March 2011

Nintendo revealed more 3DS demo locations today. Unfortunately for most of the country, all locations are in Los Angeles, San Francisco, Chicago, and New York. Luckily, Nintendo has further demo plans scheduled to be revealed at a later date that will hopefully be present in more than just 4 cities. As before, these events will allow people access to the 3DS built-in applications and 7 launch titles. A full list of revealed locations and games is listed after the break. READ MORE

Top Spin 4 is slated for release next week in North America and yesterday we got to spend some time on a call with some folks from 2K. On the call were:

  • François Giuntini, Exec Producer of Top Spin 4 for 2k Czech
  • Michael Kelly Associate producer for Top Spin 4

Hit the jump to listen to the call.

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It’s taken a long time, but a new Tribes game is finally in the works thanks to new developer Hi-Rez Studios. Titled Tribes: Ascend, Hi-Rez hopes to capture the essence of the earlier Tribes games in a game with updated graphics using the Unreal 3 engine.

While no specific release date is given, Tribes: Ascend is being targeted for a late 2011 release on both the PC and Xbox Live Arcade as a multiplayer-only, downloadable title. Check out the teaser trailer after the break. READ MORE

In Reiner Knizia’s Blue Moon City (published by Fantasy Flight in the US), two to four players attempt to reconstruct the ruined city of Blue Moon and claim leadership by making the most crystal offerings to the central obelisk.

They will seek aid from the various races that inhabit the city as well as the three elemental dragons to acomplish these tasks. This board game is a further exploration of a Knizia-designed card game simply called Blue Moon, using the same world and races, but the two games are otherwise unrelated. 

The City itself is laid out using the 21 double-sided tiles; the Obelisk’s courtyard is positioned at the center of a cross-shaped layout, with the palace and three temples surrounding it and the remaining tiles distributed randomly. Players begin on the courtyard, and the three dragon pawns begin off the board entirely. A number of Golden Scale tokens depending on the number of players is set aside, and each player receives eight cards.

On their turn, each player can move up to two tiles (orthogonally, not diagonally), then play as many cards as they wish. Each of the building tiles has from one to four colored boxes, each bearing a number from 2 to 5. Discarding similarly-colored cards of a given total or more allows a player to place one of his ten cubes on the corresponding space. Once all of the spaces on a building have been filled, that building is completed. Each player reclaims the cubes he has placed there are anyone who made a contribution receives the indicated reward of crystals, scales, and/or cards; whoever made the most (or in the case of ties, largest and/or left-most) contributions will receive a bonus reward, and all involved players might also receive an additional “neighborhood” bonus if adjacent buildings have already been completed (this bonus is indicated on the reverse side of the tiles, which represents the completed buildings). If a player moves to the courtyard tile, they can make one offering of crystals and place one of their cubes on the obelisk; the number of offerings required to win the game varies by the number of players, and offerings get more costly as more are made. At the end of their turn, players may discard up to two cards and then draw two plus the number of cards discarded in this way.

In addition to providing effort for reconstruction, many of the cards also have a special ability that can be used by discarding them. Cards can grant additional player movement, an additional offering to the obelisk (at a cost of one or two extra crystals), dragon movement, or change the colors of themselves or other cards for the purposes of contributions to buildings. Once a dragon has been moved on to the board by an appropriate card, any building contributions made while one or more dragons are on that tile award that player one golden scale per dragon (not per contribution). When the last golden scale is claimed, whoever has the most (and at least three) gains six crystals, and everyone else who has at least three scales earns three crystals; if there is a tie for most, everyone just gets three crystals. Anyone who receives crystals in this manner returns their scales, so it can be worth it to trigger a scale-scoring even if you only have one or two as it will probably put you in the lead for next time.

Careful hand management is key to success in Blue Moon City. The cards’ powers can shift the lead in dramatic ways, especially towards the end of the game when everyone is racing back to the courtyard to make the last offering or two they need to win; often being able to move an additional two spaces (or to simply fly to anywhere on the board) can mean the difference between winning and losing. Of course, being able to get to the obelisk isn’t going to help if you can’t afford to make the offering, so the other crucial strategy is to figure out how to get more crystals than your rivals; earned crystals are kept secret, but it often isn’t difficult to keep track of who’s storing up a bunch. Those two tips may be somewhat obvious, but there is one additional resource that must be minded: your cubes. You only get ten, and every contribution you make to a building will tie one or more up until that building is completed; additionally, every offering you make to the obelisk will consume a cube permanently. Spreading yourself too thin can be a recipe for disaster, especially if the other players notice this and do everything they can to not complete buildings that will free up your cubes.

