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Here is some Rocket Knight artwork for you

Posted on Monday February 8th, 2010 at 9:09pm by Destructoid

Here is some Rocket Knight artwork for you screenshot

With all the talk about Sonic 4, it's easy to forget that Konami is gearing its own downloadable retro reboot with Rocket Knight. Of course, that's also partially thanks to the fact that Konami's barely mentioned the bloody thing since its announcement. 

Fortunately, we've been given a healthy reminder today thanks to some new art assets that have dropped. It's not much to go on, but it's certainly something at the very least. Make sure you check out the pictures. Or don't, if you don't want to. We're not really telling you what to do.

Photo Photo Photo

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Max & the Magic Marker coming to NA WiiWare in March

Posted on Monday February 8th, 2010 at 8:08pm by Destructoid

Max & the Magic Marker coming to NA WiiWare in March screenshot

Press Play's puzzle-style platformer Max & the Magic Marker has been out in Europe for weeks now, and we don't even have a release date for North America. What gives? The latest update on this front is that we'll be getting it in March. Yeah, just "March."

For the time being, the PC and Mac versions are now available digitally. The game is $19.99, sure, but there's a demo; no need to blind buy or outright pass on Max & the Magic Marker. Although, if you're willing to wait it out a tad bit longer, the WiiWare version will cost half as much.

I'm probably going to regret saying this in the near future, but for now, I feel like I'll never grow tired of these games that involve you actively drawing to solve puzzles. You know, stuff like Crayon Physics and, uh, something else that doesn't immediately come to mind.

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Rebellion tells you how to play Aliens vs. Predator

Posted on Monday February 8th, 2010 at 5:05pm by Destructoid

Rebellion tells you how to play Aliens vs. Predator screenshot

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This latest trailer explains the close combat in Aliens vs. Predator. Ironically, the video only tells you the Xbox 360 controls, which already has a control layout in the demo. The demo that really needs help with the controls, the PC version, has been left high and dry. You're just going to have to guess the keys for that one. 

Anyway, if you've been getting hacked to pieces too many times, this video will show you how to deal with a close encounter. It's all about the block button. Yes, we didn't know there was one either until someone outside of the demo pointed it out to us. 

People are starting to get the hang of counters and blocking in the demo, which is starting to annoy me as it's getting harder to win matches. I don't like being challenged, least of all by smartass Predators who think they're cool just because they look like insectoid Bob Marleys.

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Free Mass Effect 2 DLC: Cerberus armor and a shotgun

Posted on Monday February 8th, 2010 at 4:04pm by Destructoid

Free Mass Effect 2 DLC: Cerberus armor and a shotgun screenshot

Assuming you're still hooked into the Cerberus Network, you can look forward to some free downloadable content for Mass Effect 2 tomorrow. Both the Xbox 360 and PC versions are getting "Cerberus Assault Armor" and the "M-22a Eviscerator Shotgun."

As far as stats are concerned, the armor increases heavy weapon ammo capacity, shields, and health by ten percent. As is the case with all of Shepard's outfits, I'm going to pass so long as the helmet stays on at all times. I'd never want to miss seeing his wide range of facial expressions.

The shotgun is supposed to pierce armor and be effective even at longer ranges. What else can be said? It's a gun; you point it at people that you aren't particularly fond of. Personally, I'd rather do one-hit kills from far away with a sniper rifle than risk running up close with a shotgun for a similar effect.

Still, free content is free!

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EA has two console Need for Speed titles in the works

Posted on Monday February 8th, 2010 at 3:03pm by Destructoid

EA has two console Need for Speed titles in the works screenshot

It's already been confirmed that Burnout developer Criterion has its hands in the Need for Speed franchise. But if Burnout's fast pace and twisted steel isn't your thing, don't worry -- Electronic Arts has confirmed that it has not one but two Need for Speed titles in the works. 

Holiday of 2010 will see the release of Criterion's Need for Speed title, referred to by EA Chief Operating Officer John Schappert on today's financial call as an action title. Early 2011 (January-March) will see the release of a second Need for Speed title, this one a simulation title, possibly a follow up to last year's Need for Speed: SHIFT.

You can can play both titles, no one's stopping you. But if you had to choose, what would you prefer? A Need for Speed simulation title or a Need for Speed action title?

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Cerberus Ups Your Mass Effect 2 Arsenal Tomorrow

Posted on Monday February 8th, 2010 at 3:03pm by Kotaku

Registered Cerberus Network members will be receiving a special treat tomorrow, when the Cerberus Assault Armor and M-22a Eviscerator Shotgun become available for free download.

