Archive for the ‘Preview’ Category

Hands-On Impressions: Diablo III is Good Old-Fashioned Fun

I had the pleasure of taking a stab (and a hack and a slash) at an obscure little game called Diablo III during last week’s BlizzCon and, well, it was pretty nifty. How nifty, you ask? Well, let’s see, I think I abandoned my infinitely stealable laptop to play the demo, oh, four or five times. (Happily, my laptop remains safe-and-sound. How anyone could refuse the allures of its sexy 900 MHz Celeron processor andcutting-edge integrated graphics card, though, is beyond me.)

diablo3official large Hands On Impressions: Diablo III is Good Old Fashioned Fun

So, Diablo III’s shaping up quite nicely. If you were afraid (or… hoping?) Blizzard might finally stain its spotless reputation with a sub-par game, you can put those fears to rest. Now then, without further ado, let’s dive into the specifics of Diablo III’s diabolical brand of fun.

The demo I played opened with my character in a small desert outpost. Other characters told me that leaving the outpost would mean certain doom and all that jazz, so – of course – I completely ignored them and dove headlong into the sandy deathtrap. As I strolled about, clicking on things until other things came out (usually blood, loot, or some combination of the two), I quickly noticed something: the desert was enormous. A departure from Diablo’s usual linear dwellings, it presented a plethora of potential paths, and without that medieval global positioning system sometimes known as a “map,” I would’ve gotten all kinds of lost.

Fortunately, my semi-aimless wanderings were anything but uneventful. When I wasn’t poking and prodding enemies until they erupted into gore geysers (more on that later), I was partaking from a veritable buffet of sidequests. One saw me avenging the death of a girl who was both exploited and exploded (no joke) by cultists, while another sent me into a rapidly deteriorating tomb to raid its treasures before its time — and mine — ran out. In fact, from what I could tell, a number of tombs – basically, mini-dungeons – littered the demo’s landscape, each with their own treasures and objectives. If you want mission variety, Diablo III looks to have it in spades. And knowing Blizzard, I’m sure my Aladdin-style collapsing cave encounter was only the tip of iceberg.

During my many runs on Diablo III’s demo station, I toyed around with each of the game’s thus-far-announced classes, but for the purposes of this preview, I’m going to focus on the recently unveiled Monk – partially because I’m assuming you guys have already dug up and devoured plenty of information on the other classes, but mostly because the Monk is awesome.

diablo 3 monk Hands On Impressions: Diablo III is Good Old Fashioned Fun

Really, I can see why he’s chosen to devote his life to whatever religion he practices; I mean, its main teachings involve pummeling people into puddy, and, well, I certainly wouldn’t refuse a pamphlet from a religion like that. The upside of this? The Monk cuts through hordes of demonspawn like a hot knife through butter. He’s a damage-dealing machine, and – even better – he’s fun as hell to play.

Remember when I said we’d talk about the “gore geysers” later? Well, that’s happening now. The Monk’s default combo ends with a strike that causes a “bleed” symbol to appear over enemies’ heads. If those enemies happen to eat one too many knuckle sandwiches while bleeding, they explode into a bloody, chunky mess, damaging nearby enemies with their airborne giblets. The Monk does have other attacks, but I nearly didn’t notice.

That’s not the only “combo” in the Monk’s repertoire, either. Many of his strikes can be chained together, with each strike having different effects on your, enemies. The “exploding strike,” as it’s known, then, is merely the end strike on an already devestating combo.

Also useful is the seven-sided strike, which Blizzard described as “chain lightning, only you’re the lightning.” I have to agree with that assessment. The attack sees you warp into the fray, bathed in holy aura, bouncing from enemy-to-enemy in a Tasmanian Devil-esque ballet of violence. The strikes themselves aren’t too damaging, but it’s a nice attack for closing distance, and it’s fun to watch, to boot.

Gear-wise, the Monk can’t equip much, which may give loot lovers second thoughts about playing him. In fact, during the demo, I didn’t even encounter a single weapon he could actually use. However, if you’d rather forget all those complicated equipment-based distractions and focus on the pure art of demon-slaughter, the Monk’s probably your man.

monksevenstrike Hands On Impressions: Diablo III is Good Old Fashioned Fun

Be warned, though: Even when the Monk is clad in his finest threads, he’s still no Barbarian. The Monk’s best defense is a good offense, but when the going gets too rough, he tends to crumble. Watch your health meter; you may feel all high and mighty with all your blood inside your body now, but within a few seconds, that might not be the case.

