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#1 Lord_Pro
Member since 2006 • 324 Posts

Developed by Zero Point Software, an independent studio out of Copenhagen, Interstellar Marines is a sci-fi hybrid that combines the cooperative gameplay and military realism of the tactical shooter with the character development and narrative depth of RPG's. According to Zero Point, the first playable demo will available at GDC and new trailers will be shown highlighting the game's gameplay and features.

Here is an updated early look at what we'll see at GDC:

"Interstellar Marines has come a long way since we released our proof-of-concept trailer," said Kim Haar Jørgensen, Game Director at Zero Point. "We've invested a lot of resources in getting the GDC demo right, and it goes a long way to show how Interstellar Marines will push the FPS genre forward in terms of player immersion and campaign cooperative gameplay."

For those of you who want more details on the game you can read our preview here. Basically it's a new FPS that focuses on realism and non-linear gameplay.
Interstellar Marines Screenshot 1
The game looks to set new standards for player immersion through character awareness, environmental realism, and a brand new in-game communication technology.

PSU will be attending GDC this year, so we'll be sure to keep you updated with all the latest on this new AAA first person shooter. http://www.psu.com/Interstellar-Marines-still-alive-New-image-inside-News--a0002659-p0.php

Interstellar Marines Screenshot 3

Interstellar Marines Screenshot 4

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#2 Lord_Pro
Member since 2006 • 324 Posts

"Burnout Paradise" fans gaming with an Xbox 360 Core or Arcade system have found themselves pulling on the short end of the stick this week when it comes to online multiplayer.

While Multiplayer was researching how online retailers handled informing consumers about the hard drive requirement, Criterion Games issued a response to address gamer chatter. In doing so, we noticed they seemed to reveal a new approach to distributing downloadable content. We were right.

Publisher Electronic Arts confirmed to Multiplayer today that "Burnout Paradise"'s additional content allows gamers who choose to opt out of engaging with new content to still see the new content in-game while playing online. Additionally, EA says the content will be a combination of pay-to-play and free.

On Monday, Criterion Games released a statement that explained technical reasons "Burnout Paradise" required the hard drive online. After explaining issues related to data streaming without the add-on, the studio said this:

"Crucially we also didn't want to split the playing community between those that have updated data and those that don't. We saw this as vital in maintaining simplicity to all online users; different players having different content packages wouldn't be able to play online with each other."

As we said before, note the bold. It appears Criterion's post-release strategy relies heavily on diversifying the universe with downloadable content. Our question, then, was how Criterion and EA would manage this expansion when downloadable content has always an optional upgrade for the consumer, not a requirement.

"It's our intention to extend the life of Burnout with additional DLC in the near future. As mentioned, we don't want to split the online community between those that have content and those that don't. Our intention is to offer both free and paid for DLC in a way that enables everyone to 'see' the content, even if they have not paid for it," said an EA representative in an e-mailed statement.

EA wouldn't elaborate on how they intend to execute this approach to downloadable content distribution, but we're anxious to see it revealed. Their intentions come at the cost of a percentage of Xbox 360's user base, however. Do you think it was worth it?

http://multiplayerblog.mtv.com/2008/02/06/ea-says-youll-experience-burnout-paradise-dlc-even-if-you-dont-buy-it

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#3 Lord_Pro
Member since 2006 • 324 Posts

Burnout Paradise fans gaming with an Xbox 360 Core or Arcade system have found themselves pulling on the short end of the stick this week when it comes to online multiplayer.

While Multiplayer was researching how online retailers handled informing consumers about the hard drive requirement, Criterion Games issued a response to address gamer chatter. In doing so, we noticed they seemed to reveal a new approach to distributing downloadable content. We were right.

Publisher Electronic Arts confirmed to Multiplayer today that "Burnout Paradise"'s additional content allows gamers who choose to opt out of engaging with new content to still see the new content in-game while playing online. Additionally, EA says the content will be a combination of pay-to-play and free.

On Monday, Criterion Games released a statement that explained technical reasons "Burnout Paradise" required the hard drive online. After explaining issues related to data streaming without the add-on, the studio said this:

"Crucially we also didn't want to split the playing community between those that have updated data and those that don't. We saw this as vital in maintaining simplicity to all online users; different players having different content packages wouldn't be able to play online with each other."

