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From: www.gamesradar.com

The Batmobile#39;s rocky relationship with gaming

Added: 22.07.2015 16:00 | 32 views | 0 comments


The God Damn Batmobile. It should absolutely work in video games. In fact, it may as well have been designed for them. A racing car mixed with a tank mixed with a Transformer mixed with a bat mixed with a Swiss Army Knife? By rights that should be the most exciting thing you could possibly be handed the controls to. Or so you might think...

The Batmobile's various flirtations with the world of video games have rarely ended well. Occasionally spectacularly, yes, but 'consistent' isn't a word I would associate with the quality of the offerings. Nor 'dependable' or even 'adequate'. So let's look at the best and the worst of the Batmobile in games.

The Batmobile bumps, slides, shoots and clatters through Gotham's streets, in between buildings and under overhanging pipes. The scaling effect of sprites that make up the scenery is best described with sexy words like 'rampant'. Or 'engorged'. It's action-packed, too, with big crims' vehicles packing flamethrowers, and giant Jack-in-the-box heads bouncing around on springs.

And you know what? I don't think it's a coincidence that Arkham Knight's Batmobile is best when you're using it exactly like you do in this game. Chasing other vehicles, barging into smaller ones, and breathlessly tearing through the amazing gothic architecture of Gotham City... this is how it should be done.

It's funny how things evolve, isn't it? The Mega-CD game you just saw is eerily reminiscent of this now-ancient movie tie-in, from the undulating terrain to the pleasantly solid-feeling vehicles you need to avoid. But all you do is drive – there's no shooting here. And then there's the problem caused by technical limitations. How exactly does Batman turn into a side-street when the graphics engine can't handle a 90-degree corner?

I'm sorry – I'm forgetting Batman is the Batman. He simply shoots a grapple line out of the side of the Batmobile, latches onto a handily-placed, titanium-strengthened, mile-rooted lamp post and swings the whole thing around, picking up where the action left off on the next straight. He loves doing this so much, if he misses, he waits for the next street so he can have another go. Never once even considers applying the brakes and turning the corner like anyone else. Weird bastard.

But let's spare a thought for poor old ZX Spectrum users, who didn't get any pseudo-3D Bat-shenanigans. Instead, they got to negotiate side-scrolling Gotham rush hour, erm… bumping into taxis. And occasionally turning left.

Come to think about it, Batman only ever turns left, which inevitably means he's just driven around the block a few times, ending up one door away from where he started. Probably could have walked, mate.

How could the Batmobile be in a fighting game? Images of some Daytona Hornet-style boxing-wheeled monstrosity come to mind, but - fortunately - the reality is much more sensible. Batman has a Batmobile Takedown.

It's actually very much like the Batmobile-assisted combat takedown in Arkham City, only instead of firing a non-lethal round during a combo, Batman just tells the Batmobile to run down his opponent. Luckily, they go up over the bonnet, otherwise we might have had another '' situation.

This is ADORABLE. Look at the cute little low-poly Batmobile. It even has to drive around wire mesh fences. The game is a free-roaming chase-'em-up in the style of the animated series The New Batman Adventures, and actually looks pretty decent for a PSone game. I could try and argue that this sort of thing suggests that a 3D GTA could have worked on PSone, but there's no point opening that can of worms now. The worms are long dead.

Still, wonky graphics aside, this doesn't look too bad. Well, except for the AI's problem with passing other cars. And the sudden, inexorable loading screens. And the lack of variety. Or speed. Or any sense of actually being Batman. Apart from that, it's marvelous. Or, should I say, DCicious? No, I didn't think so, either.

How brilliant this is and yet how massively disappointing. Lego Batman 3 features Lego-ised versions of all your favourite Batmobiles, which is fan-pleasing-tastic. They're playable too, which should be cause for bat-celebration. What a shame they're so utterly, utterly rubbish to use.

The handling is abysmal. It's almost as though these are small, plastic vehicles with no suspension. Funny, that. And as for the sickly green, sparsely-populated free-roam area you can use to take them for a test drive? It's actually pretty close to what I imagine Hell to be like. I know some people like it, but then some people also like listening to Morrissey and I can't understand that, either. I wonder if there's a venn diagram to be made there.

Another Batman game on Mega-CD? Which came out after Batman Returns and is solely about the Batmobile? Surely this should be a bat-win in every way? Well… not really. It isn't as good as Batman Returns. Similar third-person, into-the screen Batmobile shenanigans, yes, but the scaling is merely 'smooth', as opposed to 'rampant'. That sort of thing makes a big difference, you know. Not as sexy.

Perhaps the strangest scenario you find yourself in during the game is traveling through a bumper car assault course that Joker has set up for you. The track is lined with twisted versions of giraffes, hippos and zebra… and you can blow them up. They are animatronic, but they raise their necks when you approach like actual animals reacting to your approach, so it's a bit like you're blowing up real ones. It's all got a bit weird in here.

When you've got all the power of the 128-bit generation at your disposal, the Batmobile should be able to drive through a small fence. But alas, this Batmobile can only drive on the roads, crashing into enemy vehicles and somehow also crashing into giant translucent chevrons which block off streets you shouldn't drive down. I don't even…

It's quite funny to see the on-board Bat-computer displaying a wireframe representation of every vehicle you smash to smithereens, along with a confirmation of 'no casualties'. It's a little hard to believe when you've hit every car on the road in a thunderous mobile tank, flipping sedans and utility vehicles like they're cardboard boxes, burning, crushing and maiming anyone unfortunate to be in your way. But sure, if the bat-computer says no casualties, let's go with that.

