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Wednesday, August 15, 2007

Tony Hawk's Proving Ground (PS3)

Publisher: Activision Developer: Neversoft Entertainment
Genre: Extreme Sports Release Date: October 9, 2007
ESRB: Teen More Info on this Game
By Sterling McGarvey | They say that cats have nine lives, but what about the Birdman?

Recently, Activision and Neversoft dropped into our offices to show off a new build of Tony Hawk's Proving Ground, the ninth title in the venerated Tony Hawk series, and the second title developed primarily for HD generation consoles. While we remained a bit guarded after our frustrating experiences with the lackluster Tony Hawk's Project 8, a few minutes with controller in-hand warmed us up what THPG will offer you when it releases later this year.

It sounds like while the plot of Proving Ground will find you, a young skater, working your way up the echelons of the skating world, like many of the past titles, it won't have the singularly directed focus of Project 8. While you'll be getting respect, sponsorship, and fame, you'll have a variety of ways to do it. In past games, you'd do the usual "zero to hero" route, but maintain a certain degree of balance. However, in the new title, expect to see your skills vary according to your play style. Some of us have referred to it as "Tony Hawk's RPG," and while you're not exactly busting out with a skater guild or casting Christ Air, the leveling system feels like it's strongly broken down into character class.

Firstly, you'll have the career class, which is a path for the more mainstream skater. Here, you'll get sponsorships from slightly more household names, and go for the sort of fame that makes people like Tony Hawk a household name. Hardcore guys will go for the big stunts, aggressive moves, and massive underground cred. Street class is about pulling off hot moves in urban locals. Perhaps the most intriguing one, however, is the rigger class, which is exemplified by the likes of skaters like Daewon Song. In rigging, you'll put together crazy combinations of stuff in the environment, and pull off the trick. It's a bit like Daewon's crazy rails-to-wallie-to-rails-to-schoolbus stunt in front of the high school in Project 8, but stretched out as a means of building stats


With each Hawk title comes a new gameplay feature, and this year's no different. While last year brought us Nail the Trick, which felt completely awkward and difficult to pull off, this year will give you Nail the Manual, and Nail the Grab. Associate Producer Yale Miller reassured us before playing that the biggest detriment to Nail the Trick in Project 8, the camera, has been pulled back to make things flow much more intuitively. Sure enough, after ten minutes of tinkering around with it, he was right. Nail the Manual requires a little more grace, and you won't be able to hold it nearly as long as manuals in past games, from what we can tell, but it flows effortlessly from a landed combo.

We also can already tell that we'll be bigger fans of Nail the Grab, but that's also likely due to our play style। We're glad to see that the "Nail the" features have gotten some much needed camera improvement; it was among our biggest complaints about last year's game, and it's gotten some tweaks। We sense that in order to get the game out on time in October, Neversoft couldn't toss in "Nail the Grind," but we imagine that it's not something they would deliberately ignore. Oh well.

Besides the new "Nail the" features, you'll also have the Aggro Kick. By tapping the right bumper or R1 button with careful timing, you'll be able to gain much more velocity than you could with the traditional autokick, or by simply holding down the jump button. It's very useful for clearing huge gaps, or simply for setting up some big vert moves. Think of it as a massive speed boost, and you'll have an idea of how it works; thankfully, the speed isn't too overwhelming once you've started aggro kicking. In regard to the rest of your repertoire, anyone who's put in his or her fair share on the Hawk series over the years will feel comfortable with grabbing a controller and whipping out some grinds and kickflips.

Another new feature that we got to see more of was the Skate Lounge. You'll be able to collect items within the in-game environment and add them to your lounge. We asked Miller if any of this would translate over into Home trophies for PS3 owners, but it appears that there won't be a crossover of Proving Ground with Sony's upcoming program। Nevertheless, the idea of creating a hub of sorts for you and online friends to jump in and hang out together should feel very familiar for PS3 owners, and intuitive for gamers regardless of platform. It's also a place to watch unlockable videos and show them off to a captive audience. We're also happy to hear that, according to Miller, you can jump into online games without having to exit your existing single-player game, save, and go to the game menu to play over Xbox Live or PlayStation Network.

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Monday, August 6, 2007

Previews: Medal of Honor: Airborne (PC)

Publisher: Electronic Arts Developer: TBA
Genre: Shooter Release Date: August 28, 2007
ESRB: Rating Pending More Info on this Game

By Bryn Williams | We get a chance to play the multiplayer portion for the first time।

We've just spent the last three hours or so entrenched in some pretty hectic World War II airborne deathmatching at EA's Los Angeles studio. Medal of Honor: Airborne appears to be very completion, as the 360 and PC builds of the game that we played didn't exhibit any signs of being a work still in progress. A handful of gaming press folks took up arms as the Axis and Allied forces, facing off against each in teams of six on six. The results were impressive enough, but is there room in the market for yet another WWII-based first-person shooter? Maybe so...

