Tuesday, July 31, 2012

Win a Beta Key for Guild Wars 2 Here at The Border House!


A screenshot from Guild Wars 2 featuring a statue of Kalla Scorchrazor, Charr Feminist Revolutionary.

Edit: This contest is now closed.  Congratulations to the winners, who have all been emailed with their keys!
Darketower, Josh, Chris, Tyler K, Rillifane, Gralsh Oon, Henry, Skennedy, XvShadow, Hyacinth, Ehsan Kia, Ramenhotep, Primal Zed, 3Jane, chooseareality, DystopianGibberish, Richard, Ashelia, Eccentricity, washuu, Rabab, Romulus Hawk, Augusto Mendes, Sabrina, TomW — congrats!
The great folks over at ArenaNet have been so gracious as to allow us to give away 10 beta keys to the upcoming FINAL Guild Wars 2 beta event, which takes place July 20-22.  This is the last chance to try out the game before it releases on August 28th.  We’re big fans of Guild Wars 2 over here and we know many of our readers would love the opportunity to try out the game.
How to enter:
We’re going to make you work just a little bit to be eligible to win.  Hypothetically, let’s say that you’re a consultant for a large game studio who has employed you to help make their upcoming game more inclusive to marginalized groups (women, LGBT gamers, disabled gamers, people of color, etc.).  What is one tip that you would offer to this game developer to help them achieve their goals?
We will be choosing the 10 winners at random from the comments and will be giving these keys away on Monday, July 16.  You must have a real email address associated with your comment so that we can send you the keys if you win.
Good luck!
Note: Leaving a comment here with your tip is giving The Border House permission to use the tip (credited to you) in an upcoming compilation post of all the entries.

Rebecca Mayes Live Show | Modern Warfare 3 360

My Modern Warfare 3 song questions what courage is. For me it's not the big brash shooting in front of me on the screen but in the small quiet stories of the people behind the controls.
When I came to write Modern Warfare I basically just felt really grateful for all the support and opportunities I'd had for these sounds. I had so many superb interactions and responses from people about what I was doing. So this song felt like a perfect opportunity to think about how everyone's lives are so interesting and full of adventure.
You can think that your life is dull and mundane, but when you start to tell your own story it's full of depth and beauty and tragedy and wonderful things. Which is interesting when you consider how much of this time we invest in playing games.
Modern Warfare had the added irony of being a game about warfare that, to me, seemed to at the same time be an exploration of courage. We play it because we want those courage moments in the game for ourselves.
The song seemed to be received as a bit of a downer, rather than this big celebration of life. I guess the video in the laundrette didn't help. Like I said in myModern Warfare blog, I was actually quite ill (and embarrassed) when I was shooting the video for the song. This was the one where I think I made the biggest public spectacle of myself.
I wanted this song to be really stripped back, to keep it simple. It's a challenge because then everything's on show. The guitar part and the vocal have to be really perfect.
If this song is about anything it's the sentiment that life is exciting rather than mundane. I wanted to totally question that life is mundane. I think reality can be very very exciting if you are brave enough to really live on the age and do things you are afraid of.

Fight - Lyrics

Is it everything you hoped for?
Is it flawless, like the moon is tonight
Is it everything you've worked for
With the latest technology, with all we can achieve

Does your heart break as you fall through that snowstorm
Does your heart break as you fall through submarines, helicopters and all the world’s adventures

To fight, to fight for your life
Will you fight, will you fight for your life
Cause will we talk about this game for years to come
Or will we talk about you, about you
Oh what might you do?

Is it every bit the sequel that you wished for
On your favourite star
Are you every bit the soldier that you know you are
In your secret heart

Are you in love with the countless weapons you will never touch
Are you in love with the feeling of living all the world’s adventures

Will you fight, will you fight for your life
Will you fight, will you fight for your life
Cause will we talk about this game for years to come
Or will we talk about you, about you
Oh what might you do?

