X-Men Origins: Wolverine UNCAGED Edition (PS3)

By GAME2P.COM on 6:22 PM

Filed Under: , , , , , ,

X-Men OriginsMaking certain superhero videogames must be difficult. Some guys, like Batman, are just regular people with lots of money and awesome gadgets, and they can still die. But what about nearly immortal characters, like Superman? The Man of Steel has kryptonite to make him a little more "human," but Marvel's undying bundle of anger, Wolverine, can survive almost anything (or at least put himself back together after being torn to shreds). Wolverine's latest adventure X-Men Origins: Wolverine, does a great job of making you feel like the nearly invincible mutant, but it doesn't quite provide a story to match.

Like the title indicates, Origins details Wolverine's beginnings...well more of the origin of his name and adamantium frame. The character's true origin began in the 1800s. Regardless, Origins' five-chapter tale alternates between the present (mostly the Weapon X facility) and three years in the past (in an African jungle), setting up a frame story that slowly but surely drives the narrative forward. After act three, however, things start to get weird; for every question the game answers, it brings up two more. Other popular mutants, like Gambit and the Blob, make brief appearances, but their cameos only confuse the tale of flashbacks further. By the end, the game has set up so many loose plot threads that it leaves no choice but to try and wrap them up in a confusing mishmash of explosions and overlong battles.



But you're playing this game for one reason and it's not for a Dickensian retelling of Logan's history; it's to do what "he does best": tear people in half with reckless, bloody abandon. And that's what Origins gets right. The camera cinematically sweeps around the battlefield, and the game throws the action into slow motion whenever you execute an especially violent decapitation. And almost every enemy can succumb to getting ripped apart at the torso or a messy decapitation. The combos are simple, and button-mashing usually works just as well as any type of strategy. But the game always makes you feel like an effective killing machine.

The guys you're killing, however, get old pretty fast. Both the "past" jungle levels and "present" facility chapters pit you against the exact same enemies, reskinned to fit their surroundings. It's even more off-putting when you start fighting mutants. How many blade-wielding, four-armed dancers exist in Wolverine's world? Apparently several hundred. Boss encounters, while they force you to change up your battle strategy a little, are simple exercises in running around in circles, leaping on your opponent's back, and slowly whittling away at their health bar.

X-Men Origins

But to ease the grind of fighting the game's endless parade of cloned grunts, Origins incorporates a few adventure-like qualities (leveling up, equipping new powers, choosing which skills to power up). While it adds a sense of purpose to the slaughter, it's also a bit misleading. You can constantly upgrade your strength and stamina, but the enemies always seem to take the same amount of punishment. And it makes the cut-scenes, where Wolverine effortlessly slices through skin, bone, and concrete walls that much more jarring. How do the same enemies take so much more damage when they're in-game? By the end of Origins, I was hoping to have created a Wolverine who could swing a fist and immediately send limbs flying, rather than a character that feels about the same as he did at the beginning of the game.

Origins also occasionally throws in some nonsensical platforming sections to slow things down. Suddenly, the camera feels like less of a thrilling addition, and more like an annoyance whose purpose is to make you die. Leaping precariously between platforms or girders with Wolverine's inexact jumping is one thing, but some scenes force you to run toward the camera, away from some cataclysmic danger, usually while avoiding obstacles at the same time. Screw up: You die, and start over (though invisible walls tend to keep you from taking too many unnecessary leaps to your doom).

X-Men Origins

The game has unlockable costumes, which is a nice change if you get tired of looking at Logan's A-shirt attire, but neither costumes nor battle damage carry over to most of the game's cut-scenes. One second you're dressed as the classic, yellow-and-blue suited Wolverine, the next you're looking at your character in jeans and a white shirt -- all the more strange since most of the scenes take place in-engine, not as separate, high-rendered cinematics. It's the oversight to little details that ultimately detract from the game the most. Sure, Wolverine takes battle damage, exposing gaping chest wounds, protruding arm bones, and a bare skull. But his pants are always perfectly intact. Maybe Levi's Jeans has a secret deal with the Wolverine game: the pants can get a little bloody, but they can't sustain damage -- like a racing game where none of the cars can show any scratches or dents.

