Dragon Ball Z_Part 3
Infinite World looks as good as any other DBZ game on the PS2. The overworld map is a bit bland, as is the level design in the minigames that are scattered through Dragon Mission. In that battles themselves, though, the colors of the characters, transformations, and Ki blasts are lush and vibrant. The soundtrack is a bit ordinary, but you can choose between the English and Japanese voice tracks that DBZ purists will surely appreciate.
While its budget price may make Infinite World a tempting purchase, previous DBZ games on the PS2 have tread this ground already, and have done so with much more robust fighting systems. You would be better off revisiting Dragon Ball Z: Budokai 3, a superior game where the series' fast-paced combat was used to much better effect.
Dragon Ball Z_part 2
Despite the prevalence of minigames in Dragon Mission mode, Infinite World is still all about the combat. You fly around a battlefield with your opponent and exchange a variety of Ki beam blasts, grapples, and melee combos. You have a healthy variety of attacks, a Ki Burn ability that gives you increased speed and strength for a short period of time in exchange for Ki energy, and the ability to transform into a Super Saiyan. You can speed burst around the battlefield, but you'll have to use it wisely and avoid taking too many hits since they contribute to a fatigue meter. Once the fatigue meter reaches full capacity, it will temporarily stun you, leaving you defenseless against devastating combos and also downgrading you from an advanced form like Super Saiyan back to your default form. Overall, though, the battles are fast paced, the AI is relentless, and winning takes quite a bit of skill and strategy since not effectively evading attacks, Ki charging, or Ki burning will result in an easy defeat.
Those compliments aside, there are a few issues with the battle system. The AI is exceedingly difficult, even at the "Easy" and "Very Easy" difficulty settings. The computer opponents are just as fast and bloodthirsty, no matter what difficulty setting the game is set at. The only differences between easy and hard are how quickly your health depletes, how long it takes to recharge your Ki, and how long you stay fatigued. Still, you will have many fights that challenge your patience and tempt you to chuck your Dual Shock at a nearby wall.
Battles become more manageable when you buy advanced skills and abilities from the Warrior's Room. For each battle in the game--even those that you lose--you will earn Zeni that can be used to buy stronger Ki attacks, items such as Senzu beans that recharge your health in battle, and attributes like Fighter's Body that increase your base health. The system works fine, as long as you edit your character before going into battle and assign those acquired abilities to your few allotted slots.
The problem comes in knowing how to do this and in what abilities to purchase. At one point, Infinite World alerts you that you can purchase things from the Warrior's Room, but it provides no tutorial explaining how the system works or how the abilities benefit you. The Warrior's Room is also located on the main menu, forcing you to leave Dragon Mission mode in order to use the Zeni you earn. At first glance, you wouldn't think the two are so dependent on each other; but when your opponents in Dragon Mission suddenly possess twice as much health and strength the Warrior's Room becomes invaluable.
Dragon Ball Z_Part 1
You guide Goku along an overwold map in order to trigger battles and minigames. You’re also free to replay earlier battles as an easy way to build up your bank account. Extra Zeni (money) can be used to purchase upgrades for you character in the Warrior’s Room shop. Short animated cutscenes from the anime play before and after every boss confrontation and give you an indication of what's going on in the story, but they won't make a great deal of sense if you've never watched the show. The bosses get increasingly difficult as you progress through the story mode, but for the most part they play similarly, and your strategy for taking down two different bosses like Vegeta or Frieza won't differ very much.
A smattering of minigames allow you to experience cherished scenes from the anime such as guiding Goku along Snake Way, capturing Bubbles the monkey, and other memorable moments that don't involve outright combat. Unfortunately, these side minigames are poorly designed and overly simplistic. The mission on Snake Way, for instance, has you running along the winding path moving from checkpoint to checkpoint. Another minigame has you training Goku in your space capsule by hitting a series of button combinations. It may be nice fan service, but these minigames really only serve to bring the combat to a grinding halt without being entertaining enough to justify the interruption.
