Wednesday, 31 August 2011

Gears Of War 3: Things to Do List & then some (Tempo Style)

Yes the fated E-Day for Gears 3 is almost upon us! September 20 looms large over all other dates so anniversaries, birthdays and everything fade into something known popularly as 'huh?', and many a boyfriend, husband and father end up in something known as the 'doghouse' - some girlfriends, moms and wives too. Gears addiction is equal opportunity.

So in prep for E-Day here's your To Do List:
  • Get and play Gears of War 1 and 2 - they're on sale so now's the time (by now all special editions are like honest mechanics - hard to find)
  • Get and read all 4 Karen Traviss books - Aspho Fields, Jacinto's Remnant, Anvil Gate and Coalition's End (Hardcover for the latest is available on just about all book portal sites like Amazon as well as paperbacks for the rest - ebooks are also available via iBooks and other vendors, but availability depends on region)
  • Get and read all the Gears comics, 19 issues in all so far - but 5 more issues in a new 6 arc series will be released one at a time up to the time of launch. The Comixology app is the key, available on iPhone, iPad and even through your web browser. You can also get issues 1 through 12 in 2 hardcover books.
  • Get Ice-T's playable character, Griffin, on the Gears Facebook page
  • Download Ice-T's Gears of War anthem on iTunes
  • Watch all the trailers and videos (not the leaks on YouTube!!!!) See a couple of the latest below
  • Acquire the exclusive Gears XBox controller and console...if you can
  • Get close family and friends gifts and bribes due to your anticipated absence from...everything
More news, videos and other cool swag are constantly pooping up so keep your ears stuck on Game Hedz, Epic and the Gears FB page.

Oh, the guys at Play-Asia say they will have the game by launch date, but you know how it is, there are ways and means ;). Ahem, but keep it legal why dontcha!

Otherwise, check out all the multiplayer maps here and watch 20 minutes of Gears 3 walk-through footage with Rod Fergusson below - look out for the character that is no doubt built on Rod himself:


Then Some

Yea, so here are the videos for Shadowgun and Epoch, upcoming iOS titles, as mentioned in Tempo's September issue:



Let us know what you think!
http://tempoplanet.com/

Saturday, 6 August 2011

Gears of War: Coalition's End Review (spoiler alert)

Gears of War is all grown up

This is probably the best of the series so far, and it scores high for its depth and realism. It brings the COG universe to life by depicting the political, emotional and psychological battles of communities and individuals on the brink of extinction. Yes, lots of blood n' guts action, but Traviss takes us deeper into the Gearsverse by giving us a closer look at the chronological and emotional histories of the characters, Dizzy and Mataki in particular, resulting in an even deeper investment in all the characters and the ultimate fate of Sera. We follow the plight of the COG as they eke out an existence on Vectes in present day Sera, and witness a series of flashbacks from the end of the Pendulum wars through E-day, and the years after, primarily through Dizzy's and Mataki's eyes, though we get a glimpse into Cole's story as well. The New Jacinto refugee nation is fighting a losing battle against mysterious stalks erupting all across Vectes and Sera, lambent insect-like creatures called 'polyps' and a rapidly mutating enemy that now infects animals like dogs, sea creatures and cows. The political tension between the COG, UIR refugees, Vectes residents and Stranded is also very well depicted. 

There's a great recap of the Gears chronology so it could be read standalone without reading the previous books/comics or playing the games...but why would you want to do that? It's a complete experience. 


The relationships

While much of the book features Mataki and Dizzy's perspective and history, we learn about the genesis of Cole and Baird's relationship and see the possibility of romance in Dom's life as he wrestles with Maria's memory. The novel is emotionally charged and there may be a couple moments where something will 'get in your eye' as there is incredible weight placed on the relationships throughout, even between Fenix and Hoffman (who himself finds love). Don't get me wrong, it's not a romance novel, but the dissolution of the COG heralds the end of the campaign and story for the reader, as much as the end of an era for the characters. So, touchy-feely is expected, but its treatment is appropriate.

Prescott is featured more, as is the power struggle between himself and Hoffman. Prescott is set up to be either a snivelling coward, or a Snape-like hero. But that remains to be seen. Don't look for a lot of answers here, you will finish with a lot more questions, as it should be. This, after all, is a preface to the final Gears campaign, so the answers are ahead of us. All the more reason to get the game!

A great deal of mystery is successfully built through the story (primarily surrounding Prescott and Marcus to a lesser extent), both in terms of the overall plot (where did the lambent come from, where will the Delta end up, what's going to happen to Sera), and involvement of Marcus and his father in the locust/lambent menace. We don't even really learn that much more about Marcus and Anya's relationship, though it seems they are an item, so they are a bit of a mystery themselves, even to their peers.