What is it with the Batmobile and corners? Even though this is a fully polygonal 3D city environment, when it's time to turn a corner, the camera cuts away to show the Batmobile screeching around the 90-degree bend. It's kinda cool the first time it happens, if a little jarring, but when you realise it happens every single time, it gets a bit much.

The reason for this odd cornering is that you're not really controlling the Batmobile 'properly' at all. You're just steering left and right on a fixed camera trajectory, a bit like OutRun. Or should I say… BatRun? If only it had Magical Bat Shower or Bat Wave on the radio. Or Passing Bat-Breeze. Yeah, you don't wanna get a whiff of that.

Do the New FIFA Covers Look OK to You?

Added: 22.07.2015 13:18 | 5 views | 0 comments


Vice: Look at the new FIFA covers. These aren't internal mock-ups these are released to the public, presumably final sleeves for FIFA 16. The one with Jordan Henderson is the UK release the newly installed Liverpool captain and England semi-regular came top of a public vote for which player should appear beside Lionel Messi and the other is the US version, featuring women's national team striker and World Cup winner Alex Morgan. Something's just not right about these, is it? They just seem... well, like Photoshop bodge jobs, with neither of the "guesting" players looking as realistic as Messi.

From: n4g.com

Anna's Quest Review | Good Game

Added: 22.07.2015 10:18 | 2 views | 0 comments


Anna's Quest is good old-fashioned questing. Lots of mystical, magical items and bargaining with characters to get what you need.

From: n4g.com

Comebacks Like This Are Why We Love Rocket League

Added: 22.07.2015 0:17 | 6 views | 0 comments


We tied it up -- but can we bring it together in overtime? IGN Plays Live gets loud and intense.

Tags: Live, Lots, Plane
From: feeds.ign.com

Watch This Competitive Gamer Celebrate Too Early, Lose In Devastating Fashion

Added: 21.07.2015 19:43 | 9 views | 0 comments



During the final day of competition for Guilty Gear Xsrd SIGN at this year's EVO Championship Series, competitors Woshige and Ogawa were going head-to-head in the winners bracket. However, Woshige made one vital mistake: celebrating too early.

From: www.cinemablend.com

EA Will Lose Millions Thanks To This Lawsuit

Added: 21.07.2015 17:25 | 5 views | 0 comments



News has been running rampant about the recent lawsuit settlement involving the NCAA sports league and Electronic Arts. Both organizations have been hit with a massive lawsuit fine of up to $60 million, with players requiring a sizable payout by this September.

From: www.cinemablend.com

Star Citizen Creator Responds to Delay Concerns and Lots More

Added: 21.07.2015 13:27 | 10 views | 0 comments


--has impacted the game's scope and subsequently its release date. As a result of the increased funding, Cloud Imperium has been able to develop new features that were never originally planned. Roberts admits to some level of "feature creep," and acknowledges that Star Citizen may take longer to develop than previously expected.

But he maintains this is in the best interest overall of the game.

"There are people out there who are going to tell you that this is all a BAD THING," Roberts said. "That it's 'feature creep' and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I'll answer those claims in one word: Bullsh**!

"Star Citizen matters BECAUSE it is big, because it is a bold dream," he added. "It is something everyone else is scared to try. You didn't back Star Citizen because you want what you've seen before. You're here and reading this because we are willing to go big, to do the things that terrify publishers. You've trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn't run this campaign so we could put that money in the bank, guarantee ourselves a profit, and turn out some flimsy replica of a game I've made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it's the whole damn point."

"Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it's the whole damn point." -- Roberts

Will this vision for Star Citizen take longer to deliver? "Of course," Roberts said, pointing out that when the scope of a project expands, development time does as well. But it still presents potential problems.

"How do we balance the mutually conflicting wants of the community; to have this hugely ambitious game, but not wait forever for it?" he said. "Our answer is to embrace open development and share features and functionality that will go into the final game before everything is completed.

"In today’s 24/7 short attention-span world people don't have the patience to wait around for years," he added. "This is why we decided on multiple modules: the Hangar, so you could first see your ships and walk around them in the manner you would in the final game, then Arena Commander, to allow people to get a taste and give feedback on the basic dogfight and flight mechanics. Star Marine, which will be available shortly, is the module for backers to experience and give their feedback on the First-Person Shooting component of the game."

Roberts frankly acknowledged that "feature creep" is indeed a worry for a project like Star Citizen. But he also pointed out that Cloud Imperium games made the "hard choice" to stop stretch goals at the end of last year because it was necessary "for the better of the game."

"Today, we have a radical design that's like nothing else in the industry and we're building towards it every hour of every day," Roberts said. "We count on the community's continued support to build the game to the high level that we set out to accomplish. Allowing independent authors to do more is the point of crowd funding, and going beyond our limitations is the entire point of Star Citizen.

"We genuinely want people to be happy with their decision to back Star Citizen, because I and everyone else on the team passionately believe in Star Citizen," he added. "This is the dream game that all of us have wanted to build all our lives. And while I can’t promise you everything will always go smoothly or features or content won’t arrive later than we want them to, I can promise that we will never stop until we have achieved this dream."

What's your take on what Roberts had to say? Share your thoughts in the comments below.

From: www.gamespot.com


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