While Origins doesn't seem to have any game-breaking bugs, I still ran into spots that had me walking in mid-air or grabbing onto invisible ledges. Even the final boss encounter forced me to spend part of the battle running around in the sky, just trying to get back to the battlefield. The game never locked up or dropped me through a floor, but it still has some pretty big glitches for a finished product. And, this is a minor detail, but Origins doesn't have subtitles. If you want to turn down the game's constant shouting and battle noises, you'll also miss out on everything the characters are saying.

X-Men Origins

As a mindless, button-masher that puts you in control of the eternally angry Wolverine, the game provides some simple fun. But it quickly devolves into a mediocre Tomb Raider/God of War mash-up of balancing across precarious ledges, quick time events, and moving crates around to solve "puzzles." Origins isn't bad at what it does, but what it does isn't very ambitious.

Square Enix Says FFXIII to Use "Nearly 100%" of PS3 Power

By GAME2P.COM on 12:37 AM

Filed Under: , , , ,

Final Fantasy XIII Trailer - NEW!


Final Fantasy XIII is looking to be a showpiece for the PlayStation 3, and Square Enix is confident that it will push the system to its limits. Kotaku reports that, speaking to Japanese magazine Dengeki PlayStation 3, producer Yoshinori Kitase addressed some questions about the game. "Doesn't the demo use about 50 percent of [the PlayStation 3's] power?" he said. "Of course, I think the retail version will make use of nearly 100 percent."

As a comparison, he commented that this game will be to the PlayStation 3 what Final Fantasy VII and Final Fantasy X were to the PlayStation and PS2, respectively. But, he reassured that the game won't require disc swapping, at least on the PlayStation 3, due to the capacity of Blu-Ray and PS3 harddrive space.

Sony CEO Kaz Hirai recently made waves when he commented that the console was made "hard to program for" in order to pace the flow of taking full advantage of the console. Square Enix has usually been a trendsetter when it comes to packing punch on Sony's systems. If Final Fantasy XIII does take almost full advantage of the hardware, we can bet other developers will take it as an example to follow.

The other elephant in the room, of course, is the Xbox 360 version. Since it will be ported after the PlayStation 3 version is finished, it probably isn't on the minds of the developers. But if the game is really pressing the PS3 that hard, we'll have to see if any compromises are necessary for the 360.

Grand Theft Auto: Chinatown Wars

By GAME2P.COM on 9:20 PM

Filed Under: , , ,

Grand Theft Auto: Chinatown Wars- First Official Trailer


Grand Theft Auto: Chinatown Wars Hands-On
GTAWhile Grand Theft Auto has previously been on Nintendo's Game Boy platform, Grand Theft Auto: Chinatown Wars marks the first time the franchise has appeared on the Nintendo DS. The good news is that from our hands-on time with CTW so far, it seems the game not only captures the unique tone and flavours of the much-heralded series, but does so while introducing new and genuinely entertaining ways of interacting with the gameworld. In our hands-on time with a preview build of the game, we used the DS touch screen to do everything from nimbly racing timers to creating Molotov cocktails, hot-wiring cars, and assembling a kit-form sniper rifle.