Like most Knizia designs, Blue Moon City combines subtle strategy with easy play. The components are also well-designed, from the colorful cards to the detailed tiles and the plastic dragon pawns. A game of Blue Moon City takes less than an hour; even though there is no actual reading required (the cards use a symbology to explain their powers that is fairly straightforward and universal), the recommended age is ten and up due to the strategy required to succeed. A new copy usually retails for around $30 and is well worth the asking price.

It’s been over 4 years since the Test Drive series last made an appearance, and the racing world has become the domain of Forza and Gran Turismo, with even the Need for Speed series taking a backseat these days. How does Test Drive Unlimited 2 fare after this long pit stop? Surprisingly well. 

TDU2 bills itself as an MOOR, or Massively Open Online Racer, and it certainly fits the billing. The multiplayer is built right into the main game, so that you can seamlessly transition from working your way through the lengthy campaign to any multiplayer match you desire. You’ll even see other players driving around while you are driving around on Ibiza and Hawaii, the two locations you’ll get to explore and drive around in TDU2

Test Drive Unlimited 2 puts you in the body of a valet who wants to be a race car driver. One day, you get the chance of a lifetime, and the rest of the game ‘focuses’ on becoming the champion racer in every car class on both Ibiza and Oahu. I say it focuses on it, but TDU2 is a very laid-back racing game. You can pretty much do whatever you want, whenever you want, as an open-world game should be. The only caveat? You have to explore the island to find the different things you can do. That said, you ARE exploring tropical islands, so it’s not exactly torture to drive around these beautiful surroundings.

TDU2 has a leveling system that goes from 0-60, with 15 levels coming from Competition, 15 from Social, 15 from Discovery, and 15 from Collection. So, in order to fully level yourself up, you’ll need to do things in all areas of the game. Collection is for buying cars and homes to store those cars, Competition is for winning the various championships you can compete in, Discovery is for your free-roaming- the more you explore and find things, the higher your Discovery level gets, while Social is based on how much you play the community challenges and multiplayer races. Every 10 levels you gain, your title changes, so taking part in all aspects of TDU2 is encouraged in everything you do.

Now, the most important thing for a racing game is the handling of the cars. And I’m pleased to say that, for the most part, everything handles very well, for an arcade racer that is. Test Drive Unlimited 2 will never be mistaken for a race car simulator, as Forza and Gran Turismo bill themselves, but it isn’t trying to be. Outside of the handling for rear-wheel drive cars, the handling is accurate, and easy, enough to make driving fun, which is a good thing considering how many thousands of miles you’ll be driving in the dozens of cars you can buy, if you want to complete the game.

No matter what difficulty level you are playing on, the AI competition in the game isn’t likely to challenge you during races. In fact, the most challenging aspect of the game is by far the tests you need to pass for each license you earn. These tests are extremely unforgiving of mistakes made while taking them, sometimes to the point of requiring a perfect run to pass them. Luckily, there is so much sheer content and diversity in the various events and competitions you’ll take part in that you won’t focus very much on the licensing tests or the lack of a challenging AI, especially if you get hooked on the multiplayer.

At any point while playing TDU2, you could see another human driving around on the island. If you want to, you can challenge them to a race or cooperative event right then and there, simply by flashing your headlights at them. This integration into the core gaming experience is one of the things that makes this game so enjoyable.

Ok, so here comes the bad news. The graphics aren’t that great. They aren’t bad, but they obviously suffer because of the sheer amount of land and content that was included in the game. Additionally, the voice acting is simply average. The same goes for the soundtrack, of which there is very little. There are two radio stations in the game, each with very limited selection. On the other hand, the sound effects are exactly as I would expect to hear from a bunch of sports cars.

If you are looking for a simulation racing game, then you’ll find very little here that you’ll enjoy. In fact, the handling of the cars will probably drive you nuts. But if you just want an enjoyable racing game that you can take at your own pace, and is more forgiving with its handling, then you’ll find plenty to love about Test Drive Unlimited 2.

Pros: Seamless blending of single and multiplayer, good handling, lots of cars

Cons: Graphics are mediocre, voice acting is average