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	<title>loadscreen.net &#187; impressions</title>
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	<link>http://www.loadscreen.net</link>
	<description>A videogames Blog reviewing and previewing PS3, xbox 360, PC and other games and covering gaming news and the gaming industry.</description>
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		<title>Why Heavy Rain will revolutionize gaming.</title>
		<link>http://www.loadscreen.net/2010/01/12/why-heavy-rain-will-revolutionize-gaming/</link>
		<comments>http://www.loadscreen.net/2010/01/12/why-heavy-rain-will-revolutionize-gaming/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 21:31:22 +0000</pubDate>
		<dc:creator>phonicx</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[impressions]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[ps3]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=319</guid>
		<description><![CDATA[As some readers may know, I am a fan of Heavy Rain.  Yes, a full blown &#8216;fan&#8217; of a game that has not yet been released and may  turn out to be nothing more than another hype fest that fails to deliver. What’s the reason for this insanity? Well, currently, I am a fan, not [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">As some readers may know, I am a fan of <em>Heavy Rain</em>.  Yes, a full blown &#8216;fan&#8217; of a game that has not yet been released and may  turn out to be nothing more than another <em>hype fest</em> that fails to deliver.</p>
<p style="text-align: justify;">What’s the reason for this insanity? Well, currently, I am a fan, not of the final product, but of what it represents.  I am certain that <em>Heavy Rain</em> is going to change gaming irrevocably, and those of you that have read my article, &#8216;<a href="http://www.loadscreen.net/2010/01/09/2010-the-death-of-real-gaming/">2010: The Death of Real Gaming</a>&#8216;, will know that, as far as I&#8217;m concerned, it couldn’t come at a more important time.</p>
<p style="text-align: justify;">And what&#8217;s triggered me to externalize my feelings on <em>Heavy Rain</em> and what it represents? <strong>Watch this:</strong></p>
<div id="vid" style="text-align: center; margin: 5px;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/h0MxRjrlrss&amp;hl=en_GB&amp;fs=1&amp;hd=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/h0MxRjrlrss&amp;hl=en_GB&amp;fs=1&amp;hd=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></div>
<p style="text-align: justify;">Today, I caught this astounding piece of footage from G4TV as it meandered its way down the front page on N4G. At first, I was merely interested, having not seen much footage of the game, however, as the scene unfolded my jaw literally <em>dropped </em>open. <strong>Never</strong> have I seen such attention to detail, such poise, such thought, and such relatable characterisation in a videogame.  Even the <em>loadscreen</em> (No puns please-<em>ed</em>) shown in the video knocks the socks of anything I’ve seen before. The way <em>Madison’s</em> eyes dart and flicker, how the skin around the eyes pinches realistically when she blinks. These are subtle details that take real care and respect to create in a medium so often as clumsy and blunt as video games.  And let me remind you, this is only the <em>loading </em>screen.</p>
<p style="text-align: justify;">Moreover, the graphics, though incredible, are not the reason that <em>Heavy Rain</em> will, in my view, revolutionize gaming, and <em>raise</em> <em>the</em> <em>bar</em>.</p>
<p style="text-align: justify;">The secret lies in a simple truth.</p>
<p style="text-align: justify;">Think back to the games that you have played recently. Who did you play as?  A super soldier or a fantasy creature?  A trained killer or a famous soccer player?  An insanely gifted racing driver? All these, and many more, are probably roles that you have slipped in to, like a comfortable pair of old slippers, time and time again over the years.  Did you ever once play as someone like you? I doubt it, and, if you did, then you ought to be off saving the world right now instead of reading this article.</p>
<p style="text-align: justify;">The CEO and founder of Quantic Dream, the developers of <em>Heavy Rain</em>, David Cage, had this to say in an exclusive interview in Dutch Magazine <em>Chief</em> early on in <em>Heavy Rain&#8217;s</em> development:</p>