The game takes place in the Liberty City you've come to know and love, complete with Dukes, Broker, Bohan, and Alogonquin boroughs. While the locations are familiar, you're going to be looking at them from an entirely different perspective. The most obvious change in GTA:CTW is the game's camera. It falls halfway between the classic top-down view of the original Grand Theft Auto and that of an isometric third-person action game, with the camera zooming in and out as dictated by the action onscreen. The environment initially appears quite flat, but once we found out we could twirl the fixed camera, we saw buildings and vehicles rendered as full 3D objects. Our Rockstar tour guide explained that while the city is modelled as closely as possible on the maps from its console big brothers, some minor tweaks had to be made to accommodate the new gameplay. Therefore, while you'll drive under overhead train tracks (which become transparent as you pass below) there are no split-level roads. Progressive game streaming also means that despite the city's enormity, you'll never bump into a load screen while crossing zones or driving across town to complete a mission. Pedestrians have their own individual AI routines, and following them around you'll observe them heading to and from work, eating hotdogs, and getting into fist fights with total strangers on the road. Full day and night lighting cycles and dynamic weather effects are also present here.

As the game's name suggests, Chinatown Wars focuses largely on Asian crime syndicates and rival gangs scrapping for turf control. You play the role of Huang Lee, the son of a syndicate boss who is killed during a triad power struggle. The game opens with you returning home to Liberty City to meet with your uncle, Wu "Kenny" Lee, to pass on the family's Yu Jian sword--a priceless family heirloom Huang's father won in a card game.

Grand Theft Auto

Animated cutscenes with accompanying text explain the backstory as you make your way home. On arrival at the airport, you meet some of your uncle's bodyguards, but before you can even get your bags off the carousel, a bloody shoot-out takes place and you're hit. Left wounded and presumed dead in the back of a car, you regain consciousness in time to find out you're being disposed of as your vehicle careens off the road and plummets into the harbour. It's here that the actual gameplay begins, and you'll immediately be introduced to some of the new stylus-driven interactions with the game. Naturally you'll need to escape the rapidly sinking car, and with doors notoriously difficult to open underwater, you opt to smash the rear window. You'll do this by rapidly stabbing at the DS's touch screen to chip the glass. Though it didn't appear to be velocity sensitive, a few strikes were enough to get us out of our waterlogged coffin and back on dry land.

Naturally, the first thing you want to do is get to your uncle's place and fill him in on the details. This is a GTA game, so there's no real surprise that since your ride is totalled you need to liberate one conveniently sitting at the docks. During our time with the game we stole some cars with screwdrivers, but we also found some with electronic security systems that needed to be hacked before they could be started. Once you get to Kenny's restaurant, Sum Yung Gai, you'll find out that the family sword has been stolen. A subplot unfolds, and though he's family, Kenny seems set on finding the sword not to rightfully return it to your kin, but to pass it on to triad mob boss Hsin Jaoming, with the purpose of winning his favour so as to assume his role when he retires.

Kenny hooks you up with an apartment that you use as your central hub for day-to-day activities. Here you'll be able to manage your contacts, take jobs, and store your drug stash. Once completed, any mission can be replayed at will using the whiteboard at your apartment. Though we didn't see the stats and scores in action, we were told that they will hook directly into the Rockstar Social Club, so you can compete with and compare yourself to friends as well as share in-game items. Given that the mission length tops out at around 10 minutes each to maintain the portability of the game, you'll also have a PDA that lets you save while out and about as well as line up missions without retuning to home base.

All the vehicles we came across included GPS to help point you towards where you need to go. There's also the option to turn on a giant yellow arrow indicator so you can stay focused on the road and not your minimap. The GPS will calculate the fastest legal path to your objective, but you can always take your vehicle off-road through parks or back alleys. The system is also smart enough to redraw on the fly if you deviate from the suggested path or take a wrong turn. Burnouts make a return, and by holding the B and Y buttons you'll streak fire and whip the rear of the car around with a temporary speed boost. It's incredibly useful for getting out of a pinch in a hurry or to take out errant rival gang members who are in the way. Multiple radio stations make an appearance in each car, so you shouldn't have any trouble finding cruising or fleeing tunes to suit whichever situation you find yourself in.