According to a post in the BioWare community forums, the two new pieces of equipment will be available to download free for Xbox 360 and PC players tomorrow at noon Mountain time. All that's required is an active membership in the Cerberus Network, which you should have, unless you somehow picked up a copy used, in which case you are made of magic.

Here are the stats for the new equipment:

Cerberus Assault Armor
Cerberus assault armor is designed for shock troops, turn the tide of battle against creatures or forces that would decimate normal soldiers.
Increases heavy weapon ammo capacity by +10%
Increases shields by +10%
Increases health by +10%

M-22a Eviscerator Shotgun
The M-22a Eviscerator Shotgun is a longer-range shotgun with armor-piercing loads. This design also violates several intergalactic weapons treaties, so the M-22a is not distributed to militaries.

Being a firm believer in the power of longer range shotguns, I approve wholeheartedly.

You can see more shots of the Cerberus Assault Armor in action at the Mass Effect 2 arsenal page. I wonder if the helment comes off?

Cerberus Armor and Eviscerator Shotgun DLC Available Tomorrow Feb 9 [BioWare Community Forums - Thanks Luke!]

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Myst Online: Uru Live Lives Again

Posted on Monday February 8th, 2010 at 2:02pm by Kotaku

Two years after operator GameTap shut the servers down, Myst Online: Uru Live is back in action and free to play, thanks to original developer Cyan Worlds.

Myst Online: Uru Live was originally intended to be the online multiplayer component of Cyan Worlds' Uru: Ages Beyond Myst, but that never quite worked out. The online portion missed the 2003 release of the PC game, and by April 2004 had been scrapped entirely. Then video game digital delivery service GameTap resurrected the multiplayer in 2007, only to shut it down again in February 2008.

With me so far?

In July of 2008, GameTap passed the rights to Myst Online: Uru Live back to Cyan Worlds, who then launched M.O.R.E.: The Myst Online Restoration Experiment, aiming for a release later that year, with a subscription rate of $25 for six months to help cover fees.

They may have missed that release window, but the fans are better for it. Myst Online: Uru Live is now back up, with Cyan Worlds operating their own server, allowing players to enter the world and play for free.

Mind you, you might want to wait until the rush dies down a bit before attempting to create your account, as the official website warns:

The web server is currently being hammered by a lot of people (thank you!), which unfortunately means that the account creation page is a tad sluggish right now. If the site doesn't allow you to create an account right now, please wait a little while and try again. Our apologies for the inconvenience.

That's the good sort of network congestion. Good to have you back, Myst Online! Hope you stay awhile this time.

Play Myst Online: Uru Live [Official Website - Thanks Taylor!]

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BioShock 2 Review: In Case Of Rapture

Posted on Monday February 8th, 2010 at 1:01pm by Kotaku

Welcome back to the beautiful city of Rapture, the dystopian underworld introduced in 2007's BioShock, a failed utopia all but destroyed by its inhabitants, a world less mysterious than when you last left it.

BioShock 2 puts players in the suit of Subject Delta, a hulking Big Daddy prototype who longs to reunite with his bonded Little Sister, a girl who happens to also be the daughter of Sofia Lamb, the woman now running Rapture, the underwater city somehow still as chaotic, leaky and menacingly well populated 10 years after the events of the original BioShock. Along the way, you'll be aided by Lamb's opponents and Eleanor herself on your search for your lost little Lamb, growing stronger with all new genetic modifications in the form of offensive Plasmids and passive, ability-granting Tonics. This time, you'll dual wield the power of Plasmids in your left hand, burning, electrocuting and freezing foes, with deadly new weapons for your right.

Does BioShock 2 live up to the high expectations set by the original, Ken Levine directed adventure? And can it possibly be... a better game?

Loved
A Lesser Story, Better Told: BioShock 2's story does not have the same revelatory power or stunning, complete vision of the original. It is not as fresh or frightening, but it does tell a more consistent tale, one less reliant on twists and turns. It is reliant on other storytelling conventions from the original, with much of the story doled out through found audiotapes and bugs in your ear from Rapture rivals Sofia Lamb and Augustus Sinclair. Many of BioShock 2's characters are more interesting than those of the original, telling the bits and pieces of Rapture post-Andrew Ryan in more digestible, more inventive ways. There's no late game devolution in storytelling in the sequel, but there are welcome surprises that are worth keeping oneself spoiler-free for.

