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GDC09: G.I. Joe impressions
It's always troubling when you're not allowed to actually play a game due out within a couple months. Such was the case with our GDC demo of EA's G.I. Joe: the Game. Sure, we could pretty much gather everything we needed to know about the canonical sequel to the film (yep, we guess COBRA isn't defeated) from watching two people play it, but, c'mon.
So, here's what we saw while being fed dozens of bullet points. Two Joes (out of a total 12) run forward through (in this case) desert and snow-covered environments. The play mechanics actually weren't as brutally simple as we'd expected -- there's a melee attack and charged melee attack that add to the "fire" button. Players can strafe, concentrating fire on the same enemy as your partner kills them faster (oh really?) ... and it looks like an up-rezzed PS2 or Xbox game.
Still, there were bits that should please G.I. Joe diehards -- but those couldn't get us over the fact that this isn't a PSN/XBLA title and is, in fact, a (likely much more expensive) retail release on PS3 and Xbox 360. (It's coming out for everything, by the way.)
So, here's what we saw while being fed dozens of bullet points. Two Joes (out of a total 12) run forward through (in this case) desert and snow-covered environments. The play mechanics actually weren't as brutally simple as we'd expected -- there's a melee attack and charged melee attack that add to the "fire" button. Players can strafe, concentrating fire on the same enemy as your partner kills them faster (oh really?) ... and it looks like an up-rezzed PS2 or Xbox game.
Still, there were bits that should please G.I. Joe diehards -- but those couldn't get us over the fact that this isn't a PSN/XBLA title and is, in fact, a (likely much more expensive) retail release on PS3 and Xbox 360. (It's coming out for everything, by the way.)
Gallery: G.I. Joe: The Game
Yo, check out new G.I. Joe screens
click to enlarge thisss ssshot!
G.I. Joe fights for freedom wherever there's trouble -- and, evidently, there's some to be found in the sparsely populated settings of EA's upcoming movie tie-in game. Snake Eyes features prominently in this first batch of screens from G.I. Joe: The Game, most likely because, as in the movie's trailer, he's the one character that actually looks remotely like he's from ... G.I. Joe (and not someone who raided the X-Men films' wardrobe storage).Looking at these screens is only half the battle. The other half is reading our first impressions of the game in action. Your reward for victory: a trip back in time with Konami's equally deep 1992 arcade game.
Gallery: G.I. Joe: The Game
Yo Joe? More like: Oh no, G.I. Joe game impressions

