gamecca magazine march 2012

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www.gamecca.co.za ISSUE 33 / Vol.3 March 2012 Binary Domain Final Fantasy XIII-2 The Darkness II SoulCalibur V Syndicate Grand Slam Tennis 2 UFC Undisputed 3 NeverDead and many more! It’s Here! 13 Vita Launch Titles Reviewed! Robo-Killers In the Dark... The Darkness II Knockout! The Quest UFC Undisputed 3 Kingdoms of Amalur: Reckoning Destroying the AI in Binary Domain

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Gamecca Magazine March 2012 (Volume 3, Issue 33)

TRANSCRIPT

Page 1: Gamecca Magazine March 2012

www.gamecca.co.zaIS

SU

E 3

3 / V

ol.3

Ma

rch 2

01

2

Binary DomainFinal Fantasy XIII-2

The Darkness IISoulCalibur V

SyndicateGrand Slam Tennis 2

UFC Undisputed 3NeverDead

and many more!

It’s Here!13 Vita Launch Titles Reviewed!

Robo-KillersIn the Dark...

The Darkness II

Knockout!

The Quest

UFC Undisputed 3

Kingdoms of Amalur: Reckoning

Destroying the AI in Binary Domain

Page 2: Gamecca Magazine March 2012

©CAPCOM U.S.A., INC. 2012 ALL RIGHTS RESERVED. © 2012 NAMCO BANDAI Games Inc. “2”, “PlayStation”, “PS3” and “À” are trademarks or registered trademarks of Sony Computer Entertainment Inc. “Ô is a trademark of the same company. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

www.streetfighter.com/sfxtk

capcom-europe.comwww.facebook.com/streetfighter #teamstreetfighter #teamtekken

13V

Page 3: Gamecca Magazine March 2012

©CAPCOM U.S.A., INC. 2012 ALL RIGHTS RESERVED. © 2012 NAMCO BANDAI Games Inc. “2”, “PlayStation”, “PS3” and “À” are trademarks or registered trademarks of Sony Computer Entertainment Inc. “Ô is a trademark of the same company. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

www.streetfighter.com/sfxtk

capcom-europe.comwww.facebook.com/streetfighter #teamstreetfighter #teamtekken

13V

Page 4: Gamecca Magazine March 2012

From the Editor

Unstuck

The New Black

The Gaming Life

The PS Vita in all its hand-held glory...

Previews

9 new titles to salivate over, all coming soon...

Console General

Derivative...

Reviews

26 game reviews, including 13 Vita launch titles

Essential Classics

Vehicular mayhem

Hardware

Great stuff to buy for better gaming...

From Space

The nay-sayer speaks...

6

8

10

18

32

34

84

88

104

THIS MONTH’S COVER

Defending the world from robots in Binary Domain...

Read our review on page 36.

g amec c a c on t en t s • i s s u e 33 • Ma rch 20124

Inside

Page 5: Gamecca Magazine March 2012

Pre

vie

ws

Rev

iew

s

The Last of UsUnit 13Streetfighter X TekkenCatherineYesterdayWarlock: Master of the ArcaneWar of the RosesSummer StarsZumba Fitness Rush

Binary DomainFinal Fantasy XIII-2The Darkness IISoulCalibur VSyndicateGrand Slam Tennis 2Uncharted: Golden AbyssArmy Corps of HellKingdoms of Amalur: ReckoningUFC Undisputed 3Reality FightersNeverDeadLumines: Electronic SymphonyLittle DeviantsF1 2011Rayman: OriginsDungeon Hunter: AllianceRidge RacerWipeout 2048Oil Platform SimulatorPolice ForceEverybody’s GolfAsphalt: InjectionTwo World II: Castle DefenceModnation Racers: Road TripBattle VS Chess

202223242627283031

3640444852545657586264666869707172737475767778798082

g amec c a c on t en t s • i s s u e 33 • Ma rch 2012 5Copyright © 1337 Media CC 2009 - 2012

GAMECCA is published by 1337 MEDIA

Taking fun seriously!