Dragon Duel is the two-player versus mode in Infinite World. You can fight a friend or computer opponent with any of the game's more than 40 warriors. You have the option of playing as any of the fighters, either without their more powerful skills and attacks or with customized power-ups you can purchase from the Warrior's Room shop. Fighter's Road is a secret mode you can unlock after playing Dragon Mission, pitting you against more than 100 opponents across four maps. It's similar to Dragon Mission mode in that you guide a character from fight to fight on an overworld map, but it also provides you with an opportunity to unlock new warriors and earn more Zeni.
GTA IV_Part 2
Given the amount of trouble that you get into as you play through the story mode, it's inevitable that the police are going to get involved from time to time, even when their presence isn't a scripted feature of your mission. Liberty City's boys in blue are quick to respond when you get flagged with a wanted level of between one and six stars, but they're not nearly as tough to deal with as their counterparts in previous GTA games. They don't drive as quickly when pursuing you, they rarely bother to set up roadblocks, and you'll need to blow up practically an entire city block before the FIB (that's not a typo) show up. Furthermore, you're given an unfair advantage in the form of your GPS system; when you're not using it to plot a valid route to any waypoint of your choosing, it doubles as a kind of police scanner. Any time you have a brush with the law, the GPS shows you the exact locations of patrol cars and cops on foot in your area, and highlights the circular area (centered on your last-known whereabouts) where they're concentrating their search. To escape, all you need to do is move outside the circle and then avoid being seen for 10 seconds or so, which is often best achieved by finding a safe spot and just sitting there. It's not a bad system in theory, but in practice it makes dodging the law a little too easy, especially when your wanted level is low and the search area is small.
When you're not running missions for criminals, taking part in street races, stealing cars to order, or randomly causing trouble, you'll find that there are plenty of opportunities to unwind in Liberty City. Some of these optional activities offer tangible rewards that can prove useful in missions later on, whereas others are just a fun way to kill time and take in more of GTAIV's superb humor. For example, you can watch television, listen to numerous radio stations, check out some genuinely funny shows (including some big-name acts) at cabaret and comedy clubs, and use a computer to surf the in-game Internet.
GTA IV_Part 1
One of the many things that set GTAIV apart from its predecessors is Liberty City, which is more convincing as a living, breathing urban environment than anything you've seen in a game before, and which bears little resemblance to its namesake in 2001's GTAIII. Liberty's diverse population believably attempts to go about its daily business, seemingly unaware that several criminal factions are at war in the city. Niko has no such luck. He's compelled to start working for one of the factions shortly after arriving, when he learns that his cousin Roman has some potentially fatal gambling debts. Niko's military experience makes him a useful freelancer for employers in the business of killing, and though his reluctance to carry out their orders is often apparent, he does whatever is asked of him in the hope that completing missions for other people will ultimately give him the means to complete his own.
But Niko doesn't have to do everything that's asked of him. On several occasions as you play through his story, you'll be presented with decisions that afford you the option of doing what you think is right rather than blindly following instructions. You don't necessarily have to kill a target if he or she promises to disappear, but you have to weigh the risk of your employer finding out against the possibility that the person whose life you spare might prove useful later in the game, or even have work for you in the form of bonus missions. To say anything more specific on this subject would be to risk spoiling one of GTAIV's most interesting new features, but suffice it to say that every decision you make has consequences, and you'll likely want to play through the game at least twice to see how the alternatives unfold.
Grand Theft Auto IV's story mode can be beaten in less than 30 hours, and there are so many optional activities and side missions to take part in along the way that you can comfortably double that number if you're in no hurry. The majority of the story missions task you with making deliveries and/or killing people, and play out in much the same way as those in previous games. With that said, most of the missions are a lot easier this time around, partly because Niko is a more agile and efficient killer than any of his predecessors, and partly because the LCPD seemingly has better things to do than hunt down an illegal immigrant who's gunning down undesirables all over the city. Some of the more imaginative missions sprinkled throughout the story include a kidnapping, a bank heist, and a job interview. The cinematic cutscenes associated with story missions are superbly presented and are the sequences in which the game's characters really shine. Without exception, the characters you encounter benefit from great animation, great voice work, and superbly expressive faces. They're not always so impressive when they join you on a mission and refuse to do what they're supposed to (for example, not following you on an escort mission, or failing to negotiate a doorway). Nevertheless, these problems are few and far between, and they're made less painful by the new "replay mission" option that you're presented with whenever you fail.
