Prepare The Canons

Fear the Reaper

Not much longer now before the Reapers arrive to wipe out galactic civilization.

Mass Effect 3 is almost upon us, and I’m hardly ready. For anticipation is not just a case of checking the calendar and willing the days to advance quicker, there is work to be done before March 6th comes around. Few games in history have featured what is the Mass Effect series’ main selling point: the ability to carry your save forward into the sequels in order to retain your character and the decisions you have made over the course of the games. So fans aren’t just looking forward to playing the last instalment of a trilogy, they’re looking forward to playing the last instalment of their trilogy. Every decision you make defines your Commander Shepard, decides your relationship with other characters – possibly even their fate, and shapes a universe that is unique to your save. Loading up a game with that save will bring a story that recognises you and remembers what you have done. The series has already provided an unprecedented level of player authorship over narrative, and it only remains to be seen whether the final chapter can deliver a satisfying conclusion.

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Welcome To Earth

The Mass Effect series is on its way to becoming an epic trilogy, perhaps the most cohesive trilogy in games if it achieves what it set out to do. BioWare first introduced the sci fi saga in 2007, with a promise of a story that would span three games, each a self-contained episode of a much larger overarching tale. Moreover, they promised a personalized experience that recognized the player’s decisions along the way and shaped the world and events around those decisions, right up to the conclusion. It was an ambitious idea, a plan that could be easily disrupted by changes in an unpredictable industry. With the sequel making a great start to the year last January, it seemed like they have begun to deliver on that promise, and we’ll know for sure once the final installment arrives early next year.

Mass Effect 3 was announced at last year’s Spike VGAs, along with a teaser trailer that set the tone for what is to come. Check out said trailer below. While the release date stated at the time was “Holiday 2011”, the game has since been delayed and will be out “in the first three months of 2012” 1)http://www.facebook.com/media/set/?set=a.10150170133576645.300911.85811091644. In the meantime, the game is set to have a grand unveiling at E3 this week, with a live demo likely to be shown during EA’s conference 2)http://www.spike.com/press/2011/05/24/spike-tv-to-air-exclusive-broadcast-of-eas-2011-e3-showcase-event/. (more…)

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2010: The Year in Review

I’ve not been as active on the Slowdown as I’ve liked lately, something I hope to rectify this year. As it happens, I was actually playing games! Which left me with less time to write about them. 2010 was a very busy gaming year for me; the sheer number of quality titles was staggering, and I’ll try and give a brief mention to some of my personal favourites.

While I did enjoy a handful of the huge AAA releases in 2010, I would have to say that I’ve gotten stuck in deep into the indie scene, playing countless magnificent small scale titles be they fleetingly minimal or elaborately ambitious. RPS brought charming indie effort Recettear: An Item Shop’s Tale to my attention, for which I’m ever so grateful. A cute little JRPG that turns the institution on its head and offers a twist on the tired formula of grinding and item management, Recettear had me spellbound for the duration of its campaign – after which there is still much more to discover. I will most definitely return to it to tackle its postgame modes. I spent a lot of time platforming too, mostly with VVVVVV and Super Meat Boy, two triumphant celebrations of the genre. Both incredibly challenging, but hopelessly addicting.

Despite being hopelessly terrible at strategy games, I continue to be fascinated by the many indie strategy offerings out there. Flotilla, from Blendo Games – the same nutters behind oddball Gravity Bone – is a quirky turn-based strategy adventure, reminiscent of previous procedural exploration series Infinite Space. I dig the flat-shaded glowing graphics, the simplicity of its mechanics and the bite-sized gameplay, all of which make for a great quick-fix. I am very much looking forward to the asynchronous turn-based Frozen Synapse, due out very soon. I fired up the beta client often the past few months, and enjoyed the Introversion-like aesthetics and intricately detailed command controls. The second Humble Indie Bundle contained a gem of a tower defense game, Revenge of the Titans, which overcame my dislike for the subgenre and wooed me with its distinct look and tight design.