Tilt Warning: Pinball News Overload



After having an absolute blast playing several Stern tables (e.g. The Sopranos, Nascar, Family Guy) for hours with friends over the holiday weekend, I really wish I had spent more time talking about recentpinball machines at GameSetWatch, especially since so few other video game blogs mention them. Regrets!
I'll try to make up for it a little with this post -- let's start with the above image for the "beginning stages" of the first prototype for the Emerald City Limited Edition Wizard of Oz machine, the first table coming from recently founded company Jersey Jack Pinball. Please follow ECLEWOZ's development here, and support Jersey Jack!
You can't talk about modern pinball without mentioning Stern, which just debuted three cabinet designs and improvements for LE Transformers Pinball. It has also been putting out a mini-documentary series for Transformers Pinball, which you can watch here.
And speaking of Pinball-themed documentaries, Brett Sullivan's award-winning film Special When Lit: A Pinball Documentary is now streaming on Netflix and worth a watch. And of course, I must point you to Pinball Donut Girl, another documentary about this fine co-op tradition, which is in production and needs your attention.
Upcoming virtual pinball games to look out for!: Farsight Studios' Pinball Arcade (iOS, Android, Xbox 360, PS 3, PS Vita, and 3DS), and Zen Studio'sZen Pinball (iOS) and Zen Pinball 3D (3DS eShop), and Game Prom's Da Vinci Pinball (iOS and Mac, DLC for the company's previously released Pinball HD).
They don't capture half the experience of playing on a real table, but they're wayyy cheaper to buy and maintain. If you'd like to keep up with the latest going-ons in the pinball world, Pinball News and Arcade Heroesare both excellent places to start.

Rayman Origins 360 Review


Rayman Origins 360 is a 2D platformer with such superb style and charm that even its old school difficulty feels palatable.
In an age where paper manuals for games are often unnecessary thanks to in-game tutorials, and are frequently not included at all, Rayman Origins bucks the trend with a booklet that includes an extensive story synopsis and character bios.
I've read it, but to be honest the details slipped out of my mind almost instantly. It's that kind of gibberish. What I'm left with is a very vague idea of what's going on, which goes something like this:
There's a pleasant world that's really a dream made of bubbles (?) and the heroes live in that world, but the baddies have given the Bubble Dreamer (I think) bad dreams and the world is going wrong so Rayman and friends have to set off from their tree to free the dreams or something by collecting lums (sparkly, common) and electoons (pink, rare).
Got that? Not really? Fair enough.
To be honest it doesn't really matter. Rayman Origins isn't a game that rests on its narrative, or its dialogue (of which there is little), or on individual characters (which is a good job, as Rayman himself has always been a bland creation).
What makes Rayman work is the character of the game itself, a charm that comes from the cumulative effect of gameplay, visuals and sound working perfectly in sync. Rayman Origins is a sidescrolling platformer with the simple imperatives of the genre at it's purest: move from left to right, avoid hazards, grab stuff along the way.
While that basic formula may be familiar, Ubisoft has embellished it with a shifting pattern of changing game mechanics and exotic environments that prevent the game ever feeling overly comfortable or repetitive.
Design elements that are slightly grotesque or mildly sexual.
There's always some interesting twist, whether it's gaining the ability to swim or glide from a friendly nymph, or getting used to world-specific objects like giant drums and geysers that change the way you explore.
There's also a constant changing of pace, a balancing of stretches where relatively relaxed progress is possible with chaotic, fast-paced sequences which require hectic fingerwork. With each world split into short sub-sections this makes for an addictive gameplay rhythm that kept me playing.
Fig 1. Screen shots for Rayman Origins.
What gives the game its character, that makes it a distinct experience from countless other well-executed platformers, is the way that the visuals and music complement the bouncy, exuberant pace of the gameplay.
The visuals are distinctly European, with organic, almost sensual curves and a relaxed attitude to design elements that are slightly grotesque or mildly sexual - its certainly hard to imagine such busty nymphs in an American kids' game, but Rayman Origins is so laid back that it would be ridiculous to take offence, non?
A dash of shameless Old Hollywood swagger.
Even better than the art style is the music: Christophe Héral's score is nothing short of stunning, one of the best soundtracks to a game I've ever heard. Salsa, tinkly cocktail piano, hectic strings - the soundtrack jumps genres constantly, but maintaining a constant sense of fun and sophistication, a dash of shameless Old Hollywood swagger.
It's also horribly, horribly catchy.
When these elements come together fully, the result is sublime gaming.
Take the Tricky Treasure bonus levels where you chase a runaway treasure chest, each of which starts with a slam zoom on to the startled treasure chest, a burst of orchestral music and then a twanging banjo as you hold down sprint to pursue the errant chest through a shifting, collapsing landscape. Rarely has blind panic, rote-learning of a level's landscape and repetition been so satisfying, and so ultimately rewarding.
Fig 2. Screen shots for Rayman Origins.
Although the game peaks with the Tricky Treasures - which are in themselves too short and punishing to be replicated through a whole game - there are plenty of highlights elsewhere, whether it be the kinetic satisfaction of completing one of the fiddly end-of-level forcefield-breaking puzzles with a violent downward jump, or the ethereal atmosphere of swimming through a darkened cave as Héral's music tinkles spookily in the background, hands clawing out of the walls as you swim past them.
As is the way with this kind of game, there are frustrations, and thankfully Ubisoft have provided the option to skip levels after a certain amount of deaths on a specific section. However, skipping levels means a failure to collect that levels electoons, and a certain number of these are required before later sections will open.
While the story may be perfunctory, Rayman's world is infectious.
I didn't get to the end of Rayman Origins: ultimately, my platform skills weren't up to scratch. However, until I hit the brick wall of my own incompetence I had a fantastic time with the game, and pushed far more hours into the 50 or 60 per cent of the game I played than I have done with games I've completed in their entirety: Rayman Origins has a just-one-more-go compulsion that makes retrying tricky sections deeply addictive.
While the story may be perfunctory, Rayman's world is one of such infectious fun that you'll want to absorb yourself in it.