<p style="text-align: justify;"><em>&#8220;Heavy Rain</em><em> </em><em>is about normal people who have landed in extraordinary situations. I wanted a much more personal story. The first thing that came to my mind, as a father of two little boys, was that the main theme should simply be a father&#8217;s love for his son. This is not a game about saving the princess or the world. Its [sic] purely about a father&#8217;s love. The main story will revolve around four different characters, and we&#8217;re putting the spotlight on their perceptions. The question &#8216;what is good and what is evil&#8217; is the key here, that will be just a matter of viewpoint&#8230;I believe heavily in moral choices, I&#8217;m going to use them A LOT. They&#8217;re not about being good or bad, but about finding the right balance.” ( <a href="http://kotaku.com/366150/new-heavy-rain-details-spilled-lapped-up">From kotaku</a> )</em><em> </em></p>
<p style="text-align: justify;"><em> </em></p>
<p style="text-align: justify;">So we’ve established that <em>Heavy Rain</em> is going to be about normal, everyday people like you and me.  This goes against the grain of gaming in general and I think it is a brave move that will indeed spark the <em>revolution </em>in gaming I eluded to earlier.  Imagine being able to truly relate to a character, as a representation of a human being, instead of empathising with a heroic architype, when Nathan Drake gets pissed off at being captured <em>again</em>, or understanding how getting blown up must <em>suck </em>for Master Chief.</p>
<p style="text-align: justify;">I think that this is the way forward in gaming.  True immersion is to be found, not in increasingly advanced motion control systems (<em>Natal, I’m looking at you</em>)<em>,</em> but in storytelling innovation.  In my opinion, <em>Heavy Rain</em> is going to become the stick against which all others will come to be measured.  Players will no longer be satisfied with superficial tales of war and adventure.</p>
<p style="text-align: justify;">I for one, have been craving a game that really sets me in the place of the protagonist, really lets me relate and <em>feel</em>.</p>
<p style="text-align: justify;">I want to be stimulated beyond my adrenal gland.</p>
<p style="text-align: justify;"><em>Heavy Rain</em> is forcast to fall on <a href="http://translate.googleusercontent.com/translate_c?hl=de&amp;ie=UTF-8&amp;sl=de&amp;tl=en&amp;u=http://www.videogameszone.de/aid,702848/Heavy-Rain-Offizielles-Release-Datum-fuer-Europa-bekannt/News/&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhijdCWC0LFHZHDRK_xAESiNn3-hbg">February 26</a><sup><a href="http://translate.googleusercontent.com/translate_c?hl=de&amp;ie=UTF-8&amp;sl=de&amp;tl=en&amp;u=http://www.videogameszone.de/aid,702848/Heavy-Rain-Offizielles-Release-Datum-fuer-Europa-bekannt/News/&amp;rurl=translate.google.com&amp;twu=1&amp;usg=ALkJrhijdCWC0LFHZHDRK_xAESiNn3-hbg">th</a></sup>.</p>
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		<slash:comments>4</slash:comments>
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		<title>MAG: Mag Actually Great</title>
		<link>http://www.loadscreen.net/2010/01/08/mag-mag-actually-great/</link>
		<comments>http://www.loadscreen.net/2010/01/08/mag-mag-actually-great/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 16:44:50 +0000</pubDate>
		<dc:creator>frayed</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[impressions]]></category>
		<category><![CDATA[MAG]]></category>
		<category><![CDATA[Visual presentation]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=247</guid>
		<description><![CDATA[Sub-standard graphics, poor hit detection, lag, limited views of the battle, and general complaints that it is not Modern Warfare 2, seem to be plaguing impressions of the MAG Open Beta, which was released this week. I can’t understand the bad press this game is getting from the community. As two of my squad mates [...]]]></description>
			<content:encoded><![CDATA[<p>Sub-standard graphics, poor hit detection, lag, limited views of the battle, and general complaints that it is not <em>Modern Warfare 2</em>, seem to be plaguing impressions of the MAG Open Beta, which was released this week.</p>
