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August 19, 2011

X’11 – Hands On With Dead Island

Filed under: Features,News Feed — Tags: , , , , , , , , , , , — Brad Johnson @ 8:14 pm

dead island
In the latest installment of our 254-part series “Games Sugar Played at X’11” we have Dead Island, much-anticipated co-op zombie masher.

This particular demo was timed, so I quickly set about grabbing my weapon—a wooden paddle—and getting down to business. The business of zombie-murder, that is—and as several franchises can attest, business is good.

The beach I stepped out onto seemed safe enough, until a zombie came up at my flank and grabbed a hold of me. A prompt informed me that I should pull the left trigger, setting the zombie up for a pull of the right trigger that socked him directly in the face, staggering him away.

This was actually one of the more satisfying moments in the demo, so intuitive that I didn’t actually need to see the second prompt to know what the game wanted me to do.

Now the zombie was down, but he wasn’t out—he was climbing back to his feet. I swung the paddle and he crunched nicely, but to my surprise, he endured.

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August 17, 2011

Hands on with Resistance 3

Resistance 3
Gamesugar had the opportunity to attend the Toronto media launch event for Resistance 3 today—an event filled with raging, violent game journos and also some snacks.

The gathering occurred in a darkened cellar that could have easily passed for a bomb shelter, well suited to the chapters of the game I played. These early stages see new protagonist Joseph Capelli battling the Chimera in basements, cellars, and abandoned towns—there has been a clear effort here to ring true to the name “Resistance.” Suburban America has been bled dry, and what few drops of life remain struggle to survive a war that’s seemingly already lost.

Indeed, a more visceral feel permeates the game, especially during combat, with several weapons having been adjusted to feel more weighty and satisfying to fire. Equally, enemies splotch nicely when obliterated, while the player character responds to heavy attacks and falls in a decidedly human fashion.

I happened to overhear Creative Director Marcus Smith explaining that the impetus in Resistance 3 was to create a less superheroic and more human game, which was certainly apparent in the chapters I played.

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April 18, 2011

Gears of War 3 Beta Impressions (Or Tales of Chainsaw Bro Assault)

Filed under: Features — Tags: , , , , , , , , — Brad Johnson @ 6:24 pm

Gears of War 3 Multiplayer Beta
I had the opportunity to get in on the Gears of War 3 multiplayer beta this weekend, and after three days of chainsawing bros and falling victim to body-shattering shotgun assaults, I am now prepared to discuss the matter with you.

Gears, of course, remains ever-Gears: ridiculous wartime linebackers trudge heavily through the warzone, struggling to tame their wild, uncontrollable weapons in an effort to smash the bodies of the enemy soldiers and grunt approvingly.

It can be clumsy and it can be awkward; Gears is not Call of Duty, and you are not an unstoppable precision laser performing actions per minute approaching infinity. Instead, you are a brute. Certainly, this is not for everyone; Gears of War owns frustrating deathstreaks like no other—but there is undeniable charm in this brutal, uncontrolled frenzy, and Gears 3 continues to embrace that.

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November 25, 2010

Q&A – Remedy Talks Alan Wake

Filed under: Features — Tags: , , , , , , , , , — Jamie Love @ 1:32 pm

Alan Wake
On my list of most significant games of 2010, it shouldn’t surprise regular readers and sugarfiends if I give a nod to Alan Wake – though even after reviewing the game and two installments of DLC, I still feel as if I haven’t captured the essence of the “why” behind that. Remedy’s work with Wake has left a lingering impression on me, a game I’m certain to remember for many years to come, which increasingly seems like one of the most significant accomplishments a videogame can achieve.

Despite my trouble of always putting exact words to that experience, I did cobble together some questions about the game and specifically about the DLC chapters that followed, which Remedy writer Mikko Rautalahti was good enough to take the time to answer.

Catch it after the break.

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November 8, 2010

Q&A – Konami Talks No More Heroes: Heroes’ Paradise

No More Heroes: Heroes Paradise
No More Heroes led a series of unique and alternative experiences offered by the Wii when it released in 2008. The story of Travis Touchdown’s quest to survive the streets of Santa Destroy in order to rise to the top of the United Assassins Association, if only to get the girl, represented a wave of punk sensibility rarely seen in the industry and also exclusive to Nintendo’s console.

Marvelous Entertainment broadened the chance for PlayStation 3 and Xbox 360 owners to share in the bloodletting with the Japanese release of Heroes’ Paradise this year, and many of us have patiently waited to learn which publisher might plan to bring that HD love our way.

Recently it was revealed that Konami would answer the call, announcing a Move supported PlayStation 3 version. Not unlike starving dogs, we hungered for more details.

Luckily for us, both Marvelous and Konami production team’s Tak Fuji have merged forces not only to bring Heroes’ Paradise to North America, but also to answer our most pressing questions – as well as leaving us all with one I know many of you will offer answers to.

Get your Heroes’ Paradise fix after the break.

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December 13, 2009

Designing The Red Star

Filed under: Features — Tags: , , , , , — Jamie Love @ 11:25 am

Designing The Red Star Interview
My first encounter with The Red Star was a moment of complete chance. I happened to pick up the September 2004 issue of Play Magazine one morning – bewitched as usual by the shiny cover. Discovering a preview for The Red Star, I was instantly seduced by the visual style and eagerly read about the Acclaim title, which ambitiously aimed to merge elements of both the SHMUP and Beat ‘Em Up games of my youth into a single and instantly addictive action experience.

There was also a clear intention to create a game that was simply fun to play. Between the images shown, and the glowing preview Play gave the title, the only question that remained was whether I would buy the game for my Xbox or PS2.

But this all came crashing down when, with the game essentially completed and reviewed by several journalists, Acclaim went bankrupt in late 2004. Rumors continually surfaced, claiming that company X or Y might potentially bring the title to retail, but in the end gamers would have to wait until April 2007 for XS Games to finally release it.

And if this delay was painful for me, it was undoubtedly agonizing for Ara Shirinian, who worked as a designer on the game,

“…we were wrapping up the game (that’s a whole other story right there). I and the other designers on the project felt like if we had a few more months we could really polish and fix up the most problematic parts, but you never get to truly finish a professional game project, they just make you stop working at some point.”

Recently, I’d stumbled across a site that contained a scan of that same September 2004 issue of Play Magazine, as well as a listing of several boss encounters throughout the game. I was impressed with the layout, and dumbstruck to find that the page belonged to Ara, who created many of the scenarios within the game that have kept me replaying the title to this very day.

My fingers hesitated more than a few times while typing out an email, which soon after began an exchange that has given me a great deal more to consider not only about The Red Star, but about the process and state of game design as it stands today.

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