Ocarina About Bloody Time

15 01 2012

We’ve had an idea for the podcast for a long time about each of us going back to play retro games we didn’t get a chance to at the time. Therefore as part of Season Three of Brake For Frogger (the first record of which is due on the 26th January by the way so expect an episode not long after) I’ll be going back to play Ocarina Of Time which is probably the marker of the time I ‘forgot’ about the Legend Of Zelda series. After playing both the NES games and completing Link To The Past on the SNES alongside my sister I ended up buying a Playstation instead of a N64 so Link’s later adventures eluded me.

I’m aiming to play at least a couple of hours every month, possibly more if I get into it.  For those who want to know the technical details I won’t be playing the original N64 version nor the recently released 3DS remake but the Collector’s Disc released on the Gamecube for those who pre-ordered Wind Waker (in truth I gained one when somebody did a whole bundle of trades in the games shop I worked in).  I’ll probably record a small section for inclusion of Brake For Frogger each month.

I’m aiming not to ‘review’ Ocarina Of Time with a comparison to today’s games as it would be far too easy to suggest it’s aged badly. I’m more interested in the people I know who have completed the game and say, with all honesty, that they would love to lose every memory of it just so they could discover it all over again.

First though, I might have to prepare to here the phrase ‘Over Here’ a lot.





The State Of The Union Address 2011

31 12 2011

An astrologer would argue that there is nothing significant about the turning of one year into the next. It is simply, they suggest, the date moving forward as it does every other day at the stroke of midnight. This somehow does not stop them writing massive ‘Your Year Ahead’ supplements for whatever national paper sends them a pay packet however. For most people the run up to New Year provides a time for relection about the past and thoughts towards the future. I’m in a similar frame of mind about Brake For Frogger.

The second season saw the podcast far overtake the written side of the site but with good reason. We don’t have the regular roster of writers who contribute to the site with daily news and articles. If we did have then we might be attracting more in the way of advertisers and therefore income but I don’t think we’ve ever been about that. The best written pieces of 2011 were probably the ones not written by the ‘core’ team. Paulo continues to impress with his game reviewing ability for example.

The podcast is now the focus and Season 2 saw some expansion but it wasn’t exactly smooth. The summer was difficult as Tom left the band on a temporary basis in order to attend to other matters so we floated along rudderless for a short while.  The four man format therefore took a few episodes to settle in, really only hitting the stride proper post summer. In among all this we had moments when Brake For Frogger became something like what I always wanted it to be, an audio magazine voiced by people who love videogames. It’s something Season 3 is gunning for in a big way.

There will be some changes. Lexie’s nervous screaming, delightful though it is, is getting a little bit thin. we’ll still be hearing from her but it probably won’t be in the capacity of her being petrified all the time. There are also some plans to shed more light on less mainstream gaming and Alan will always have us covered for retro games. I’ll also be playing Ocarina of Time and giving my thoughts each month as I get further into it. Having never played it until now  this segment shall probably be labelled ‘Ocarina About Bloody Time’. We’ll probably come up with some other stuff before the record date (currently penciled in for January 26th).

If you’ve listened to us during 2011, spread the word, met us, played against us or been out drinking with us then we thank you. Here’s to a grand 2012.

Long live the Frog!





You Must Be The New Mayor

10 11 2011

Whilst on a family holiday to Wales last month we visited The Cardiff Story. In one room we found a table with a blank model of the city featuring only the River Taff. Beside the table were a pile of different blocks featuring a various assortment of buildings and landscape features. The idea was to build your own version of the city. My five year old son seemed quite happy to stick a school right next to a nuclear power station but I spend a good ten minutes trying to work out the best way of laying out the city. Keeping shops in the city centre far away from industrial factories, maintaining good transport links. Essentially, I was using the skills I had learned many year ago playing Sim City on the Super Nintendo.

Sim City was one of the first games I bought for our SNES (I say ‘our’ because I was forced to share a console with my older sister for the first year or so, she was annoyed when I conned our Dad into buying the Street Fighter 2 pack first). The high percentage the game had been given in Total Nintendo magazine made me curious, I had no experience of the PC version and I wasn’t old enough to consider the idea that this may be a scaled down console version of the game. This somewhat open minded approach probably gave rise to my vast enjoyment of the game. I proceeded to plough many hours into city building over the next few weeks.