All rights reserved. No content may be reproduced, copied or transmitted without the express permission of the publishers. Opinions expressed are not necessarily those of the editors and publishers. All Trademarks and Registered Trademarks are the sole property of the respective owners.

Adobe CS5 CREATED USING

MASTER SUITE

Editor:Walt [email protected]

Writers:Alex ScanlonCharlie FrippChristo van GemertDylan BouchIwan PienaarJames Francis Lein BaartRob EdwardsSuvesh Arumugam

Letters:[email protected]

Competition Entries:[email protected]

Newsletter Subscriptions:www.gamecca.co.za

Design & Photography:1337 Media

Marketing Contact:Katia [email protected]

GAMECCA Vol. 3 Issue 33March 2012

Page 6: Gamecca Magazine March 2012

If you took the time to study our front cover, you may have noticed that we have 26 game reviews

for you this month. That’s quite a significant number of new titles, considering the time of the year. But, then again, we have the launch of the PS Vita to thank for half of that... 13 of those reviews are Vita titles.

The launch of the Vita was a rather swanky affair at Randlords in Braamfontein, Johannesburg, where South African distributors Ster Kinekor put on a great show to welcome the new Sony hand-held. We were lucky enough to get a unit to play with, too, which is why there is so much Vita in this issue.

The timing of the launch is rather interesting. The 22nd of February seems to be something of an

arbitrary time in the video game industry, right in the middle of a relatively quiet patch. One would think that a hot ticket item like this would see a Christmas release, or one closer to the middle of the year, where E3 could be taken advantage of. Whatever the case may be, though, it seems that the Vita is meeting with a lot of success. At the time of writing, global sales have hit an estimated 1.2 million, which is certainly not shabby. If you haven’t tried one out yet, you should... the device certainly is more than the sum of its parts, and provides a great experience all round.

Ruth be told, the arrival of the Vita almost threw a spanner in the Gamecca works. The decision was made to review as many launch titles

as possible. It arrived on the 22nd of February. Do the math... let’s just say that the crew and I burned all kinds of oil, midnight and otherwise, to ensure the best coverage possible. We hope that those of you who have Vita units already will find our extensive reviews helpful, and that those who are toying with getting one find the information in our Vita feature useful.

But it’s not all Vita this month. We have seen some pretty big releases hitting the shelves, so you will notice that this issue contains more than the average number of four page reviews. And the good news is that the big releases will keep rolling for a few months yet, with the likes of Diablo 2 due to see the light of day very soon. As always, it is an exciting time to be a gamer! g

by Walt Pretorius

g amec c a c o l umn • i s s u e 33 • Ma rch 20126

Good Times!

Fro

m t

he E

dit

or

Page 7: Gamecca Magazine March 2012
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I haven’t ranted or complained about anything in Unstuck for a while (or at least, not that I

remember), but a culmination of events happened in the last couple of weeks that spurred the following frustration.

As game reviewers we receive a good amount of electronic entertainment to keep the reviews flowing, and it’s an unfortunate part of the job where we have to write about the not-so-stellar attempts for some developers.

Sometimes a game is enjoyable, but there are just certain elements that don’t see to work well. Anybody that knows me will know that I’m huge FIFA fan, so when the latest PES title came out, I wasn’t too excited.

But regardless for the title, I popped in the game and… There it was, staring me right in the face. I didn’t quite know what to make of it, or how I should handle the situation. I glanced away, hoping not to make eye contact, and decided to keep things professional.

While there have been a couple of similar incidents, the same unfortunate occurrence happened with a more recent title - Metal Gear Solid HD Collection.

The remake (or HD re-release, if you prefer) was developed by Konami. Pro Evolution Soccer 2012 was also developed by Konami. So while both games were developed by the same studio, they have something more sinister in common. Something so vile, that I’m not sure if I will survive another encounter… oh the horror.

At this point you might start to wonder what has me so afraid of Japanese games? Well, it’s actually a very simple answer: pink. That’s right, the colour pink. While most games make use of traditional colours, Konami for some strange reason like to violently and unannounced throw in sporadic splashes of pink - and I wish they would stop.