With all that said, Diablo III’s looking great. Really, the BlizzCon demo was so polished that I’d have sworn it came from a completed game. Sadly though, that’s not even close to being the case. Blizzard’s keeping its lips sealed in regard to an exact release date, but since the developer hinted that a fifth Diablo III class will probably be revealed at next year’s BlizzCon, I’m not getting my hopes up for anything earlier than a late 2010 release.

So, uh, Blizzard, do you need any beta testers? Huh? Why am I asking? Oh, no reason. Just curious.

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Halo 3: ODST Preview

Morgan Webb gives us a preview of ‘Halo 3: ODST,’ talking about the plot of the game, and some of the characters you might encounter while you’re playing it when it drops in September.

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Section 8 Hands-On Impressions

Section 8 is an ambitious game, bringing some new features to an old-school formula for massive multiplayer battles based around territory control. Think of it as a cross between Battlefield andTribes with the ability to spawn anywhere and build deployable items anywhere on the map. Sound like a lot? It is!

Matches play out with squads attempting to capture or defend bases that accrue points over time for the team that holds the fortress. In addition to this, points can be gained by participating in Dynamic Combat Missions (DCMs) that are created on the fly based on the different types of kills your team is scoring. These could include defending a convoy as it travels between two bases while the other team attempts to destroy it, or reaching a beacon and using it before the enemy can stop you. There are also challenges for specific players, like killing two enemies with the assault rifle or capturing a base for even more in-game rewards and experience.

As you complete objectives and kill enemies, you get cash that can be exchanged for deployable items like supply depots, turrets, tanks or mech suits. These drop in the same way the player does and are susceptible to AA fire, so be sure to call them in while in safe zones. Your loadout can be customized to hold two primary weapons, two items, and ten levels of passive abilities that increase things like your damage, armor, or shields. You’re free to take any combination of items as well, with your arsenal determining your speed and armor.

When respawning, you can drop-in anywhere on the field of battle. Well, almost anywhere. Enemy bases are protected by anti-air turrets that will quickly pick you off if you try to drop within their range. Beyond that, you’re free to drop where you please. Bonus: if you can land on an enemy, you kill them with the impact of your fall.

In order to assault a base, you must stand at the objective and hold down the fort while a terminal is “hacked.” In the meantime, you’ve got to fight off enemy defenders and destroy their turrets. Be careful, though, as respawning defenders can drop in at any time. If you manage to switch the base’s ownership while they are dropping, however, they will be welcomed by a barrage of flak from your newly controlled anti-air turrets.

The tactic of map-wide drop-ins works well for the most part, but really hurts players that prefer to setup a sniping position outside of flak protection. The enemy can just drop in behind you and snag an easy kill. On maps with more than two bases, the feature can also lead to an accidental cease-fire if squads constantly choose to drop into different zones after dying. If you have an intense firefight at base #1 and eliminate all of your opponents, they might choose to drop in at base #3. Sure, you’ll capture base #1, but they’ll probably take base #3. It would work better with coordinated teams, but the quickest way to travel is death. Sprinting for a few seconds will enable you to go into an overdrive mode where you move ridiculously fast, but cannot shoot. Limited jump jets are also available.

Section 8 300x168 Section 8 Hands On Impressions

There is one “feature” of Section 8 that is a bit confusing. After zooming in on an enemy, you are given the opportunity to lock-on to them for a limited amount of time. The time limit can be increased through passive upgrades to your character and basically gives you auto-aim. It allows less skilled players to compete, but proves frustrating for shooter veterans. Thankfully, there are passive upgrades and items that can make it more difficult for enemies to lock onto you. The hardcore players have begun using the lock-on as a method of finishing off injured enemies, rather than initiating combat with the ability. From my play time, it seems like not utilizing lock-on results in a lot of missed shots and lower damage output, due to the large amount of hitscan weapons. I begrudgingly found myself using it because it just wasn’t possible for me to kill enemies reliably without it.

Section 8 almost has too much going on to deliver a focused gameplay experience. The multiplayer mode will require a lot of teamwork and hopefully the player base will rise to the challenge. We’ll see in a few weeks when it unleashes on PC and Xbox 360.

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