No, Adam Fenix does not turn up in the book, but one wonders if an unexplained data burst picked up on the refugee's comms channels doesn't have something to do with the elder Fenix (whom we know appears in the final campaign). 

It's gripping, touching and sometimes funny, and that's what makes it such a well told story. A little bit of everything, though the prevailing sentiment may be closer to desperation, given the circumstances.

What does it all mean for the campaign/multiplayer?
  • The high profile of Mataki suggests she will, or should, be a playable character (likely in the multiplayer - and maybe with the UIR sniper rifle).
  • Heading to Anvil Gate could be part of the campaign story - but the many possible destinations justify a longer campaign. 
  • It wouldn't be suprising if some playable Gorasnyan characters turn up - they are an endearing bunch of savages.
  • New lambent beasts suggests more than the familar mutated locusts, but rather we may also see some feline, canine and maybe even bovine inspired creatures.
  • Given the importance of King Ravens and nautical travel, it's likely these will figure into gameplay.
  • The sparsity of focus on Marcus' story suggests it will all be revealed in the campaign. It has to be anyway.
  • Inevitably, some of our favourite characters will die. The ending of the book - a genuine cliff-hanger - may point to that. But you know how these things go.
  • The density of the universe allows for several new routes in terms of novels and games. With the COG dissolved and scattered, each group is a potential story, as is the intriguing Stranded, who seem to be thriving. Not to mention the adventures of Baird and Cole, or even Alex and Sam.

The conclusion

Get it, get it now. I pre-ordered the iPad ebook for £11.49 on iBooks, but see it advertised for £4.49 now. 

Score: 9/10

Tuesday, 2 August 2011

Karen Traviss' Coalition's End Arrives to the iBookstore & get the entire comic series on Comixology!

Here's the evidence!

Front page of Traviss' book in iBooks
The fourth in the series of Gears novels by Karen Traviss, this picks things up on the island of Vectes where the remainder of the COG army has taken refuge. They've been attacked by new species of Lambent locust and things are only getting worse. The idea is that this novel will take us up to the beginning of the Gears 3 campaign. GameHedz recommends all the novels and comics - they are all pretty good - though we personally prefer the Traviss written comics, Ortega also does a decent job. 

Coalition and Anvil Gate (4th and 3rd novels respectively) are available in e-book form outside the US, but so far the first two books, Aspho Fields and Jacinto's Remnant, are only available in Canada and the US. Certainly not the UK, so far. It costs £11.49 on the iBookstore.

We also got the entire comic series from the Comixology iPad app. They go for £1.49 each and up to this time were at issue #18. Here's the latest cover below. The series starts out with more recent events after the Gears 1 Lightmass bomb then works backward through flashbacks in latter issues. Issue #18 details the ending of the Pendulum Wars complete with a young, fresh-faced Marcus Fenix and other beloved characters.

Comixology also has an iPhone app, and you can buy and read the comics through your web browser.

Issue #18 cover of DC's e-comic


Monday, 18 July 2011

The Changing Faces of Gears of War

Is it just me or does anyone else notice the evolution, or inconsistency, in certain characters in the Gears series?

Firstly, I love Gears of War, so this is more of a curious observation than criticism. But the two characters that seem to be victims of changing character design, physical models or forgetful designers are, Anya Stroud, and stranded leader, Franklin.

Take Anya. Her features, when introduced in Gears 1, are radically different than in Gears 3, not so radical from 2 to 3, but different enough. Check out the pics below.

Anya makes her first appearance in Gears 1. High cheek bones, almost chubby cheeks, rounded nose, dark eyes.

Here she is in Gears 2 looking more Cameron Diaz-like - note the upturned nose and pouty lips, slightly sunken cheeks and light brown eyes.
Gears 3 Anya - her eyes look blue here as opposed to the brownish tinge. The nose is no longer upturned. Her face seems a bit longer and narrower, and the lips aren't as pouty. No high cheekbones or chubby cheeks of Gears 1. 

Suffice it to say, Stroud looks different every time. Why? I don't know. I don't get the impression anyone has ever asked. Have any preferences?

Now Franklin. Being a minor character, his pics are harder to capture or find. But in the stranded camp where Dom 'borrows' his Junker, he towers over Dom, staring down as Dom pokes him the chest, calling in a favour.
Gears 2 deleted scene Franklin, shorter and just different from his long plaits and clean shave in Gears 1 below

Gears 1 Franklin


In the deleted scene, Road to Ruin, we are surprised to meet Franklin once again, but a shorter version that hugs Dom when freed, a good 7 inches shorter than his Gears 1 incarnation. That and his features have also changed from hairdo, facial hair and dress. He just looks like a different guy.


