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More weapons to blast to Uranus

Posted by: Nathan at 5/15/2008 1:41 AM - Comments (0)
Blobber Bomber Lord Angelica Falcon Screw bomb. That may look like gibberish but it is in fact a short list of some of the new weapons and enemies available for Capcom's Rocketmen: It Came from Uranus. The expansion pack was released yesterday on the PlayStation Network and Xbox Live Arcade. The expansion will run buyers about $5 and will come with new maps, weapons and enemies. The screw bomb is my favorite. It is a rocket that turns into a proximity mine on impact. So even if you miss the enemy is still screwed. For a complete list click more for the press release.


Hi guys,

Just a friendly reminder that Rocketmen: It Came from Uranus expansion pack releases today on PlayStation Network and Xbox Live Arcade. Check it out for more blasting than your Uranus can handle. We've also posted a few screens and a new video for Uranus on our press site ( http://press.capcom.com).

Tim and the Capcom PR team

Rocketmen: It Came from Uranus

The next chapter of Capcom’s Rocketmen: Axis of Evil is coming! Rocketmen: It Came from Your Uranus, an expansion to the original digitally-distributed title, will be available through Xbox LIVE Arcade and the PlayStation Network Store on Wednesday, May 14 and Thursday, May 15 respectively. For 400 points on Xbox LIVE or $4.95 on PlayStation Network, Rocketmen fans will have access to new maps, weapons, and enemies.

Key features

A digitally-distributed add-on to Rocketmen: Axis of Evil

• Players must have already purchased Rocketmen: Axis of Evil in order to play It Came from Uranus
• Continue the Rocketmen saga with your characters from the original game.
• 400 XBLA points / $4.95 PSN Store


3 New Weapons
• Blobber: Shoots blobs of goo at enemies, does damage over time in the part of the ground that it covers.
• Beamer: Shoots lighting at enemies, does high intensity damage.
• Bomber: Shoots grenades instead of bullets; grenades explode on impact doing damage.


2 New Secondary Weapons
• Falcon: Robotic falcon that attacks enemies automatically
• Screw bomb: Rocket that turns into a proximity mine on impact

 

3 New Levels
• Level 11 - Finding Jane: The player must escape the Saturnian prison mine and reclaim Nick's ship, the Icarus Jane.
• Level 12 - Clear the Asteroids: The player must clear a path for the ship through Saturn's rings
• Level 13 - The Plan: The player must make his way through the Saturnian palace and convince Angelica, leader of the Saturnians, to join the Alliance.


New Enemies
• Saturnian Marine
• Saturnian Elite
• Heavy Mining Terra Scientists
• Terra Rocket Marines
• Saturnian Pit Boss
• Saturnian Asteroid Demolition Machine
• Lord Angelica

E3 2008: Dark Void (Interview and Hands On)

by: Chuck - - Comments (0)
One of the games that I wanted to check out going into E3 was Airtight's Dark Void.  The early trailers had shown some stomach churning vertical combat and given that Airtight is composed of a lot of people who worked on the Crimson Skies games there was a lot of potential in the game.  After talking to Jose Perez III (audio below) I think Dark Void is another game to keep on your radar. 

You play Will, your typical everyman who's sucked into the Void while traveling through the Bermuda Triangle.  Now you have to find a way to escape and defeat the Watchers, an alien race trying to destroy mankind.  The best way to think about the vertical combat is to take the cover based gameplay from Gears of War and turn it 90 degrees upward.  Throw in a little acrophobia and now you're talking Dark Void's core gameplay mechanic (which makes sense given that the game is using the Unreal Engine 3).  You'll only be climbing up rock surfaces for part of the game as eventually you'll build a fully functional jet pack and that's where the Crimson Skies influences really start to show.  With the fully upgraded jetpack you can zoom around levels without any worries or restrictions and the game opens up to accomplish that.

