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Hands-On: Six Reasons Why Brink May Just Be Your Next Multiplayer Addiction
Posted 08/21/10 at 01:40:14 AM by Nathan Grayson

QuakeCon may be named after, you know, Quake, but this year, a different multiplayer shooter stole the show. Yeah, Brink’s always sounded great on paper, but so did the N-Gage -- and then it was a taco. So obviously, we walked into our hands-on session with some trepidation. Watching a game stand on the – oh, what’s the word – cusp of greatness, only to fall backward into the Mortal Kombat-style spike pit of mediocrity is generally enough to brew up a tiny storm cloud over our heads, and we wanted so dearly for Brink to be awesome.
Fortunately, we weren’t disappointed. Put simply, Brink works. It’s ambitious, yet practical – complex, yet incredibly accessible. We got to play a couple matches in an area called Container City, and here’s why – days after the fact – we’re still aching to play more.
Read the whole thing after the break!
Preview: Five Reasons RAGE is Totally Fallout, and Five Reasons It's Totally Not
Posted 08/19/10 at 03:12:43 PM by Nathan Grayson

When you're at the forefront of an emerging trend, you're bound to have imitators. Such is the case with Fallout, a series that's been wandering wastelands and mutilating mutants since long before videogaming came down with an incurable case of post-apocalypse fever. Imitation's a sticky subject, though. Sometimes, it's just a sh**-eating grin away from outright flattery, but other times, it's a lawsuit and a career-in-tatters away from bold-faced plagiarism.
So, the question arises: where, exactly, does RAGE stand? Well, we saw the game in action at QuakeCon, and we decided to run a little DNA test on the post-apocalyptic shooter in order to find out how it stacks up against its closest living – and also Bethesda-published – relative. So, without further ado, let's see what makes RAGE tick.
Read the whole thing after the break!
The Game Boy: Why Immersion's Dying, and No One's Even Coming to The Funeral
Posted 08/10/10 at 02:08:43 PM by Nathan Grayson

It's pitch black, and your teeth are chattering so loudly that you barely even notice the three simultaneous heart attacks you're having as you creep through the tall grasses of an open field. Suddenly, the bushes behind you rustle. You jerk your head so quickly that your body nearly doesn't get the chance to follow, as the hulking, foreboding figure of a baby bunny hops out from the bush. Phew. Heart attack number four averted. For now. You wipe the sweat from your brow – which, at this particular moment, is the world's most accurate model of what would happen if the polar ice caps actually melted – and continue onwards.
For about two feet. That's when you see it. Yep, there it is – right in front of you. Oh sweet mother of mercy. No, no – not the sprinting, groaning gray guy who's licking his unhinged chops and eying your neck. I'm talking about the thing behind him. That's right: a thermos full of coffee! Finally! Awesome! Sorry Mr. terrifying zombie man; just a second. You see, I need that coffee for an achievement.
The game in question? Alan Wake, a game quite capable of keeping you on the edge of your seat right up until the moment it spills hot coffee all over your lap. And it's certainly not alone. For the longest time, triple-A games polished their graphics and tweaked their ambient bunny-in-a-bush sounds in pursuit of a holy grail known simply as “immersion.” Gamers wanted it; game developers wanted it – for everything around the player to just melt away. To be utterly, hopelessly, and completely lost in the game world, without even the thinnest bread crumb trail back to reality. These days, though, immersion is about as prized as an airplane seat surrounded by screaming babies with no nearby emergency exit to fling yourself from. Or at least, it certainly seems that way.
Read the rest after the break!
StarCraft II Round-up: Your Launch Day Guide!
Posted 07/27/10 at 01:28:30 PM by Nathan Grayson