Starting with a simple patch of land, often with a few trees and a river if you were lucky, your dreams of a sprawling metropolis begin. The three main zones were split into residential for housing, commercial for shops and industrial for factories but the first concern of your mayorship was how to power all of this which gave you the first big decision. Coal power was cheaper to buy than nuclear but would create a massive smog cloud over the sky, nuclear power was cleaner but more expensive and a disaster if the reactor blew. Once decided it was a case of starting small and laying down the first few zones, linking them with a few streets here and there. Small signs of life would spring up, tiny houses and factories alongside cars driving down roads. It was heartening and refreshing, a game that gave you the tools of creation rather than destruction.

Even at this early stage certain issues were already raised. Crime would still have to dealt with so building a police station was essential. Fire protection would be supplied by building your first fire station. Both of these services would take regular funds from the city coffers which in turn would require you to set the city’s tax rate. Like everything in Sim City, this was a balancing act, too much tax would mean your population would be slow growing as your city would not be an attractive place to work, too little and your funds would be low and investment would be sluggish. Once gaining a small amount of capital you could expand and make your desert outpost into a town adding a rail network for easier transport links, more factories to create jobs, more shops for your citizens to spend their money in and houses for them to live in. Later additions included parks, stadiums and even your own house. The joy of Sim City was looking at your creation from above and watching it grow, seeing everyday life pass by. There became a substantial sense of ownership, you remembered the day when this was all just a desert strip but now it’s a bustling city in which people lived and played. There was a major feeling of pride in what you had achieved.

For those who wanted a bit more of a challenge there was the ability to call on selection of disasters to destroy a part of all of your city. Floods would rage, fires would burn out of control and earthquakes would shatter all the buildings at its epicenter. It was up to you to budget for a recovery and bring the city back to the former glory. Other events were slightly more offbeat such as Bowser emerging from the water and stomping through your streets Godzilla style and aliens invading with a death ray. Getting your city back on its feet was both satisfying to play and boosted your approval ratings no end.

I spent a huge amount of hours playing Sim City and it also featured one of the first examples of unofficial co-op play I ever experienced when two friends and myself each took charge of one zone type in our city and wasted the next five hours arguing over funding and what should be built first. In a strange way it was like a teenage council meeting.  I have tried playing the more recent editions of the series but Maxis took the idea of expansion too far and made the game far more complex than it really needed to be. My overbearing memory of Sim City 4 on the PC was building more and more water pumping stations as there never seemed to be enough to keep the taps running. It’s probably something they patched but I never bothered to update. The SNES version was ideally pitched and an unlikely favourite during my 16 bit days and as such remains on my top list to this day.





Ninja Gaiden Interview

7 10 2011

At this year’s Eurogamer expo, we here at Brake For Frogger where lucky enough to sit down with Peter Garza, the Localisation Director at Team Ninja, who are a division of Tecmo Koei. They were founded in 1995 and have worked on a number of AAA games including Metroid: Other M but they’re are best known for their work on the Ninja Gaiden and Dead or Alive series. We got to ask him a few questions about their up and coming game Ninja Gaiden 3.

BFF: Having had a go at the game on the show floor the first thing that strikes you is that Ryu has a strange looking arm – why is this?

Peter: That’s actually a curse, early on in the story of Ninja Gaiden 3 an enemy called the Regent of the Mask – you may have seen him in some of the trailers for the game he has a red cloak and a mask and he places a curse on Ryu and that curse feeds on the lives that Ryu has taken. In this game we play of the fact that he has taken so many lives not just in this game but in the past ones too. The curse will infect more of his body as you play through the game and it is a manifestation of the karma for taking people’s lives. In terms of gameplay, this is how you trigger the ultimate technique – his sort of super move but you have to power it up by killing people that’s an example of the more immersive feel we’re going for in this game rather than just charging your meter up, you have it as sort of a gameplay element both into the game mechanic and story so it gives you more of a seamless experience.

BFF: So that is why there was no essence to collect when I was playing?

Peter:  Yeah, Ninja Gaiden 3 doesn’t have essence to help with the level of immersion in the game for more of a modern take on action games. The story for Ninja Gaiden 3 focuses on Ryu Hayabusa and showing the consequences of him killing people and giving the people the experience of striking someone down with a sword, feeling what that’s like in order to get that connection with the action that is going on. You have to empathise with the people that you are cutting down and if you start putting in yellow orbs that come up from dead bodies and things like that, it takes it away from being an immersive experience and you don’t empathise with them they’re just another game object, you’re just playing a video game. When we look at the way games are evolving they go more towards an elusive style and we want to be there at the forefront of action games to give that immersive aspect.