Having joined the smartphone bandwagon this year, I have been trying to find good games for it, but the selection is disappointingly small save for a few fun time-wasters. Angry Birds has been quite the success story, and I can’t deny that I’ve spent many an idle moment trying to topple some towers. Game Dev Studio, the popular iPhone game about making games, finally came to Android so I was able to get a taste of its completely addictive grind.

I had a good time with all of these titles, but what blew me away in 2010 were the three games I was anticipating the most.

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The Goggles, They Do Everything

I’m sure it’s happened to you: you’re playing a game and you come across a weapon, or ability, or game mechanic that you just love, and you wish you could use it all the time. Only you can’t, because the developer has placed restrictions on it in the name of balance. It’s understandable that you can only use the Super Gravity Gun at the end of Half-Life 2, it being the most powerful weapon in the game. Valve know that restricting its usage makes it more fun to unleash on the Combine.

Where does the designer’s responsibility for making a game fun end, and the player’s begin? Should the player be given full reigns over the available tools or should the designer limit them? Greg Miller at IGN raises this question using a recent example, the detective vision mode in Rocksteady’s Batman: Arkham Asylum. The mode enhances Batman’s vision, allowing him to use his detective skills and analyse his surroundings. At the touch of a button, a blue visor covers the screen and renders the environment in flat shapes in order to help highlight important details like vent covers and enemies. The mode can be activated at any time and for however long as the player wishes; moreover, it lets the player see through walls and points out key information like whether enemies are armed, if a wall is destructible, and so on. Sounds like a win button, doesn’t it?

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Gear Up For The Coming Storm In Mass Effect 2

Mass Effect 2‘s release is imminent. The past couple of months has seen a barrage of media in the form of screenshots and videos in the lead up to the game’s January 26 launch. It’s still early, but reviews are starting to come in and so far the game has been maintaining a 90%+ rating in magazines like Official XBox Magazine and PC Gamer 1)http://www.metacritic.com/games/platforms/xbox360/masseffect2?q=mass%20effect%202. So the hype machine is in full force for the much-anticipated sequel, it only remains for fans to decide which edition of the game to buy.

We’ve spoken before a little bit about the pre-order DLC, but BioWare has now detailed the various pre-order options available on their site. It’s not quite as ridiculous as it was with Dragon Age: Origins, but it does mean that fans will have to yet again decide between mutually exclusive sets of in-game items. There are two basic editions, Standard and Collector’s, and there is a Digital version of each which can be bought at various digital distribution outlets. Pre-ordering the Standard from Gamestop gets you the Terminus Assault Armour and Blackstorm Weapon, and everywhere else gets you the Inferno Armour.

The Collector’s edition consists of (along with superior box cover art): extra bonus discs containing a Making Of documentary and the soundtrack, the first issue of the Dark Horse spinoff comic Mass Effect: Redemption, a 48-page artbook, and an additional set of DLC armour, the Collector’s Armour. You may just want to pick the Terminus design based solely on how formidable it makes your Shepard look, but each of the armour sets has different benefits, like increased shielding or sprint speed, so it’s probably worth looking at the stats before choosing.

One item that will come with every version of the game is a single-use unlock code for something dubbed The Cerberus Network, which will be “a conduit for players to receive bonus content as well as daily messages and [Mass Effect 2] news.” 2)http://news.teamxbox.com/xbox/21907/Mass-Effect-2s-Cerberus-Network-Revealed/. It sounds like it will be a platform for managing DLC in the game, much like what is being used in DA:O. There will be content available from day one, such as new missions and items, as well as the previously-rumoured extra companion, Zaeed. It’s most likely an incentive for customers to buy new copies of the game as opposed to used; a similar situation occurred with DA:O, which offered for download an extra character called Shale – who was by no means tacked-on, rather an integral part of the game. There will be more DLC down the line, like a new vehicle called the Hammerhead which will allow players to navigate planet surfaces.

While I’ve been trying to avoid most of the videos for fear of story spoilers, there are a few that neatly outline the game’s premise without giving too much away, one of which I’ve embedded below.
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