E3 News
Metal Gear Rising: Revengeance video features raw E3 gameplay

The full few minutes of Metal Gear Rising: Revengeance gameplay from this year's E3 is below for your indefinite viewing pleasure. That is to say, if you want to watch a cyborg ninja named Raiden chop up watermelons over and over again, you can, you sick puppy.
It's just training mode footage, so nothing too exciting, though I will say even the action featured in training mode here is more exciting than what a lot of games have throughout their entire campaigns.
The controls seem to give you a surprisingly amount of...control, and the action itself is wild and fluid -- nothing like chopping up enemies into ten slices while in mid-air -- and should do well to remind you of why Japanese games are great in the first place.
Arma 3 screens feature isle of Limnos, video examines artillery, air support
Another look at the military shooter
Three new screens and a new video for Bohemia Interactive's military sim Arma 3 are below, so if you're still trying to satiate your appetite ahead of the upcoming beta, check 'em out.
The screenshots are set on the isle of Limnos, which is based on the real-life Greek isle of Lemnos. They feature new, defensible and elevated structures, which PC Gamer says could change up the gameplay quite a bit.
The video, meanwhile, focuses on "support", which is to say artillery and close air support. It also touches on an early version of the context sensitive hint system, which seems to be one example of how they're making this iteration less cumbersome and more user friendly.
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Arma 3 E3 demo videos feature vehicles, night ops, underwater gameplay
Gameplay videos from E3 are still coming in, a month after the big show. No complaints, here: today's include three for military sim Arma 3, which focus on vehicles, night operations, and diving, respectively. In total, it's about 12 minutes of footage. Sadly, it's still all 720p, though landscapes impress regardless.
Besides gameplay you'll also notice the new UI. While it appears the inventory is well-organized, it still looks very rudimentary. Hopefully it gets some love before release time, as many of the other features will.
In short, if you're looking for something new from a shooter, Arma 3 appears to have lots of freshness to spare. The game is expected to launch late this year on PC.
Gamer demands are "insatiable", says Nintendo's Reggie Fils-Aime
Nintendo America president responds to E3 presser criticism

Nintendo America president Reggie Fils-Aime has responded to their poor E3 2012 press conference, and in doing so has labeled gamers' constant demands and wants as "insatiable".
The executive stated that no matter what they do to please the fans and their requests, they always want more, apparently.
"One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, ‘Thank you, but I want more.’ ‘Thank you, but give me more.’ I mean, it is insatiable.
"And so for years this community has been asking, ‘Where’s Pikmin?’ ‘Where’s Pikmin?’ ‘Where’s Pikmin?’ We give them Pikmin. And then they say, ‘What else?’ For years, this community have said, ‘Damnit Reggie, when you launch, you better launch with a Mario game.’ So we launch with a Mario game, and they say, ‘So what’s more?’
"I have heard people say, ‘You know, you’ve got these fantastic franchises, beyond what you’re doing in Smash Bros., isn’t there a way to leverage all these franchises?’ So we create Nintendo Land and they say, ‘Ho-hum, give me more.’ So it’s an interesting challenge."
Fils-Aime referred to Wii Fit as an example of a game that didn't receive "good reaction" from consumers, but managed to sell over 43 million copies.
"It’s a phenomenon, and so I would argue that the gaming community actually is unable to differentiate between a phenomenon and something that is ‘ho-hum.’ [That is] Until they play it. Until they experience it. Until their friends and their non-gaming associates say, ‘Hey, have you seen X?"
The dissatisfaction of gamers stemming from Nintendo's E3 press conference is justified in several ways; not only was there a lack of announcements for the Wii U's larger titles (why announce Platinum Games' Project P-100 after the presser?), but Nintendo decided to not announce the release date and price for the next-gen platform during the biggest stage in gaming.
Sony admits more time should have been spent on Vita at E3
Only three big titles shown for handheld during Sony E3 presser

Sony has admitted that they should have shown off more of the PlayStation Vita during E3.
The company's Worldwide Studios president Shuhei Yoshida said a considerable amount of consumers complained to him regarding the lack of presence for the PSP successor during the expo. The exec stressed that the commercially underperforming device should have been focused on more at E3, but due to their history of long E3 press conferences, they clearly wanted to focus predominately on the PS3.