One possible explanation for the changing faces could be the advent of a Gears movie. If casting is being done, then maybe, just maybe, Epic is modeling the characters off of the selected cast. Just maybe.
In general, however, the characters remain pretty consistently characterized throughout the series. In Gears 1, the main characters (Dom, Marcus, Cole Train and Baird) all tended to have the some kind of body and look, but in Gears 2 their features and musculature were more distinctive. Gears 3 seems to have really properly defined the physical characters, as much as their stories and personalities. 

Just something to think about.

Sunday, 12 June 2011

E3 2011 - Gameplay Video Highlights

See the pics of the Fenix statue here: http://epicgames.com/community/2011/06/the-gears-of-war-3-display-at-e3/ 


Gear 3 Co-op with Ice-T


Gears of War 3 Horde 2.0, Lester 'Cole Train' Speight & The Cleaver



Mass Effect 3 Gameplay - with Kinect!

COD Modern Warfare 3 NYC Gameplay



                      El Shaddai: Ascension of Metatron


Tomb Raider 2012  


Bioshock Infinite



Battlefield 3 Thunder Run 

Saturday, 30 April 2011

Quirkat: The Epicentre of Mid East Gaming


Established in 2004 with headquarters in the UAE and studios in Amman, Jordan, Quirkat is making a name for itself and Middle East gaming. This abbreviated version of this Game Hedz interview can be read in the bigger, awesomer Tempo Magazine's May issue.

Thanks to the Quirkat crew for chatting to us! 

Facebook title, Euroscorers. A must for footy fans.
Game Hedz: What new gaming platforms and genres are you exploring and with what focus?

Quirkat: Quirkat started out and will continue to be a multiplatform development studio. Our focus for the coming 12 months, nevertheless, will be on downloadable console titles as well as beefing up our portfolio of web-based board games. We currently have a few games in the pipeline. In terms of genres, we also don’t limit ourselves in that; however we’re exploring more sports games and integrating social elements into our gameplay.

GH: What’s the nature of Quirkat’s relationship with Sony and what has the collaboration produced so far? What is in the pipeline?

Q: We signed a development agreement with Sony Gulf to develop the first Arabic titles for Sony’s PSP Mini platform. So far, we have developed four card game titles that are sold through the PSN network and we are currently working on another minis title. Additionally, and since our experience with Sony on the first batch of games went really well, we have now become accredited PS3 developers and are on the verge of launching development on a PS3 downloadable title.

GH: Given the fierce competition amongst titles for a place in the gaming world (mostly produced in the West and for Western sensibilities), do you intend to break into the mainstream markets or remain niche? If mainstream – what’s the strategy?

Q: Since the gaming industry is not quite developed in our region, we are going after the mainstream market; we have a very strong USP that differentiates us from other players. Our products are inspired by the Middle East but are designed with global gameplay appeal; no one quite offers a product like ours. All our games are bilingual. We will slowly but surely build a strong following in order to develop a wide array of games for all segments. Since our launch in 2004, and with more and more access to downloadable game stores across platforms and territories, it has become somewhat easier to enter into a more globalized end user space. The challenge is now in discovery of the titles and we’re hoping to solidly build a fan base and establish a flavor to our games. That should facilitate our visibility on the international store fronts.

Arabian Lords, a PC strategy joint
GH: Do you consider games like Assassin’s Creed and Prince of Persia as helping the Arab/Quirkat cause? Why/why not?

Q: Naturally games that touch on Arab and Middle Eastern culture have existed for quite a while, even well before the establishment of Quirkat. We are constantly faced with questions on how we view the traditional perception of Arabs in video games, particularly in titles such as COD where the stereotyping is quite harsh. We strongly believe that such perceptions have opened up a clear opportunity for Quirkat to counter the stereotype and produce games that show a more realistic and tolerant view of the Middle East. That goes for both the local consumer as well as the international audience that is seeing beyond the traditional prejudices that exist in mainstream media.

GH: What kind of challenges do you face in trying to establish an Arabian presence in international gaming (stereotyping, cultural or religious divides)?

Q: Our goal is not to establish an, ‘Arabian presence’, it is to fulfill the big gap in the market where the needs of gamers in the region are ignored; the lack of Arabic digital content on multiple levels. We face the same challenges any startup would. Our challenges stem from the underdevelopment of our industry in the region, so we face issues such as unavailability of credible games download services, online payment methods and the talent pool being deviated into other industries for the lack of opportunity to be involved in games projects. The region had no credibility and no success track record. For example, we couldn’t be the developer to a big publisher. We’d be fighting for acceptance as a developer; and as a developer from the Middle East.