BFF: With there being no essence in the game, this time round – does that mean the way in which you unlock and upgrade weapons has changed too?

Peter: There will not be the same shop aspect as in the past game, you will get power ups and you will slowly unlock moves, but those are tied into story mode – so within the course of the story you’ll unlock different swords each one will bring with it, its own moves and powers but you’re not hitting the dragon statue at the side of the road to power things up again, that was one of the sort of gamely aspects that we wanted to revise and streamline for the experience on the whole.

BFF: What sort of range of weapons will Ryu have in Ninja Gaiden 3?

Peter: The single player is focused on the story and the concept of cutting someone down so it evolves around sword play – the core combat for the single player then will be based around the Katana.

BFF: With the game having a tradition of being as hard as hell to play, will the third outing continue this or has it been made easier to appeal to a larger audience?

Peter: For Ninja Gaiden 3 we are implementing what we like to call play styles. We know we have a long history and we have earned a cred for being a hard game and the fans who have cleared the game on ultimate ninja will wear that as a badge of honour. We definitely want to give them a challenge and in no way are we trying to dumb it down at all, so that challenge is still there for them but that being said we know that there are a lot of people have thrown their controllers away and even more people who haven’t played a Ninja Gaiden game at all. We think those players (when they come to Ninja Gaiden 3) it’s not a case of being good or bad more a matter that they have different skills. Maybe they’re used to a different games mechanics – so we set up play styles and we have a ninja play skill for the people who want the normal challenge who have played in the past. We also have a Hero play style and is more for the people who just want to play through the story without having to worry about each and every battle. So for people who are new to the series or to players who have thrown their controllers off the wall, Hero play style is there though you’ll still face hard enemies, but there is things going on in the background to help the player – not to make it easier and bring you up to that difficulty level.

BFF: The demo on the show floor has Ryu fighting through the streets of London, will there be any other locations in the full game?

Peter: Yeah, the first stage takes place in London but there will be plenty of locations across the world in the full game.

BFF: Will there be any online play in Ninja Gaiden 3? Versus? Or scoreboards?

Peter: Yeah, we’re definitely looking at online play and with the concept of the single player mode being about what it’s like to cut a person down and being focused on the dark hero Ryu. The online modes are focused on the world of ninjas, so you start the online modes as a rookie ninja you can customise the look and weapons so you play as the ninja you want and you’ll be fighting the other ninja’s through the world to become that top ninja.

BFF: In the past games of the series there have been Easter eggs in the world, are there any plans to have Easter eggs on the third game and if so what could there be?

Peter: We will definitely have content that series fans will enjoy.

BFF: With the game being on the 360 and PS3 is there any difference between them?

Peter: The PS3 game will support Move in the Hero play style, but by in large both games are the same.

BFF: With Move being an option on PS3 version of the game did you ever look at using Kinect on the 360 side?

Peter: We looked at Kinect but we didn’t get the gameplay connection with it that we were looking for. So we felt we could serve the 360 fans better through other aspects other than Kinect.

BFF: With the game also coming out on the WiiU how is it shaping up?

Peter: Definitely for the WiiU version Ninja Gaiden Razors Edge it just getting up and running on the development hardware so we’re still at the stage of playing with control schemes and see what works and what doesn’t. We definitely want to use as many features as we can and to push the WiiU to the limit and we do have a history with touch controls with Ninja Gaiden Dragon Sword on the DS and the director Yosuke Hyashi is working on it as we have that history with touch controls, so we can refer to that as a base but if that works on the WiiU or not is something we have to play with and that’s the really exciting thing about new hardware.

BFF: Graphically how are you finding it against the likes of the 360 and PS3?

Peter: For graphics and hardware power it’s definitely on par with both the 360 and the PS3.

BFF: With Ninja Gaiden being on the DS in the past with the excellent Dragon Blade and with the success of Dead or Alive on the 3DS, is there any plans to bring Gaiden to the 3DS?

Peter: There’s definitely ideas there and Dead or Alive on the 3DS was a great project for the team and the 3DS is a very capable piece of hardware so it’s not something that there are any plans at the moment, but there are ideas there.

BFF: With more and more Eastern developers leasing games to the Western developers like Dead Rising and Devil May Cry do you ever see Team Ninja doing this with Ninja Gaiden or Dead or Alive?