"I got lots of tweets to my account complaining that there weren't many PS Vita games being talked about," said Yoshida. "In retrospect, we should've spent more time showing and talking about our PS Vita titles.
"We [had] 25 PS Vita games playable on the show floor, some of which are really great titles I'm very excited about. We could have spent more time talking about those, but we had a very clear intention this year to make the total press conference shorter, because we're notorious for holding lengthy ones.
"I hope we accomplished that with this year's conference (which I think lasted about 80 minutes), but from the perspective of people who are waiting for more information on Vita titles, we weren't able to provide that."
Sony's E3 press conference saw the announcement of a Vita version of PlayStation All-Stars Battle Royale, as well as official unveils of Call of Duty: Black Ops Declassified and Assassin's Creed 3: Liberation.
E3 2012 hands-on: XSEED Games round-up sees Ragnarok Odyssey, Way of the Samurai 4
When it comes to bringing quirky games from Japan and dropping them on North American soil, no one delivers quite like XSEED Games. At E3, we had an opportunity to sit down with them and demo some of their latest treasures coming to the states later this summer.
Ragnarok Odyssey
Ragnarok Odyssey is a handheld action RPG with similar gameplay elements to the Monster Hunter series. Taking place in the Kingdom of Rune Midgard, trouble is afoot after the collapse of the "Thousand Year Mountains" -- a mountain range dividing mankind from ancient ruins left behind by the Gods. Any curiosity surrounding the ruins is quickly forgotten as giant behemoths cross the now open border and terrorize resident of the kingdom, flattening cities as they move across the land. It's up to you to repel these beasts now threatening peace in the land.
Players can create a character using over 20,000 different combinations including facial features, gender, accessories, and more. They can also choose between six different job classes: Cleric, Mage, Hammersmith, Assassin, Sword Warrior, and Hunter. Optional quests bolster the story-driven ones, and you can employ up to three other players for co-op gameplay.
All action is real-time, and the battle system closely mirrors Monster Hunter. Even the way quests are received by small creatures who assist you throughout the game is very similar to the Capcom franchise. In fact, the only thing which felt a bit removed was the exaggerated attacks. Enemies can be flung in the air by upward attacks and literally juggled across the map without ever touching the ground as long as you time the attacks right.
Despite the obvious cloning of the Monster Hunter series the game does provide some fun entertainment and will give Ragnarok Online fans a taste of nostalgia . If nothing else, it also gives players something to do until a new MH portable is released. Look for Ragnarok Odyssey to be released later this summer on the PS Vita.
Way of the Samurai 4
If you've never heard of the Way of the Samurai series, you're not alone (though most of you probably have). While the franchise has seen great success in Japan and was released in North America, it hasn't found solid footing since its Playstation 2 days.
Sporting a wild open world to explore, Way of the Samurai 4 dabbles in a little bit of both humor and seriousness to deliver something like to a cross between Grand Theft Auto and Saints Row. Players have a choice between moving the story forward or exploring the city and joining a multitude of optional quests. If questing doesn't sound too appealing, you may also hit on women -- or do more, but we didn't get any deeper into that aspect.
Our demo focused on the action, and it didn't take long for us to upset the wrong people. We were quickly surrounded by pissed off royal guardsmen, and the chaos began. The fighting was smooth and very satisfying with our character dishing out excellent combinations. Swords are more than just about the blade, though, as we were able to attack with the blunt side of the sword to knock enemies out as well.
There is a conflict arising between three factions in the city, and eventually you will have to swear loyalty to one of them; doing so will determine your path through the storyline. Conversations may also have multiple outcomes as you can decide whether you want to unsheathe your blade or simply communicate a response verbally.
Fully customizable characters promise to deliver a wide array of combinations, but my favorite aspect of Way of the Samurai 4 is the ability to download other players' characters to enter your game as AI controlled assassins. Killing these characters rewards you with the loot they have equipped, which will help boost your equipment stash as well as provide a unique gameplay challenge.
Keep an eye out for Way of the Samurai 4 to be released on the PS3 this summer.