As we said before, note the bold. It appears Criterion's post-release strategy relies heavily on diversifying the universe with downloadable content. Our question, then, was how Criterion and EA would manage this expansion when downloadable content has always an optional upgrade for the consumer, not a requirement.

"It's our intention to extend the life of Burnout with additional DLC in the near future. As mentioned, we don't want to split the online community between those that have content and those that don't. Our intention is to offer both free and paid for DLC in a way that enables everyone to 'see' the content, even if they have not paid for it," said an EA representative in an e-mailed statement.

EA wouldn't elaborate on how they intend to execute this approach to downloadable content distribution, but we're anxious to see it revealed. Their intentions come at the cost of a percentage of Xbox 360's user base, however. Do you think it was worth it?

http://multiplayerblog.mtv.com/2008/02/06/ea-says-youll-experience-burnout-paradise-dlc-even-if-you-dont-buy-it

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#4 Lord_Pro
Member since 2006 • 324 Posts

GAMESPY REVIEW OF LOST ODYSSEY

Gamespy Rating of Lost Odyssey 2.5 out of 5 stars

PROS:Pretty battles; occasional sweeping vistas; skill systems solid; balanced combat difficulty.

CONS:Story and characters shamelessly derivative; hideous load times; wide variety of technical issues; story signifies nothing.

The latest project from Final Fantasy creator Sakaguchi's Mistwalker studio, Lost Odyssey aims to ape the ****of ****c RPGs. While it's certainly playable, it feels like more of a relic than perhaps its creators intended. Basic features and dungeon design are handled with the graceful hand of a master designer, but that doesn't compensate for numerous gameplay, storytelling and technical issues. Fans of old-fashioned Japanese-****RPGs will doubtlessly find aspects to enjoy, but this is not the title that will vault Mistwalker to the triple-A status the studio's hype might suggest.

Lift and Separate

Lost Odyssey is basically a competent RPG, with a few wrenching stutters. The random encounters are spaced out well enough to give breathing room but also create tense situations as you try to hammer through a dungeon. Save points are frequent enough that you shouldn't worry about plunging into a dungeon for fear of having to turn off the game (and lose some massive quantity of unsaved progress) before you finish. Once you have the five characters needed to fill out a battle party you'll have plenty of actions per turn, hit points and magic points to play with. But combat is too basic to satisfy, the dungeons drive a half-hearted story, and it'll more than half-a-dozen hours before you get that full-sized party.

Characters are, largely, either fighters or magicians. There are four options for magic schools: black magic exploits elemental weakness; white magic heals and protects; "spirit" magic does unaligned damage and buffs; and the combination school of magic lets you put together some neat Spell A + Spell B tricks.

Mortal party members gain skills by leveling up and can use all of their skills at any time, while the party's immortals gain skills from items or from "linked" mortal party members and have a limited number of skills they can equip at a given time. Each defeated enemy, in general, grants one skill point toward mastering skills ranging from magic to swordsmanship. Item customization is limited to a skill-granting item, the craftable "rings," and your weapons -- that's it. If you think that sounds an awful lot like Final Fantasy games, get ready to think that quite a few times as we discuss Lost Odyssey.


The game's other main systemic twist is that your back-row characters are protected by a "wall." This represents the front row characters defending them, and the strength of the wall equals the starting hit points of your front-row characters. As the battle drags on and your front row gets torn up, the damage your back row takes gets worse and worse. In a combat system that wasn't so stripped down, wasn't competent yet so very basic, the wall system would be a lot more interesting. In Lost Odyssey, rather than take a risk with a tweaked combat engine, Mistwalker created just about the simplest combat resolution system possible. Have the most hit points and spend the most magic points, and you win.

Combat is simply a matter of grinding enemies down; using magic or the melee-enhancing "ring" abilities specific monsters are vulnerable to doesn't do much to alter the odds. Your enemies almost unfailingly have tons of hit points relative to your damage output, and high damage output (in terms of hit points or conditions) relative to your hit points.

Combat animations take an astonishingly long time, slowing down the siege combat even more. Enemies and combat animations are the prettiest part of the game, and are in fact stand-out examples of next-gen beauty, but by hour thirty you'll be cursing them. It takes an excellent designer to make the system work as well as it does -- hit points, magic points, damage output, save point placements, and combat occurance rates are just right for what the system tries to do. But this is, fundamentally, the combat system from Final Fantasy. It hasn't aged spectacularly well.