Star Wars_Part 2
Although the environments aren't totally cluttered with useful objects, this actually works to the game's advantage, considering that the targeting problems prevalent in the other console versions are diminished as a result. There are still some moments when you'll grab a different object than you intended, but given that there are fewer objects to grab, these moments will provide only the occasional frustration. The annoying camera of the Wii version has been leashed and tamed a bit on the PlayStation 2 thanks to the right analog stick, which gives you the full camera control that you would expect. However, many of the levels are claustrophobic, which makes it difficult to move the camera into helpful positions, especially when you are fending off multiple enemies.
Nevertheless, the game moves along at a relatively quick pace, so between droid encounters and boss battles, you'll always be in the thick of the action. You won't find much challenge here; there are plenty of health drops scattered around, including respawning ones during boss battles. Should you die, you'll restart at the most recent checkpoint with all of the damage you've already done to your enemies still intact. This is probably for the best because it keeps the pace moving. Some variety comes by way of Force Unleashed's God of War-style quick-time events, which result in some terrific, flashy-looking moves, whether you're smashing on an opposing Jedi or defeating a rancor in a series of thrilling acrobatics. And it's a welcome sort of variety, given that you'll be visiting the same exact levels several times over.
Unlockable costumes and other extras won't give you much reason to return, but some extra levels lengthen the playtime over the mostly similar Wii version. So if you're in the mood to slash up Jawas, this is your chance, though The Force Unleashed may not be as raucously entertaining as you may have expected. Nevertheless, if you've got six or seven hours to kill, this is a fair way to spend them, particularly if you're a Star Wars devotee looking to fill in the gaps between Episodes III and IV.
Star Wars_Part 1
You're cast as Galen Marek, aka Starkiller, Darth Vader's secret apprentice. The Clone Wars have ended, and Vader orders you to hunt and destroy the last of the remaining Jedi. Exploring the universe from this dark perspective is remarkably compelling. The story is brief (expect to finish the campaign in about seven hours), but it contains multiple twists, features some friendly and not-so-friendly faces, and is both explosive and remarkably intimate. You'll interact with Vader, of course, but Starkiller spends most of his time with an android called PROXY and his female pilot, Juno Eclipse. Sharing the details of the trio's adventures would spoil too much, so suffice it to say that you'll grow remarkably fond of Starkiller and his companions, and their moral conflicts carry a lot of weight.
Unfortunately, the game's limited visual capabilities somewhat soften the story's dramatic impact. The cutscenes are rendered within the game engine, and are undercut by stiff animations and abrupt, jarring transitions in and out of gameplay, as well as some odd-looking character models and occasional glitches, such as blinking geometry. Audio also takes a hit, which is odd, considering that much of the voice-over work is lifted directly from the Xbox 360/PlayStation 3 version of the game. Poor compression is the culprit here, and it makes the dialogue sound as if you're listening to it on an old record player.
That's not to say that Force Unleashed looks and sounds bad, considering the aging hardware pumping these elements out. The moderately sized environments are fairly detailed, and the saber action and powerful-looking Force abilities produce flurries of particles and other special effects. However, there are some brief moments of slowdown not seen in the Wii version, which uses the same graphics engine (and looks essentially the same). John Williams' music and some original tracks, as well as the familiar swooshes of sabers, sound like you'd expect, and they only occasionally suffer from the poor compression to which the voice-over was subjected.
The Lord of the Rings_Part 2
It can be frustrating to be a grunt, so it's fortunate that The Lord of the Rings: Conquest offers many ways to make your battlefield presence more formidable. The simplest of these involve mounted weapons such as catapults and ballistas: powerful yet destructible machines of war that can be a blast while they last. You can also mount horses or wargs and ride through enemy ranks, sword a-swinging. Taking control of an ent or a troll lets you grab, smash, and throw enemies to your heart's content, and rampaging around on a massive, lumbering oliphaunt is unwieldy fun. Occasionally throughout the campaign you will also get the chance to play as heroes, such as Gandalf, Aragorn, Sauron, and the balrog. These units are powerful versions of the normal classes with their own unique special attacks that let you wreak all sorts of havoc. There is a pleasing variety of heroes featured throughout the campaigns, enough that there is an entire online mode dedicated to hero play.
