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Prima Games Blog

The Prima Games Blog is the place to read about new video games, get expert strategy, tips, downloads,
free walkthroughs, and insider game info by gamers for gamers.

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Curving Bullets

wanted

For my next project I’m working on the guide for Wanted: Weapons of Fate. I’ve been playing through the game for the last couple of weeks and it’s been fun experimenting with the innovative gameplay mechanics GRIN has implemented, helping this title stand-out from most movie tie-ins. Instead of rehashing the story from the movie, the game plays like a true sequel, taking place exactly five hours after the events in the film. While the story keeps things fresh, it’s the gameplay that really stands out. This is a third-person shooter with a cover system (and control layout) similar to the Gears of War games. But Wanted takes the genre a few steps further.

As seen in the movie, you can curve bullets, hitting enemies hiding behind cover. While it may have seemed a little over-the-top in the movie, curving bullets feels so natural in a video game. And once you get the hang of it, you’ll feel like a total badass. Curving a bullet is as easy as aiming at a target and using the left analog stick to manipulate the bullet’s trajectory, allowing you to curve it up and over objects, or around corners. While adjusting the bullet’s flight path, you can line it up so it travels through multiple targets. If you’re good, you can hit three or four targets with a single bullet. But before curving a bullet you must build-up adrenaline by killing enemies with direct fire or close quarter knife attacks. So it’s not a skill you can use endlessly for every situation,. Stored adrenaline can be used to perform other cool attacks and maneuvers. But we’ll talk about that later.

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Just One More Turn

Last week the demo for Sid Meier’s Civilization Revolution popped up on Xbox Live and the Playstation Network. I admit that I have played Civilization in the past. While I built up empires in Civ II and III, I was able to steer clear of Civ IV—not because it was not a great game, but I wanted to continue to have a life. So when I saw the demo for the console only Civilization Revolution was up, I hesitated a bit before downloading it. That fact that it was for consoles helped push me over the edge. How in depth could it be? Plus a demo can’t take that long to play all the way through.

 

Once the demo was completely downloaded, it started it up. As an added safeguard, I picked up my 7month old daughter who was being a bit fussy and set her on my lap. Two hours later, I was still playing. The baby was asleep and I was still working my way through the game, trying to conquer Egypt with my legions and armies of archers and horsemen. Unfortunately, you can’t save your progress in the demo, so I had to shut down the 360 so I could take kids to practices and other places they had to go.

 

Though I have yet to get back into the demo again, I was impressed with Civilization Revolution. While not as deep and complex as the previous PC Civs, Revolution has just the right amount of detail and control to make this game accessible to new players as well as keep veterans satisfied. At first look, this game looks to be as addictive as its predecessors. Also, Sid Meier has once again implemented his patented time warp as my two-hour experience illustrated. So whether you play the demo or buy the complete game when it is released in July, be sure to have some link in the normal space time continuum to pull you back. Otherwise, your life may pass by you as you play for just one more turn.

 

 

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Let there be Blood (Pressure)

Last week, I made a delightfully heavy-handed pitch for my book as the perfect foundation for planning a career in video gaming. But what’s it actually like, behind the scenes, inside the world of making (and reviewing) video games? Well, sometimes it’s equal parts sweat shop and sanitarium, but mostly it’s a group of like-minded and furiously excitable folks intent on creating the next God of War. Or in my case, actually creating the first God of War, which neatly segues into my Monday anecdote about visiting Sony’s Santa Monica studios:

 

God of War was, and still is, one of the biggest and bloodiest romps through fantastical ancient Greece ever seen, but two months before the game shipped, the scene was one of grim determination and outright exhaustion. I’d been dropped in at the worst possible moment; to play through the game with a tester whose plethora of piercings and neon mohawk was in danger of giving me the Fear. As Programmers tweaked bugs, downed Redbull, and collapsed in various heaps, the God of God of War, David Jaffe, wasn’t oozing the steadfast assuredness that he musters throughout his numerous interviews and lectures these days. This was in his pre-luminary days, and he wasn’t sure his game was good enough.

The pitch

The Pitch (above): Two dweebs on comfy chairs, inserting sound fx into games with the power of their minds.

The Reality: Years of hard work with a team you must gel with, followed by a 7.5 out of 10 review to really kick you when you’re down.

 

Let me be clear here; he thought he knew his game was bloody marvelous (indeed, bloody and marvelous for that matter), but he asked me what my thoughts on the game were, and whether it was “any good.” This was last-minute nerves to be sure; but he and his crew were so close to the project that they’d lost all objectivity. No one had slept properly for weeks, and Jaffe was worried about the reviews. Fortunately, he was a little more chipper when I left, and I’d like to think it was because of my enthusing about everything being brilliant – from the copulating mini-game to the cow costume – and the fact that GameSpot were also there, mouths agape at the sheer spectacle of the game. But it’s more likely he was glad to see the back of me; the last thing a three-year development process needs is some strategy guide nitwit stinking up the place, siphoning off testers at the time they’re most needed.

 

In conclusion, and to skillfully maneuver this story thread back into relevance; before you begin a career in video gaming, you need to know the risks you’re taking: This job is highly stressful, and you need to be able to manage stress properly. If you don’t know the benefits of rowing machines and/or Lisinopril, you will.

 

Next time: I recall the hilarious story of how I got my first writing gig about video games. Spoiler alert; it involves a “fanzine”; the 17th century equivalent of a Blog. It also involves pirates. Yes, really.

 

Just finished: The second edition of my Video Game Careers book.

Currently: Creating all manner of freakishly unspeakable beasts in Spore.

About to: Continue editing and tweaking my chapters on how to squeeze the most out of your mutant offspring in Spore.