There is nothing worse than putting in an extremely manly game such as Metal Gear Solid, just to confronted and pushed into a corner by pink. Anybody who knows what I’m talking about will know what kind of pink I’m talking about.

It’s not the “let’s have a cup of tea” kind of pink, nor is it the “will you hand me my teddy” kind of pink. This type of off-red bundles you into the corner and loudly shout “You will see

me and you will like it”.Why? I’m no expert in colour, but

why do you have to torture me with a colour that clearly doesn’t fit in with any of the others that you have chosen for the title. Pink in PES I can still understand to a degree, but then again, they used it at all the wrong moments.

So while I was typing this, I had a spark of an idea. What if pink actually meant something in Japan or in Japanese culture? What if I don’t like it, and it has some or other hidden meaning? Nah… what are the chances of that, right? I mean, it’s only pink, a shade of red that lies between red, white and magenta colours.

And so it turns out that pink does actually mean something in Japanese culture, but it’s not what you might think. It turns out that pink has a

masculine association. According to Sensational Colour, “The annual spring blooming of the pink-blossomed cherry trees (the Sakura) is said to represent the young Japanese warriors who fell in battle in the prime of life (the Samurai).”

As a side note, if it wasn’t for Western influence, the Chinese would never have known pink, and the Chinese word for pink translates as “foreign colour.”

I guess I’ll be a bit more understanding and patient when I play games developed by Japanese studios. I have to admit that I was quick to judge a game by its colour, but at least now I know why some games will feature the colour.

It’s still a stupid shade though... g

by Charlie Fripp

g amec c a c o l umn • i s s u e 33 • Ma rch 20128

The New Black...

Un

stu

ck

Page 9: Gamecca Magazine March 2012
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g amec c a f e a t u r e • i s s u e 33 • Ma rch 201210

Featu

re

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It was with some fanfare that the South African PS Vita launch event took place at the Swanky Randlords in Braamfonten, Johannesburg. And all the gathered

press and video game industry VIPs all had the same question on their lips... is there space for another hand-held video game system in the market. Not many have been able to take on Nintendo’s DS empire, and the last Sony attempt, the PSP, seems to have faded away.

The answer is not one that can be based on theory and conjecture. We found this out shortly after the event, when we took out Vita out of the box and turned it on for the first time. See, while there are all manner of things to read about the Vita, both on and offline, and the marketing material proclaim a whole bunch of stuff about the unit, this one really adheres to that old adage: the proof is in the pudding. No theoretical information can truly allow one to make a decision... not when the Vita proves itself to be greater than the sum of its parts.

Because of this, writing a hard and fast review of the unit is difficult. It really is the kind of thing that you need to experience for yourself, truth be told, so heading down to a retailer to check out a demo unit is a great idea. Admittedly, the price point is pretty steep, but experiencing the unit in action may well be enough to convince you that, yes, there certainly is space for this handheld in the market.

And while many may make accusations that the Vita has borrowed (or stolen) ideas from other sources, the implementation of the various features in this neat package is excellent, delivering a device that is not only fun to use, but well thought out.

Naturally, much of the Vita’s success depends on the ingenuity of those creating games and applications for it. But it does offer a very solid starting point for developers, with lots of options that can allow for an extremely creative approach to portable gaming.

Yes, we love the Vita. It offers more than just a gaming platform, thanks to features like internet connectivity, and even as a gaming platform, it delivers an excellent experience, thanks to powerful hardware combined with some rather nifty ideas. With 3G and WiFi flavours available, getting connected to the ‘net and PlayStation Network is simple with the Vita, too, allowing for online play and downloads.

So yes, we can tell you all about it over the next few pages, but the fun to be had with Sony’s innovative new device is something that you will need to experience for yourself. And you should. g

by Walt PretoriusThe PS Vita hits the streetsThe Gaming Life

Page 12: Gamecca Magazine March 2012

g amec c a f e a t u r e • i s s u e 33 • Ma rch 201212

Featu

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Standard controller style D-Pad, comfortably located.

D-Pad

Sensitive dual analogue sticks allow for excellent control within games. Placement may be uncomfortable for some, but you do get used to it.