<p>I can’t understand the bad press this game is getting from the community. As two of my squad mates asked each other in a recent game of Domination, ‘Why does everyone hate on <a href="&lt;a href=&quot;http://www.amazon.co.uk/gp/product/B002BWONLC?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002BWONLC&quot;&gt;MAG&lt;/a&gt;&lt;img src=&quot;http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002BWONLC&quot; width=&quot;1&quot; height=&quot;1&quot; border=&quot;0&quot; alt=&quot;&quot; style=&quot;border:none !important; margin:0px !important;&quot; /&gt; ">MAG</a>.  It’s amazing.’  It’s like no other shooter available on a console.</p>
<p>Here at loadscreen.net, I’m in the middle of putting together an in-depth preview of the beta (with a screenshot gallery), <a href="http://www.loadscreen.net/2010/01/06/preview-mag-open-beta-part-1/">Part One</a> of which is currently available from the <a href="http://www.loadscreen.net">main page</a>.  But I feel I need to step in with a bit of opinion before everyone gets the wrong idea.</p>
<p>There is absolutely nothing wrong with MAG’s gameplay.  It’s just not the same gameplay you get in many other online shooters.  It’s different.  It’s a tactical, wide-spread, play-at-your-own-pace, shooter.  It requires leadership to a greater degree that any other shooter I’ve played.  You’re not led by the hand.  You can make choices.  You can, in other words, Role-Play.</p>
<div id="attachment_250" class="wp-caption alignleft" style="width: 310px"><a href="http://www.loadscreen.net/wp-content/uploads/2010/01/mag5-1024.jpg"><img class="size-medium wp-image-250" title="mag5-1024" src="http://www.loadscreen.net/wp-content/uploads/2010/01/mag5-1024-300x225.jpg" alt="" width="300" height="225" /></a><p class="wp-caption-text">Best palms since Crysis?</p></div>
<p>MAG sells itself as a MMO shooter.  And this is how it should be approached.  You don’t play an MMO without preparation, coordination, and, importantly, <em>grinding</em>.</p>
<p>Okay, it’s not for everyone.  But there’s a lot to like in MAG, more than it’s being credit for.</p>
<p>The gameplay is extremely well balanced, whether you’re playing 256 or 64 player battles, the locations are varied and interesting, with excellent strategic options, including high-points, tunnels, multiple routes, destructible objectives and doors.  The better team will always have the advantage (using medics and engineers to revive and repair their structures), but there are plenty of opportunities to turn the game around as the battle moves further into the map, where more diverse combat options reveal themselves.</p>
<p>Hit-detection is tight and fair.  The hit-reaction <em>is</em> a little slow, compared to MW2, but that doesn’t mean your hits aren’t being registered and there is a loud ‘impact’, sound effect, blood, and a red flash on your crosshair to let you know if you’ve made contact.  Once you get used to the fact that characters collapse slower than other shooters, it becomes a natural part of the game.</p>
<div id="attachment_255" class="wp-caption alignleft" style="width: 235px"><a href="http://www.loadscreen.net/wp-content/uploads/2010/01/mag6-1024.jpg"><img class="size-medium wp-image-255" title="mag6-1024" src="http://www.loadscreen.net/wp-content/uploads/2010/01/mag6-1024-225x300.jpg" alt="" width="225" height="300" /></a><p class="wp-caption-text">I hate to point it out but...</p></div>
<p>Visually, if you read my preview, you will see that MAG sports graphics that make it competitive in today’s market.  The textures are comparable to MW2, I kid you not, and there are some decent shader effects at work.  I’m impressed with the lighting and shadows, and the character models are detailed and customisable.  Let’s not forget that there are potentially 14x the number of players wreaking havoc all over the screen than in the largest game of MW2.  So what if the explosion and smoke effects aren’t the best you’ve seen?  And remember, it’s only a beta.  Uncharted 2 sharpened up considerably from its beta incarnation.  It is possible that the Blu-Ray disc of the final game will hold bigger, better textures, which have yet to be seen.</p>
<p>On the lag issue: yes, I’ve encountered it, but in a 30 minute game the lag has only ever interrupted about 1 minute of that play session.  That’s not bad for a game <em>still in beta</em>.</p>