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E3 2012 hands-on: City Interactive round-up with Dogfight 1942, Sniper: Ghost Warrior 2
Action packed dog fights and long range kills await
We had a chance to sit down with City Interactive and demo two of their upcoming games, Dogfight 1942 and Sniper: Ghost Warrior 2. Three of us took turns trying to outdo one another, putting both games through their paces.
Dogfight 1942
The first demo we had a chance to run through is an aerial fighting game focused on World War II aircraft missions. These range from dog fighting and bombing runs, to aerial defense campaigns.
I have an extensive background in aviation and happen to be a sucker for historical aviation in general. I can spot a fake game from a mile away. City Interactive is staying true to the essence of WWII dog fighting by capturing the sounds, feel, and look of the aircraft as well as the overall accuracy of the period to include the nicknames of the Japanese planes given to them by the Allied forces.
Another thing I noticed which spoke to the accuracy of the game was the dialogue. There was no such thing as being politically correct during WWII and though we may find it to be insulting now, the Japanese were called a slew of derogatory names. I fear this may be a turn off for some people, but I absolutely respect City Interactive for staying true to the history of the time they're trying to capture. The bottom line is we weren't all nice to each other in the past, and when doing a period piece the ugly truth has to be shown no matter how much we may wish to forget it ever happened.
Besides the true-to-life accuracy, the gameplay itself also shined through. The tight controls and fast pace really capture the essence of dog fighting, making this a game to keep your eyes on when it releases later this year on the PSN, Xbox LIVE, and Steam.
Sniper: Ghost Warrior 2
Following your spotter's calls, the demo began with us taking out a couple of guards catching a smoke break outside of their tank, proving smoking truly is bad for your health. Afterwards, we began working our way down into an enemy camp.
Sneaking through the enemy compound proves this game is more than capping people from long distances, as we had to get a bit close and personal to our targets. Even so, hanging back and lodging a bullet in someone's skull from a few hundred yards away was a lot more satisfying. If you get a unique kill, a bullet camera will follow the trajectory and show the kill in a very detailed manner. A bit over-the-top, but still fun to watch.
Still following our spotter, we were led further into the compound into a train station where a couple squads of enemies were on patrol. We quickly dived under the train cars to avoid being spotted.
Crawling under the train added a nice touch to the stealth element, but we didn't want to make it too easy on ourselves and began picking off enemies from our hiding spot. Our spotter gave us a scolding as soldiers quickly surrounded our position and open fired. Even though the game isn't really meant to be played in that manner, it was still a fun challenge.
While we may have horsed around a bit much, we still got a very good feel for the overall experience, and I am definitely looking forward to putting on my ghillie suit for this. Sniper: Ghost Warrior 2 comes gunning for the PS3, Xbox 360, and PC on August 21.
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E3 2012 hands-on: The Amazing Spider-Man reintroduces free-roam
Up close and personal with Spidey like never before
Spider-Man is coming back in a big way, finally returning to his freeroam roots with The Amazing Spider-Man. Yes, it's a movie tie-in, but it's also being developed by Beenox, the developers responsible for both the Spider-Man games Shattered Dimensions and Edge of Time. If anything, due to their non-freeroam roots Beenox is probably more likely to dedicate more attention to character and story.
The best part? Beenox seem genuinely excited about the direction of their game. As I waited for the next demo to begin I watched Dee Brown, Beenox studio head, do a number of interviews on-camera. It was the last day of E3, with just about 30 minutes left until the show floor closed, and I've never seen a guy so excited to talk about his game (over and over and over). Then, after the interviews were over, he talked with a colleague about how excited he was to finally talk to people about the game.
After I had my own experience with The Amazing Spider-Man, I'm also a believer. While there are always limitation associated with being a movie game, in terms of scope and creative license, and development time too, Beenox's experience with the franchise shouldn't be dismissed. These guys know what they're doing, and considering that they're adding their already solid gameplay experience into a free-roaming New York, this could be the best Spider-Man game since Spider-Man 2... or ever.