Dual Analogue Sticks

For pausing games by returning to the home screen. The Vita’s ARM Cortex A9 four core processor sill allow multiple functions to be used at once.

PS Button

5” OLED multi-touch capacitive screen. 960 x 544 resolution, support for approximately 16 million colours. Graphics are delivered by an SGX543MP4+ GPU. The screen is bright and clear, with very responsive touch screen capabilities.

Touch Screen

The Front..

Page 13: Gamecca Magazine March 2012

g amec c a f e a t u r e • i s s u e 33 • Ma rch 2012 13

As with all PS platforms, these perform functions within games, notably pausing to the game menu.

Start / Select Buttons

Although they do deliver discernible stereo, sound is best enjoyed via headphones. The speakers are simply too small to deliver great sound quality, although the performance is passable. An integrated microphone allows for speech to be used in games or online.

Stereo Speakers

Standard PS control buttons, comfortably placed (although the X button is fairly close to the right analogue stick.)

Control Buttons

0.3 MP camera (640 x 480 resolution). Allows for video communication and certain game functions. Can also be used to record photographs and video.

Front Facing CameraThe Front..

Page 14: Gamecca Magazine March 2012

g amec c a f e a t u r e • i s s u e 33 • Ma rch 201214

Featu

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Well positioned shoulder buttons add to the control functions of the Vita.

Shoulder Buttons

Innovative, sensitive capacitive multi-touch pad allows for added game functions.

Rear Touch Pad

Memory cards are sold separately, but are essential to using the Vita. They plug in here. There are a variety of sizes available, although they are fairly pricey.

Memory Card Port

Headphones go here. When using headphones, the audio is of exceptionally good quality. Any headphones with a 3.5mm jack can be used.

Headphone Port

The Back..

Page 15: Gamecca Magazine March 2012

g amec c a f e a t u r e • i s s u e 33 • Ma rch 2012 15

Sim cards are inserted here, for 3G compatible devices only. Wi-Fi only Vitas do not have this port.

3G Port

The rear mounted 0.3MP camera allows for photos and videos to be captured, as well as being used in Augmented Reality games.

Rear Facing Camera

A USB cable connects at the bottom of the unit. This is used for charging, as well as connecting to a PC or PS3. Battery life is up to five hours of gaming time.

USB Port

The Back..

Page 16: Gamecca Magazine March 2012

g amec c a f e a t u r e • i s s u e 33 • Ma rch 201216

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Easy to find volume controls for adjusting levels through either the headphones or the stereo speakers. Volume levels are indicated by an on-screen display.

Volue ControlsThe Top..

Memory cards are essential for playing and downloading games for the Vita. As none are included, they must be purchased separately. The memory card is shown here alongside a standard SD card, for size reference. They are rather small, so keeping them safe is important.

Memory Card

The Side..

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g amec c a f e a t u r e • i s s u e 33 • Ma rch 2012 17

The power switch requires a long press to power the unit up... no accidental switching on!

Power Button

Purchased game cards get inserted here. The cover of the port is a little difficult to open.

Game Card Port

Games for the Vita can be purchased either on physical game cards (shown here) or online through the PlayStation Network. This second option is cheaper, but will require more memory cards to be used… so the two options even out in the long run. The game card is shown here alongside a standard SD card, for size reference.

Game Card

The PS Vita has, thus far, proven to be a remarkable enjoyable device to use. With innovative ideas and a host of included software, including friend management, browsing and content applications, it is more than just a gaming device. It fits well into a modern lifestyle, and serves as a wonderfully portable, powerful and versatile entertainment unit.On the downside, it is currently fairly expensive. But, at the time of writing, global sales are good, and possible price drops in the future are highly likely, thanks to enthusiastic early adoption world-wide.The connectivity offered by the Vita is great, and is well supported here in South Africa, thanks to the already strong presence of the PlayStation Network. It will be interesting to see if any cellular service providers work with local distributors Ster Kinekor on bundle data deals.When all is said and done, the usefulness of the Vita as an entertainment device is undeniable. Let’s hope that game developers take advantage of what it has to offer, and keep the new games rolling.