Hero Deathmatch is just one of the 16-player online modes available in Conquest. There is also normal Team Deathmatch, as well as Lord of the Rings versions of Capture the Flag and Territories. Everyone chooses a soldier class to begin with, but the many maps feature the aforementioned machines and mounts to spice things up. When a team reaches a certain percentage of points needed for victory, the top-scoring player will be offered the opportunity to spawn as a hero. It can be tough to break a team's momentum at that point, but success really depends on the players' willingness to work together. Playing against human opponents is both more exciting and more frustrating. It's more satisfying to work with human teammates to kill characters with human minds behind them, but those same human minds are more capable of getting the best of you with aggravating combat techniques. This makes online battles legitimately challenging, so you'll want to polish your skills in the campaigns first.
War is messy, and The Lord of the Rings: Conquest isn't a clean gaming experience. Combat can be as exasperating as it is exhilarating, and playing solo can be a trying endeavor. Nevertheless, these pitfalls are somewhat compensated for by two epic campaigns that draw you into a rich world in new and exciting ways. Fans of this world will get the most out of The Lord of the Rings: Conquest, but gamers who are looking to battle in an epic setting and willing to weather some frustrating elements will find plenty of excitement on this journey through Middle-earth.
The Lord of the Rings_Part 1
The best hours you'll spend in Conquest will be in the campaigns. The War of the Ring campaign puts you on the ground in the most memorable battles from the books, taking a few detours from canon along the way. The well-crafted, immersive environments mirror those of the movies, from the filthy industrial pits of Isengard to the crumbling walls of Osgiliath, and the score draws on themes from the movies to make battles feel more dramatic. As fun as the War of the Ring campaign is, there's an exciting novelty to playing as the forces of Mordor in the Rise of Sauron campaign. In this alternate storyline, the ring bearer fails in his mission and the once-ebbing tide of evil flows forth across Middle-earth, scouring all in its path. Cutscenes between levels use footage from the movies to craft a believable narrative around your dark exploits, and it's morbidly thrilling to destroy beloved locations and heroes. The last level in particular is so delightfully sinister that you'll likely find yourself cackling with malicious glee.
During most of the battles, you'll be fighting as one of the rank-and-file soldier classes. The warrior, the archer, the mage, and the scout all have their own unique strengths, weaknesses, and special attacks. From the mage's firewall to the warrior's whirlwind sweep, each class can perform a number of pleasingly powerful special attacks by drawing on energy gained from fighting and surviving. As deadly as each class can be, they are also vulnerable. An archer can easily mow down a warrior from a distance, but if the warrior manages to close the gap, there isn't much that the archer can do to survive. Close combat is brutal and chaotic, and once you get knocked down, it can be very hard to get up. Because fights favor the soldier who lands the first strike, they often become frantic button mash-offs. This can be tense and exciting, but it also makes defeat bitterer than it ought to be.
HAWX Updated_Part 2
This first mission gave us the goal of defending the heart of Washington from PMC cargo planes dropping ground forces. It required us to divide our attention between enemies in the sky and those below. With such a huge altitude difference, this is where co-op strategy really comes into play, given that you'll probably want to divide your team into antiair and antiground forces. Taking out enemies in the air is definitely trickier because they can dodge and juke your missiles even when locked-on. Ground forces are usually easier, in that you're required to make a quick pass over the earth below, and your only real challenge is making sure that you don't get so low that you smash into a building.
The next stage in this mission took us from defending a bunch of politicians on the ground to one very important politician in the air, given that we had to escort Air Force One and keep it safe from a flurry of Russian MiG-23 jets. In this scenario, a good co-op strategy would be to let a pair of pilots play defense and the other two offense. That is to say, some players remain close to the president's plane and the others go take on the enemies before they get within firing range. Although our group was a little more scattered and freewheeling, we still managed to keep the president safe and sound.