Peter: For Ninja Gaiden and Dead or Alive I’m pretty sure that both will stay in house Team Ninja makes both games and that’s their culture and not just the Japanese culture but the development culture and game culture and that’s what they live and breathe – the kinds of animation and the kinds of combat that’s what the team have been doing that for years. That being said we would still welcome the chance to work with Western developers where there is a lot that we can learn. Being open to Western is definitely something we welcome.

BFF: It’s been sometime since Ryu was last seen on the home consoles and with the likes of God of War and Ninja Scrolls on the market now, how do you think Ryu will stand out in the crowd now?

Peter: We focused on the story this time round and trying to portray Ryu as not just a mindless killing machine from a Japanese arcadey game but focus on his humanity and what makes him tick and talking about the consequence of killing someone. The players will be able to make more of an emotional connection to Ryu through the brutality that they will commit throughout the game and they’ll see Ryu as a Japanese dark hero and not just a cool killing machine. We really want to humanise Ryu and show the real person behind the mask.





Giving Up Before You’ve Started

21 05 2011

I walked into my local branch of a national video game retailer to pick up my pre-ordered copy of L.A Noire yesterday. The game features scenes of a dark and gritty nature, the check out featured something along the same lines. After looking in the back cupboard for my copy which, rather wonderfully, was waiting for me with my name on (regular listeners to the podcast will be aware of Geordie Al’s arguement when he pre-ordered Smackdown vs Raw 2011) the patter began.

“We’ve got a few specials on today regarding L.A Noire” spoke the assistant.

“Oh really?” I replied, thinking that I had budgeted for £35 and wasn’t really in the mood to go over it.

“Yes, you can get the game, a guidebook and a pre owned copy of Grand Theft Auto 4 for £56″

I’ve tried GTA4 in the past, it’s never grabbed me. I think I’ve just hit the age now when Rockstar’s earlier crime capers don’t agree with me. I passed on the offer thinking that would be the end of it.

“In which case you can buy the guide book for £9.99 rather than the usual £15′

I made the relevant humming noises and, at this stage, I was entertaining the idea of buying the guide just out of sympathy. I wasn’t quick enough.

“Some of the interrogation scenes can be pretty tricky, this guide can help you through it”

So essentially this assistant had suggested I pay £10 more to make my purchase easier because reading emotional responses might well cause me great difficulty. The barrier went up.

“Are you sure? Because the manager of this shop got the guide and he never usually does, he bought it for this game alone”.

I was quite sure and I thought I’d better ask the obvious question.

“Don’t you think” I ventured “that buying a guide for a game you have yet to play is a little bit much like giving up before you’ve started?”

He shrugged his shoulders. I politely declined his most generous offer. He accepted payment and placed the game into a bag. He wasn’t done yet though.

“Anything else you’d like to pre-order whilst you’re here?”

A fair stand alone question but one that has been tacked onto a list already. The next game I’m truly awaiting would be Deus Ex. I asked if he has a date for that which he then checked.

“August 26th but we don’t have a code for it yet”

I informed him that I’d wait until nearer the time. Then came the classic, his masterstroke, the one he’d been building up to.

“Do you want to pre-order Modern Warfare 3?”

No, I bloody do not want to pre-order MW3. Even if I did it’s six months away from release and it’s just been made painfully obvious that, as far as UK gaming retail goes, they’re putting every egg they ever had on that one Activision shaped basket.  This is also a retail chain that recently began to advertise the fact you could buy pre-paid cards in store with the correct points amount to buy DLC or Arcade games. Downloadable games that can be purchased easily without the need for setting foot in their establishments.  It’s no great shock that games retail is slowly dying on its arse especially when the experience of shopping in these places is usually soulless and sterile.

Not for the first time I reject his kind offer.

“Are you sure? Because we’ve got a code for Modern Warfare 3″

Yes I’m sure you have mate, I’m sure you have.





Crysis 2 – PC, PS3, XBOX 360

11 04 2011

‘It’s not the suit that makes the man, but the man that makes the suit’

Before I get into this I just want to make one thing quite clear. I’ve never played Crysis before. I know I should have, but I didn’t. I understood the premise, another FPS with Alien invasion as its selling point – I thought it was just another Resistance, another Gears, another Halflife – but I was completely wrong on this, Crysis shares a lot with a vast plethora of other FPS’s but in some cases has improved on them to such an extent that in some circumstances put it head and shoulders above its competition.