Controls are handled using the face buttons. X will let you enter or exit vehicles, B accelerates, Y reverses, and the right shoulder button locks up the handbrake to perform tight turns. The D pad is used to steer. When you're on foot, the A button shoots your selected weapon (chosen by opening a submenu on the touch screen), which can also be fired while inside cars for drive-bys. The right shoulder button locks onto targets. Like the gameplay, the city is interactive, and if you take the time to search red dumpsters scattered around the capital, you'll often find weapons and other goodies.

We saw several missions during our time with Chinatown Wars. The first, Streets of Rage, introduced us to a crooked cop named Wade Heston. Trying to both crack the Korean Wonsu Nudong crime family and keep the Internal Affairs department off his back, he seeks out your help. A hot tip tells you the gang might have your family sword, so it can't hurt too much to team up with Wade even if you have different agendas. After finding his apartment abandoned, we got an e-mail from Wade telling us that he was caught in an ambush. Once we located him, we faced a miniboss fight of sorts that saw us pinned down behind a wall in an alley as a guy with a minigun ripped the place apart. Since running out would get us shredded, we used grenades to stun the guy before scampering between cover and eventually taking him out. It's not the most complex puzzling we've seen, but it's a nice addition to straight run-and-gun shooter gameplay.

The second mission we played had us protecting a shopfront from a firebomb attack by rival gang the Spanish Lords. After barricading the street by stealing cars and parking them strategically at the choke points, we waited for the gang to turn up. The action kicked off pretty quickly after their arrival, and we were involved in a heated gun battle. Setting cars on fire with a hail of bullets proved to be particularly helpful to keep them at bay. It was then simply a case of picking them off from range with our assault rifle.

The third mission, One Shot, One Kill, saw us driving a limo to a hotel to perform an assassination. Once we had parked and entered the building, we found a briefcase. Inside was a rifle in pieces and in need of assembly. By dragging and dropping the pieces together with the stylus, we got the basics assembled, but we still needed to rotate the stylus to screw in the barrel, insert the cartridge, and attach the scope. Moving into a first-person perspective, we were given instructions on acquiring the target--a man in a white shirt--and lining up our shot. Naturally, once we had completed the deed we attracted a little unwanted attention. We were immediately awarded a three-star wanted rating and needed to find a car to get the hell out of Dodge.



The wanted system for CTW has been changed up a bit. Instead of outrunning cops until they get bored and go away, each star rating you add increases the number of police cars you'll need to destroy before you can get away. Running them off the road or into oncoming traffic to cause head-on collisions usually does the job, and you'll be off scot-free soon enough.

Drugs play an integral role in this game. They're your primary source of income, and by buying and selling them across the city you'll build up your cash reserves, which you can then use for buying weapons. Illegal trafficking isn't without its dangers, though, and the game features its own mini-economy. Buying low and selling high has never been easier, and by following the upwards-pointing green arrow when trading one type of drug for another you can turn a tidy profit. Video cameras scattered around the city make trading near them risky and increase your chances of being caught but also up your profitability. Like with GTAIV's pigeons, you will need to destroy the cameras to achieve 100 percent game completion, and while doing so reduces your risk of getting busted, you'll also bring down your ability to earn. Trading with other dealers is never smart when within eye line of the police, but wherever you do a deal there's a possibility it could go sour, forcing you to flee if you want to keep your wares.

Grand Theft Auto: Chinatown Wars looks to be a unique take on the well-worn franchise while adding a new twist to the control system and interactivity with the city itself. You don't have long to wait now, with the game due to hit shelves in mid to late March this year.

Red Alert 3: Ultimate Edition Hands-On

By GAME2P.COM on 3:02 AM

Filed Under: , , , ,

Red Alert 3

Although it has been a few months since EA released Red Alert 3 for the PC and Xbox 360, the publisher is just now putting the final touches on the PlayStation 3 version of the real-time strategy game. While the game has trailed the other versions, EA has taken the extra time to polish up the conversion and add content to give PlayStation 3 owners some love. We recently had the chance to get a look at a work-in-progress version of the game, dubbed Red Alert 3: Ultimate Edition, and get our hands on it for a bit to see how it's shaping up.

