds an element of variety that is sorely lacking elsewhere...



"You saved the earth..."


Capcom's last major beat em up title was Super Street Fighter IV and while this was a seemingly robust package, it lacked a lot of modes and features (survival, time attack etc.) that have become par for the course in the beat em up genre and sadly, Marvel Vs. Capcom 3 has even less content than SSFIV. Solo players have the brief but challenging arcade mode to clear and a collection of missions (similar to SFIV's trial modes), but that's about it. Multiplayer meanwhile, offers straight up versus which, at this early stage, is let down by frequent matchmaking issues.

Overall, Marvel Vs. Capcom 3 is a spectacular experience, with excellent presentation and bucket loads of fan service, it's a game as enjoyable to watch as it is to play. Unfortunately, the game has a sting in it's tail in the form of its threadbare content, something that Capcom will hopefully remedy in the future, otherwise is hard to see MVC3 enduring as long as it's predecessor  

 


This generation has produced some truly great racers, with Burnout Paradise pioneering DLC with it's generous helpings of free content and Project Gothams 3 and 4 perfecting arcade thrills. More recently, the likes of Blur and Split Second have mixed things up by grafting on characteristics from other genres to creating interesting hybrids. Yet despite the over abundance of choice, race fans are always expenctant of what the simulation racer will produce next and late 2010 saw the release of 2 genre behemouths, Forza 3 and GT5. Inherint hostility between console format fans being the way it is, it's only fitting that we take a look at both of these flagship titles and how they hold up against each other.

DRIVING MODEL

Forza 3: Aptly named developers Turn 10 started off with solid driving mechanics and they have tweaked it to near-perfection over the course of three titles. Cornering is key in the world of Forza, throwing a machine round the track can be a hugely satisfying experience if you know exactly how to squeeze past those hairpins. Turn 10 also broke ground in the racing genre with it's hugely customisable difficulty, effectively giving the player the tools make the driving model effortless or unforgiving as they want. However, there is a rigidity to the cars takes the shine of the smooth cornering, suspension is fine but not perfect and some of the cars can feel a tad stiff to control.  

GT5: 'The Real Driving Simulator' is the intimidating subtitle of all Gran Turismo games and by and large, it has never been misleading. The GT series has always been about two things, the visuals and and the driving and GT5 presents a meticulous virtual representation of driving physics. Like (or perhaps because of) Forza, GT5 also has customisable difficulty settings and while they are useful, to play Gran Turismo 5 free from tweaks is to experience an unforgiving world of precise handling and split second decision making.

WINNER= GT5

VISUALS

Forza 3: Much has been said about the differences in power between the PS3 and 360, slings and arrows are exchanged on pretty much every triple A, multi-platform title release. The reality is that any differences are negligible and it is often the case that the skill of the developer and the strength of the engine is the deciding factor. Forza 3 is a beautiful game, realism never coming at the cost of it's warm aesthetic, the machines on display gleam without being glossy and the crisp vistas each track has to offer can often distract from the road.

GT5: 6 years in the making, Gran Turismo 5's construction was an obsessive, painstaking process. Polyphony delaying the project numerous times so that they could tweak to absolute perfection; unfortunately, the finished product is nowhere near the die hard GT fan's wildest dreams. Gran Turismo 5's visuals are breathtaking and on occasion the term 'photo real' can be used without sounding flippant. However, there are some inconsistencies that mar one's enjoyment overall- jagged shadowing effects, bland scenery and a largely non-existent damage model that seems afraid to show it's precious babies banged up, these elements combine to create an uneven graphical feast. 

WINNER= Forza 3

COMMUNITY

Forza 3: This is the area where developers Turn 10 have always had the edge. A ridiculous amount of online features, user created content and a healthy, frequent supply of DLC have been provided for every game in the series and the Third Instalment built upon this with a more streamlined content sharing system and the best matchmaking lobbies in the racing genre.



GT5: Gran Turismo 5 sees Polyphony trying their hand at a multiplayer suite for the first time and the results are, like the visuals, mixed. Some great communacative features are present in the games career mode, everything from photos to created tracks can be shared and cars can be 'gifted' from garages in your friends list. The online lobbies are frequently over complicated and it can take time to find the right race (and get that race started when you're in). These features are still young at this point and Polyphony promises frequent updates, but for now it doesn't represent the pinnacle of community racing.