It’s a FPS – that much is clear. It begins in typical flair too, a group of marines being sent into battle an unknown enemy in an obliterated New York in the Year 2023. News bulletins give you an overview – there’s a virus, there’s civil unrest…there’s a hell of a lot of rubble.

You play as ‘Alcatraz’ – lets assume this is a codename. Alcatraz is one of a small group of marines sent in by submarine to New York to rescue a scientist, Doctor Nathan Gould. The insertion goes lady lumps up very quickly as an alien warship tears the sub apart and all but decimates you and the rest of the unit. Your vision is fading, your breathing is shallowing…there a slight loss of appetite…Alcatraz is off to the big barracks in the sky. Then a suited figure emerges from the smoke and, minigun in hand, blows the ship out of the sky and drags you to safety…what a nice man. Your vision fades to his very accurate words – ‘destiny is a bitch son’.

When Alcatraz wakes up he’s in a deserted building, theres a body on the floor and you’re now wearing the suit that saved you. Now things get interesting.

Your new apparel is referred to as the Nanosuit 2.0 and the body on the floor belongs to its previous owner, Laurence Barnes, Codenamed ‘Prophet’, the returning character from the first game. This suit gives you a slightly steroidy, metal look but looking dapper isn’t its only power. With a quick flick of a shoulder button it can become much more dense – giving the wearer added protection from gun fire, or can turn invisible – allowing you to sneak past enemies undetected. It also gives the option for a heightened level of speed and a ‘nanovision’ optical setting (think the predator’s heat vision). Now all of these options are cool, but would make getting through Crysis 2 a doddle if they were a permanent fixture. Luckily these features are limited by your energy bar which depreciates to a lesser or greater extent dependant on which power you have activated and what you happen to be doing with it. For example, if Alcatraz is cloaked but remains still then it depletes quite slowly, on the other hand if he is cloaked and speed running it belts down and when it runs out you can find yourself suddenly visible in the middle of a large group of enemies who would just love to get you out of your formal wear…and not in a good way.

The enemies you fight are two fold, the first is a human military presence called CELL, who range from standard grunts to tanks and the second is the alien race called the Ceph, who again range from grunts to devastators (walking goliaths with a passion for miniguns), both want you dead – but in respect to CELL, to begin with it is a case of mistaken identity…they think you’re Prophet, and Prophet has been killing their mates…unfortunately they don’t give you the option to sit down and talk about it so its blasty killing all the way.

Controlling Alcatraz will be familiar to anyone who has played a shooter before, upper shoulder buttons are iron sights and fire, lower left is armour, lower right is stealth, analogue sticks control movement and vision as well as your speed run and melee, face buttons are jump, reload, swap weapon and crouch. The D-pad allows you to swap to heavy weapons, explosives and your nano vision as well as bringing up your visor (I’ll touch on this shortly)…theres nothing new here, but its quite well mapped and the controls are responsive without being too twitchy.

One of the first things that will grab you by the Nano groin is just how pretty Crysis 2 is – every aspect of the locale oozes detail. You can be taking on CELL agents on a rooftop as helicopters and Ceph Gunships thunder overhead, their shadows briefly blotting out the sun. Burning buildings topple like dominoes in the distance and throw huge house size lumps of rubble into the sky. Architecture and trees crack, split and fall as bullets and laser fire rip through the roof gardens – it really is all that and more. And even more so, it sounds incredible. Not so much the weapons, (though they are quite barky in their own rights) but the surroundings, the enemies and the suit are fantastic, and above all is one of the best soundtracks I’ve ever heard. For the first time ever I didn’t want a load screen to end just because I was enjoying the score that much.

One of the biggest advantages to Crysis 2 that I’ve found over other first person shooters is the option of a tactical approach to any scenario. You can go run and gun into an area if you wish, but in most cases you won’t last very long, or if you do it’ll be down to a degree of luck. The best option is to be patient, as I mentioned above you have the option to bring down your visor at any time that lists your objectives and any ammo caches dotted around the area you’re in, but more than that it allows you to zoom in and watch your enemies as well as giving you pointers on how best to take them down. Do you flank them? Do you evade them? Do you snipe them from afar? Each option is possible, and it gives you the best place to start, which adds an extra level of thought to an otherwise narrow minded genre.