The Moral Hangover: The original BioShock didn't run with the impact of the player's moral choices—primarily whether to save the game's Little Sisters, returning them to normal, or harvest them for the extra ADAM that grants the player more power—as expertly as its sequel does. BioShock 2 not only provides a more interesting quantitative outcome to many of the player's decisions, well beyond the extra ADAM one can gain from a Little Sister rescue, it successfully makes the player question whether he's making the right decision. Without giving too much away, the player is given the option at certain points to spare characters who may rightfully deserve or even clearly express their wish to die, with the reward or punishment for each decision smartly ambiguous. For players who have completed the first, the suspicion that your character may or may not be manipulated by the voices in your ear makes those decisions all the more conflicting. Personally, I wish I'd saved the game more often so that I could revisit my behavior.

A Better Harvest: The harvesting of ADAM from Little Sisters is giving substantial depth in BioShock 2. Upon eliminating a rival Big Daddy, players can choose to immediately harvest or adopt his ward. This is where it gets interesting. While watching over an adopted Little Sister, Delta can seek out ADAM resources for her to harvest. This brings a swarm of Splicers and makes use of brand new weapon traps—Trap Rivets, Mini-turrets and Trap Spears—for some of the most intense confrontations in the game. The process can become tedious after a while, but the pay off is worth it.

Hacking++: Gone are the painful pipe swapping puzzles of the original BioShock, with that games hacking method replaced by something simpler, less eventually grating and ultimately more varied. Instead of suffering through more Pipe Mania, players' reflexes are tested with a rhythmic mini-game that requires precision timing. Hacking is more improved with more worthwhile genetic tonics that make the hacking game increasingly easier—just as hacking ramps up in difficulty—and the addition of remote hacking darts and auto-hacking darts.

Rapture From The Outside: There are a few moments when, taking advantage of the suit that Subject Delta wears, the game lets players go outside and briefly explore the exterior of Rapture. Players can walk the sea floor between airlocks, soaking in the brightly lit organic sights without fear of attack, a chance to unwind between Big Daddy battles. These areas feel a bit under-utilized, but it's a lovely change of scenery from the dilapidated, corpse-laden halls of Rapture.

Plasmid Sequels & Power To The People: Most of the genetic modifications from the original BioShock return, but the plasmids and tonics have been given powerful sequels as well. My standbys, the Electro Bolt and Incinerate, become much more interesting to use when upgraded to their highest level. Chain lightning makes Electro Bolt far more useful when taking on crowds of Splicers, with the exploding higher level Incinerate doing more than just adding damage to a single foe. The weapon upgrades performed at the uncommon Power to the People stations add similarly strategy changing tactics. I was pleasantly surprised to find the Rivet Gun so useful after gaining the ability to fire superheated rivets, setting enemies on fire while they were also being attacked by bees. For a game with perhaps too much offensive variety, the expanded plasmids and elemental additions to weapons make combat far more enjoyable than in the original.

Research Redone: The ability to research your enemies with a camera is refined, wonderfully, in BioShock 2. Still photographs are replaced by moving pictures, letting the player film Splicers and Big Daddies for research rewards in the form of upgrades and tonics. The new method encourages more variety in battle tactics, helping me to learn just how effective shooting a swarm of bees at Brute Splicers then pairing that with Rocket Spears can be. Better yet, BioShock 2 offers a much more clear look at their research progress.

A History Better Explained: An added chapter to a story as revered as BioShock's may feel like an unnecessary thing—except for Take-Two Interactive shareholders, of course. Whether to also shine a light on the mysterious relationship of the Big Daddies and Little Sisters is tricky. Will exploring that history in fine detail, and from first person no less, remove the allure of these monsters? Fortunately, no. While I prefer to not have every nook and cranny of fiction that I enjoy explored, BioShock 2's digging into the origins of many characters is fascinating. The addition of the nimble, screeching Big Sisters, a dangerously cheesy proposition, add a frightful new enemy to the mix.

Hated
That Familiar Feeling: The first few hours in BioShock 2 feel uncomfortably familiar. Sure, it's a sequel and where else can one go but Rapture to further explore the people, places and events of Andrew Ryan's underwater utopia? Being reintroduced to the now familiar world and its strange super powers and spliced-up populace, when the original felt so fresh, so inspired, and so enigmatic at first feels like retread. Fortunately, that feeling dissolved later in the game, but it was the initial impression of playing a follow-up to a game that felt unnecessarily sequelized that made the homecoming a little sour.

Drill Disappointment: I was surprised to find just how unappealing it was to use Delta's drill, even after the various upgrades and tonics that make the gas powered melee weapon seem so much more usable. Melee combat isn't typically the draw in first person shooters, but it was disappointing to find this aspect of playing as a Big Daddy so dull.