July 27, 2010. Hordes upon throngs upon crowds upon oodles upon gobs of people have been waiting for this day, and we’re not just talking about Trainz Simulator’s incredibly devoted contingent of hardcore coal-shovelers. “Hell, it’s about time,” you probably said aloud to yourself as you slipped out of bed this morning. And yeah, it was cheesy and lame, but you don't care, because you're mere seconds, minutes, or hours away from finally playing StarCraft II.
Are you ready, though? Like, really actually ready? It’s been 12 long years since StarCraft first came out, after all. You’re probably so rusty that you’ve officially been declared the world’s first walking tetanus hazard. If only you had some sort of guide – some kind of Internet roadmap that’d put you back on the right track to StarCraft mastery.
Hey, look over there! Just beyond that break. Is that…? It is! Lucky day, huh?
The Game Boy: I Want to Break Free
Posted 07/14/10 at 01:03:01 PM by Nathan Grayson

There’s a song that goes “I would do anything for love, but I won’t do that.” For the sake of being on topic, let’s say a videogame character is the modern-day Shakespeare behind those heart-rending, tear-jerking lyrics. As a videogame character, he can do quite a lot. Grapple up mountains, drive cars off said mountains, steal planes and then leap out of them to steal better planes, etc. “Anything,” one might say. However, he still won’t – or really, can’t – do “that.” What is “that,” you ask? Well, anything that actually matters, to be honest.
Sure, when playing games like Grand Theft Auto, Just Cause 2, or Red Faction: Guerrilla, I can mow down crowds of people like they’re an unruly, weed-ridden lawn, but – like actual plants and unlike actual people – they grow back. And if I die, I grow back too. I can cause traffic pile-ups so large they’d fill three nights-worth of evening news programs or send entire buildings crashing to the ground, but when I turn around, everyone’s come back to life and moved on with said lives. The only time I can ever do anything that “matters” is during scripted, generally linear missions. But those run so contrary to the message of “freedom” open-world games proudly trumpet that they may as well be from separate games entirely.
The end result? The game world feels false – less like an actual living, breathing place and more like a theme park where half the rides are out of order. It’s not convincing and – in some cases where story and non-story gameplay clash, ala Grand Theft Auto IV – serves to yank the player right out of the experience.
Read the rest after the break!
The Game Boy: The Future of Gaming – as Predicted by E3
Posted 07/06/10 at 01:20:30 PM by Nathan Grayson

E3’s been put to bed and tucked in tight, and we’ve given you a pretty good taste of what we saw while we were there. Here’s the thing, though: we only previewed games. Handy, sure, but isn’t there, like, an entire industry surrounding this stuff? So consider this your preview of everything else. Trends, technologies, when we’ll finally catch a glimpse of Half-Life 3 (answer: the day after Duke Nukem Forever comes out), and more!
1. Modern Warfare – I never thought I’d say this, but I sort of miss World War II. Actually, no I don’t, but after realizing that, by now, the number of fictional Middle Eastern countries invented to house fictional videogame terrorist groups probably outnumbers the actual Middle East, I’ve definitely started feeling some fatigue from constantly playing as the boys in fatigues. That, however, didn’t stop E3 from proudly displaying Call of Duty: Black Ops, Spec Ops: The Line, Medal of Honor, and plenty of others cut from the same cloth as Infinity Ward’s opus.
The Forecast: Modern Warfare’s influence has already spread to the most disparate corners of the gaming universe and will continue to do so. Some games won’t even try to dress up their influences (Medal of Honor, I’m looking at you. Oh, wait, is that you Modern Warfare 2? Sorry. Easy Mistake). Others, meanwhile, might try putting a personal spin on the proceedings – like Spec Ops with its choice-based storyline. But that’s only the tip of the iceberg. Every multiplayer game under the sun – war-based or not – is taking cues from Modern Warfare’s addictive level-up system. Don’t believe me? Try the latest Transformers game. Yeah.
Read the rest after the break!
E3 Hands-On: Bulletstorm is Everything Duke Nukem Forever Should Have Been
Posted 06/30/10 at 07:11:52 PM by Nathan Grayson