GH: Has the current ‘discomfort’ with Islam, Muslims, and perhaps by extension Arab culture, in the some pockets of Western culture/politics (in Europe and the US in particular) had any impact on the Quirkat’s ambitions or strategy? Any other views on the issue (is it possible to remain unaffected by political and cultural affairs for example)?

Q: We develop games, a source of entertainment. Our games do not involve religion or politics; we are not in the business of developing controversial games. We just want our audience to enjoy our products. So the issue of us originating from the Middle East doesn’t create a problem, on the contrary, it gives us the opportunity to show the world our culture in a positive light. As for attracting international publishers, they care about the quality and what we can deliver and ultimately, the sell-ability of the game, we are very confident of our high standards in those areas; we aim to compete on the same level as international players. We have been extremely well received around the world and at key trade shows, and have been covered favorably in the international press. The games industry is very much globally aware in that sense and we haven’t found any resistance because of where we’re based.

The Quirkat crew doin' what they do
GH: While you pursue Arab content do you have any ambitions to promote (internationally) Arab talent like voice over artists, designers, writers etc.

Q: That has always been one of our core missions in our game development. We rely solely on artists (whether voice, audio or graphics) from the region. Our artists have now been credited on games that are being sold and distributed worldwide. An example is from our early days when casting and recording the voice over audio for Arabian Lords, we worked with a known local actor who had no experience in games but had mostly acted in Arab soap operas and Ramadan drama shows. His experience with VO recording was new and unique to him and he was introduced to a new audience through an entirely new medium.

GH: Is there any conflict with Islamic/Muslim sensibilities and the violent and sometimes graphic nature of many popular games? Does it influence the writing and game play in Quirkat’s titles?

Q: The short answer is no. Obviously we follow loose ground rules when we develop our own titles and tend to stay away from controversial areas that would jeopardize our entry into, say, the Saudi market. Having said that, those areas tend to focus on religious and cultural sensitivities, rather than graphical violence per se

GH: Do you use the recently established Entertainment Software Rating Association (ESRA) system? Why/why not? Has the ratings system influenced your work and profile regionally/internationally?

Q: No, we don’t use the ESRA system, mainly due to the fact that it is not an officially adopted system by regional governments. The unspoken rule on terms of content acceptability is no religion, politics or sexual content, of course with varying tolerance among different countries. Our games are inspired by our culture and history, and we take all social and moral guidelines into consideration in our game design for wider distribution. Having said that, there is no definite list of do’s and don’ts that is guaranteed to circumvent the regulators across the Arab countries. We aim to make fun, entertaining games and as a principle do not appreciate self-censorship. Despite our best efforts at staying true to the region’s moral and cultural fibre, even we have been subject to bans in certain territories. 

Al-Moosiqar, the only place you can play a virtual oud
GH: Given the attention gaming has received from authorities in the ME what interaction has Quirkat had (if any) with the relevant Regional authorities?

Q: To be honest we haven’t had much interaction with regional authorities beyond the realm of regular business registration, etc… As most of our business is done online, the regulation is much easier to handle than boxed or shipped products.

GH: How is the Arabian market responding to the ‘homegrown’ content and what are you using to measure that response?

Q: So far, every game we’ve released has been a hit. Our biggest success was Arabian Lords in terms of size of project; it reached the number two spot in the Virgin Megastore charts and remained there for over 6 weeks. We’ve also had really good numbers on EuroScorers, our Facebook game; and Tariq’s Treasure with mobile users which outperformed the combined sales of over 50 English language titles in monthly downloads over the four months. Al- Moosiqar was ported to mobile and was the winner of Nokia Judges Choice Awards. All of this is an attestation to the market’s thirst for Arabic games. The language, as well as the regional themes and content relevance, have enabled us to find success across genres and platforms.

GH: Does the Arabian/Middle Eastern market differ greatly in its tastes, preferences and sensibilities from more established markets? How?

Q: With the lack of Arabized versions of most AAA titles that are released in the Middle East, and mostly due to the language barrier associated with more complex game genres, the most popular titles tend to be less language intensive such as sports and FPS games. The leading titles in the Middle East are Pro Evolution Soccer and the FIFA franchises.  On big game release, our market mirrors the US market, less so for the casual genre. On mobile, many of the popular brands worldwide are popular in the region; especially TV shows and movie tie-ins. The region’s gamers are strong followers of global game releases; multiple blogs and sites dedicated to game reviews indicate the alignment of our gamers with their western counterparts.