2K Marin and the rest of the BioShock 2 team deserves credit for delivering what seemed impossible, making a sequel that not only tells a story that's greater in parts than its predecessor but making that sequel feel necessary. BioShock 2 does enough to differentiate itself from the original to make it feel new again, but it takes some time to get there. The game atones for many of the design sins of the original, making hacking more fun, deleting the repetitive noise of the original—"Welcome to the Circus of Value!! Hahaha!" is never heard—and fixing the sometimes clunky interface of the original.

What BioShock 2 didn't really need, except to discourage trade-ins, was its sloppy multiplayer mode. I neither loved nor hated this bland addition to the game, as it feels playable at best, a semi-interesting distraction between playthroughs of the more refined single-player campaign. The expected stuff is there, including a leveling system with unlockable weapons and Plasmids not seen in the single-player portion, but it consists solely of BioShock themed variations on stock multiplayer modes.

I liked BioShock 2 more than I expected to, perhaps more so than the original thanks to its more satisfying game play. The been there, done that feeling wears off after not too long, giving players a chance to happily get lost in Rapture once again.

BioShock 2 was developed by 2K Marin, 2K Australia, 2K China and Digital Extremes and published by 2K Games for the Xbox 360, PlayStation 3 and PC on February 9. Retails for $59.99 USD on consoles, $49.99 on PC. A copy of the game was given to us by the publisher for reviewing purposes. Played single-player game to completion on Xbox 360, tested multiplayer modes.

Confused by our reviews? Read our review FAQ.

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A look at Supreme Commander 2's 'Bomb Bouncer' in action

Posted on Monday February 8th, 2010 at 11:11am by Destructoid

A look at Supreme Commander 2

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In the first of five exclusive video, Gas Powered Game's CEO Chris Taylor gives us a look at the "Bomb Bouncer" unit from Supreme Commander 2, the upcoming real-time strategy title for PC and Xbox 360.

The "Bomb Bouncer" is one of the experimental units you'll be able to choose from when siding with the game's Cybran faction. The spider-like walker protects itself and surrounding friendly units with a massive umbrella-like shield, bouncing back incoming enemy fire.

Even sweeter, as incoming fire pounds the shield, it stores charge for something called the "Mega Blast," which is exactly what it sounds like -- a mega blast that does incredible damage. The "Mega Blast" can be charged by using stored reserves before going into battle as well.

As Taylor puts it, the "Bomb Bouncer" is only one of Supreme Commander 2's "over-the-top" experimental units. Watch the video above to see it in action, and check back tomorrow for a peek at another unit, The Kraken. 

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How To Survive In Aliens Vs. Predator

Posted on Monday February 8th, 2010 at 11:11am by Kotaku

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I've been dominating rounds in the Aliens Vs. Predator PC demo for several days now, and now Sega wants to ruin my fun. It seems folks who choose the Colonial Marines aren't used to first-person games where a large percentage of the enemy players jump right at you, tearing into you with their claws. I've used this to my advantage since the demo was released last week, but now my fun time is over. Thanks a lot, Sega.

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Review: BioShock 2

Posted on Monday February 8th, 2010 at 9:09am by Destructoid

Review: BioShock 2 screenshot

When BioShock launched in 2007, it felt like a breath of fresh air to many gamers. A brand-new IP with a fantastic story and an interesting sandbox-style approach to combat within a linear format, it was a damn fine game. Superb, even. So good, in fact, that many considered a sequel completely unnecessary. 

Whether or not BioShock 2 is required isn't for us to decide. We're here to tell you whether or not BioShock 2 is good. With some huge shoes to fill, 2K Marin certainly had its work cut out for it and BioShock 2 is in an unenviable position as the first follow-up to one of 2007's most critically acclaimed games. Does BioShock 2 do BioShock justice? Does 2K Marin manage to fill the shoes passed down to them by Irrational Games, or is there too much space left empty? Read on as we review BioShock 2

BioShock 2 (PC, PS3, Xbox 360 [reviewed])
Developer: 2K Marin, 2K Australia, Digital Extremes
Publisher: 2K Games
To be released: February 9, 2010
MSRP: $59.99

Single-player (Jim Sterling):

Set ten years after the events of BioShock, BioShock 2 puts players into the thumping boots of a Big Daddy. Not just any Big Daddy, either. This is Delta, a prototype protector who was designed to have a lasting bond with a single Little Sister for reasons too convoluted to go into here. Waking up long after the fall of Rapture, Delta discovers that Andrew Ryan is dead and the Libertarian utopia has become a Communist ruin, ruled over by Dr. Sophia Lamb. Lamb, a longstanding rival of Ryan's, has turned the Splicers into her "family," an army of deranged cultists who have freed themselves from Ryan's ideals and now strive toward creating their own twisted view of Heaven on Earth. Now separated from his original Little Sister, Delta strives to win her back from Lamb's clutches and escape Rapture. It's up to the player whether Delta's story will be one of mercy, or revenge.