Tekken 3D Prime Edition 3DS Review

Tekken 3D Prime Edition puts a massive amount of characters, moves and locations onto the handheld. Unfortunately all this does is reinforce the old adage: less is more.
Dear Jin,

This is the hardest letter I've ever had to write, my darling. I think you know that we've been growing apart for a long time now, but neither of us has been brave enough to end it. The time has come to face up to what we've both been afraid to say.

Please believe that I loved you once. If you take nothing else away from this letter then be assured that my love for you was genuine. You gave me a joy that could spill out to my friends and family. They "got" you, straight away. I never had to explain you to anybody.

But everything has changed. The world has changed, I've changed. I know you have changed too, in your own way. You've tried to keep up and fight for my affections, which I appreciate. But I don't think you really understood that was your simplicity that I loved in the first place. I simply can't love what you've become.
This is also possibly the hardest review I've had to write. I don't really approve when reviewers slate a game when it is clear that it is the whole genre they actually don't enjoy. I grew tired long ago of listening to hardcore FPS fans denigrating action puzzlers, or the constant futile comparisons between the relative benefits of realtime versus turn-based strategy, especially since there's frankly no contest and turn-based wins every time! Sadly, Tekken 3D Prime Edition has made me realise I dislike the Fighting genre.
The tragedy here is that I used to really enjoy beat-em-up games, even on the Amiga which suffered a particular lack of them. I spent joyful teenage hours perfecting the beheading technique in Barbarian and learning to master my favourites in Team 17's niche classic Body Blows. On the Playstation, Soul Blade kept me rapt, with seemingly perfect timing and execution and a delicate balance of defence and attack.
Beat-Em-Ups as a genre in themselves have evaded evolution.
As game genres have continued over the years, they have been subject to the demands of consumers. Specifically, this artistic form that we call gaming is still very much in its infancy and we have wanted to see innovation. Where a simple figure running around in circles on a screen, firing pixels at other pixels was sufficient to recall the adventure of the Wild West, technological advances and our understanding what makes games tick have given rise to more advanced games. Red Dead Redemption is how modern gaming now tackles the Wild West.
Gamers have wanted the option of more. Sequels are rarely allowed to deliver more of the same, they must add features and experiment. First person shooters added more guns, tactical options, choice of cover, multiplayer, regenerating health, narrative and motion capture. Platform games added co-op, 3D, twin-stick control and had the option of endless new worlds to explore. Flight simulators, driving games, strategy games and adventure games have all found ways to grow and adapt to audiences with new demands.
So what happened to fighting games? The simple format of two figures placed in an arena to beat the living daylights out of one another is hard to adapt. 3D arenas have been the major change as with other genres, since fighting game movement is mostly limited to towards and away from your opponent it's hard to truly benefit from the new environments. Of course the fighting itself has managed to escape from its genre shackles. Without this pioneering style the joyful melee combat of games such as Batman: Arkham City and Assassin's Creed Revelations would never have come to be.
But, Beat-Em-Ups as a genre in themselves have evaded evolution. Other species have taken their winning adaptations and run with them, while the progenitor itself has settled comfortably into an evolutionary cul-de-sac. Instead, fighting games have tried to grow using the only feature they ever truly had control over: the number of moves. Barbarian on the Amiga enjoyed a little over 8 moves, since the joystick could only face cardinal directions and there was a single trigger. Gradually, games added extra moves in two different ways. Simpler controllers relied on multiple presses, such as left-left-left-fire to allow a wider move set. Systems with newfangled joypads made use of the extra buttons to create combinations of their own.
Since the on-screen buttons are not labelled it is a truly random experience to use them.
Now, more and more moves call for extra button presses and deeper combos. As time has gone by I believe this has created a monster. Fighting games are no longer about simply facing an attacker and trying to best them with the simple tools of timing, defence and guile. Now, fighting games are all about mastering a massive library of complex moves. Suddenly, the genre has become about knowledge, pitting the memory of each player against one another and the accuracy with which they can reproduce lengthy button sequences, while the character on-screen moves through a set of choreographed actions, barely relating the actions of the player.
So after I've said all this, where does that leave Tekken 3D? Tekken 3D demonstrates to me everything that has become bad about the beat-em-up genre. There is a library of 40 characters, each of whom have dozens of moves. Trying to enjoy the game using simple moves is like bringing a knife to a nuke-fight. The moves in Tekken 3D are the result of an arms race which has got out of hand. In the battle to add bigger and more powerful combos to impress the crowd, it has lost the heart of a satisfying fighting experience.
In keeping with the precedent set by other 3DS fighting games, Tekken 3D also provides touch-screen prompts for move execution. However, since the on-screen buttons are not labelled it is a truly random experience to use them. It's also far less satisfying that getting to grips with a proper control scheme.
Fig 1. Screen shots for Tekken 3D Prime Edition.
Tekken 3D will have its fans, I'm sure. If you've come to this review looking for guidance as to whether the 3DS has done justice to the game you love, I'd say the answer is a resounding probably.
Please forgive my doubt. It's just that as a result of decades of incest among fighting games, amid a genre that denies major change over time and also refuses to stick to the simple basis on which it was formed, Tekken 3D is a game of which I can't even come close to understanding the appeal. I know longer recognise it or even how to approach it. Sadly, I feel now more than ever that fighting games, as a genre, have become a niche pursuit suitable for only the most hardcore of gamers.