Four Pillars
During the live demo Dee went over the four pillars Beenox was using to create the best Spider-Man experience they could make. The first pillar, as it should be, is story. The Amazing Spider-Man isn't just a movie-game, however. Rather, Beenox is creating what they say is an "epilogue" to the movie. Marvel fans will recognize the name Alistair Smythe, hired by Oscorp to help take care of the cross-species problem that will originate in the movie. He does this through the creation of a number of destructive robots. Spidey will have to face off against both these Spidey slayers in addition to other cross-species villains. Add in an assortment of hired thugs and petty thieves and Spidey will have more than enough conflict to fill his free-roam city and more.
The next two pillars are based around new mechanics being introduced in The Amazing Spider-Man, but while they are exciting I consider them accents on the fourth pillar. We'll get that that later though, and dive right into the second pillar -- Web Rush. Shattered Dimensions players may recall the Web Zip mechanic, that allowed Spider-Man to quickly travel from one location to another. Web Rush acts similarly, in that you can essentially pause the game, select a location within your visual range and travel there quickly without further button input.
The new addition to the system is the dynamic and cinematic way in which Spidey will traverse said terrain. He'll shoot webbing, push off of cars and light posts, and run along walls or even bus-sides. In motion, the system looks quite fetching, though I did notice so rough animations where Spidey ends up grabbing air or invisible objects rather than terrain. Hopefully in Beenox's quest for speed they didn't discard a standard of quality.
Third is, naturally, free roaming. This mechanic speaks for itself in a lot of ways, but Dee did clarify a lot of details that may bounce around in your head. Manhattan is not built for realism or to-scale, sadly. While it does feature a large number of landmarks that tourists will recognize on-sight, locals probably shouldn't search for their favorite hole-in-wall pizza place. Spidey will have access to a GTA style map with pinpoints for various quests and side-missions, care of his lifted Oscorp cell phone (where does he keep it?). Expect to be able to climb to the top of the Empire State Building and then fall to within inches of the street. Web sling everywhere, with or without the new Web Rush mechanic.

Probably the most significant pillar, in my opinion, is thus: be Spider-Man. It's an unnaturally complex idea, but it's hard not to admire the design principles around it. Every game wants to maximize immersion, but Beenox has the advantage of such a well-known and fleshed out character such Spidey. They start by moving the camera up close behind Spidey -- a mechanic gamers might recognize from the Batman: Arkham series. This way, you experience action in a much more personal fashion. Feel the vertigo as Spidey plummets towards the ground. See his suit in detail, and as it tatters from combat you'll experience the beating he takes from a much closer perspective.
It ends with the gameplay systems Beenox has introduced to make you feel more like Spidey. Free-roaming with webslinging, Web Rush and move like Spidey does in the movies and comics, and experience Spidey's personality and attitude with a robust and well-written story. Combat only accentuates these systems. Spidey has a reckless attitude and borderline training in the luchador arts, so naturally when he gains super strength and agility he resorts to lots of flips, punches and throwing. It may just be button presses, but the way they map and play on-screen is unique in a way only Spider-Man could pull off.
I can't speak for how the game itself plays, as we were only shown a small amount of gameplay. Combat seems to be a mixture of Batman: Arkham style combos and reactionary button presses, combined with a significant amount of quick time events. The Web Rush functionality of reacting to combat scenarios Spidey-sense quick shows potential, but it's hard to tell whether there's depth or much further complexity to the combat as is. It does look fun though, and very true to nature of Spider-Man.
If you're a big fan of Spider-Man, or looking for a fun free-roam adventure title, then The Amazing Spider-Man is absolutely going to be something worth watching for. Beenox has created a movie tie-in that provides a first-hand Spider-Man experience like we've never seen before. Don't expect them to reinvent the wheel, or create a narrative to rival its movie counter part, but don't write this one off before giving a try. The Amazing Spider-Man is a refreshing and exhilarating super-hero title that should captures the spirit and attitude of its young and newly powerful protagonist.
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E3 2012 hands-on: Sonic & All-Stars Racing Transformed takes kart racing to the next level
Sonic & All-Stars Racing Transformed is the latest Sonic kart racing entry into the series and features 20 characters racing across 16 breathtaking levels over land, air, and sea (or lava). Sega invited us to take a peak at the demo during E3.
