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TGS '07 Preview: Pain for PS3

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379w ago - There's just something about outrageous physical harm that you can't take your eyes off of; at least, that's what the developers of Pain are banking on. For a game that's all about shooting your character (we recommend the Nurse) out of a large outstretched rubber band in order to create the most painful descent possible, the game spends a lot of time early on teaching you to sharpshoot monkeys off skyscrapers, and making sure you know exactly how much force you need until you can soar into that giant donut.

But this PSN game's controls are really simple to grasp from the get-go: the left analog stick controls aim, the right stick controls power, you press X to launch, R1 to relaunch, and Triangle to replay your last launch. Once in the air you can also use the left analog stick to control your drift, moving to the left or right in midair or slowing down and extending your distance. Unfortunately, the tutorial section seems unnecessarily long and particularly hand-holding; you do a series of launches according to the on-screen instructions, but most of your controls are restricted until the game decides you should use it in a particular launch.

Most of the launches don't even allow for you to aim yourself at all, because the game wants you to be knocking into very specific items or buildings. It seems...
 

TGS '07 Preview: Tori-Emaki for PS3

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379w ago - One of the bizarre yet pleasant surprises at Sony's pre-TGS event tonight was EyeToy title Tori-Emaki. The game's Japanese calligraphy visuals immediately caught our eye -- it looks a lot like Okami, except in high-def.

However, don't get too excited just yet. The gameplay we saw was rather simplistic -- you guide around a flock of crows by motioning in directions with your hands. And that's about it. While moving the flock, you explore a rather beautiful animating world, but as far as we can tell, it still doesn't reach much further than that.

Ironically, despite the distinctive visual style and the event it's debuting at, Tori-Emiki is not being developed in Japan -- it's from Sony Europe and developer PlayLogic. We're cautiously optimistic, so look for more on Tori-Emiki soon.
 

TGS '07: Preview: LittleBigPlanet for PS3

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379w ago - The first noticeable difference with the Tokyo Game Show build was the addition of a new display to house and showcase your and others' created games: a globe. All of the levels that you, your friends, or random others create appear as little patches on a big world. Although it wasn't visible in the TGS version of the game, the idea is that your world will eventually fill with patches -- some through your own doing, sure, but mainly by being populated via the network.

To help promote the game's viral nature, your world will fill up with some of the best or most popular levels from others -- but you can also apply all sorts of filters, such as to display only levels from friends, or levels above or below a certain rating, and so on. Also not implemented in the TGS version, you'll be able to zoom in and out of the globe, so as it fills with hundreds (perhaps thousands?) of levels you'll still be able to navigate through them.

Interestingly, the developers hope to see lots of players placing levels according to geography or proximity (for instance, some people may want to place levels near each other). In fact, according to the developers, the concept of the world as a hub for the game came about from LittleBigPlanet's mission of incorporating and celebrating elements of countries and cultures from around...
 

Preview: Soul Calibur IV with In-Depth Interview

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379w ago - We recently sat down with the Soul Calibur IV development team, had a chat about the game, and discovered that its main programmer has been with the team since the very first game, allaying any fears we may have had about whether the latest game in the series was in good hands.

We spoke at length about how the new game will compare to the team's previous efforts such as Soul Calibur III -- which while popular, was generally received as an unbalanced effort -- and what players can look forward to as we learn more about IV leading up to its release next year.

1UP: Can you tell us about SCIV's play style? Is it more like Soul Calibur III's design, or back to the old-school, hardcore mechanics of SCII?

Katsutoshi Sasaki, director: We have returned to the design flow of SCII. SCII is the most popular and well-known, so we returned to that style here.

1UP: What's going on with SCIV's storyline now?

KS: Nightmare and Siegfried play a key role in the story this time. Both characters have absorbed the power of their blades, Soul Calibur and Soul Edge, so they're near their final forms. The spotlight is on these two characters.

1UP: How are you using the 360 and PS3's technology to enhance SCIV in ways you couldn't do before?

KS: [Pointing to a TV...
 

Preview: Kane and Lynch for PS3

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379w ago - Kane and Lynch dropped by the office this week, and what ensued was gruesome, gritty, and fun. We got to learn more about the background on these two killers, and see them in all their gratuitous murdering glory, going hands-on with the first mission of Kane and Lynch: Dead Men.

The first level unveils a lot of background on the main character, Kane. He used to belong to "The Seven," a group of top mercenaries, but the game starts off with him behind bars. Assuming the rest of The Seven died after a botched job, Kane had run off with a mysterious briefcase. He only learns that they're very much alive as they send Lynch to break him out of prison. Now, unless he brings them the briefcase, they're going to kill his wife and daughter.

The story is one of the intriguing parts of the game, and the action has the potential to set it apart. No, it doesn't have all the pretty textures of a lot of the games coming out this holiday season, but it does have a lot of stuff going on. Tons of cops were chasing us, destroying terrain and blowing up gas tanks, their cars screeching to a halt on the street (or crashing through walls), and everyone's bullets were flying. The game tries hard to feel like a heist movie, and in this first level it succeeds with flying colors.

The way enemy snipers work and how...
 
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