The next mission brought us to the Midwest, above the skies of downtown Chicago. In this scenario, PMCs have installed a massive radar jammer in the city. Your role is to defend an AWAC used to detect enemy units as it flies over the city. The trick here is that you have to stay within a relatively small radius surrounding the AWAC because getting too far away will wreak havoc on your in-flight instruments, turning your heads-up display into a static-filled mess. If you're successful here, you can move on to the next stage of the mission, which involves defending ground troops on the streets below. As you'd imagine, this gets awfully difficult when it involves buzzing in close to the towering skyscrapers that make up Chicago's skyline.
Thus concluded our time with this pair of America-focused missions from HAWX. Other chapters in the campaign will bring you to places such as the Middle East, South America, and the Caribbean, so there should be a lot for globetrotters to enjoy. No release date has been announced, but you can expect to see more on HAWX in the coming weeks and months.
HAWX Updated_Part 1
Before jumping into co-op, we acclimated ourselves to the game's controls by taking a sneak peek at the public demo, due to be released in February. This mission takes place in the skies above Rio de Janeiro, Brazil, and offers a tutorial on the game's accessible control scheme. You're guided through the basics of moving through the sky and firing your weapons, plus a few advanced techniques such as drifting (which is essentially a way of performing a midair U-turn). It's all pretty simple stuff, at least on the default difficulty. However, you have the option to move to advanced difficulty, which makes piloting your jet substantially more challenging because it removes the various assists that keep your plane on the right track.
Having conquered the air drones terrorizing the skies of Brazil, we moved on to the first America-based mission in the game, which was Washington DC. Prior to the mission, we had the option to choose our aircraft, a process in which you need to consider the requirements of the upcoming mission against the attributes of various jets. Things such as air-to-air versus air-to-ground capabilities are key, but each plane also has attributes for speed, handling, and armor. We settled on the F-22 Raptor, a great balance of each.
The Godfather II Updated_Part 2
To do this, you'll need to stage contract hits on the various family members. But it's not enough to kill them however you see fit; you need to know the right kill condition to send the appropriate message. This requires you to do a favor for people of interest, and if you fulfill your obligation (usually an act of violence on an enemy of theirs), you'll learn the kill condition. Some rivals need to be thrown from a building, some choked, and others run over with a car, to name a few.
If that all sounds a little violent for your tastes, it's only the beginning. The Godfather II is an intensely violent experience that routinely surprised us with the level of potential for sadistic combat. At its core, the game is a straightforward third-person action game with a few guns and melee weapons to go along with a lock-on targeting and cover system. But when you wear down your enemies' health, you can execute them in some truly horrific ways. The most gruesome is probably the baseball-bat execution, followed closely by the Tommy gun--both of which involve shoving these weapons into someone's mouth and your inevitable wince in response.
Later in the game you'll move your operations to Florida, and eventually Cuba. The core mechanics of the game remain the same, but the scenery changes from Brooklyn townhouses to pastel-colored art deco buildings and Spanish architecture. The number of rival families you need to deal with also grows as the story expands into a web of shady alliances, corrupt government officials, backstabbing friends, and so on. Although you don't have much control of the story proper, you at least feel pretty invested in all of this crime and corruption due to your ability to strike deals with a number of government officials and keep favors from them until you find the right time to call them in. We'd like to give you an idea of how the story plays out, but with so many turns and twists, almost anything would be a spoiler.
At the heart of all of this is something called the Don's View. This is a screen that lays out the entire city in a fully movable 3D map, detailing all of the businesses, people of interest, and missions available to you. You can manage the number of guards stationed at your rackets, call in strikes on rival businesses, send your made men to defend a racket that's come under attack, and keep tabs of how close you are to controlling an entire crime ring. You can also examine the makeup of rival family trees, examining them before calling in a contract hit. Giving you a lot of ability to stretch your strategic muscles definitely seems to have been a big goal for the developer.
Altogether, The Godfather II should offer a few interesting twists on the open-world action genre that has become so common these days. You can expect to see our final word on it when the game is released on February 24.