So, this is a game that includes guns and factions…so I’d call you a dirty, stinking liar if you said you weren’t at all interested in the multiplayer aspect and, though I’ve had quite minimal experience with it so far, I haven’t been disappointed. I’ve so far suffered no connection issues, no serious lag and I’ve thoroughly enjoyed the whole experience.

A lot of it is very familiar – you have classes, XP, ranks etc, and the usual platter of game types – Team Death Match and Free for all, Capture the flag and Headquarters to name a few. The addition of the nanosuit to a multiplayer setting is great and a quick flick of the shoulder buttons either gives you that extra dollop of armour or makes the task of sneaking up on your enemies slightly easier than if you were solid. Obviously the cloak can be seen and the added armour is only slight, be it may give you just enough to survive in a one on one fire fight if your opponent isn’t quick enough with theirs.

Where the multiplayer differs from the norm is two fold – firstly, killstreaks aren’t personal. When I say that, I don’t mean that they didn’t mean it directly at you, I mean everyone has access to them – they are set subject to the map that you’re playing and don’t have the same weight as the, for example, call of duty kill streaks. Radars, Jammers and Nano suit over charges aren’t quite game ending nukes, but they can tip the balance in your favour if there’s only a few kills in it. There are larger killstreaks such as laser strikes and Ceph gun ship support, but these are kept to levels were it adds to the experience rather than destroying it.

The second major difference is the inclusion of dog tags. Each time you make a kill your enemy will drop their tags, you get the XP automatically but killstreaks are only awarded upon the collection of these dog tags. What this means is that the usual camping and sniping, that is part and partial of all FPS, will get you XP just fine, but the only way you can assist your team with gun ships and radars is to give up your position and go and collect them. I personally think this is a brilliant idea as nothing infuriates me more than people camping and though it doesn’t stop them, you can die over and over and over again happy in the knowledge they at least aren’t getting massive kill streaks to add to the insult.

So in conclusion, it’s very refreshing to play a FPS that bring some new dishes to the table – that’s not to say that Crysis 2 is without fault. Though the enemies may look and sound incredible, they really aren’t that bright and I’ve lost count of the amount of times I’ve caught one either looping around the same circuit or walking zombie like into a wall. For a product with this much polish you would have thought that would have been the first thing to be addressed. And, like I mentioned, there are some unmistakable comparisons that can be made with other big players in this genre which, though they aren’t a bad thing, do remove some of the wow factor.

These are quite minor concerns though in one of the best games I’ve played of 2011 so far. Its epic, its intense and its all kinds of fun. If you’re looking for a new Shooter to hold you off until the next inevitable Call of Duty punt – or maybe Homefront just didn’t push the right buttons for you – you could do a hell of a lot worse than Crysis 2. This most certainly isn’t a well polished turd, but is a slightly flawed diamond in a spectacularly smart suit.





Day One in the Minecraftia House…

11 04 2011

I’ve made no secret of my interest in the wonderful game that is Minecraft.

Friend of the Frog, Andrew (Carswell, not Curson), made a suggestion that he and I should start making our own videos of our time in Minecraft.

Sounded like a good idea to me! So, on that note, here’s the first two episodes of our adventures in a new minecraft world and how we survived our (in-game) first day.

Part one:

Part two:

Andrew skillfully narrates these pieces, and in the future I’ll be helping him out too!

Hope you enjoy!





RunawayBomber’s Most Wanted 2011

15 02 2011

Given that we’re already over a month into 2011, it almost seems daft to post this…

Luckily for me, however, all my Most Wanted games for this year are beyond the middle of February! Without any further ado…:

Marvel vs. Capcom 3: Fate of Two Worlds

Releasing this week internationally, Marvel vs. Capcom 3 is another instalment in the exceedingly popular series of crossover titles from Capcom. Coming off the back of the downloadable re-release of Marvel vs. Capcom 2 on consoles, this game hopes to repeat the success of its predecessors. Using the Street Fighter IV engine (3D characters playable on a 2D-plane), it looks to be a robust fighting game with all the elements that people adored from the prior titles and seems set to become just as popular. Here’s hoping:

Marvel vs. Capcom 3: Fate of Two Worlds’ is released on Friday 18th February.

