NYCC – The Giant Video Game Round-Up!

Anyone who’s been to one will tell you that the conventions aren’t just for comics any more. But since I didn’t go back in the days when they were pure (assuming such days ever existed), I’m not a purist, and for me at least, they present a welcome opportunity to sample the digital wares of any publisher or developer before they bring them to market. We are the people who’ll lay out our hard earned shekels during release week, so why not cozy up to us now? Nothing creates a little buzz and excitement like a feeling of early exclusivity to your target audience. But like all things, the proof is in the pudding.

Red Dead Redemption: Undead Nightmare

Unlike some of us here at Geekscape, I’m not a Red Dead Head. Before this past weekend, I hadn’t even played a demo for the game. I’m no stranger to Rockstar; on the last gen of console games, pretty much everything they did was a must-own for me (I even scored a 100% completion on Bully). But when the new Red Dead launched, other games held my attention. So playing their new DLC, Undead Nightmare, was my first real exposure to the game.

So how good is Undead Nightmare? Good enough to have me leaning solidly toward the core game as a must-buy, THAT’S how good. After a slight learning curve for the control scheme, I had a genuine blast running around as John Marston, taking out zombies. The demo consisted of several waves of graveyards; which, in the game, will function much like the regular gang hideouts.

You enter the graveyard, and light up the coffins you find using the torch, a new melee weapon. Lighting up the first coffin causes the zombies to start rising out of the ground looking for payback. In order to progress, you must light up every coffin in the cemetery, which also proves useful, as you can use the lit coffins as fire barriers. And yes, zombies burn, but they do take a while to get crispy enough to drop. Eventually the boss zombie rises, and you need to put him down along with whatever zombies remain in order to clear the graveyard.

Your other new weapon is the blunderbuss, a rifle with a bell shaped barrel that launches zombie parts, blowing up the undead on impact. You will probably end up melee fighting in Undead Nightmare a bit more than you’re used to in the core game, as pretty much every enemy is hand to hand and not shy; the zombies will pursue you relentlessly, and some are much faster than others. On the plus side though, a close up gunshot kill is spectacularly gruesome fun.

Sadly, I didn’t get to see any zombie critters, but Rockstar assured me, EVERY animal in the game is present in zombie form. And yes, that includes zombie horses, and YES, you can ride them, though they are a bit more ornery than regular horses. With regards to the story, they were mum on the details, except to say that you will see characters you put into the ground come back out of it, and there is a deeper mystery involved as to why the dead are rising in the first place.

I had a blast playing Undead Nightmare, and am looking hard at getting my own copy of the core game. After all, I now have the perfect t-shirt to wear while playing it. And Jonathan…doesn’t. I bet that sticks in his craw just a little…

Dead Space 2

The original Dead Space was probably my favorite game of 2008, so when I first heard there were plans for a sequel, my only questions were a) how soon? and b) could I speed up time until then? The answers to each being a) January and b) no, not unless I wanted to knock myself into a coma or freeze myself in a block of ice. And I think we all know how well that last option worked for Eric Cartman.

So when I saw that EA’s booth at NY ComicCon would be devoted entirely to the new adventure of Isaac Clarke, you can imagine how thrilled I was. Given the level of noise on the show floor, EA wisely provided high quality headphones to each station, which went a long way to showing off one of this game’s biggest assets: sound design. As in the original, part of the immersive horror experience is in how much you not only hear, but in how much you hear and DON’T SEE. Every footstep, every door lock, every hiss of steam, every claw scratch, every gibbering necromorph slathering for your blood, makes for one of the most atmospheric aural tapestries I’ve ever heard in a game. And when the sound gets overpowered by heavy machinery, or wiped out in the blanket of hard vacuum, look sharp; it’s a safe bet that you’re about to get hit.

And, to make things even better, this is a game that looks just as great as it sounds. The lighting and level design remain top notch, and from the looks of things, level design is going to differ significantly from the original. Dead Space largely kept you confined to the interior and hull of the Ishimura; the setting for this next installment, the colonial Sprawl, is much bigger in terms of scope. One area that was a highlight of the demo was a Unitology cathedral, and the amount of detail in the backgrounds was fantastic.