Monday, July 30, 2012

2012 Xbox LIVE Update Public Beta Now Available **UPDATED**


Update: The amount of interest in Xbox LIVE’s first public Beta has been incredible. The Xbox LIVE public Beta is now closed. Later this year our entire Xbox LIVE community will be able to experience all of the great features we will be bringing to your Xbox…Stay tuned!
With our work on the updated dashboard underway, we’re ready to announce an open call for all Xbox LIVE subscribers to participate in the 2012 Xbox LIVE Update Public Beta.
We need members of our valued community to help us fine-tune this early build of Xbox LIVE. What do you love? What would you like to see improved?
Numbers are limited, so sign up today. If you’re selected as a tester, an update will be pushed to your console once the public beta kicks off. The update will contain select dashboard features, including:
  • Internet Explorer for Xbox
  • Personalized dashboard recommendations
  • Enhanced category search and discovery features
Note: A console in the program is expected to remain fully compatible with standard retail consoles not in the program.
If you would like to participate, please register for the 2012 Xbox LIVE Update Public Beta here.
You will be required to agree to a non-disclosure agreement (NDA) for confidentiality reasons.
We also ask that you fill out a brief 5-minute survey at the end of the beta, to let us know what you think.
The 2012 Xbox LIVE Update Public Beta is a great opportunity to help the Xbox team by providing early feedback to make Xbox even better.
Thanks for your participation and enjoy!