I Am Alive

I Am Alive is a delayed title from 2010. I didn’t include it in my Most Wanted for last year because at that point, it wasn’t really on my radar. As 2010 wore on, however, I found myself becoming more and more interested in it and then when it’s release was delayed from Q3 2010 to “at some point” in 2011, I was actually quite distraught. Set in Chicago, after an epic earthquake has destroyed the city and separated it from the mainland and the rest of civilization, you play as Adam, a man who is just seeking to find his missing girlfriend and remain alive in a city where everyone is hostile and food and water are scarce, meaning that become dehydrated is a very real scenario. Its first person stylings aren’t exactly looking to set the world on fire, but it seems to have enough of a unique concept to see it breakaway from the glut of FPSs that are regularly released:

‘I Am Alive’ is due for release in 2011, but a firm release date has yet to be set.

Mass Effect 3

A big surprise of 2010 for me, Mass Effect 2 absolutely tore up any misconception I had about that franchise and affirmed itself as the best game that I have yet had the pleasure to play. It built upon the shortcomings of its predecessor, and then effectively blew it out of the water. I’m hopeful that Mass Effect 3 will be the utter pinnacle of the trilogy of games and I absolutely cannot wait to play as Commander Shepard again and see its epic storyline through to its conclusion. The Reapers from the previous games have finally come to tear apart humanity and destroy the galaxy as we know it. The question is will Shepard be able to stop them? With all your decisions from the previous two games and thousands and thousands of variables being taken into consideration, it becomes obvious that the personalised experience that Bioware are so good at providing to gamers will be further built upon in this game.

Every game this year may well disappoint me because I’m just so excited for this one… Frankly, I cannot wait:

‘Mass Effect 3’ is set to be released during Q4 2011, with a release date yet to be confirmed.





Criple H’s Most Wanted 2011

10 02 2011

Around about this time last year I wrote of my 2010 gaming hit list. It featured Heavy Rain, a game which I admitted at the time I would need to buy a PS3 for. I never bought a PS3 so I only got two out of three. Still that’s not bad so let’s try again for this year. In no particular order then…

Deus Ex-Human Revolution.

I’ve documented my love of the original Deus Ex on Brake For Frogger’s blog and podcast before so it’s quite reasonable to see why I’m so excited for the third instalment. A preview video of the game appeared about 18 months ago and until recently we’d heard nothing more and speculation mounted as to if the story would take place after the events of the second game or at some other point in the future. When it was revealed recently that Human Revolution will be a prequel more questions were raised alongside the usual vitriol from PC gamers saying it would be dumbed down for console consumption.

I don’t care though. I loved Deus Ex because it was an FPS with thinking involved. Missions could be tackled in pretty much any way you wanted whether it be blowing the place apart with rocket launchers or hacking the security system to move in under cover of darkness. The story was thick with espionage and the characters were fleshed out and entertaining. Combine this with some fantastic looking cut scenes shown thus far and it seems we could be in for something special.

Mortal Kombat.

I’d love to say that I was a Street Fighter player back in the day, I’d say how I liked the technical aspect of Capcom’s brawler and spent hours learning combos. I would be lying. My 14 year old self went straight for the ‘shocking blood and gore’ of the Mortal Kombat series by buying the SNES version of the second game for £60 from Dixons on launch day. Street Fighter was an art form, Mortal Kombat was brash and loud.

The release of Street Fighter 4 showed that there’s still a place for the 2D fighter in 2011 if it’s a well made game. The Mortal Kombat franchise has long since lost its way in recent incarnations being unsure as to either head down the serious or comic (Kombat Chess anybody?) route. Ed Boon has taken his fantasy fighting series away from the wreckage of Midway and is intent on updating it for modern tastes. The game looks to be heading back to the serious gore factor that saw the first few games in the series gain attention with macabre fatality sequences and the wince inducing ‘X-Ray moves’. I’m interested enough to take a punt on the results.

L.A Noire.

A cynic might say ‘Grand Theft Auto 1950′s’ but Rockstar’s latest looks to be far more than that. Red Dead Redemption proved that you could take the GTA engine and use it to tell a good, involving, in depth story without the need to pick up hookers all the time. L.A Noire looks to be taking it further using methods we’ve never seen before.

Rockstar’s big releases may have started out with you playing the criminal but L.A Noire sees you taking a role on the other side as a police officer (John Marston bridged the gap by being an ex-criminal who actually wanted to go straight). The facial animation system seems integral to L.A Noire’s gameplay working as it’s based on telling if a suspect is telling the truth or not. If it works out as they say it’s going to then we’ll be in for a treat come May when the game is released.