The problem is compounded since it takes almost the entire first disc to get a full party going. With less than five party members, the combat dynamics of damage absorption and dealing heavily favor the enemy, putting the player on the (slow, dull) defensive in a combat system that's already too slow and too dull.

Late in the game when your group is broken up into sets of two or three characters, the problem is even worse. Enemies do damage as if you had five characters to soak it up, leading to lots of frustrating game overs. Mistwalker needed to take some sort of risk here, either to speed up combat resolution or to give players the option to do something more interesting than pick which character has low hit points and cast heal on them. Persona 3 showed that a ****c JRPG could be modernized and still feel satisfyingly old-school; in contrast, Lost Odyssey seems stuck in the past
.

http://xbox360.gamespy.com/xbox-360/mistwalker-rpg-2/850156p1.html

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#5 Lord_Pro
Member since 2006 • 324 Posts

IGN review of Lost Odyssey

If the ESRB had any heart, it would put Japanese RPGs on the endangered species list. With Western action-oriented role-playing games such as Mass Effect, Fable, and Elder Scrolls IV: Oblivion selling millions, some have questioned the validity of turn-based JRPGs. If one man can save the traditional RPG, it would be Hironobu Sakaguchi, father of Final Fantasy. Sakaguchi's fledgling development house, Mistwalker Studios, previously released Blue Dragon on 360 and returns with a stronger, more adult offering in Lost Odyssey.

Your journey begins as Kaim Argonar, a 1000-year-old immortal, survives the impact of a meteor crashing onto a battlefield. From this spectacular intro, you're thrust into a world on the verge of all-out war. The political intrigue of city-states caught in a staring contest is just a sideshow for Lost Odyssey's true conflict. Kaim has lost his memories, the past 1000 years mysteriously stripped from him. Kaim is not the only immortal wandering the Earth searching for his past. In fact, three other immortals have also forgotten the events of the last millennium. Unlocking these memories proves the key to thwarting a sinister plot that threatens two worlds.

It's a promising premise that's never fully realized. The main plot quickly becomes clichéd, convoluted, and (in the end) silly. The story's villain is revealed to be a power-mad tyrant straight from central casting. Most people play RPGs for the story and Lost Odyssey's primary storyline is average in its best moments. But intertwined with the main plot are several smaller stories that are intriguing, engaging, and adult. No, not "bare-assed blue aliens" adult, but mature nonetheless.

Kaim is our first beleaguered soul. In the first few hours of Lost Odyssey, he is portrayed as a quiet loner, with little persona. But around six or seven hours in to Lost Odyssey, we get our first significant revelation about Kaim and suddenly the character opens up and we learn the pains of being immortal. Though Kaim must reclaim his memories to save the world, he would prefer they never be recovered. A thousand years brings a lot of regret and a lot of pain. This melancholy touches each of the immortals, but none as poignantly as Kaim. Though the main story is a throwaway, it's the personal stories of Kaim and his band of not-so-merry men that will live on after the last bad guy's been slain.

Combat in Lost Odyssey is about as traditional as you will find in a modern-day game. It is completely turn-based with a menu system that seems taken straight from 1998. Everything you would expect is included. You can attack, use an item, cast magic, or activate a skill. Weapons in Lost Odyssey are pretty boring as none hold any special properties whatsoever -- they are merely an Attack rating and nothing else. And the magic is the same thing you've experienced for the past 20 years. It's based on the elements (earth, fire, wind and water) and uses ****c nomenclature to signify more powerful versions of spells.

Only the Unreal Engine can create light so bright.On the surface, Lost Odyssey appears to do nothing new. That changes as you plunge deeper into the adventure. As you progress, an addictive system of micro-managing rings and skills turns what is a very traditional combat system into something interesting and (if you are obsessive) exciting.

Your party consists of a mixture of humans and immortals. Humans gains skills as they level up and require no fiddling. You just wind 'em up and watch 'em go. Immortals are quite different. They learn skills from the humans in their party and from the accessories they use. At the end of combat, you earn your standard XP, but also Skill Points. You don't spend SP as you might in other RPGs. Instead, SP progresses you towards learning a specific skill you have linked to a human in your party or from accessories you're currently wearing. Earn the requisite SP and you learn the skill, which can then be slotted for your character to use in combat. For those who love the minutiae in RPGs, this is heaven as you can spend hours trying to maximize the skills of your immortals. There's strategy both in how you learn new skills and how best to utilize skills for each character.