<p>Finally, some people have complained that you never get to see all 256 players on screen at once.  Well, do you really want that experience?  It would be chaos.  It wouldn’t be fun.  And what’s wrong with charging into battle with 16 (a large number) squad-mates <em>knowing</em> that just over the next hill, 16 other players from your platoon are doing the same?  When you die and the camera takes you back to a spawn screen, you are in fact treated to a very wide view of the battle, where hundreds of players are visible.  Moreover, you are constantly reminded of the progress of your team through radio updates and, if you have a decent squad-leader, through their communications with the other squads.  MAT, Massive Action Teamplay is 100% possible.  And if that’s not good enough, you can wander about lonewolf style and get involved in the wider battle.</p>
<p>So there you have it, I’ve tried to dispel the main complaints about <a href="&lt;a href=&quot;http://www.amazon.co.uk/gp/product/B002BWONLC?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002BWONLC&quot;&gt;MAG&lt;/a&gt;&lt;img src=&quot;http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002BWONLC&quot; width=&quot;1&quot; height=&quot;1&quot; border=&quot;0&quot; alt=&quot;&quot; style=&quot;border:none !important; margin:0px !important;&quot; /&gt; ">MAG</a>.  Of course, it’s not a perfect game.  And many will not agree with my assessment.  Nevertheless, I urge you, reader, to put some time and energy into <a href="&lt;a href=&quot;http://www.amazon.co.uk/gp/product/B002BWONLC?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002BWONLC&quot;&gt;MAG&lt;/a&gt;&lt;img src=&quot;http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002BWONLC&quot; width=&quot;1&quot; height=&quot;1&quot; border=&quot;0&quot; alt=&quot;&quot; style=&quot;border:none !important; margin:0px !important;&quot; /&gt; ">MAG</a> when it comes out.  Like all MMOs, it will reward your efforts.</p>
<p>See you on the battlefield.</p>
]]></content:encoded>
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		<title>Preview: MAG open beta (part 1)</title>
		<link>http://www.loadscreen.net/2010/01/06/preview-mag-open-beta-part-1/</link>
		<comments>http://www.loadscreen.net/2010/01/06/preview-mag-open-beta-part-1/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 23:31:26 +0000</pubDate>
		<dc:creator>frayed</dc:creator>
				<category><![CDATA[Previews]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Game engine]]></category>
		<category><![CDATA[impressions]]></category>
		<category><![CDATA[Interface]]></category>
		<category><![CDATA[MAG]]></category>
		<category><![CDATA[Options]]></category>
		<category><![CDATA[pics]]></category>
		<category><![CDATA[Visual presentation]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=153</guid>
		<description><![CDATA[Massive Action Game: MAG, is nearing its late January release (January 26th in UK).  As a late Christmas present and, I’m sure, as a way of polishing up the game prior to the retail date, developer Zipper Interactive have unleashed the 256 player massively multiplayer first person shooter on the PSN in the form of [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.amazon.co.uk/gp/product/B002BWONLC?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002BWONLC"><em>Massive Action Game: MAG</em></a><em><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002BWONLC" border="0" alt="" width="1" height="1" /></em>, is nearing its late January release (January 26<sup>th</sup> in UK).  As a late Christmas present and, I’m sure, as a way of polishing up the game prior to the retail date, developer <em>Zipper Interactive </em>have unleashed the 256 player massively multiplayer first person shooter on the PSN in the form of a 1.8GB beta.  The game has been in closed beta since September last year, and I had read mixed impressions about the game.  So, when the public beta was opened on January 4<sup>th</sup>, I wasn’t sure whether or not the considerable download was worth all my bandwidth. However, after a few hiccups with servers and the queuing system, I admit to being relieved at how well MAG is shaping up. What follows, will be a step-by-step, detailed analysis of the MAG open beta (Game version 1.5), starting with the visual presentation of the game – covering art-style, graphics, interface and options.</p>
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</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>VISUAL PRESENTATION:</strong></p>
<p style="text-align: justify;"><strong>Art direction:</strong></p>