Let's get this out of the way early so we can move on -- BioShock 2's story is not as good as BioShock's. Is it bad? Not at all. It is, however, noticeably forced in places, and lacking the same scale of exploration and depth as the original game. The game expects us to stretch our imaginations a little more than is comfortable -- for example, we're supposed to believe that characters like Sophia Lamb, allegedly huge parts of Rapture and inextricably linked to Andrew Ryan, managed to stay completely anonymous and totally unmentioned during the course of the original game. Characters now revealed to be integral to Rapture's history only appear in BioShock 2, and it's very hard to believe that they exist in the same Rapture we saw during the last game.

Despite the plot's weaker elements and the fact that it clearly cannot match the original game, it's still an engaging and interesting story for the most part. The themes of forgiveness and the pursuit of utopia are put across very well, especially thanks to a slightly more interesting use of moral choices. While the Little Sister "Save or Harvest" plot is wearily redone, there are slightly more meaningful choices found throughout the game that have an impact on the way the story concludes. 

While the plot may be a touch inferior to the original BioShock, the same cannot be said for the gameplay. At worst, it's almost exactly the same, which means it's automatically a solid, versatile and fun shooter. However, the decision to put players into the role of a Big Daddy opens the combat system up. Delta is far more capable of holding his own in a fight than Jack Ryan. In fact, battles against Big Daddies are far less dangerous affairs, and most players should be able to tackle the tougher enemies without the same fight/die/resurrect repetition of the first game. That said, BioShock 2 is no cakewalk. New enemies, such as the muscle-bound Brute Splicers or the Rumbler Big Daddy, provide plenty of challenge, while the much-lauded Big Sisters present some very tense, scary battles indeed. 

Delta's arsenal of weapons and Plasmids is not only more effective than Jack Ryan's, but more fun as well. On the weapon side, Delta gets access to some iconic Big Daddy artillery, such as the drill arm and rivet gun. He also gets a launcher, shotgun, machine gun and spear gun as he progresses through the game. Each weapon can use multiple ammo types, such as phosphorus shotgun buck that lodges inside enemies and explodes after a few seconds, or trap rivets, which can be placed on the floor and will fire when they touch an enemy. These weapons can be upgraded at "Power to the People" stations and ultimately become incredibly devastating items. For instance, the final form of the rivet gun will randomly detonate rivets, setting targets on fire. 

Many of the Plasmids from the original game return, and they can be upgraded into some awesomely brutal powers. Abilities such as the Cyclone Trap and Insect Swarm have been altered to become far more effective and useful. I didn't find the brand-new Plasmids, such as Scout, to be all that great, but a third-tier Incinerate Plasmid that effectively turns your hand into a flamethrower can hardly be sniffed at. 

BioShock 2 starts off a little too frustrating. It's stingy with cash and items, and the first few stages will feel like a struggle. However, as the game progresses, players will access so many toys and so much stuff to play with that they'll be spoiled for choice. The game becomes a playground of carnage by the end of the adventure, and it's impossible to see all that BioShock 2's combat has to offer on the first play. 

Hacking returns to BioShock 2, but has been improved immeasurably. Rather than a dull puzzle game that takes players out of the experience, hacking is now done in real time by timing button presses as an arrow moves along a semi-circular dial. Pressing the button while the arrow is in a green or blue area of the dial yields a successful hack. The white area shocks Delta and lowers health, while the red area triggers security bots. Getting the blue area also yields an extra bonus, such as getting vending machines to drop free items, or health stations to dish out a first aid kit. Hacking feels more natural and enjoyable this time around, and the fact that the game doesn't pause while hacks take place creates a more tense atmosphere. Delta also gets access to a hack dart gun, allowing him to perform his business remotely. Again, it's a fantastic addition that makes hacking more fun than ever before. 

BioShock 2's single-player campaign trades in some narrative quality for superior gameplay, and it's a fair trade indeed. No, BioShock 2 may not feel like a fantastic follow-up to its predecessor, but it still feels like a part of its universe. It also throws in its own memorable set pieces, and quite a few terrific characters. Alex the Great is a particularly brilliant new addition to the cast, although I don't want to give away any more about him than that. Perhaps the worst that can be said of BioShock 2 is that it lacks the "wow" factor of the original. Much of the fun of the first BioShock came from exploring this brand new world, and finding out how it became a fallen dystopia. We already know that about Rapture now. Much of the charm, much of the mystery, has been removed, and there's nothing 2K Marin could have done about that. 