This also creates an interesting dynamic between mortals and immortals. You may be tempted to stack your combat squad with immortals, because when an immortal falls in battle they resurrect after a few turns. But your immortals can only learn certain skills from humans -- who must be fighting in combat alongside the immortal. You may find yourself keeping your least favorite human character just to learn their valuable skills.

As if that weren't enough to eat away the time of obsessive gamers, there's also a ring-building system. Defeating enemies and searching the thousands of ceramic pots in the world earn you components. There are dozens upon dozens of different components to be found. You can combine components to create rings, which offer hand-to-hand combat bonuses. The initial rings you create can then be upgraded with other components or combined with other rings to make for even spicier creations. In combat, you'll end up with a plethora of rings to equip. And you can switch rings at any time, allowing you to use an Ocean Ring for bonus damage against a fire-based creature, then once he's defeated switch to a Hunter Ring to take on an aerial foe. If you don't like micro-managing your inventory, you can play dumb with rings and skills. But you won't get the most out of the Lost Odyssey experience.


Equipping a ring also adds an interactive element to combat. As your character runs towards the enemy for a hand-to-hand attack, a targeting ring appears on screen. This is the Aim Ring System in action. Holding the left trigger creates a second "aim" ring which begins at the edges of the screen and quickly shrinks until it overlaps the target ring. Release the trigger when the aim ring is overlapping the target ring. Miss and you may actually whiff on your swing. Nail a "perfect" and you gain bonus damage. At first, this is a few measly points, but by the end of the game this can mean hundreds of additional points of damage.

As with Blue Dragon, the enemy design in Lost Odyssey is top-notch. Each environment has about a half-dozen unique enemies almost all of which look fantastic. Whether it's the blazing wooly mammoth or luminous fairies, the enemies (and their magical attacks) are superb. While these creatures do change from one locale to the next, you will see the same enemies repeated within a single dungeon. Fortunately, the random encounters are moderate and the need to grind (in order to level up) is minimal.

In a world full of swords, the advantage goes to the man with a gun.Along with some slick enemies (and scores of bosses to battle), the dungeon-crawling benefits from some solid level design. While some of the dungeons are linear, quite a few feature crisscrossing paths and a surprising amount of verticality. Some of the best dungeons are reserved for side quests, which come (in Final Fantasy fashion) just before fighting the last boss. One of these dungeons is built like a puzzle, with pathways that can be shifted vertically and horizontally to open access to new areas.

If Mistwalker had left Lost Odyssey at this, I'd be all smiles. But in an effort to "modernize" the JRPG, Mistwalker made a few horrible additions. These various bad apples show up randomly and then often disappear never to be seen again. There's the obnoxious stealth mission, the pointless seafaring ship to pilot (with worthless "jump" capabilities), narrow paths that must be carefully navigated using controls fit for a drunken sailor and so much more. Sakaguchi and company apparently bought into the talk that there is something severely wrong with Japanese RPGs and, unfortunately, decided to do something about it. While these mistakes don't dominate the majority of game time, they certainly disrupt the flow of an otherwise worthwhile RPG.

Lost Odyssey is spread over four discs, a first for a 360 title. Don't let the number of discs scare you off. The game world is not enormous and even with every side quest you should be done within 50 hours. The extra discs are needed, apparently, because of the considerable amount of cutscenes. This is a story-heavy game that mixes beautiful CG and in-game cinematics.

Lost Odyssey uses Unreal Engine 3 to both its benefit and detriment. There are parts of Lost Odyssey that are simply gorgeous. Some of the locations are rendered with amazing detail as are all of the playable characters. These stand out in stark contrast to a few locations that look, by comparison, unfinished. The enemies are beautiful and at times intentionally grotesque and the spell effects are spectacular. But there are some serious performance issues. I haven't seen this many loading screens since I played the first Resident Evil. And I'm not trying to be funny. The framerate also has a bad habit of falling off during some of the picture-in-picture cut-scenes. And, for whatever reason, the framerate is always at its worst during combat intros.

My what a big sword you have.The aural portion of the program has its own share of ups and downs. Famed Final Fantasy composer Nobuo Uematsu provides the music for this immortal journey. So does Sheena Easton. Apparently you can't have ying without some yang. Uematsu's soundtrack often strikes as the b-side of a Final Fantasy game, with a few slow-tempo tracks that fit oddly when battling against soul-sucking demons. The main theme is lovely, however, and makes up for the other inconsistencies. Nothing can make up for the sub-standard English voice acting. Fortunately there is an option for Japanese dubbing.