WINNER= Forza 3

CONTENT


Forza 3: I'ts evident that Forza 3 is going to be a robust package when, on opening the box, you are greeted with an install disc alongside the standard game disc. Turn 10 offers the player a lot of content straight off the bat, with 500+ cars on the disc (plus some premium models in the box as free DLC) and nearly a hundred tracks (including reverse and variation versions), this content would also later be bolstered by frequent digital releases.

GT5: Polyphony met the challenge of Forza by offering their usual gargantuan amount of content on the GT5 disc. Over a thousand cars are present, both in the new car dealership and used dealership (which randomly generates offers as you race) and the 71 tracks on offer feature real world locations like the Top Gear track in Surrey and a painstaking recreation of the Nurburghring, which is in many ways the centrepiece of the game. Shortly after release, Polyphony released a free update that brought with it an extra dealership for those rarer models, as well as new tournaments and races that are updated in generous intervals. Overall, GT5 has a lot to offer and the flow of content doesnt show any signs of slowing.

WINNER: GT5

VERDICT

Well, it's a tie. It's extremely difficult to choose between these 2 franchises, especially when one is enamoured with both in equal measure. 
There is no denying the skill of Turn 10 in crafting a robust racing experience, games that have visual splendor as well as tight gameplay. On the other hand, it's also hard to deny the sheer power of Polyphony's creation, a game spilling over with content, crafted by people whose obsession with automotive racing is actually worrying. If you only have one console, then neither is a clear excuse to change up, if you have the freedom of choice however, simply put, get both.






DEAD SPACE 2 - OFFICIAL SITE

EA SITE

DEAD SPACE 2

Back in 2008, EA made a solemn promise that they would strive to improve the overall quality of their output, changing the face of the studio from a factory line of sports franchises and mediocrity, to a beacon for solid gaming. One of the first titles to be released in the wake of this announcement was Visceral games Dead Space, an immensely enjoyable and atmospheric survival horror that, despite being a Frankenstein of other games of its ilk, managed to have a unique identity all its own.

Now comes the inevitable sequel, in which Visceral and EA attempt to emulate the critical and commercial success of their golden goose. An attempt, Im happy to report, that has been wholly successful. Dead Space 2 doesnt make any dramatic changes to the formula that made the first game so successful, it just refines it and grafts on some extra meat to create a stunning and robust sequel.




STORY

Dead Space 2 kicks off 3 years after the events of the first game, with the player cast once again as the engineer turned necromorph exterminator Isaac Clarke. The most surprising thing about the games opening moments is the sight of Isaacs tired visage and the sound of his gruff voice. These were things kept from us during the entirety of our spell on the Ishimura and it feels good to think of Isaac as something other than the guy in the armoured space suit.

A frantic opening (featuring Isaac trussed up in a straightjacket) throws us into another necromorph outbreak, this time on the Sprawl, a gigantic colony orbiting Saturn. Dazed and confused, Isaac soon comes into contact with would be saviour Daina and escaped mentalist Stross who both attempt to influence his path through the sprawl. The games opening chapters play out in much the same way as the first game; tight corridors, faulty illumination, random necromorph attacks, but things soon escalate as Isaac is tasked with tracking down another marker and stopping the spread of the infestation, all the while fending off the attentions of the necro horde, the Church of Unitology and Isaacs dead girlfriend. There are twists and turns aplenty and in the tradition of modern horror, most characters are dispatched shortly after theyre introduced, leaving the player consistently alone in the dark. The story mode is hugely enjoyable throughout and its an added bonus that Visceral leave breathing room for a third instalment (given the sheer size of the Sprawl, a whole franchise could be borne of this location).




VISUALS & SOUND

About 90% of Dead Spaces success comes from its wonderful atmosphere, this is achieved through the use of some fiendish environmental design and brilliantly cinematic sound. The constant sense of foreboding and dread is almost palpable and throughout Dead Space 2s single player story, this tension never lets up.

Well executed jump scares punctuate your journey through the sprawl, monitors suddenly flutter to life, steam pipes explode, sprinkler systems spring to life and shadows flit in front of Isaac as he creeps around this doomed metropolis. The sound suite is equally important in crafting the scares, whether its the terrifying moans of the enemy, bloodcurdling screams of ill fated sprawl residents or the deafening silence of deep space, Dead Space 2 is a full on sensory assault.