Ultimately, BioShock 2 is a great sequel to a superb game. It can't quite step into its father's shoes, but it does a solid and commendable job in its many impressive attempts. 

Score: 8.5

Multiplayer (Rey Gutierrez):

The inclusion of multiplayer has drawn criticism equally from fans and press, and it's been very interesting to see how the game's engine and visual language would lend themselves to all-out plasmid-fueled chaos in Rapture.

Rapture remains Rapture. The magic of the underwater city and its colorful cast of characters and corridors remain intact, as do the perils and set pieces that play into strategic combat. As in the single-player campaign, you can punish your opponents by freezing doors and electrifying puddles -- these devious moments are scattered around each map and are fun to exploit.  The maps are so gorgeous, in fact, that you might get a little distracted by the scenery.

You can create up to three different Loadouts, where you can customize your primary and secondary weapons, modify your plasmids, and add different upgrades and tonics to your character. There are plasmids aplenty: Electro Bolt, Incinerate, Winter Blast, Aero Dash, Geyser Trap, Telekinesis, Houdini, Insect Swarm. And you can marry them with tonics: Security Evasion, Speedy Recovery, Eve Saver, Metabolic EVE, Deadly Machines, Head Hunter. 

Picking and choosing the right weapon/plasmid/tonic combo is key to winning a match. Being able to freeze your opponents with a well-timed Winter Blast, and shattering them to pieces with a round from your machine gun is always fun. So is using Houdini to disappear and reappear behind your enemies' turrets, where you can safely hack them. Then again, you might just get lucky: Big Daddy suits will randomly spawn in the map, turning you into a walking tank with all the Big Daddy perks. 

Last but not least, this game has something for pranksters and those who love bragging rights. You can humiliate your opponents by taking pictures of their lifeless avatars, gaining you different bonuses for the round. 

You can choose up to six different characters, all with individual personalities and audio taunts ... and that's about as much depth as you're treated to. Customizing characters is extremely limited; youʼre only able to change their masks or headgear and melee weapons. But it can be pretty funny beating someone over the head with a frying-pan or candle stick. 

There is also a lack of any original multiplayer modes -- you'll be treated to iterations of age-old tropes you can enjoy in better-executed multiplayer games. Still, it's cute, as they do have a small pinch of a BioShock twist. Capture the flag is known as "Capture the Little Sister," where you have to steal the opposing team's Little Sister and return her to your vent.

Perhaps my biggest gripe is that the maps and scale seem to get in the way of the battle. The original art style of Rapture was intended for single player eye-popping map lust, not chaos. The multiplayer maps may look pretty, but the single-player experience of appreciating the artwork and different rooms of Rapture is lost when youʼre having a hard time navigating and jumping over the scenery. To be more specific, you'll often find yourself thinking something like, "Is this rock here because it is beautiful and therefore untouchable, or can I jump on it and club someone in the face?" Expect lots of trial and error as you figure out what is art and what is actionable.

That said, the gameplay is more about luck than strategy. BioShock 2 plays more like early PS2 multiplayer titles such as TimeKillers rather than technical, multi-faceted experiences like the Call of Duty games. There's a lot of visual noise: with a chaotic room of plasmids going off, the screen can get pretty crazy, and you might have to resorting to merely melee-ing anything that happens to stumble in front of you. Most of the environments are closed in, with not a lot of room for error. What's worse is that a lot of the rooms start to look the same. In some maps, there didn't seem to be any notable landmarks at all, making it difficult to differentiate one area from another.

The multiplayer can be fun, but it can easily come off as gimmicky. The designers borrowed a lot of elements from other games, but gamers recognized the world of Rapture for its fresh art direction and storytelling, not for following the standard. Itʼs not fresh or new, just a different coat of paint. BioShock 2's multiplayer doesn't bring anything new, but it's a nice distraction from the campaign. If you're playing BioShock 2 for its multiplayer and not its narrative, then you're doing it wrong.  Think of it as nice-to-have bonus materials in the pocket of a DVD you've been waiting for. You will enjoy it and it does add some value, but I doubt you'll often come back to it.

Score: 7.0

Overall Score: 8.0 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)


Photo Photo Photo Photo Photo Photo Photo Photo

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The Saga Continues With LEGO Clone Wars

Posted on Monday February 8th, 2010 at 9:09am by Kotaku

LucasArts and TT Games continue to tear apart the Star Wars universe and rebuild it brick-by-brick with LEGO Star Wars III: The Clone Wars.

I am continually amazed by the success of Star Wars: The Clone Wars, a stylized cartoon version of the events that take place between Attack of the Clones and Revenge of the Sith. I know how it's going to end, you see, and all of these colorful new characters will be forgotten by the third movie. Still, it doesn't stop me from watching, and it doesn't stop LucasArts and Traveller's Tales from pumping out a LEGO game based on the series for fans to purchase and enjoy.