Dead Space 2 doesn’t look to be short on new ideas for gameplay either. In one section, I had to hack into a control console, a minigame which required a deft touch and good timing. After successfully hacking the console and applying some inhibitors, I switched off the room’s gravity, which brought me to the new revised zero-G gameplay. Unlike in the last game, where you would launch yourself from surface to surface using your targeting reticle, here, all you do is press on your thumbstick, and you’re free-floating. Then your new-fangled armor maneuvers you with the assistance of tiny individual jets in any direction (albeit a little slowly). Press the thumbstick again and you’re on the ground. This opens up some spectacular new possibilities for both combat and puzzle solving, and I’m anxious to see how the designers apply it to the rest of the game.

Not only does the gameplay bring new tropes, but so do your adversaries, the necromorphs. In addition to your run-of-the-mill hack-and-slasher types, there’s the pack, a group of child-like necropmorphs who attack you en masse. They’re lightweights in terms of durability, but when you have a group of twelve or more chasing you, it’s very easy to get overwhelmed. Clearly, the old combat tactics you employed in the last game aren’t going to be enough, and that learning curve will make the experience fresh. And, you’ll have new weapons like the javelin gun (with a secondary fire that causes area effect electrocution) to help even the odds.

Everyone I spoke to at the booth was relatively tight-lipped about the storyline. However, given that at one point in the demo, I was attacked by a spacecraft through an exterior window, I think it’s safe to say that there will be more to worry about than necromorphs. As one of the producers pointed out to me, flying spaceships is beyond their skill set.

There are multiple factions with a lot at stake in the world of Dead Space: the cult of Unitology, the government, and the CDC, the mining corporation that set the events of the first game in motion. And Isaac will of course be caught in the middle, uncertain of who to trust. Given how the last game turned out for him, it’s no wonder he’s talking this time around, being more assertive and questioning. Should make for a great story, for what already looks like a polished game.

Assassin’s Creed: Brotherhood

When I saw Ubisoft listed on the show exhibitors, I had one thing on my mind: getting to play an AC: Brotherhood demo. Given all the new features in this installment of the franchise, the multiplayer, recruiting your own in game hit-squad, new weapons, in-city horseback play and combat, I’m eager to see how it all handles. And given that the game releases in November, this would be a fantastic opportunity for Ubisoft to show it off with a hands on demo on the show floor.

But all they bought was the fucking Michael Jackson Experience.

Let me repeat that.

All they brought was the FUCKING! MICHAEL! JACKSON! EXPERIENCE! The picture below is the closest I got to Ezio this con. And if I could have persuaded him to ‘chat’ with the folks in the Ubisoft booth, using those nifty retractable blades, I would have.

I understand that as a company, Ubisoft wanted to trot out their new cash cow that is probably one of their more expensive licenses. I understand that it’s a lively party game and it’s a great demonstration for motion control technology. But Ubisoft also needs to realize that at the end of the day, most of us who game, particularly those of us over a median age with disposable income, who attend these cons, aren’t interested in prancing around our living rooms to Billie Jean. I saw four people at the con dressed as Assassin’s Creed characters. As opposed to the zero I saw dressed as Michael Jackson. Good call, Ubisoft.

James Bond: Blood Stone

I had to stop by the booth three times before I got a crack at this one; there were only two demo machines to play on. But I have to say, it was worth the wait. Given that the Bond film franchise is tied up in litigation for the meanwhile, a Bond game that delivers could be a nice stopgap until things get settled. To that end, the game developers have pulled out all the stops. They got Daniel Craig and Judi Dench to provide voice work. They hired Bruce Fierstein, who wrote Goldeneye and two other Bond movies to come up with their story. They even got Joss Stone to not only do a voice, but to record a theme song for the game. More on that in a minute.