EA is talking up its first G.I. Joe game, a movie spin-off, as "cross-generational." It's so easy to control that even "mom" can play. Which means, moms -- if you're reading -- not only will you be subjected to chaperoning a mission to the local theater to suffer through the G.I. Joe film adaptation this summer, you also may be expected to idle away your weekends with the game. Let's hope it's a short one.
G.I. Joe: The Game plays as any generic third-person shooter, with the bonus of the aforementioned base layer Mom Controls®. Literally, all that is needed to proceed is the left thumb steering the on-screen character and the right index finger, locked down on the designated shooting button -- just keep on holding it and the game will automatically target a new enemy once the current one has absorbed too many laser blasts and disappears into the well known in-game ether. Of course, "hardcore" gamers will find melee and character-exclusive secondary attacks, along with a rolling dodge and cover mechanic mapped to their controllers.
EA is throwing out some big-name inspirations for its game: Contra, Ikari Warriors and Ikaruga. We suppose you could consider G.I. Joe as a like-designed title in so far as it is built as an "arcade" throwback, with high scores being the ultimate reward. Actually, the ultimate reward is unlocking all twelve playable characters -- unlocking characters requires score points, though. Scoring is linked directly to difficulty setting and one's play. Dying, for example, decreases one's overall score, but, on the lowest difficulty setting, will not produce further setbacks. Think of this as a "no fail" setting -- you know, the one mom can play.
Silent Hill: Homecoming classified by Australia's OFLC
After being refused classification by the OFLC -- Australia's ratings board -- Silent Hill: Homecoming is finally coming home Down Under with an MA15+ rating. The game had earlier failed to net an MA15+ rating in September of 2008, effectively banning it from sale. It wasn't alone, as several other titles, including F.E.A.R. 2: Project Origin and Fallout 3, ran into the same situation (both of which were later classified). According to Gamespot, Silent Hill: Homecoming was apparently resubmitted to the OFLC and has now been classified MA15+, though it's unclear what changes were made to the game, if any.
Hopefully, the pervading creepiness is still intact, because that's all that matters.
[Via Joystiq]
Hopefully, the pervading creepiness is still intact, because that's all that matters.
[Via Joystiq]
Metareview - Silent Hill Homecoming (PC, PS3, 360)
Within the circle of paranoid and traumatized Silent Hill fans, there are two fundamental truths that must be embraced upon the release of each new entry in Konami's survival-horror franchise. The first, and more difficult to accept, is that the core gameplay in Silent Hill is sort of awful. Oh, but that gripping atmosphere! That inescapable miasma of melancholy! That's where the second truth comes in: if series sound maestro, Akira Yamaoka, composed the soundtrack (and he did for Homecoming), then it's probably an experience worth having. What say you, early reviews?
- 1UP (B): "Homecoming stays true to the macabre Silent Hill atmosphere without feeling stagnant. Exploration's perfectly in line with previous games, complete with tons of locked doors, decaying structures, and doubling back between the real world and its hellish counterpart -- but some little nuances intrigue."
- Cheat Code Central (84/100): "This game delivers on the experience you have come to expect from the franchise. It will also give you reason to begin clamoring for the next installment. The folks at Double Helix gave me the Silent Hill I wanted: a nerve-racking, scary as hell experience to hold me over this Halloween season."
- IGN (67/100): "Unfortunately, I admit that the game feels like a bit of a letdown. The gameplay has been reduced from a tense psychological experience fraught with spine tingling jumps and scares to a generic, predictable action title set in the location with good graphics and a great soundtrack."
Joystiq E3 hands-on: Silent Hill: Homecoming

Gallery: Silent Hill: Homecoming (5-21-08)
Spotted in Silent Hill Homecoming: Pyramid Head

Stay tuned for hands on impressions.
Scared stiff: Why should we care about Silent Hill: Homecoming?

For the series' sixth installment, Konami has handed the blood-soaked baton over to external developer Double Helix Games, a recent mash-up of The Collective and Shiny Entertainment. The result is this fall's upcoming release, Silent Hill: Homecoming, and we recently puzzled our way out of mist long enough to ask the game's lead designer, Jason Allen, just why we should care about this latest return trip to Silent Hill.
Silent Hill: Homecoming preview discusses combat, branching conversations

A preview of the game doesn't go into the storyline very much, since they claim it is quite on-track with previous titles and wish to refrain from spoiling anything. However, they do comment on the new battle system and how it, actually, works in favor of the Silent Hill style of play. Every weapon as a finishing move, dodging is challenging ... combat is, essentially, more difficult. Enemies detect sound and light pretty viciously now -- they reacted before, but now it's clear when you knock over any of the surrounding stuff, the enemy comes running.
Conversations branch, too. During some of the games discussions between characters, you can choose from a couple of different answers that will yield different reactions or get you a little more background information. It doesn't sound overly complex, but it'll be interesting to see if these branches actually influence the type of ending you get. All in all, it's sounding pretty well done.
Some worries put to eternal rest in Silent Hill Homecoming interview