<p style="text-align: justify;">The world of MAG is built around threes: three factions (Valour, Raven and S.V.E.R) fighting across three continents (North America, South America and Europe), with a different look and feel for each.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The factions had to be separated somehow, and the developers have gone for the three military classics: high-tech Scandinavian supermen, low-tech guerrilla warriors from the Czech Republic, and, of course, the balanced, rugged, US military grunts with real-world tech.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Loosely, this means you’ve got Raven, dressed in – guess what – black, spec-ops armour, S.V.E.R, in rusty, piecemeal, fatigues, and Valour in the earthy greens and blues of bog-standard military uniforms.  On the whole, this works very well.  It’s meant to be a realistic scenario and not <em>Enemy Territory: Quake Wars </em>(2007), after all.  Even though I’ve only seen things from Valour perspective, I’ve been able to scavenge enemy weapons and it seems that each faction has been given just enough ‘character’, to make you feel like part of a group (or Guild, as this attempts to be an MMO) with an individual set of ideals and their own cultural identity.  The self-customisation of your own player-character has a lot to do with this feeling of<em> belonging</em> – and I’ll come back to it.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The main area of difference between the factions, and the one your most likely to see – given they’re always right in front of you – is the weapons.  Now, I’ve only seen a fraction of Valour’s arsenal, but I can tell you that it’s your typical Assault Rifle (M4A1, and SCAR-type), submachine guns (MP5), machine guns, shotguns, sniper rifles and pistols.  In some ways, it might actually be more interesting to join Raven or S.V.E.R as they have a slightly more unique set of weapons, instead of the Tom Clancy special collector’s set, which has been the norm since <em>Counter-Strike 1.6 </em>(2003).</p>
<p style="text-align: justify;">
<p style="text-align: justify;">As each faction has an HQ in a different part of the world, each landscape naturally has its own characteristics.  VALOUR, the faction I joined (being proud of the British armed forces, rah, rah) has its base in the Alaskan wilderness, and so it’s no surprise that the beta map for this location is an abandoned logging complex in the middle of the mountains.  Pine trees, patchy grass, dry mud, and dilapidated wooden buildings create a varied and convincing environment.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Then there’s Raven’s South American base (pictured in the gallery), where you fight in the ruins of ancient Incan pyramids, surrounded by thick vegetation, a river, and palm trees (perhaps the best palms since <em>Crysis </em>(2007)).  My only complaint here is that the colour scheme seems a bit too muddy in this environment, making it very hard to see.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>Game engine:</strong></p>
<p style="text-align: justify;">I’m disappointed by most game engines.  But then, it’s not the fault of most developers.  They have to cut corners for the sake of fps, or scale, or time.  And yet, I still find myself wishing that most developers had gone just a little bit out of their way to make their games what I will call a <em>cohesive graphical experience</em>.  By that I mean, all of the models, textures, shader-effects and geometry are of a consistent quality – there is no <em>weak link</em> that brings you out of the gameplay experience.  Recently, games such as <a href="http://www.amazon.co.uk/gp/product/B0029U2WGE?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B0029U2WGE"><em>Uncharted 2: Among Thieves</em></a><em><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B0029U2WGE" border="0" alt="" width="1" height="1" /></em><br />