From the first gorgeously rendered cinematic, it’s clear that the game’s producers know, and are ardently faithful to, their source material. Judi Dench’s M is attending a G20 conference in the Greek isles, and it’s clear that something is amiss. A known arms dealer is up to no good, but M can’t get the conference holder to postpone a photo op that will likely be a target. Bond is en route, and M quickly dispatches him to deal with the arms dealer. In a nice reveal, Bond parachutes out of a transport plane, kicking a bad guy in the head as he lands on the deck of a yacht, and we’re off.

As the game starts, it’s clear, you have two ways to approach your missions: subtle and stealthy or guns blazing. There won’t be one right way to do anything, but one or the other will be the path of least resistance. Fortunately, Bond can slip into and out of cover as well as he can shoot. After infiltrating the yacht and taking down a few bad guys, you encounter the arms dealer. He gets away, and you begin your first set piece – a speed boat chase through the harbor. But of course, this being Bond, gunmen in boats will be shooting at you, in addition to a helicopter, until you get the opportunity to take it out with a well-placed shot to a nearby fuel tank.

After making landfall, you go through some more bad guys, only to learn that you’re too late – the car bomb is on its way. But thanks to a stolen Italian sports car, you’re in hot pursuit through winding roads and dangerous traffic. After catching up and delivering a well-placed ram to the car, it flips over and goes boom, and you get a chance to relax, having a martini with M.

Then cue the title sequence, complete with theme song by Joss Stone. This is a title sequence very much in keeping with the classic tradition of Bond openers: girls, guns, and gorgeous art design; it’s further proof that these game developers truly understand their license. Exotic locales, huge set pieces and chases, a killer score, a mix of stealth and gunplay, a dash of wit; from the taste I got, this game brings you the Bond you know and want. If the goal is to make you feel like you’re in that world, or watching one of these movies, then from what I’ve seen, they’re off to a good start. When the game releases next month, we’ll know for sure, but I’m very hopeful.

Goldeneye 007

I wasn’t part of the Nintendo 64 generation, but even I got in a round or three of Goldeneye. This was a game that truly brought deathmatching into the mainstream, even if it was only four player via splitscreen. And it was fun. Nothing brought a laugh quicker than turning your friends’ screens red via a lucky blast with the rocket launcher.

Given that I don’t own a Wii, my interest in playing the new Goldeneye was slight, but the demo booth had room on their couch, so it was too easy to pass up. The experience remains largely the same, though some of the customizable options (rubber and sticky grenades, paintball mode) seem new (though I could easily be wrong – I played the original only a handful of times). The player skins are also a fun and welcome option – and there were plenty to choose from. Baron Samedi, Dr. No, Jaws, Oddjob and many more were available.

Not much else to say – while the graphics and sound may be upgraded, the experience is entirely familiar. Which, if you love and miss the original, may be just what you’re looking for.

Marvel vs. Capcom 3

 

Now this is a bit more like it. I’ve been playing Capcom fighting games for nigh on twenty years (God I’m old), so the feel of picking up a controller and entering that familiar quarter circle motion is welcome and familiar. Given how long it’s been since a new Capcom fighting game has come along, it’s great to have a new one coming down the pipe in only a few months.

I wasn’t the biggest fan when the crossover series began with the tag system, and I was a little less thrilled when the tag system expanded to three characters, and condensed to one round of play per match, effectively slicing game time down by one half to two thirds. However, this was a vice mainly confined to the arcade (it sucks when you’re plunking down quarters to get less game), and in recent years, the console has been the way to play. And as I’ve played more Capcom games, the appeal of their original characters has increased for me. Getting to play a few rounds on Marvel vs Capcom 3 was a real pleasure; the rounds went by fast, but the game’s kinetic fun is more infectious than a dose of smallpox. And judging  by the lines at the Capcom booth, it’s catching.

