Brand New Copy of LocoRoco 2. All Yours For Just £2999.50

Seller GamePIMP over at online retailer Play.com is selling a brand new copy of acclaimed PSP platformer LocoRoco 2 for just under £3000 ($4800). A steep price for any game, let alone a bizarre cult game from 2008.

At first glance it just seems like an innocent enough mistake but the amount it’s up for is bizarre. If it was up for, say, £999 then it’d be obvious that someone meant to list it at £9.99 but accidentally forgot to put a decimal point in there, but £2999.50? It’s too precise to be a typo but unless the box is stained with the tears of Michael Jackson or the ‘Swedish Warehouse’ it’s being shipped from has a sideline in cocaine smuggling, it’s pretty certain it’s not worth that much.

Needless to say, it won’t get sold anytime soon.

Left 4 Dead Better than Left 4 Dead 2?

I’ve been playing Left 4 Dead 2 a lot recently, and despite it, and its prequel being understandably similar, (they were released a year apart so how different could they be), L4D2 fails to improve on all aspects of its predecessors, which is unusual for a video game.

 

Firstly, I thought the overall tone of the first was better. It seemed a lot darker and grittier as you’d expect a zombie game to be. L4D2 on the other hand seemed almost cartoonish in the graphics department and  I understand the decision to change a lot of it to during daylight or at least dusk since it probably would seem a bit samey with the same appearance in the second. That’s why I think they should just have kept releasing new maps for it, rather than a new game a year later.

Secondly, I feel they overcomplicated L4D2 in a way. The first’s simplicity was great, it was just four people, a limited amount of guns each with their own distinct strengths and weaknesses and the same with the enemies. None of this laser sight and explosive rounds rubbish. The more open-ended environments didn’t feel right with me either. There’s nothing like a series of narrow corridors and a swarm of enemies or a tank charging right at you to get the tension going.

Though I know I’m in the minority. It just seemed like the changes to the game engine were pretty inconsequential, the only one that actually made a difference or set it apart from the original in any way was the addition of melee weapons but they could have simply patched this into the first game. I think I’m just bitter at paying £20 for what is essentially DLC.

That said, L4D2 is still miles better than most online co-op games and I’ll probably buy whatever future instalments they ram down my throat.

 

 

Mirrors Edge 2 to use Battlefield 3 Engine?

Footage of the Frostbite 2.0 engine has recently surfaced, demonstrating the technology behind upcoming tactical FPS Battlefield 3 and part of the video demo shows a scene bearing an uncanny similarity to the art style of Mirrors Edge:

Frostbite 2 Engine

Mirrors Edge

The screens show a similar colour palette, with the original Mirrors Edge’s trademark stark red tone and distinct radiosity, particularly in the wall textures but that’s not all that’s similar.

Take a look at the white barrel in the screenshot then compare it with one from Mirrors Edge. The rings around the barrels are an almost perfect match:

The fact that both Battlefield 3 and Mirrors Edge are being developed by DICE adds weight to the theory since a game developer would most likely want to make the most of a brand new proprietary engine.

However at this point not much is know about a Mirrors Edge sequel. Last year, executive producer at DICE Karl-Magnus Trodesson said:

“I can’t really comment on that because we haven’t officially announced that we’re working on it”, adding: “But we were very happy and proud of Mirror’s Edge one as a studio, so we are thinking about what we are going to do in the future” and other than this nothing is known about the project.

What do you think of this article? Anything you agree or disagree with? Share your thoughts in the comment section!

Click Here to share article on twitter.

Also, click here to follow us on Twitter.

Killzone 3 beta rank and unlocks won’t be retained

Guerrilla Games has confirmed that player’s multiplayer rank progress and the resulting unlocks in Killzone 3’s beta will not be carried through to the full game.

The twitter account for the official Killzone website stated: “for the main game everyone will start with a fresh slate. Sorry. :)”

While hardly surprising, it may come as a disappointment to gamers who have already invested a significant amount of time in the open beta, which was made available on Thursday.

It’s easy to see why the ranking progress isn’t kept, since it gives an unfair advantage to players who manage to max out their rank before the game is even released but then again, players are doing Guerrilla Games a favour by testing the beta since it allows them to iron out the bugs before release and this would be a good bit of initiative, as if the chance to play the game isn’t initiative enough.

Killzone 3 is released February 22nd in North America, February 23rd in the EU and February 25th in the UK, exclusive to Playstation 3.

 

Killzone 3 – Multiplayer’s one major flaw.

The Killzone 3 Open Multiplayer Beta was released today, featuring the Frozen Dam level, playable with 3 different game modes.

Predictably, the visuals are crisp and richly detailed and the gameplay builds and improves upon that of its predecessors, but others have gone on about how brilliant the gameplay is so I don’t need to. However, based on the beta as well as footage of the other maps it seems there is one major flaw that’s been seldom mentioned. Putting it bluntly, the maps are too big and open ended.

Now there are generally two different styles of multiplayer first person shooter. There are the arcade frag-fests like Unreal Tournament or Wolfenstein or there’s the tactical team based shooter like Counter Strike, Socom, or the Battlefield series.

Killzone 3 falls into the latter category because of its variety of classes and skills that are unique to each, favouring team play rather than a free for all attempt to get the best score. Also, the small amount of health you have is in line with this tactical style of multiplayer gameplay.

But since the maps are too open ended and sprawling, allowing the enemy to attack you from literally any direction, any hope of playing it strategically is destroyed. The Frozen Dam map on the beta is a perfect example of this problem, one that was also present in Killzone 2. The maps are chaotic with no clear direction. Now this sort of map is fine for a game like Unreal Tournament, but when you’re meant to be acting as a team, laying down defences and working towards an objective a bit of linearity goes a long way.

Take Counter Strike for example. The best maps on this game, like Office, Dust or Aztec always limit the routes you can take and usually there are only really two broad paths you can take in a level and because of this, team are forced to stick together. Killzone 2 and 3’s maps feature winding passages, vertical gameplay and multiple paths meaning the team is broken up pretty quickly. This sort of map but might be a bit better on a PC shooter where, generally, more players can join a server, but for a console game where players are limited to 16 or 32 the maps are pretty huge.

After all, there’s nothing more satisfying than two teams fighting for dominance over one corridor, relying on each other’s skills and tactics to push forward but unfortunately this just isn’t possibly on Killzone’s maps. It’s a shame because Guerrilla Games have nailed everything else. The shooting mechanics are spot on and the classes each add something different to the game. I’m just hoping some of the other maps are a bit more linear.

 

What do you think of this article? Anything you agree or disagree with? Share your thoughts in the comment section!

Also, click here to follow us on Twitter.