If you missed Red Alert 3 last year, here are some highlights. The game is the third entry in the Command & Conquer spin-off series that takes the real-time strategy action and drops it into an alternate past. This time out, the game's story has a lot of fun with time travel and mixes up the technologies of the different playable factions. Thanks to a time-travel-fueled assassination, the American, Russian, and Japanese nations have taken some interesting development paths. Mechs, cyberbears, and all manner of borderline-zany units are tossed into the game's pool of infantry and vehicles.

The PS3 game will have all the content found in the original 360 and PC games, so plan on campaigns for the Allies, Soviets, and Rising Sun factions, each with increasing difficulty levels and high-quality video cinematics starring some big-name talent. In a welcome twist, the campaigns will support online co-op play, replacing your AI co-commander in offline play with a human one. In addition, the game will feature an online skirmish mode for you and three friends, which is just two shy of the PC game's six-player support and is on par with the 360 multiplayer. On top of all the content found in the original 360 and PC games, the PS3 version will feature the content found in the PC Premiere Edition of the game, which includes documentaries, a soundtrack, bloopers, video unit profiles that offer useful information, and excerpts from the Battlecast programming the team has been running for a while now. The meaty additions actually come close to filling up the game's Blu-ray disc.

Red Alert 3

Beyond the game content, there are a few extra odds and ends of note in Red Alert 3: Ultimate Edition. First, the game will feature trophies, 50 in fact, which are the same as achievements in the 360 version and are spread throughout single-player, skirmish, and online play. Second, the game doesn't contain any of the content from the upcoming expansion pack for the PC. We asked about DLC for the game and were told it has yet to be determined. Finally, our third bit of info is a heads-up on the game's install, which is shaping up to be 3.8 gigs.

Control is on par with the approach taken in the 360 game. The game uses a radial menu and it maps controls across the Dual Shock in an intuitive fashion that works really well. While it's still not a replacement for a good old keyboard and mouse, it's probably one of the best ways to do an RTS on a console.

Though Red Alert's controls haven't seen much tweaking, the visuals have. The Xbox 360 game was basically fine, but it was a bit muted. The PS3 game, however, benefits from sharper textures and a markedly brighter color palette, putting the game closer to the impressive look of the PC game. On the performance side of things, the action looked to be smooth and didn't hiccup, although we didn't get a chance to flood the map with units.

Based on what we saw and played, Red Alert 3: Ultimate Edition is looking like a shinier conversion of the PC game with a good number of extras. Given that the number of real-time strategy games on the PS3 can be tallied on one hand, the game is a welcome addition to the system's library. Red Alert 3: Ultimate Edition is slated to ship at the end of March for the PlayStation 3.

Command & Conquer Red Alert 3 Ultimate Edition Trailer

The Sims 3 Preview - What's Really New in Sims 3, Plus Goals and Ambitions

By GAME2P.COM on 9:00 PM

Filed Under: , , ,

The Sims 3 is finally coming this year, and with it, the renewed hopes and dreams of everyone who's ever wanted to make little computer people have little computer one-night-stands, or make them die horribly in little computer kitchen fires. The third installment of this phenomenally popular series will bring with it new features and improvements to the older stuff--such as better graphics, with enhanced lighting and shadowing, and tons of expressive new animations--but what exactly will be different between The Sims 3 and The Sims 2? We'll take a look, and also dive into the enhanced goals and ambition system, which, if used properly, may grant your sims superhuman powers--such as the mind-blowing ability to never have to go to the potty again. (No, seriously!)

Let's start with the game's customization and editing tools, which are being expanded greatly for The Sims 3. In The Sims 2, there were only two body types ("normal" and "fat"), a handful of preset skin colors, and a handful of preset hair colors. There was a fairly robust set of tools to tweak facial features, primarily based on preset options (a bunch of preset eyes, preset noses, and so on); the most detailed likenesses were created by advanced players using tools outside the game (such as Adobe Photoshop). However, in The Sims 3, facial features will pretty much all have various sliders that will offer much more in-depth tweaking options.