(2009), and <a href="http://www.amazon.co.uk/gp/product/B002PY7IV8?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002PY7IV8"><em>Assassin&#8217;s Creed II</em></a> (2009), have excelled in this area.  However, it has to be said that popular titles such as <a href="http://www.amazon.co.uk/gp/product/B002PY7JEE?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002PY7JEE"><em>Modern Warfare 2</em></a><em><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002PY7JEE" border="0" alt="" width="1" height="1" /></em> (2009) can get away without this level of overall detail because they are fast moving, action games that put an emphasis on competitive play, rather than immersion.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">So then, how does Sony Exclusive <em>MAG</em> fare?  It faces tough competition from other Sony exclusives such as <a href="http://www.amazon.co.uk/gp/product/B000E69YHK?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B000E69YHK"><em>Killzone 2</em></a><em><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B000E69YHK" border="0" alt="" width="1" height="1" /></em><br />
(2009), and  <a href="http://www.amazon.co.uk/gp/product/B002K8Q928?ie=UTF8&amp;tag=loadscreen-21&amp;linkCode=as2&amp;camp=1634&amp;creative=19450&amp;creativeASIN=B002K8Q928"><em>Resistance 2</em></a><em><img style="border: none !important; margin: 0px !important;" src="http://www.assoc-amazon.co.uk/e/ir?t=loadscreen-21&amp;l=as2&amp;o=2&amp;a=B002K8Q928" border="0" alt="" width="1" height="1" /></em> (2008), and, unlike both of these examples, attempts to put an unprecedented number (256-128-64) of players into huge gameplay environments.  Is it a case of, great scale, poor graphics?</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Thankfully, no.  The MAG team, no doubt with the help of a significant amount of optimisation time, have managed to create a decent, while not exceptional, graphical experience.  There is a good amount of variation in the textures and the up-close detail (on wooden and metallic surfaces) is supported by a number of shader-effects like those seen in the Unreal 3 engine.  In fact, I’d say the overall look falls somewhere between <em>Resistance 2</em> and <em>Modern Warfare 2</em>.  I must also praise the lighting, as it offers dynamic shadowing, diffused fog, and HDR effects that really help bring out the atmosphere and texture work in the levels, never making anything look bland or flat.  Character and gun models are also highly detailed and benefit from specular maps (body lighting), and detailed normal mapping.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>Interface: </strong></p>
<p style="text-align: justify;">The menu system can make or break a smooth gaming experience, especially when that game includes RPG elements or an online mode.  MAG does both, and luckily its menu system is not broken.  It’s not good looking, but the design is a straight forward system of windows with options that can be navigated by L1 and R2 as well as the stick.  If there’s a frustration, it’s that there are, as always, too many ‘log-on’ screens.  You go through about five before you can get in a game.  Also, you have to bring up several windows and navigate onto a game-type, just to start queuing for a match.  Having said this, they are quick steps, and it doesn’t take long to wiz through them.  Moreover, the war-room menu &#8211; or game lobby &#8211; is a large map of the world with all the current locations that can be fought over displayed.  This screen has all the information you could ever want about MAG on it, from the number of players, to your friends and, of course, who’s winning the war.  I don’t really care, at this point, about how many <em>contracts </em>my team has secured.  I don’t even know why I should.  But it’s a nice persistent element, which is the main reason the game can be compared to an MMO, other than the character creation system.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">The menus for updating and maintaining your character are similarly filled with options and information, however, it’s all intuitive if you’ve ever played an RPG before, and I’m sure even players from Modern Warfare won’t spend too long scratching their primordially sloped brows, before they figure out how to equip all their items, change the colour of their camouflage, and add the aviator sunglasses to make their character look <em>hardcore</em>.  To be honest, you can spend too long trying to make a pretend solider look <em>hardcore</em> or even <em>badass</em>.  When there’s 100s of players on screen all throwing grenades at you, it doesn’t matter what you look like, you will run like a Teletubby at tubby-toast time.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">And so to the HUD, which is nothing new.  