I only got to play the game for about five minutes but zooming around the with the jetpack was a lot of fun as you got to try and take out a series of flying saucers.  The real key is that you need to board one of the flying saucers and then use it to take out the others in the area.  Once you get close to one of them you press the B button and then that kicks off a small mini-game where you circle around the edge of the saucer trying to work your way in. Thankfully it's not a quicktime event but once you have control you can then zoom around and take down the rest of the aircraft with ease. Controls are very tight and responsive.  I will admit that flying in the jetpack is a bit like flying in WarHawk as you have the option of hovering as well as flying forward.

From what I saw the game looks like it's coming along well.  I do worry that the vertical combat part of the game is going to take some getting used to as you do have to climb your way along a linear path but I don't think a lot of people will mind it.  I guess we'll find out when the game ships.  Here's our interview with Jose Perez III that explains more about the backstory of the game and more about the vertical combat gameplay.
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E3 2008: Motorstorm:Pacific Rift (Interview and Hands On)

by: Chuck - - Comments (0)
The original Motorstorm was one of the better looking titles for the PS3 and did a fairly good job of showing off the strengths and weaknesses of the PS3.  You had amazing visuals, interesting SIXAXIS controls, and some really brutal load times.  The follow up game looks to build on those strengths and fix a lot of the issues with the first game.  In our chat with Paul Hollywood, the creative director on the project and he confirmed that the game will not require a hard drive install to increase speend. 

The game is placed on a new imaginary jungle island which provides for some new challenges.  You'll now have to deal with foliage and water which can slow down smaller vehicles.  Water is important in other ways as it can instantly cool down your engine from boosting which adds a new tactical element to the game.

I did have the chance to go through one quick race in the game against Mr. Hollywood using the game's new split screen mode.  The game builds on the amazing visuals of the first as the graphics are just jaw droppingly gorgeous.  While Pure comes close I still think Motorstorm: Pacific Rift has a slight edge on them graphics wise.  Gameplay is still fast paced and the game retails the multiple paths through a course setup from the first game. 

Load times for vehicle selection are now almost non-existant as you now pull up a 2D card with the information about the vehicle rather than the 3D model of the car.  This may change by the time the game ships but for me it works.  Level load times have also been decreased dramatically and this isn't final code.  The racing itself will be familiar to fans of the first game (why ruin what works well).  I was able to narrowly defeat Paul but I have a sneaking feeling he let me win.  Hopefully I'll be able to get a re-match this fall when the game is released.
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E3 2008: Pure (Hands On)

by: Chuck - - Comments (0)
Despite a packed schedule I ended up with about fifteen minutes of free time to spend in the Concourse Hall.  After seeing all the videos and screenshots of Disney's Pure I thought I might pop over and see if the game played as well as it looks.  While the game look a lot like Sony's Motorstorm games they play concepts are vastly different.  Motorstorm is a pure racing game with various vehicle types while Pure is a trick based ATV game. 

Pure looks as good in person as it looks in all the trailers we've shown as the racing environments are lush and highly detailed.  The heard of the game is the jump trick/system.  Before you hit a jump you pull back on the left thumbstick and then push up as you go over which gives you big air.  While you are in the air you can pull off tricks with the facebuttons.  You start off with just having A button tricks available but as you pull off tricks on the track you earn boost which unlocks the other facebutton tricks.  While you're pulling off a trick you can tap the right bumper to put a twist on the move that you are currently pulling off.  These moves tend to be a bit more exotic and require more air as they take more time to pull off but that's the risk/reward of using them.

What's impressive about the game is how accessible it is.  It took me a few tries to get the controls down but once I did I was knocking out jump and tricks without a problem.  The harder tricks are really difficult to pull off but they do result in some spectacular wipe outs when you miss them.  I'm interested to see how the full game and the multiplayer works out but the brief taste of Pure I got was pretty solid.

E3 2008: NHL 2K9 impressions

by: Chuck - -