 The Sims 3

The Sims 3 will also have sliders that will let you choose customized gradients for skin color (to better represent different ethnicities, as well as blue-skinned aliens, green-skinned witches, or what have you); gradients for primary and secondary hair color (for those talented stylists who really want highlights in their hair); a slider for body type that will let you choose how lean, muscular, or fat your characters are; and the new "create a style" swatch tool, which will let you edit and save various color patterns, and then apply them to anything in the world that has a pattern. If you care to, you can make a sim with a leopard-print shirt, a rideable leopard-print bicycle, and a leopard-print refrigerator. (We actually checked on this last part, and we're pleased to report that the leopard-print bicycle totally works.)

Buy and Build modes have been tweaked in The Sims 3, and neighborhood lots will also work differently. Previously, furniture for your house was sorted by function and type; now they'll have a revamped room-specific sorting list as well. The larger part of the story of the Buy and Build modes will be the use of create-a-style to paint all of your furniture, as well as your house, with whichever patterns you want as freeform wallpaper and carpeting--such as with, let's say for the sake of example, leopard print. (We tried this, and you can absolutely have leopard-print sofas in a room with all leopard-print walls.) Swapping in custom-built items created by the fanatically loyal Sims community will also be made easier in The Sims 3 with a built-in application that runs out of the game's launcher (as opposed to having to quit the game, open up a Web browser, and pulling up the "Exchange" community site, which is being updated to include YouTube-like and Facebook-like functionality, such as blogs, friends lists, favorites lists, and user ratings). In addition to uploading and downloading furniture, customized sims characters, and housing to and from the community site, The Sims 3 will have an in-game movie-making tool that will let you upload and download videos to and from the Exchange. More details on that at a later date.

Furthermore, outdoor lots have been changed so that there will now be only one huge, continuous neighborhood (rather than the separate neighborhoods of The Sims 2), within which time is constantly running. Likewise, your neighbors' lives are constantly changing concurrently. The neighborhood view in The Sims 3 has been changed to be an actual real-time 3D space that shows context-sensitive icons that tell you exactly where you need to go if you plan to go out to a gym, restaurant, store, recreational area, or wherever else. Like in The Sims 2, there will be outdoor "lots" outside of your sims' homes where you will still, in fact, send your sims to work out, have a romantic dinner date, buy groceries, or just play in the park. The difference is that in The Sims 3, the neighborhood view is actual 3D space, so you can seamlessly move from your house to a lot, or from one lot to another, without having to hit a loading screen. In fact, if your have a bicycle or car, your sims can immediately hop on and take a ride; if not, sims will be equipped with a mobile phone that they can use to automatically call a taxi to whisk them away to where they're going in real time (not by sitting on a loading screen until they magically reappear at their destination).

There will also be new public events in The Sims 3, such as music concerts, movie premieres, pool parties, barbecues, sporting events, outdoor fishing, and the most civic-minded public activity in a Sims game to date, attending a public protest at SimCity Hall, where your sims can voice their discontent with the administration's legal mumbo jumbo by angrily shouting their own nonsensical "simlish" mumbo jumbo.

The management of sim characters and relationships will also be tweaked and streamlined for the sequel. Previously, you had to manage each of your sims' "motives" (personal needs) such as hunger, fatigue, and needing to go to the bathroom; many of these needs are now automated, and if neglected, sims will take care of themselves. You'll also be able to drag and drop garbage items into the trash to keep your house clean (rather than having to order your sims to manually pick up each old newspaper and clear each dish).