Closing Comments

Page 18: Gamecca Magazine March 2012

g amec c a p r ev i ew • i s s u e 33 • Ma rch 2012

The Last of UsDark days ahead...

Unit 13Multiplayer pocket action

CatherineMoral dilemmas and all...

YesterdaySaving the bums

Zumba Fitness RushThe craze continues!

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26

31

Previews

18

The year is slowly starting to get hotter on the gaming front, with new announcements coming up all the time. The next few months will be exciting, too, with some very

big names just around the corner. And then, of course, we are only a few months away from E3 2012…

Yes, this year certainly is shaping up. Keep an eye on this section over the next few months, and you will see exactly what we are talking about! g

Highlights

Page 19: Gamecca Magazine March 2012

©2009-2012 Rovio Entertainment Ltd. Rio ©2011-2012 Twentieth Century Fox Film Corporation. Publishing by Rovio Entertainment Ltd.

Exclusively distributed by Apex Interactive in South Africa. All rights reserved.

A www.apexactive.co.za

Page 20: Gamecca Magazine March 2012

survival horror stories, is that players will have to kill and scavenge in order to stay alive.

The plot revolves around Ellie, a 14 year-old girl with smart wits and incredible knowledge, and Joel, a character with a knack for survival. Not a lot has been revealed in terms of story, but it is known that a fungus starts to invade in the city, and eventually inhabits many of the humans.

While it’s not a zombie-type game, the humans do become zombie-like, leaving Ellie and Joel to fend for themselves in order to stay alive.

A lot of great things have been said about Naughty Dog’s latest survival horror action-adventure The Last Of Us, and the game promises to be one

of the most amazing games we have seen in a long time. Naughty Dog has, of course, been responsible for the highly-successful Unchartered franchise.

The Last Of Us takes place in a post-apocalyptic Pittsburgh, Pennsylvania, and while the developers mentioned that the game will slowly move towards the city’s surroundings, other locations have not yet been announced. One thing that is known, which is common in

The

Las

t of U

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All Aboard A lonely town full of fungi isn’t cool

by Charlie Fripp

g amec c a p r ev i ew • i s s u e 33 • Ma rch 201220

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Naughty Dog looked to various sources for inspiration, and called the bond between the main characters “a love story about a father-daughter-like relationship” which was influenced by Uncharted 2’s Nathan Drake and his Tibetan guide Tenzin.

While the story was inspired by previous games, the artistic value of Last Of Us came from various sources, namely the movies No Country for Old Men and The Road, comic The Walking Dead and the historical novel City of Thieves.

In terms of graphics, the visuals look absolutely amazing.

TBAThe genre is set for a shake-up, and we are truly excited about this one.

Developer: Naughty DogPublisher: SCEEDistributor: Ster Kinekor

AT A GLANCE:

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g ame c c a p r ev i ew • i s s u e 33 • Ma rch 2012 21

There are rumours that the game might be “genre-defining”, which is always a good thing. The survival horror action-adventure stakes have always been dominated by a few key games, and it’s about time for a new IP to make its appearance.

By all accounts, and judging from the screenshots and trailer, The Last Of Us is one of those games that should keep gamers busy for hours and promises to be full of action and adventure.

The graphics are spectacular, the plot is enthralling, and we are excited. g

Page 22: Gamecca Magazine March 2012

rack up while playing. Unit 13 is going to be using the PS Vita’s connectivity features to good effect, where the scores you earn are posted to your friends in a sort of challenge, as well as promising daily challenges, mission unlocks and other 3G enabled goodies.

By the far the most interesting feature though is going to be the High Value Target missions, which can be unlocked by earning stars while playing regular missions. What makes this exciting is that once you’ve unlocked and played the mission, it will be unlocked for your friends for a limited time, allowing them to attempt to beat your score. It’s a fantastic sounding system, and if anything will serve as a huge incentive for you to bully your mates into buying this title. g

With PS Vita having just launched, and being met with good reviews, you can expect 3rd party titles to come flying out of the

woodwork soon enough. Zipper Interactive, developers of SOCOM 4 and MAG for the PS3, have beaten them to the punch however, and Unit 13 is going to be one of the first post-launch titles for the handheld console.