The radar can show you enemies that have been spotted as red dots, and where you are on the map in relation to your team-mates (blue dots) – wow.  Your health is displayed as a numerical value, which makes the process of using your health-injector-thingy, simpler I suppose, as it is less vague and frustrating than a fade to black and white, which has become something of a fad these days, or health-bar.  Bullets and other useless information are also given as numbers in true MMO fashion, unforgiving to those who have a Magic Maths Shield.  The crosshair is actually a white <em>cross </em>– retro – with a dot in the middle and everything.  Indeed, the whole thing has a real PC vibe; made me think of CS and Battlefield 2 and older games, if there are any.  It expands and contracts to show your recoil, and turns red when you have hit an enemy (though there is a small amount of blood, it’s not easily seen).</p>
<p style="text-align: justify;">
<p style="text-align: justify;">So, it’s not a casual interface.  It encourages thought and strategy.  Although, in a slight nod to the non staff-wielding players among us, there is an ‘enemy fire sensor’, taking the form of little white semi-circles that tell you the direction of close by enemy gunfire, similar to the way red semi-circles tell you where you are being shot from.  Given the scale of the maps and the number of players, this ensures you never actually <em>miss </em>the battle.</p>
<p style="text-align: justify;">
<p style="text-align: justify;"><strong>Options:</strong></p>
<p style="text-align: justify;">There are various settings available in the MAG menu system, from clan-tags to volume and gamma settings.  As this is a beta, suffice to say there appear to be no noticeable absences.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Check back soon for some gameplay videos showing MAG in action, and hopefully not too much of me noobing it up.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">Meanwhile, enjoy the gallery.</p>
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		<title>Demon&#8217;s Souls video diary part 3 &#8211; First impressions &amp; death log</title>
		<link>http://www.loadscreen.net/2010/01/06/demons-souls-video-diary-part-3-first-impressions/</link>
		<comments>http://www.loadscreen.net/2010/01/06/demons-souls-video-diary-part-3-first-impressions/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:17:06 +0000</pubDate>
		<dc:creator>phonicx</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Demon's Souls]]></category>
		<category><![CDATA[diary]]></category>
		<category><![CDATA[impressions]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[youtube]]></category>

		<guid isPermaLink="false">http://www.loadscreen.net/?p=88</guid>
		<description><![CDATA[Here&#8217;s part 3 of my Demon&#8217;s Souls video Diary. I&#8217;ll let the video speak for me on this occasion as I don&#8217;t really have much to add to what I talk about there. I was pretty tired and frazzled after playing but enthusiastic to move forward. In the next part I&#8217;ll deal with the game play and controls [...]]]></description>
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<p style="text-align: justify;">Here&#8217;s part 3 of my Demon&#8217;s Souls video Diary. I&#8217;ll let the video speak for me on this occasion as I don&#8217;t really have much to add to what I talk about there. I was pretty tired and frazzled after playing but enthusiastic to move forward. In the next part I&#8217;ll deal with the game play and controls before I do another &#8220;impressions&#8221; video like this after I&#8217;ve spent long enough with the game to formulate some more thoughts on it. Check back soon for the next part and as promised in the video here is my &#8220;Death Log&#8221; for last nights session:</p>
<div style="float: left;">05/01/2010 &#8211; 23:51 &#8211; Died &#8211; Killed by Vanguard in Tutorial.<br />
05/01/2010 &#8211; 00:09 &#8211; Died &#8211; Killed by insignificant archer whilst malhandling controls.<br />
05/01/2010 &#8211; 00:27 &#8211; Died &#8211; Incinerated by huge dragon instantaneously.<br />
05/01/2010 &#8211; 00:33 &#8211; Died &#8211; Killed by huge red-eyed knight with mohawk helmet<br />
05/01/2010 &#8211; 00:37 &#8211; Died &#8211; Enflamed by two low level enemies after rolling in to a barrel</p>
</div>
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