Need for Speed: Hot Pursuit – Xbox 360 & PS3

3 02 2011

The latest game in Electronic Arts’ Need for Speed franchise came as something of a surprise to me. I only really became interested in any of the games when Need for Speed: Shift was released – I’m not sure I had even played one prior to that.

I’ll openly admit that I had no initial intention to purchase this game, I was just going to let it pass me by, but a comrade from the Sonic’s Ring podcast (namely Dave Whitelaw) informed me of two facts – #1: It was a brilliant game and #2: It was currently on a very good offer at most shops. I couldn’t help myself, and picked up a copy.

…And thus started my introduction into the dark-side of the arcade racing game. Chances are that anyone with a passing interest in Hot Pursuit has heard of its feature Autolog. Fact: Autolog is an evil creation sent to destroy humanities ambition to live out their lives!

Autolog is a feature that links together your racing and your friends racing in a way that a game like ‘Blur’ (another title to attempt to embrace social networking within its menus) could only dream of. Sadly, while I’ve been learning the ways of Hot Pursuit, a fair majority of the time I have spent on it has been attempting to beat the Autolog recommendations that the system throws at me rather than actually making any substantial progress in the career modes. On the other hand, at least Hot Pursuit allows your driver and cop statuses to rank up while you’re doing any form of racing (even online).

The online modes are outstanding; the races are dynamic and ever-changing. The Cops and Racers Hot Pursuit mode is of particularly worthy mention. It is the absolute definition of fun. Even with so few players as 2 Cops vs. 1 Racer or 2 Racers vs. 1 Cop, It’s still great fun to try and escape from the chasing sirens or to hunt down your prey and throw everything you’ve got at them until they have to stop or wipe-out completely. The mode can stretch to 8 players per game, so it’s easy to imagine the chaos that might ensue when you have 4 cops against 4 racers! Aside from that fairly unique mode, you also have the basic racing mode (also up-to eight players) and the Interceptor mode, where 1 cop goes against 1 racer with the aim of either chasing down the racer or the racer managing to escape from the cop in any way they can.

Impending crash, anyone?

The regular short-cuts on the track allow players to zip around them and sneak in front of cars. Nitro boosting affords you regular bursts of speed to help you get ahead of others. Whichever way you choose play this game can lead to pure excitement.

It has a fairly robust career mode too. No storyline to speak of, although it’s rare that you would actually find one in an arcade racing game. There are two strands of career gaming that you can follow (you might’ve started to notice a theme here) – The Racer career path, or the Cop career path. Both are extremely fun and challenging, all the while being linked with the Autolog system (just to keep up that competitive edge). You’re presented with a vast range of locations, in both, with several challenges and races in each. The basic aim of the mode is to ascend to the upper echelons of the racer and cop levels, unlocking races and car along the way.

We... have... DEBRIS!!!

As you would expect from a racer of this calibre, the licensed cars that are available, unlockable and downloadable are impressive. They range through 5 categories or ‘series’ – Sports, Performance, Super, Exotic and Hyper. The hyper series, as you might expect, contains numerous cars that might be considered to be the finest cars currently available to man including the Bugatti Veyron, a Koenigsegg and the Gumpert Apollo. Impressive vehicles that are actually surprisingly easy to drive on this game in comparison to a title like Forza 3.

Yes, yes, I know… This is an arcade racer not a simulation racer like Forza but my point still stands. It’s nice to be able to drive these amazing cars without feeling like you’re straddling a knife edge where the threat of losing control and totally wiping yourself out isn’t ever present. With that said, Hot Pursuit even makes crashing your car fun to watch. You’ll see what I mean – it’s truly obvious on many occasions just how close to the ‘Burnout’ series of games this title is but, in this case, it’s easy to see that Criterion has gone for one-upmanship over paying homage and have absolutely succeeded in that.

On the brink of an EMP burst

Hot Pursuit should appeal to a very wide audience of racing fans. As I can testify, it should appeal to numerous non-racing fans too. I’m not someone who really considers himself to be a fan of racing games in any true sense. I rarely look forward to the release of one (I consider Split/Second to be the one exception to that, though). This game has impressed me no end. It is immensely fun and an incredible time-sink. I lose hours and hours to it every single time I put it on and the best thing is that I barely even notice. It makes engaging with your friends, joining other online races and absolutely losing yourself in it completely effortless.

I can say no more… Need for Speed: Hot Pursuit sits as a shining jewel in its genre.








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