The biggest improvement of this sequel is the dramatic change in setting, re-locating the action from a claustrophobic spaceship to a heavily populated cityscape. Cluttered plazas, shopping centres, toy stores, creepy churches, even creepier nursery schools, the Sprawls horrors are all the more effective because they are grounded in reality (some of the more unsettling sequences see Isaac raiding deserted apartments). There is no big graphical leap in DS2 but it does present a finer version of Viscerals engine, with some spectacular QuickTime events occurring during boss battles and the frequent hull breaches that showcase some impressive particle effects. Overall, Dead Space 2 is a great looking game and a definite visual highlight of this generation.



GAMEPLAY

With its tight over the shoulder perspective and stop-start gunplay lifted straight from games like Resident Evil 4, the first Dead Space game utilised some solid survival horror tenets and the ability to hack the limbs off the blood-thirsty abominations attacking you was a unique mechanic, luckily that system is still in place for the sequel. Elsewhere, the series trademark cinematic set pieces are here in force, swapping out slow burn horror for blockbuster thrills, these scenes are exhilarating and OTT. Ranging from a teeth rattling train crash that leaves our hero hanging upside down, to a brawl with a giant necromorph on the side of a gunship, these action beats are a great reprieve from all that corridor creeping.

This time around the pacing isnt affected by needless backtracking, Isaac is rarely in the same location twice and all puzzles are situated in close proximity (although, as before, there are some large scale conundrums out in the cold of space).

Isaac has undergone some slight modifications to his repertoire that make the action different enough to not be a complete retread. The engineer can now actually engineer, with some hacking mini-games calling upon Isaacs unique skill set and his anti-gravity abilities are no longer restricted to surface to surface jumps, now there are boosters on Isaacs suit, meaning he can float freely and, on occasion, go all Iron Man on our ass and jet through space at ridiculous speeds (dont engineers have safety regulations in the future?). New enemy types are numerous and terrifying, Isaac is now plagued by grotesque child necros, crafty stalkers that hide from him before rushing in for the kill, and exploding babies….yes, you read that right. There is also returning enemy models from the previous game and a smattering of chunky boss battles. Its a varied rogues gallery, meaning there is always something new waiting around a corner to scare the hell out of you.




MULTIPLAYER

Much like 2010s Bioshock sequel, Dead Space 2 contains an online multiplayer that is arguably not needed. It seems to be the trend these days to shoe horn multiplayer into every release, either to earn those extra DLC dollars or simply to extend the life of the product in question. This may be the case with Visceral/EA including multiplayer in DS2, but what is here is enjoyable enough. Structured somewhere in between Left 4 Dead and species mash-ups like Alien Vs. Predator.

Humans take part in an objective based skirmish on a healthy selection of claustrophobic maps and the necromorphs run around trying to eviscerate them. The first few hours of Dead Space multiplayer can be thoroughly enjoyable, a squad of humans that stick together can hold their own while strategically placed spawn points and secondary abilities help the necromorphs counter the space age weaponry.

At this early stage the action seems a little imbalanced in favour of the necros, mainly because their numbers are bolstered by AI enemies that spawn constantly, making it messy and confusing for a human to get a bead on a player controlled beastie. Humans do get the firepower however, as well as their stasis abilities and a handy team heal that can turn the tide in a pinch.

The atmosphere of the single player translates well to the multiplayer, its a nerve wracking experience being separated from your squad mates, and human controlled necros are a frightening concept. Controlling the mutated freaks is awkward at first, but the difficulty curve is forgiving. Each necromorph has an individual skill, casting 4 enemy models in different generic MP roles like melle, speed, ranged and stealth although its often far too tempting to wait 5 seconds and respawn as a Slasher, a class with balanced abilities.

Overall, the multiplayer doesnt feel as tacked on as certain online modes (Bioshock 2, im looking at you!), but it may be unlikely that unlock able suits and weapons will keep players coming back to it, perhaps some extra maps, modes and character will arrive via DLC.




VERDICT

Dead Space 2’s single player is a spectacular experience, dripping with atmosphere and supported by sky high production values, Isaac Clarke’s second adventure is the best survival horror of this generation. Multiplayer is an interesting curio, enjoyable enough and well executed, by interest in this 3rd person L4D clone soon wanes.

That aside, Visceral has put together a generous package, with extra difficulty modes and a new game + that encourages further play, gamers will be poking around in the claustrophobic corridors of the Sprawl until the inevitable third instalment arrives.


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