The Godfather II Updated_Part 1
For a bit of background on the story told in The Godfather II, you'll want to have a look at the hands-on impressions that we posted yesterday based on a UK press event. It'll give you a good idea of what happens at the beginning of the game, including the myriad names and faces that are introduced during the course of the game's first act, set during the eve of the Cuban Revolution. Suffice it to say, things go sour and you quickly return to New York, where you're thrust into the position of building your own wing of the Corleone organized-crime family. The first item on the agenda is recruiting an associate, the bottom level on your family tree.
Each potential associate has a unique background and specialty, which determines his personality and class-based abilities. To give you an idea of a few specialties that exist out there, you can hire a medic who will revive you whenever you get taken out during combat, an arsonist who excels in making impromptu doorways in the sides of buildings, a safecracker who can get you some extra cash whenever you break into a business, and a bruiser who will reduce your odds of having the police called on you for random acts of violence on the street. You'll eventually be able to recruit more associates, and subsequently promote existing ones up the ranks from associate to capo to underboss. If you really want to get into the spirit of things, you can even customize each family member's clothing to give your group a signature look, like our collection of thugs clad in periwinkle leisure shirts.
Once you get your first associate, you'll need to take over your first racket, which are critical because they let you launder dirty money through a legitimate business. This usually entails finding a business controlled by another family, taking care of all of their guards, and then shaking down the owner. The last bit is especially fun because you need to rough them up to the point where they'll give in, but not quite fight back or die. Once you control a racket, you can seek out others like it for a crime-ring bonus. For example, if you control all of the prostitution rackets in New York, you'll get brass knuckles for all of your family members, and if you control all of the drug-smuggling rackets in Miami, you'll double your daily income. Each racket you own needs to be guarded against takeovers, but guards cost money that you might otherwise spend on upgrading the abilities of you and your crew, so there's a lot to consider.
Final Fantasy bard Nobuo Uematsu
Uematsu stayed with Square Enix until 2004, when he left to form his own production company, Smile Please. He continues to compose for video games, working alongside Sakaguchi, who left Square Enix in 2004 to start his own studio, Mistwalker. Uematsu's recent works can be heard in Lost Odyssey and Blue Dragon for the Xbox 360. He also composed the main theme for Super Smash Bros. Brawl last year.
In addition to composing game music, Uematsu formed the Black Mages in 2003, an instrumental rock band that takes his original Final Fantasy compositions and arranges them into rock music. The group has released three albums: The Black Mages, The Black Mages II: The Skies Above, and their most recent album, The Black Mages III: Darkness and Starlight," which was released last year.
In 2004, Uematsu made an appearance at Dear Friends--Music From Final Fantasy, the first-ever video game music concert in the United States, which was held in Los Angeles at the Walt Disney Concert Hall. Due to its success, another follow-up concert was held the year after in LA, titled More Friends--Music From Final Fantasy. This was also the first time that the Black Mages performed live in the US.
Since then, Uematsu's work can be heard live in various concert series, such as Video Games Live and Play: A Video Game Symphony. To commemorate the 20th anniversary of Final Fantasy, AWR Music Productions is currently presenting a concert world tour titled Distant Worlds: Music From Final Fantasy, with performances scheduled across multiple cities in the US as well as Singapore.
Amid all the excitement with the concerts, album releases, and video games, Uematsu shared his thoughts with GameSpot through an e-mail interview about composing for the upcoming Blue Dragon Plus on the Nintendo DS and talked about his band, the Black Mages.
GameSpot: What is it like to work with Sakaguchi again at Mistwalker?
Nobuo Uematsu: Business as usual, but his ability to get things done never ceases to amaze me. Achieving goals is just second nature to him.
GS: What will the music be like in Blue Dragon Plus? Is it similar to the previous Blue Dragon?
NU: There are slight variations in the arrangements, but it's more or less the same; plus, there's one new track.
GS: What challenges did you face when composing for the Nintendo DS versus a current-gen console?
NU: It was just that it had been quite a while since I last worked with internal sound hardware.
GS: What kind of process do you go through when composing a track for a specific area in the game?