The Clone Wars will span both seasons of the animated series, with all of the characters from the show represented in LEGO form, along with some fan-favorites from the saga that haven't appeared in the series. The game will feature an upgraded level builder, new head-to-head combat moves, and new abilities for players to fool around with.

"LucasArts continues to set the bar for next-generation family entertainment," said Darrell Rodriguez, president of LucasArts. "The LEGO Star Wars franchise is a massive hit with fans, bringing in sales of over 20 million units worldwide. We're thrilled to extend this experience to LEGO Star Wars III: The Clone Wars, delivering the humor and fun players expect from this award winning franchise."

I love the humor and fun of the series, so that's good. I also love the animated look of the cartoon, which could be a problem. It's one thing to make live-action characters into LEGOs, but Star Wars: The Clone Wars already features stylized characters. Wouldn't putting them in LEGO form steal some of their charm?

We'll see come this fall, when LEGO Star Wars III: The Clone Wars comes out on the Xbox 360, PlayStation 3, Wii, PC, DS, and PSP.

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Digital Decapitations A Primal Release, Creator Says

Posted on Monday February 8th, 2010 at 8:08am by Kotaku

"I've always been a non-violent person," Tim Jones told me last week as we chatted in a subterranean nightclub in Manhattan. He's a "peace and love" kind of guy and designer of a new video game featuring spine-dangling decapitations.

Jones is the head of art and design at Rebellion, the U.K. studio behind Aliens Vs Predator, one of the goriest games currently announced for 2010. Of average build, soft voice and a close-cropped beard, Jones is altogether typical of the quiet, pleasant video game designers who so seldom make it into the public eye but are indeed the men — mostly men, as far as I've encountered — responsible for the games that unnerve polite society.

AvP's achievement in notoriety is its decapitations, it's enabling of players to assume the role of 20th Century Fox's mighty Predator alien hunters and rip the head off the shoulders of a human space marine. It allows the player to stab the marine with knives, or, if the player's one of the movie studio's famous Aliens, to chomp those skulls with glass-sharp teeth.

There tend to be two camps in the discussion about violent video games. There are those on the inside who make and play violent games and bat an eye at the gore as infrequently as they ever talk about why they make and enjoy this kind of thing. And then there are those on the outside, often critical of violent games, sometimes in positions of policy-making, sometimes calling for bans or legal protections.

Jones is in the inside camp, of course. He's a child of horror movies. His folks have seen clips of the games he makes. "It's not their cup of tea," he chuckled. They weren't into the horror movies either. "They love me and they know I'm a good guy."

He can explain exactly how decapitations got into this new Aliens Vs. Predator. He recalls early meetings at Rebellion as he and his team batting around ideas for their first-person shooter. "We'd sit around and talk about what we could do in the game. One or the other designers would say quietly and sheepishly, 'I want to rip people's heads out, and their spines. Can we do that?'

"We said, 'Let's prototype it.'" They did. And they played it.

"What we found is that it never got old," Jones recalled. "You didn't get desensitized to it. And when we'd play it you'd see all kinds of reactions, like malevolent glee or shock."

Decapitations fit the R-rated lore of the Aliens Vs. Predator series. The movies upon which Rebellion's new and previous Aliens Vs. Predator games are based are violent. They are fantasy, of course, a science fiction view of the universe that puts Predator above Homo Sapien in the food chain and adds Alien to the list of man-killers that also includes Great White Sharks. Because of that, the game couldn't be tame, Jones said. Rebellion wanted to make a game that felt "authentic" to the films. Its characters, controlled by the player or not, had to be vicious: "If we chose to pretend they didn't do really nasty things to people, these creatures you'd be frightened of in real life? it would have felt dishonest."

In Australia, where video games aren't rated unless they are deemed acceptable for at least a 15-year-old to play, Rebellion and Jones' desire to indulge the sheepish desires and spray the same amount of fantasy blood as their source material, almost got their game banned. The authorities there differ than those of the game publishing world. While Australia flinched, Sega pressed on. The publisher had asked Rebellion to help assemble a trailer of the game's most vicious kills, Jones recalled. The brutality would be a selling point.

In last fall's best-selling Modern Warfare 2, the developers allow the player to participate in a mission in which they, as an undercover CIA operative, are part of a terrorist cell that massacres innocent civilians in an airport. Jones played that level and recalls that he kept his gun pointed to the floor. He likes the idea of games that can make a person uncomfortable with their violence. He believes they might help "teaches us where the boundaries of behavior are." But he sees Aliens Vs. Predator's gore as somewhat outside of that and anything else that aspires to provide the gut-punch of realism. "It's clearly fantasy violence," he said. "It's not a documentary."