Orcs Must Die! 2 Review


Version tested: PC
Even in an industry besotted with annual updates, indie studio Robot Entertainment has turned this sequel around with unusual haste. Orcs Must Die! only came out last October, and here's the PC-exclusive follow-up already. As you might expect with such a rapid turnaround, there are times when this feels more like Orcs Must Die 1.5.
That's not necessarily a bad thing, since the first game came within a hair's breadth of greatness and really only needed a few tweaks to elevate it to something very special. Those tweaks have mostly been made, and although some of the frustrations remain, there's little doubt this is a more streamlined and rewarding riff on the same idea.
To begin with, however, expect serious déjà vu. The music is the same. Most of the irritating quips are the same. The core enemy types are the same, as are the traps that will form the basis of your arsenal against the invading hordes of orcs. As before, preventing this grisly mob from reaching the magical rift is your first and only goal. Lacing the corridors and courtyards that lead there with an array of cruel snares, and picking off the survivors with ranged and melee weapons, is how you get the job done.
1
If you bought the first game, you'll unlock ten classic levels in this one.
What was fun in 2011 remains fun today, of course. Orcs Must Die is a game with an innate understanding of feedback and reward, and even after 20 levels of orc-mincing action, the sheer joy of watching an unwitting rabble walk right into a gauntlet of arrows, spikes and trapdoors, pulverising them in seconds, does not fade. From the cartoonishly gory slaughter to the glib humour, it's very much the heir apparent to Bullfrog's classic Dungeon Keeper.
The new stuff, then. This is a sequel that embellishes the old rather than sweeping it away, so once you get through the familiar early stages you'll start to encounter fresh enemy types as well as earning new traps. Creatures like Earth Elementals force a subtle change in strategy, as these mossy hulks break down into ever-smaller versions of themselves, giving them a longevity that can cause real problems if they get close to the rift. Bile Bats, meanwhile, require you to keep one eye on the skies, and many a level can be lost by the unwary player who fails to notice the swarm of these nasty little critters sailing past overhead.
The game at least does a good job of letting you know when a distinct threat enters the arena. You'll get vocal warnings about sappers - vicious little goblin suicide bombers - and fliers, while the larger trolls and ogres announce themselves with booming footsteps and blood-curdling war cries.
The new traps are less noticeable, unlocking further into the game at a point where you'll already have upgraded the reliable standbys of arrow wall and floor spikes into a pretty much unbeatable obstacle. Freezing orcs, shunting them off bridges and impaling them on yet more spikes may be fun from a visual standpoint, but this is still a game where you can get through most of the levels with judicious use of the most basic tools.
"From the cartoonishly gory slaughter to the glib humour, it's very much the heir apparent to Bullfrog's classic Dungeon Keeper."
2
Most levels feature environmental hazards that can be turned to your advantage.
The spellbook section of the game has received the biggest and most beneficial overhaul, adding sections for stat-buffing trinkets and cosmetic "vanity" costumes while also enhancing the upgrade system into something more robust. Traps now have multiple tiers of improvements, ranging from simple stacking boosts to damage or reset time, to unique abilities such as bleeding damage. Certain items also gain special unlocks, such as the ability to place arrow walls in the ceiling, all the better to create the perfect killing box. The skulls required for these upgrades are more frequently dished out, not only for completing levels but as random loot drops in the field. You can also dip into the Endless survival mode for a skull boost, as those matches can really rack up the rewards.
Features that felt perfunctory in the first game have now been fleshed out, and progression through the 15 levels (compared to the original's more generous 20-plus) has a more compelling momentum as a result. There's more room to customise your traps and weapons to suit your play-style, though this tug towards experimentation is sometimes at odds with the game's rollercoaster difficulty.
This was a problem with the first game as well, and it's a shame to see it recur in a sequel that improves in so many areas. One level may be strangely easy, the next brutally difficult. The game's real-time approach to strategy, offering only a few seconds to regroup and place new traps between most rounds, means that there's little incentive to try new things. When you've got 10 seconds before the next wave of monsters comes thundering towards you from multiple directions, the temptation is to stick with what works. The easy "Apprentice" mode is a walkover, but the normal "War Mage" mode quickly becomes an overwhelming slog where you'll cry out for help.
Which brings us, belatedly, to co-op play. This is really the key feature of Orcs Must Die 2, the thing that was most clearly absent from the first game, and presumably the real reason this has appeared as a full sequel rather than an update.
3
Guardian characters, like elven archers and bomb-throwing dwarves, can be essential to keep the pack at bay.
With two players, many of the game's more curious wrinkles are smoothed out. With someone else to watch your flank, there's more room to try different things without fear of being overwhelmed. Indeed, many of the later maps seem expressly designed for two players, with two clearly delineated entry points and identical waves entering through each. Get a friend to tackle one while you concentrate on the other and the game finds a more agreeable flow.
Try tackling these stages solo on anything above Apprentice difficulty and you tend to get creamed. By the time you've finished off the Fire Troll from one direction, the one approaching from the other side is on top of you with full health. In these later moments, it feels a lot like a two-player game that can be played solo, rather than a game that has an optional co-op mode.
Such plate-spinning frustrations are part and parcel of the tower defence playbook, however, and the panicked thrill of being outnumbered is a huge part of why the genre endures. It's in the myriad ways you can decimate your attackers that the game's appeal lies, and the improvements made here have only made that pleasure more intense. While Orcs Must Die 2 still has balancing issues, they're more than outweighed by the sheer pleasure of the minute-by-minute gameplay, where calculated carnage is its own reward