NU: After I draw inspiration from the scenario and artwork, I just let my imagination take me along for the ride.
GS: After composing hundreds if not thousands of different tunes, how do you manage to continue to stay original?
NU: Actually, all of my music sounds the same to me, to the point I get fed up with myself sometimes.
GS: What is your band working on now? Are you working on another album?
NU: There's the DVD of the live concert we did in August; it's coming out next year. I'm thinking of doing "something big" for the end of 2009, but I can't really say anything at this stage. You'll just have to keep your ears peeled.
GS: How do you select which pieces to use for your album? What are some of your favorites to perform?
NU: I draw up a list of things, and then we all get together and decide which ones we're going to do. I have fond memories of all of my music, so picking out favorites is difficult. But the live concert we did this year featuring "Maria and Draco" was fully accompanied by a drama ensemble; this was a first for us, so it was really exciting.
GS: When will we see the Black Mages again in North America?
NU: We don't have any plans as of yet, but we're definitely looking forward to another performance overseas; the sooner the better.
GS: You've been able to travel across the United States for the Dear Friends concerts as well as Distant Worlds. What has the experience been like? What has been the most memorable moment for you?
NU: It was really gratifying to receive such a thunderous ovation from all the people who came out to our concerts overseas. I truly felt thankful that I was born. The fact that people from different countries all over the world can experience the same universal joy from the same music...Doesn't that inspire you to believe there's hope for a world of peace, free from war and conflict?
GS: We can agree on that. Thank you for your time.
Red Alert 3_Part2
GS: What additions and enhancements will be made to the game's multiplayer? Any chance of some tweaks to make co-op games easier to get into and play?
Another reason for our decision to focus on single-player with Uprising was that it allowed for us to experiment more with different types of missions in the campaign. For example, the types of missions we wanted to make for Uprising, especially the Yuriko missions, wouldn't have worked well in co-op, and the new units were designed to be fun, powerful new units and tuned specifically for offline play.
GS: When will Uprising hit store shelves for the PC? Will we also see the game hit console platforms in some form, either as a separate game product like Kane's Wrath for the Xbox 360, or as an all-in-one special edition with the original game?
GK: Red Alert 3: Uprising will be available as a digital download in March. Right now, the team is entirely focused on making the PC version of Uprising, and we are devoting all of our energy into making this a great game for Red Alert fans at a price we think is right for this stand-alone game and a great value. Uprising is also the first-ever stand-alone expansion pack for a Command & Conquer game, meaning that you don't need to own or have played Red Alert 3 to play and enjoy Uprising.
GS: Finally, is there anything else you'd like to add about Red Alert 3: Uprising?
GK: With Red Alert 3: Uprising, we wanted to focus on enhancing the single-player experience of Red Alert 3 in a number of unique ways while the game was still fresh in players' minds, and we think this new chapter will provide them with dozens of hours of enjoyment. We're really excited to see the response to some of the more-unique aspects of the expansion, such as the Yuriko campaign and the Commanders' Challenge mode.
Red Alert 3_Part 1
GameSpot: Why go back to Red Alert 3 with a new expansion pack? What stones were left unturned in the story and in the gameplay?
Greg Kasavin: We think we introduced a lot of great units and characters in Red Alert 3, and this new campaign expansion builds off of that while also allowing us to offer our fans some really cool surprises.
Red Alert 3: Uprising really gave us a chance to follow through on a number of interesting ideas that sparked up late in the development of the original game, around when Red Alert 3 was essentially complete and we naturally started thinking about what else we could do with the game. Shortly after the game came out, our fans also asked for more campaigns to take them deeper into this unique universe, and they wanted more of the over-the-top units we introduced in Red Alert 3.
The original game's three campaigns represented three different, parallel timelines, and the epilogue-style conflicts in Uprising allowed us to continue and broaden the Red Alert 3 story in some exciting new ways. We got to bring back a lot of our favorite characters, introduce some new ones that can chew the scenery with the best of them, and deepen the crazy fiction behind this universe.
GS: We understand the expansion will have four new playable campaigns that take place after the events of Red Alert 3. What's the story behind them?