Video games, Jones told me, are good vehicles for delivering a "primal" emotion. They provide a release and a catharsis. He believes society yearns for this. "Why do people go shooting clay pigeons?" he pondered. Or a more ghoulish example: "During the execution of Saddam Hussein, somebody took out their cell phone and was filming it. And millions of people went to look at it on line." These are the actions, Jones believes, of people living in a thankfully gentler world. "The world we live in, the western world, is a far safer world than we ever had before ," he said. "Yet people seek some sort of primal experience." Aliens Vs. Predator and other violent games might be part of that.

Jones, like the other makers of violent video games who I've met, was as amiable as he was thoughtful. Get a person who knows their violent games talking, and fascinating discussions can ensure about how the killings and the guilt of Kratos in God of War registered with a player versus those in a Modern Warfare 2. How decapitating a space marine in Aliens Vs. Predator will feel the first, 10th or 100th time, however, is something we can't talk about freely yet, not until the game is out and more of us have had the chance to do it. The violence isn't for everyone, of course, though some can live with it. Jones' parents, for example. "They love me and they know I'm a good guy," he told me.

Tim Jones is a peaceful man. He will continue to play — and if there's good cause to — make games that are violent. There's no contradiction there, not to him. The virtual, fantasy violence has its purposes. "It's just that," he begins, "I don't think it's unhealthy."

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The Best PC Mods For 2009 Were...

Posted on Monday February 8th, 2010 at 6:06am by Kotaku

Mod DB, the central hub for all things mod-related on the PC, released over the weekend their editors' and readers' picks for the best mods of 2009.

You may have seen some of these - like Galactic Warfare and NeoTokyo - featured previously on Kotaku. Others may be entirely new to you (and us!).

Regardless, all are the result of untold hours of free, unpaid work by their respective developers, some great, some excellent, and it's always nice seeing that kind of work be given its dues.

EDITORS CHOICE

Best Art Direction: Out Of Hell (UT2004)
Best Upcoming Indie Game: Overgrowth
Best Upcoming Mod: Naruto: Naiteki Kensei (Half-Life 1)
Best Indie Game: A Reckless Disregard for Gravity
Best Multiplayer Mod: MechWarrior: Living Legends (Crysis)
Best Singleplayer Mod: The Nameless Mod (Deus Ex)

READERS CHOICE

Mod Of The Year: MechWarrior: Living Legends (Crysis)
Second Place: Research & Development (Half-Life 2)
Third Place: NeoTokyo (Half-Life 2)
Fourth Place: Star Wars: Galactic Warfare (Modern Warfare)
Fifth Place X: Renegade (Unreal Engine 3)
Sixth Place: Median XL (Diablo II)
Seventh Place: Third Ageeee: Total War (Medieval: Total War)
Eighth Place: The Nameless Mod (Deus Ex)
Ninth Place: C&C: Shockwave (C&C: Generals)
Tenth Place: Resistance & Liberation (Half-Life 2)

BEST UPCOMING MOD (READERS CHOICE)

First Place: Mortewood Plaza (Half-Life 2)
Second Place: Naruto: Naiteki Kensei (Half-Life 1)
Third Place: Company of Heroes: Eastern Front (Company of Heroes)
Fourth Place: Opposing Force 2 (Half-Life 2)
Fifth Place: Raindrop (Half-Life 2)

BEST INDIE GAME (READERS CHOICE)

First Place: Natural Selection 2
Second Place: Overgrowth
Third Place: 0 AD
Fourth Place: FOnline: 2238
Fifth Place: Platinum Arts Sandbox

If you're wondering where Black Mesa got to, it's there, with an honourable mention. It's had enough awards, though, it's time to get the thing done and out the door.

You can read more about each mod, as well as find download links for those available, at the link below.

[2009 Mod of the Year Awards]

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Crate Digging: Machinarium

Posted on Monday February 8th, 2010 at 3:03am by Kotaku

Machinarium isn't just a great game, it's got one hell of a soundtrack, which although already available digitally and on CD, can soon be purchased on something a little more collectible.

This limited release of the game's soundtrack is a full vinyl LP, containing 14 songs (though not the ones on the game's bonus EP), will sell for ?12.50 (USD$17) and is limited to 550 copies.

Best parts? It's hand-signed by the game's composer, Tomas Dvorak, and contains three glorious, large pieces of Machinarium art on the cover by artist Adolf Lachman.

You can pre-order the LP below.

[Machinarium @ Minority Records]

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