Fighting games are very much an either/or proposition for gamers: either you like them or you don’t. So if you do, and you like Capcom’s series in particular, you’re in for a good time. In fact, given the roster Capcom has been pulling together, I would say GREAT time. Several of the character choices are proving to be unconventional (M.O.D.O.K.,  Amaterasu) and even nostalgic (Sir Arthur, Viewtiful Joe). There are plenty of the old favorites (Wolverine, Chun Li, Ryu, Hulk) and more conventional new choices (Dante, Deadpool, Super-Skrull, X-23). The emphasis is on speed and cunning; either overwhelming your opponent or seizing an opportunity. The updated graphics are gorgeous, and while the sound and music are a bit strident, they still convey a grand sense of fun. And the super moves are pure joy when you make them connect.

And for those of you sick of Deadpool (Jonathan), I think you’ll still have to laugh when he beats someone with his health meter.

Thor: God of Thunder

While the Marvel Video Game panel on Saturday didn’t provide much insight to how this game is coming along, press members did get special access to some developer footage behind closed doors at Sega’s vendor booth. While we didn’t learn or see too much, it was a decent hint of what’s to come when Sega publicly unveils more of the game in December.

Most of what we saw was concept art; this is game firmly set in Thor’s mythological world, Earth and city streets and other heroes won’t be playing a role in this one. Expect firescapes and snowscapes and trolls. The perspective is third person, from a bit above, and while the developers hesitated to equate the God of Thunder with a certain God of War, it feels like there are similarities from this first glimpse. In terms of scale, the game definitely will lean on the side of Godlike. Expect enemies, and bosses in particular, to be on a large scale, easily fifty feet or taller.

Of all the games I got a look at during the convention, this one was in the most preliminary stage. It’s hard to tell how the game is going to turn out exactly, and the play style is largely a mystery. But I’m intrigued enough for a closer look come December.

Captain America: Super Soldier

Sadly, the demo on display at the convention was NOT hands on. While the gameplay was live, only the developers were holding the controllers. But so far, this one looks like it has some real potential. The combat engine has clearly drawn some serious inspiration from Batman: Arkham Asylum. In terms of fluidity, in a simple controller scheme where the attacks are contextualized in combat from moment to moment, the similarities are readily evident. Cap punches, kicks, and dodges amidst groups of enemies, shifting from target to target with great swiftness.

But don’t be fooled, in terms of visual style, this is a distinctive game. Cap is a much swifter, stronger, more agile fighter, performing flip kicks and leaping off his enemies backs. He also has the shield, and it’s very much an extension of his body, integrated into most of his attacks. It’s also a great defensive tool, not only blocking long range bullets, but, with a well-timed button press, deflecting them back at his attacker.

The look is also markedly different. This is a game that draws inspiration but isn’t imitation. Cap is night and day from Arkham’s Batman; from his bold red white and blue union suit, to his acrobatic maneuvering through his environment. Time (and getting my own hands on the controller) will tell, but this could be a good one.

Dead Rising 2

This one’s only last because out of all the games I decided to write about, it’s already been released. Capcom still brought it to the convention, and why not? It’s a great game, filled tons of content that will make for a lot of replayability. And when I say ‘filled’ and ‘with tons,’ I mean those words literally. This game has more zombies per cubic meter than you’ll encounter playing an entire Romero movie. It also has more items and different item types than you can easily count in a short demo playthrough.

But perhaps best of all in Dead Rising 2 is the item combination system. Find a workbench, bring back a couple of items to it, and voila! New and fun ways to slaughter the undead. That metal bucket and power drill? Combine them to create an evil looking hat to slap on a zombie’s head and scramble their brains. Throw a car battery together with a wheelchair and you have a mobile, pushable instrument of capital punishment. And who doesn’t want to slice zombies in half with a laser sword? (Note: the word ‘lightsaber’ is trademarked by Lucasfilm Ltd.).

This is a beautifully rendered game, with an amazingly high number of onscreen enemies, tons of content, and endless customization elements for weapons and your character. Liven up any cinematic cutscene wearing your Davy Crockett raccoon hat! Take on your friends in a multiplayer zombie game show. Dead Rising 2 is absolutely worth checking out if you haven’t already.

In short: lots of great games at NYCC – much fun was had.