While the game appears action-oriented, the developers have focused primarily on the signature atmosphere of the series. However, Double Helix was asked to create the game to appeal to a larger audience and they felt a revamped fighting system would assist in that regard. This change may also be felt with the puzzles -- they're a more seamless experience now, instead of moving to a static screen with a puzzle, they will be viewed in a more seamless manner (that's probably easier to see than explain).
The game is trying to remain true to its roots. The developers understand people's hesitations and have done several things to keep the game in-line with its roots: the text, map system, sounds, picking up notes and other items has remained the same as ever. Difficulty settings will exist for the game, but they will not have an option for puzzle difficulty. They hope people realize they've kept the heart of the game alive and the magic is still there. There are more questions to go over, like boss battles, objectives, and item management. However, they didn't really give any valuable answers to them, so we'll leave checking those out to you. We'll remain cautiously optimistic about this game, but our anticipation is growing.
New Silent Hill: Homecoming screens damage psyche
It's a strange kind of excitement when a new batch of Silent Hill: Homecoming screenshots is released. There is happiness at the prospect of any news regarding Silent Hill and there is also the lurking fear that accompanies it. The latest screens keep most of the fear in check, thankfully, as creepiness is kept to a minimum. Sure, we do get some new shots of the nurses (as well as a new monster apparently obsessed with yoga), but we've learned to deal with them. Psychologically, at least, we can (mostly) handle the nurses. Check out the new screens and hope that Homecoming lives up to its predecessors.
Gallery: Silent Hill: Homecoming (5/21/08)
New 'scream' shots of Silent Hill: Homecoming
Did we mention just how creepy the latest Silent Hill installment is in our most recent update on the game? Let's see ... yes, we did. Still, for those who either refuse to believe us – in which case you're meanies – or aren't yet convinced of its (dare we say?) fear factor, we offer you a ghastly gaggle of new shots from the game, by way of Konami. Just don't blame us if you have trouble breathing eating seeing walking talking sleeping after viewing them.
Gallery: Silent Hill: Homecoming (5-21-08)
Funny endings return for Silent Hill: Homecoming
Speaking to GameTrailers, Silent Hill: Homecoming producer and composer Akira Yamaoka has revealed that funny endings will be returning in upcoming Double Helix (formerly The Collective) take on the series. When asked about what elements from previous games would be returning in Homecoming, Yamaoka said (through a translator), "I think humor is important. A lot of Silent Hill fans enjoy different endings, like the UFO ending, the dog ending, right? Those funny endings are an important part of Silent Hill."
We'd be hard-pressed to disagree, as the humorous endings (spoilers ... sort of) serve as a much needed counterbalance to the disturbing, soul-shattering imagery that the series is known for. Oh, and Yamaoka's favorite entry in the series? Silent Hill 2 (ahem ... duh). Check out the full interview after the break.
We'd be hard-pressed to disagree, as the humorous endings (spoilers ... sort of) serve as a much needed counterbalance to the disturbing, soul-shattering imagery that the series is known for. Oh, and Yamaoka's favorite entry in the series? Silent Hill 2 (ahem ... duh). Check out the full interview after the break.
Joystiq hands-on: Silent Hill: Homecoming
click to enlarge scary-size
What's scarier: Silent Hill, or finding out that the latest game in the series isn't being developed by the folks who made the last five games? For many fans, it was the latter when, at E3 2007, Konami revealed that Western outfit The Collective (Buffy the Vampire Slayer, Marc Ecko's Getting Up) – now Double Helix – would be crafting the creeps this time 'round.Things, as they are wont to do, change ... but from our time with the latest playable version of Silent Hill: Homecoming, we were more scared by the game than we were about how it's going to turn out. The generally positive vibe was generated in large part by what lead designer Jason Allen told us is changing – but also what isn't. Full impressions after the break.
Gallery: Silent Hill: Homecoming (PS3)
Silent Hill: Homecoming creeps out of hiding
Wait ... where are the floats, the cheerleaders, the awkward slow-dancing? Oh, its not that kind of homecoming. No, it's a Silent Hill homecoming, which means it's really foggy, those "cheerleaders" are grotesque creatures, and the dance move of choice is called "running for your life."
Konami finally rolled out a playable build of the series' fifth installment at its press event last night, and we were on hand to, well ... get our hands on it. We're writing up our impressions, along with Double Helix design lead Jason Allen's musings on bringing the series to a new generation. For now, get tickled by the first screens (on your console of choice) -- and several new videos embedded after the break!
Konami finally rolled out a playable build of the series' fifth installment at its press event last night, and we were on hand to, well ... get our hands on it. We're writing up our impressions, along with Double Helix design lead Jason Allen's musings on bringing the series to a new generation. For now, get tickled by the first screens (on your console of choice) -- and several new videos embedded after the break!





