This latest entry into EA's esteemed franchise is no slouch in terms of added gameplay, visual appearance and aural capabilities. The overriding premise of the game is that this time your taking on the role of either the ground-based Axis forces or the highly-skilled parachutist Allied airborne troopers. This is the first time we've been privy to the game's multiplayer action, so it was interesting to see how the new parachute mechanics really affect the flow of battle in your classic deathmatch scenarios.

While the PC build had the edge over the 360 version in terms of framerate and control sensitivity, everything else appeared to be pretty much equal। As the player, you'll have access to an array of WWII weaponry including grenades, pistols, submachine guns, rifles and even the dreaded Panzershreck rocket launcher. Basic movement, aiming and ducking is performed as in the previous games, but there are also a few moves at your disposal too.



You are now able to sprint rapidly, which allows you to move from cover to cover in a much more affective manner. If you're playing as the airborne Allied troops, then of course, you're able to parachute your way down from the skies onto the battlefield. In fact, you're able to land pretty much anywhere you want on the map thanks to the excellent steering mechanics. As an added bonus, and for those with skill, you can even get an insta-kill on a poor inspecting enemy by landing on top of them and booting them in the face with your heavy duty army shoes.

This wide-open approach literally allows you to coordinate some well-planned landings on the battlefield, but it also adds a new sense of danger to the traditional FPS deathmatch game too. You're going to have to be able to defend yourself from a 360 degree area around you, as the game will not be spawning and respawning your character in set points. This gives the multiplayer a new angle and requires some thought as to where you want to drop into the action. At first, this can seem a little overwhelming, but in time, you'll learn to 'chute into tactically sound positions such as rooftops where even an extra weapon or some ammo might be found.

MoH:A also changes things up in as much as the players can now fight against each other in a vertical scenario instead of just a ground-based affair। Climbing up ladders and such allows you access to a whole network of building tops, church steeples and other vantage points where both sides can now go at each other. It's commonplace to be slugging it out on the ground level and to have other crazy fire-fights occurring a good 20 feet in the air. This gives the players more flexibility in the environments and better allows the parachute mechanic to extend the life of the maps.

There are three specific multiplayer modes in MoH:A which are straight-up team deathmatch; team deathmatch airborne and finally objective airborne. The latter will see you and your teammates trying to capture and hold down three neutral flags which are spread out across the various war torn maps. A point is scored each time all three are fully in your side's possession, which is further governed by a regular match timer. Defending or assaulting these key points proves to lead to some pretty fearsome gun slinging.

EA has also implemented a nice weapons upgrade system whereby the players can get further usage from their guns, grenades and melee attacks. For example, a regular Garand rifle's upgrade allows the owner to jam special rifle-propelled grenades into the muzzle and bust out an impromptu lobshot weapon. A basic melee gun-butt swipe attack is replaced with a much more deadly knife swipe attack, and the infamous Thompson machine gun becomes the proud owner of a larger capacity ammunition magazine.

These upgrades can be used more easily in player matches versus ranked online matches, where you must earn the right to use them. Player matches see a kind of simple experience point system implemented whereby the more a weapon is used to deal damage, the quicker it will become eligible for the all-important upgrade. There's a good selection of Axis and Allied weapons -- all of which are naturally authentic -- and the addition of the upgrade system helps keep things fresh.


A decent number of maps; somewhere in the region of 10 or so, see many of the more famous airborne campaigns from history make an appearance. There's no question that EA has been doing its research to make the appearance of the environments as appealing and realistic as possible.

One complaint that can be leveled at the game currently is that when you shots connect with an enemy there's no real sense of how much damage you're dishing out. This stems from large on-screen reticules to the kickback of most of the weapons, and until you actually see your target fall over, it's a little bit tough to know if you're aim is spot-on. This is less of a worry when using the excellent Springfield sniper rifle and scope, but compared to other WWII shooters, and shooters in general, MoH:A feels a little lightweight in terms of a reaction from the target.

On the whole, the high production values and the core gameplay remains solid at this point, and what is on seems to be a fine entry into the franchise. Do gamers really need yet another WWII shooter? MoH:A will hopefully bring enough new elements to the table to make it stand out from the crowd, and while we're expecting the single-player to be less adventurous than the multiplayer offering, the package as whole certainly has appeal. We'll be eager to check out the final product when it ships later this month.

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