 The Sims 3

And previously, your sims would start relationships with their neighbors by using "socials," various types of social interactions such as chatting, telling jokes, and so on, and you'd raise or lower your relationship with another character by repeatedly doing either something that the other character liked, or didn't like, until your relationship number reached 100 (the highest level) or -100 (the lowest). In The Sims 3, as we've mentioned in our earlier coverage, you can't simply choose to "chat" with another sim 87 times until he or she falls in love with you; you'll have to vary up your responses, and you'll have different conversation options available depending on your character's personality traits (for instance, having the "evil" trait will let you literally steal candy from a baby) and even on your character's career path (for example, aspiring politicians can ask for campaign donations).

One of the biggest changes in The Sims 3 is the "traits" system, which helps you determine your sims' personality (previously, you used sliders to select how messy or neat; active or lazy; shy or outgoing they were, and that combination would assign your sim an arbitrary horoscope sign, such as Leo or Taurus, that determined personality). Another of the biggest changes is the new-and-improved goals system, which has expanded way beyond The Sims 2's "aspiration" system (which gave sims a handful of daily goals to work toward filling a fulfillment meter to "platinum" level).

You can choose up to five "traits" for your adult sims that will define their personalities, how they interact with their neighbors, what kind of career paths might be more suitable for them, and which characters might be more or less compatible with them. EA's Sims team has done a great deal of fine-tuning on the design of these traits to ensure that they work for different kinds of Sims players. For ambitious players who want all of the advantages, traits such as "ambitious," "schmoozer," "charismatic," and "genius" can give you a head start along certain career paths and put you in a better position to be popular in the neighborhood; for players who are more interested in either creating purposely disadvantaged characters, or creating characters who resemble people they know in real life, there are disadvantageous traits such as "absent-minded," "inappropriate," "unlucky," and of course "insane."

 The Sims 3

In fact, here's a full and complete list of the 65 traits in The Sims 3 for you to look over: absent-minded, ambitious, angler, artistic, athletic, bookworm, brave, can't stand art, charismatic, childish, clumsy, commitment issues, computer whiz, couch potato, coward, daredevil, dislikes children, easily impressed, evil, excitable, family-oriented, flirty, friendly, frugal, genius, good, good sense of humor, great kisser, green thumb, grumpy, handy, hates the outdoors, heavy sleeper, hopeless romantic, hot-headed, hydrophobic, inappropriate, insane, kleptomaniac, light sleeper, loner, loser, loves the outdoors, lucky, mean spirited, mooch, natural cook, neat, neurotic, never nude (yes, from Arrested Development), no sense of humor, over-emotional, party animal, perfectionist, schmoozer, slob, snob, technophobe, unflirty, unlucky, vegetarian, virtuoso, and workaholic. Enough traits for you?

Along with new traits for your sims, The Sims 3 will have a revamped life-goal system built around "lifetime wishes"--a single long-term goal that you can choose for each of your sims that will eventually grant that character ultimate happiness. You build up to lifetime wishes with periodically updating regular "wishes," which take the form of basic tasks that will unlock minor rewards and increase your sim's overall morale with a "moodlet"--a minor condition that contributes to your characters' overall mood. Evil sim just stole candy from a baby? Ahh, that's a good moodlet: +15. Having to listen to the annoying sound of the crying baby? Ugh, that's a bad moodlet: -15. Working toward your lifetime wish will win your sims "lifetime happiness points" that can be spent on extremely powerful items, such as a teleport pad, or on astoundingly superhuman abilities, such as iron bladder, a complete immunity to having to go to the bathroom. No, seriously.

 The Sims 3

And here's a full list of the game's 32 lifetime wishes: professional author, world-renowned surgeon, become a superstar athlete, CEO of a megacorporation, hit movie composer, heartbreaker, rock star, the tinkerer, become a master thief, forensic specialist: dynamic DNA profiler, become an astronaut, master of the arts, perfect mind/perfect body, gold digger, star news anchor, living in the lap of luxury, jack of all trades, surrounded by family, renaissance sim, chess legend, the culinary librarian, golden tongue/golden fingers, international super spy, super popular, presenting the perfect private aquarium, celebrated five-star chef, illustrious author, swimming in cash, the perfect garden, leader of the free world, the emperor, and become a creature-robot cross-breeder.