Videogames have come a long way over the past decade. Nowadays, they can evoke all kinds of subtle, nuanced emotions and convey powerful experiences that have the potential to change the ways we think and feel. They can reveal shocking truths about the world around us, and maybe – just maybe – teach us a little something about ourselves along the way.
Or they can shoot a bunch of burly dudes in slow-mo before coming to the aid of a nearby, nearly dead ally and screaming, “You nearly scared the dick off me!” right in his face. They can definitely do that too.
Yes, Bulletstorm is loud, rude, and proud of it. Everything’s best in moderation, you say? Try telling that to Bulletstorm. It’ll yank you 20 feet into the air and then proceed to juggle you with a series of shotgun blasts, kicks, and unnecessary profanities before letting its good ol’ pal gravity impale you on a nearby cactus. It’s over-the-top. It’s gruesome. It’s ridiculous. It’s far and away one of the best things we saw at E3.
Read the rest after the break!
E3 Hands-On: Star Wars: The Old Republic's Smuggler is 'Han Solo: The Game'
Posted 06/26/10 at 02:19:07 AM by Nathan Grayson

A long, long time ago, in a galaxy not too far from here, someone tried their hand at a massively multiplayer Star Wars game. Unfortunately, unless living the life of a tentacle-haired cantina dancer eternally stranded in a barren hell that just so happens to share some location names with Star Wars sounds right up your alley, the game was something of a disappointment. Taken on its own merits, yeah, it was all right. But it wasn’t Star Wars.
So, how do you convince gamers who’ve been burned once to abandon their lives as Night Elf Mohawks and take up lightsabers once again? Easy: you hire on BioWare, creators of what’s arguably the best Star Wars story since “Empire Strikes Back.” That, however, cracks open a whole new can of worms. Does a BioWare epic – let alone KOTORs 3-8 – have any place in an MMO? What about dialogue trees? MMOs are a fertile soil for social interaction, sure, but chatting up NPCs is another story entirely.
It’s with those questions and plenty more that we took Star Wars: The Old Republic for a test drive during E3. So, how’d it fare? Find out after the break!
E3 Preview: XCOM Isn't X-Com, But Maybe That's Not Such A Bad Thing After All
Posted 06/24/10 at 03:04:02 PM by Nathan Grayson

Order, order! Order in the court!
Let the case of old-school X-Com fans versus 2K’s XCOM revival now commence. The prosecution immediately presents its evidence: a simple copy of the original X-Com. “The evidence,” those gamers say, “will speak for itself.” And it does. Strategy, tactics, base management, research. Tiny gray men! If looks could kill, the entire jury would be in the defendant’s seat at this point. And 2K, of course, would be in a body bag.
2K, however – unfazed by an army of gamers and, in all likelihood, a small stack of death threats – presents its evidence. “We, too, believe our evidence will speak for itself.” It’s XCOM’s E3 demo. And it’s… still a first-person shooter. Things aren’t looking good for 2K. The jury grows restless and a chorus of dissatisfied grumbles echoes through the courtroom. But wait. Suddenly, an “OBJECTION!” so powerful it’d put Phoenix Wright out of a job.
“Just watch,” 2K insists, still shockingly composed, given the situation. And so we did.
Read the rest after the break!
Lip #1: "The World Belongs to Geeks Right Now"
Posted 05/21/10 at 02:42:31 PM by George Jones
If you read Maximum PC Magazine back in the days when it was called boot, you might remember a series of interviews we did named Lip. Every month, we spoke to someone about something, and the results were usually pretty interesting.
This month, we’re bringing Lip back in online form. My original plan was to kick things off in a few weeks with a hardware-oriented interview. Then Ben Huh, the CEO of the I Can Haz Cheezburger network (Lolcats, Graph Jam, Failbook, and more) walked into our offices. We originally planned on talking to him during the first half of Maximum PC’s No BS podcast. Never having met Huh before, we weren’t sure what to expect. Slapstick jokester? Pure business guy? On-message slickster? Try none of the above. This is a guy who knows what it means to be a geek, and his impassioned plea at the end of the interview for geeks to rise up was oddly inspirational.
Our conversation was so interesting that I listened to it again this week and thought it would make for a fine Lip interview. If you want to hear the full audio version of the interview and the podcast, click here.
Read the interview after the jump!
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