GK: Uprising features four new minicampaigns, three of which serve as epilogue chapters from the perspective of each of the game's three factions. Chronologically, they take place after the conclusion of Red Alert 3 from the Allies' perspective, seeing as how the laws of parallel universes dictate that time always moves forward from the perspective of the good guys winning.
One of the campaigns we're most excited about is centered squarely on the Empire of the Rising Sun's psionic commando, Yuriko Omega, and how she got to be a troubled, ill-tempered young woman who can tear apart aircraft carriers with barely a thought. The Yuriko campaign looks and plays different from the core game, and we think players will love it as a refreshing and viscerally satisfying change of pace.
GS: What other content will the expansion offer? For instance, we understand there will be an expanded set of skirmish maps for both co-op and competitive play?
GK: On top of the four new minicampaigns, we're adding roughly 30 new maps for traditional skirmish. Many of these take place in new environments, such as a spooky European village with low-hanging fog. So we're taking a few detours from Red Alert 3's usually-bright, colorful world to add more variety.
There's also the Commander's Challenge mode, which features 50 unique, successively tougher scenarios, some of which are unlike anything we've ever done before. For example, in one particular challenge you get to go toe-to-toe with a new breed of Soviet War Bear, which happens to be much bigger and much nastier than usual. This mode offers an additional 30 hours of gameplay that we think the fans will enjoy. We're really happy with the way it's shaping up.
GS: Tell us about the new Commander's Challenge mode. Will this resemble the challenge modes from the Xbox 360 version of Command & Conquer 3?
GK: The Commander's Challenge mode was loosely inspired by the General's Challenge mode in Zero Hour, the expansion pack to Command & Conquer: Generals. Like that mode, the Commander's Challenge pits you against a variety of different, colorful characters, including some returning commanders from Red Alert 3 as well as some new ones. However, the Commander's Challenge is substantially bigger and deeper than any similar mode we've done, as each of the 50 different scenarios have their own tricks and rules of engagement. They're a real blast to play and fit right in with the over-the-top and playful world of Red Alert.
You initially start off with limited access to forces, but as you finish the different scenarios, your arsenal grows. Of course, finishing scenarios also unlocks new ones, and you can either try to get through the mode in as few steps as possible or pursue some of the side challenges to unlock the biggest and best forces. It's a highly addictive mode, and for fans of skirmish--and we know there are a lot of you out there--we think it's going to become an instant favorite.
GS: Red Alert 3 offered plenty of distinctive and crazy playable units, like transforming robots and angry, angry animals (such as electro-dolphins, scout dogs, and parachuting bears). What are some of the new units that will be added in Uprising? What purposes will they serve--how will they better complement their faction's strategy, for instance?
GK: We think Red Alert 3 players are going to be very happy with the unique, powerful new units we've added in Uprising. One of my favorite to use is the Empire of the Rising Sun's Giga Fortress, the biggest and strongest new unit we're introducing. It's this gigantic, starfish-shaped floating fortress that can transform into a monstrous, flying Sinistar-style head that shoots a devastating beam weapon out of its mouth. It should more than make up for the Empire's lack of a heavy flying unit until now.
GS: Of course, Uprising will give players a chance to revisit the Red Alert 3 content they know and enjoy, including, hopefully, more of the series' signature cinematic sequences. We understand that Gemma Atkinson and Ivana Milicevic will be returning, for instance. What other acting talent will return, and can we expect to see any additional Hollywood talent that may or may not be creepy German character actor Udo Kier?
GK: Indeed, it wouldn't be Red Alert if we didn't include new full-motion video sequences. As the Allies and Soviets, you'll once again be getting your marching orders from Gemma Atkinson and Ivana Milicevic, respectively, who reprise their roles as the briefers from the previous game. They were two of the community's favorites from Red Alert 3, and we're excited we were able to bring them back this time around.
We'll have more announcements about the cast soon, but suffice it to say there's going to be a mix of new and old faces this time around in both the campaign and the Commander's Challenge mode. I'm glad some of the commander characters from Red Alert 3 get more screen time here, as some of those guys were really entertaining.