And that's a lot of new stuff going from The Sims 2 to The Sims 3. We're looking forward to playing this new sequel and trying out everything that it has to offer--and it'll offer quite a bit. The Sims 3 is scheduled for release in June.

Shippin' Out March 1-7: Halo Wars

By GAME2P.COM on 4:26 PM

Filed Under: , , ,

Halo Wars
The first-quarter siege on gamers' wallets continues this week with an array of high-profile releases, but none is bigger than Halo Wars for the Xbox 360. Set for a March 3 release, the real-time strategy take on Microsoft's sci-fi first-person shooter franchise marks a bittersweet milestone for developer Ensemble. Halo Wars will be the Texas-based studio's first foray onto consoles, but also its final finished game, given that Microsoft shut down the developer in January.

Although that sad news could assure Halo Wars a place in gaming history, Sega's new real-time and turn-based hybrid strategy game is guaranteed to be historic. Developed by The Creative Assembly and set for release on the same day as Halo Wars, Empire: Total War for the PC is set in the 18th century. Beyond allowing would-be world conquerors to muck around with the history books, Empire also introduces naval combat to the studio's trademark Total War franchise.

Halo Wars

Empire: Total War isn't the only game that Sega has up its sleeve this week. The publisher is also shipping Phantasy Star Portable for the PSP and Sonic and the Black Knight for the Wii, both with a March 3 release. The latter game adds sword-based combat to the Sonic franchise, whereas the former tells a new story in the Phantasy Star Universe series, nestled between the events of the original and the Ambition of the Illuminus expansion.

Those aren't the only games on deck this week; Major League Baseball releases are stepping to the plate on every major system. 2K Sports has MLB 2K9 headed for the Xbox 360, PlayStation 3, Wii, PC, and PlayStation 2, and DS owners are getting a swing at MLB 2K9 Fantasy All-Stars. Sony is also swinging for the fences with MLB 09: The Show on the PS3, PS2, and PSP. All of the baseball games are set to charge the retail mound on March 3.

Also taking off on that packed launch day is Tom Clancy's HAWX for the Xbox 360 and PS3, the first installment of the author's Ubisoft games to take on air combat. Set in the near future, HAWX lets players fly the unfriendly skies in a variety of high-tech jet fighters. The PC edition of the game is expected next week.

For a full list of the week's game debuts, check out GameSpot's New Releases page.

Create Your Own Flash Games At Sims Carnival

By GAME2P.COM on 1:41 AM

Filed Under: , ,



EA has launched Sims Carnival, a collection of Flash-based games that can be played, modified, and shared with friends. Users are free to play pre-designed games, or to create their own. To celebrate the launch, Sims Carnival has also opened a “Galactic Game Challenge” that will award the best designer a cash prize.

The site offers a number of options that allow users to build their own games using tools that require no programming experience. Users can utilize a wizard that streamlines the creation process down to a few simple questions (What genre? How many enemies?, etc.), or they can choose to create a more customized game using the site’s downloadable editor (Windows only for now). They can also use the Swapper, which allows users to exchange a game’s default images for their own.

The site also allows developers to upload games that they’ve created in Flash independently, while retaining all of their links and branding. This could be a boon to developers looking to gain exposure in the somewhat-saturated Flash games market.

Each completed game can be embedded in social networking sites or blogs, and users can stitch together games to create a playlist. The site will soon introduce an API that will allow game creators to tabulate high score rankings, which can be distributed through email on a regular basis.

Gamers looking for a tie-in to the hit Sims series will be disappointed - it seems that the site is affiliated with the brand in name only. That said, Sims Carnival will likely appeal to much of the same audience. Many of the games are fun but not particularly complicated, and there’s good deal of satisfaction to be had from making your own game, even if there wasn’t much effort involved.

Site: simscarnival.com