With three racing classes available -- A, B, and C -- I went for the B Class during my demo, which is what I typically tend to race. Though a little less challenging than you'd find in a more serious race simulation, it felt about right for an arcade kart game. Still, I breezed through the levels and placed first in every race I played.
During the race the courses change due to natural disasters such as volcanoes and earthquakes; therefore, each lap is different than the last. This helps to keep the races from getting stale too quickly, and players will still find the courses challenging enough when searching for the best lines to cut down their lap times. Many courses also offer more than one path for players to choose their favorite route.
Of course you can't have a kart game without some off-the-wall pick-ups, and Sonic & All-Stars doesn't disappoint. While I enjoyed the snowballs, it was the all new "fair weapon system" I was impressed the most with. With the ability to dodge incoming attacks and even catch them with the silly glove pick-up and return fire, the cheap shots I normally don't enjoy in kart racing from other racers are now easier to manage.
Another new feature is the ability to perform "All-Star abilities" after filling up the associated meter. Players who perform special tricks in mid-air, or are in last place will fill up the meter faster than other players. This will allow them to perform the ability at any time, rather than trying to hunt down the special item box.
With today's market already packed with kart games, it can be difficult to set yourself apart from the pack. Sonic & All-Stars Racing Transformed does this by making the transitions from driving to flying or boating and back a seamless action. Not once did it feel like the pace of the race was affected at all, and the transformations were fun. Also, the game is easy to pick up and play; gameplay sticks to the standard kart formula which makes it accessible for fans of all ages, but it's the unique pick-ups, smooth racing, and characters from nearly every Sega game which gives it a distinct edge.
Sonic & All-Stars Racing Transformed races into your home for the PS3, 360, 3DS, Vita, and PC later this year.
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E3 2012 hands-on: Bellator: MMA Onslaught is ready to knock you out
Couple weeks back, Senior Producer Matt McEnerney and Creative Director Carlos Giffoni from 345 Games sat down with us to discuss their newly developed fighting game Bellator: MMA Onslaught, a direct competitor to UFC Undisputed.
Without getting too deeply into the differences between the MMA (Mixed Martial Arts) and UFC (Ultimate Fighting Championship) fighting leagues, MMA simply focuses on light and featherweight fighters who have to earn their shot at title fight, rather than being selected by an executive board. With this in mind, Bellator strives to deliver this core experience to players over the PSN and Xbox LIVE networks.
Closely resembling the UFC league in fighting techniques and styles, fighters are in a caged ring and use their skills to try and beat their opponent into submission. In Bellator, this is accomplished by striking or grappling until the stamina bar is reduced enough to go in for a knock-out or a final take down. Whether you're grappling on the floor or standing at the ready to kick someone in their face, Bellator feels ready to take on anything you can throw at it. The controls are simple to learn, yet can be a challenge to master when facing off against the right opponent. Best of all they are intuitive and don't feel forced.
Every fight earns you experience points which you can use to unlock moves or skills and assign them to your fighter. But don't think you'll get away with maxing out your strongest skills and dominating every single match. Every stat has a maximum cap of 75 percent. This is to help even the playing field, and keep players from abusing the stat system. As Carlos told us, "We want everyone to feel like they can take on even the toughest opponent and win."
Another thing Carlos told us -- and the rest of the team was adamant about -- is their willingness to listen to the fans. Their goal is to support Bellator long after its release. They want to make certain fans have input into the future of the game and encourage everyone with something to say, whether good or bad, to contact them through the game forums on the official site.
If you're still hesitant to take the plunge, Matt informed us anyone who created a character for the demo would be able to import it into the full version once purchased. This is becoming more common with newer releases, and I'm very happy to see developers embrace this idea with open arms.
Bellator also features the ability to take your customized characters online and go head-to-head against other players, but the fact they will be announcing top players in the leaderboards during official televised matches really impressed me. If you're intimidated by the complex controls of Undisputed and are looking for a solid fighter with intuitive gameplay which doesn't sacrifice quality, I highly recommend downloading the demo and giving a shot at the title when Bellator: MMA Onslaught becomes available in July.
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