Closing Comments
Lost Odyssey proves that a turn-based RPG still has merit in modern gaming. While there is nothing in Lost Odyssey that will convert action-RPG fans, there is plenty to please those already singing in the choir. Lost Odyssey creates several memorable characters and a somber setting that should please those sick of JRPGs that seem made for 10-year-olds. There are quite a few things that go wrong -- from the bad stealth portion to performance issues -- but none of it kept me from enjoying the overall adventure. It may not be in the same ****as Mass Effect, but for a system in desperate need for more quality RPGs, Lost Odyssey fits nicely into the 360 library.

Presentation 6.5 out of 10
The story is so-so, the menus look ancient and the loading screens never seem to stop.

Graphics 8.0 out of 10
Excellent enemy design and attractive special effects. The framerate is distracting at times.

Sound 7.5 out of 10
A good soundtrack, but mediocre voice acting.

Gameplay 8.5 out of 10
Though it's very traditional, the ring-building and skill system are highly addictive. Turn-based combat is actually fun.

Lasting Appeal 8.0 out of 10
The four discs will last you anywhere from 35-50 hours, depending on your thoroughness. There's not much reason to go back once the quest is finished.

OVERALL 8.2 impressive

http://xbox360.ign.com/articles/849/849927p3.html

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#6 Lord_Pro
Member since 2006 • 324 Posts

STAR WARS UNLEASHED SCREENSHOTS

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#7 Lord_Pro
Member since 2006 • 324 Posts

Garland-based video games developer 3D Realms has said Duke Nukem Forever, the highly anticipated sequel to its revolutionary 1996 PC game Duke Nukem 3D, is projected to be completed in late 2008, with versions likely for Microsoft's Xbox 360, Sony's PlayStation 3 home video game consoles and personal computers.

"We haven't formally announced any platforms for DNF," wrote 3D Realms President Scott Miller in an e-mail exchange. "But, of course hitting the big three makes the most sense (PC, PS3, 360)."

Miller added a note of caution on the 12-years-coming sequel and its release window, claiming, "We can't make an official announcement. Frankly, we may miss the mark by a month or two, but I feel very confident that we're on target this time. Its definitely an internal push."

Duke Nukem Forever is not the only 3D Realms title coming to home video game consoles in 2008. Miller also confirmed the existence of a downloadable Xbox Live Arcade version of Duke Nukem 3D, which will feature on-line multiplayer support, Xbox Live achievements, on-line score boards, and a co-op mode.

"We're really excited about bringing ****c Duke to the 360," said Miller during an interview. "We're talking to Microsoft about getting a release slot sometime this year."

For more about Duke Nukem Forever, developer 3D Realms, and the North Texas video games industry at-large, pick up the Feb. 15, 2008 edition of the Dallas Business Journal for a special report.

An earlier version of this story said 3D Realms had "confirmed" the game's release in late 2008. The current version also features an expanded quote from Miller regarding the possible release window.

http://www.bizjournals.com/dallas/stories/2008/02/04/daily17.html

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#8 Lord_Pro
Member since 2006 • 324 Posts

This month's edition of Official Playstation Magazine has a small follow-up to the interview they had last issue with the director of Final Fantasy VII: Crisis Core; Hajime Tabata. Quite a lot of the questions actually revolved around the Final Fantasy VII franchise though, rather than Crisis Core itself.

It is worth noting that when asked again about the possibility of a Final Fantasy VII remake, he said:

"The possiblity for a remake may become greater if, for instance, the schedules of the original members of the Final Fantasy VII development team, such as Kitase and Nomura, open up"

So development of a Final Fantasy VII remake could possibly start after the completion of Final Fantasy XIII and Versus XIII?

Tabata slides in a hint at the one blockage that's standing in the way of a Final Fantasy VII next gen remake.

http://www.squareunion.com/site.php?p=News&c=FFVII+Remake+Possible+If+Development+Schedules+Open+Up&id=102

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#9 Lord_Pro
Member since 2006 • 324 Posts
gwt call of duty 4 and be done with it
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#10 Lord_Pro
Member since 2006 • 324 Posts
if metal gear online is sucessful as i think it will be Konami going make more version of this game i think it will beat Socom