Unit 13 has taken Vita’s “always connected” attitude to heart, in a game that’s more similar in some aspects to Castleville than a typical 3rd person tactical shooter that it’s been billed as. Broken down into 45 short missions, the object of the game, beyond completing the missions themselves, seems to be about how many points you can

Shoot the Terrorist!Then post it to your friends

by Lein Baart

Mar 2012

An interesting title that if it delivers on its promise, will likely become something of a fan favourite for the Vita

Developer: Zipper InteractivePublisher: SCEEDistributor: Ster Kinekor

AT A GLANCE:

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preferred title (Tekken 4 buttons or the Street Fighter 6 buttons).

The new Gem system will allow veterans to explore new strategies while helping novices. Gems consist of Boost and Assist, which boost a character’s parameters during battle or help support a player’s abilities by complementing your strengths or covering up your weaknesses.

All the characters from both series will make a return, with a bunch of new faces too, so get ready for round four. g

Round one went to Street Fighter, round two went to Tekken and for round three they’re on the same team. A tag team of the two heavy weights on one

disc, Street Fighter X Tekken will be a 2 vs. 2 tag team-based fighting game where players can freely tag their fighters in and out.

With the integration of both 2D and 3D fighting styles from both games it could either be a success or a great flop. The fans from both titles will be happy to hear that they will be able to use the button setup from their

Street Fighter X Tekken

Round Three… Fight!Two top fighters take each other on… sort of.

by Dylan Bouch

Mar2012

Get ready for an epic battle that

eveloper: CapcomPublisher: CapcomDistributor: Ster Kinekor

AT A GLANCE:

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his moral dilemmas in this title, which is just about the most original thing we have heard of in a very long time, at least in terms of adventure games. What the exact nature of the game dynamic will be is unclear, but the idea sounds deliciously enticing on the whole.

It will even feature multiplayer. Once again, we’re not sure how this all will work, but we have certainly had our interest piqued by this rather unusual sounding title. The developers have also gathered a fairly impressive stable of talent to create the game, so guiding Vincent through the pitfalls of love should prove as good looking as it is potentially interesting. g

Now here’s something that looks just a little more than original… Catherine is a role playing game, pretty much, but it doesn’t task the player with

slaying dragons and defeating great evils. Instead, it presents the player with something far more real, and potentially much more dangerous: relationships.

Vincent is happy with his girlfriend Katherine, but her talk of long term commitment makes him more than a little nervous. And then after a night of extreme excess with his buddies, he wakes up with a hang-over, and next to another woman… the beautiful, dangerous Catherine.

The player will be tasked with guiding Vincent through

The DilemmaMorality and video games?

by Walt Pretorius

Mar2012A different approach to adventure

gaming, Catherine takes on far more common issues…

Developer: AtlusPublisher: Deep SilverDistributor: Apex Interactive

AT A GLANCE:

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Cat

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DRIVE,

DESTROY,

DOMINATE

RIDGE RACER™ UNBOUNDED &©NAMCO BANDAI Games Inc. All rights reserved. «PlayStation» and the «PS» Family logo are registered trademarks and «PS3» and the PlayStation Network logo are trademarks of Sony Computer Entertainment Inc. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Micro-soft group of companies and are used under license from Microsoft. WWW.RIDGERACER.COM

COMING OUT 30/03/2012

Page 26: Gamecca Magazine March 2012

player’s involvement. The game might just end with justice being served, maybe something unlawful or even just jaw dropping.

In New York, Paris, or the Tibetan mountain ranges you’ll be riddled with many puzzles and mysteries as you travel through this dark story, filled with a bit of humour, trademark of the Spanish developer, Pendulo studios. How the story of the murdered New York beggars end will can only be decided by you… but do you want justice? g

NIt begins in New York City… a mystery in which homeless people have turned up burned alive, with a Y shape scar as your only clue. The police,

as well as the media, haven’t taken much interest in these strange killings but Henry White, dedicated to helping the less fortunate, has stepped forward to stop the murder of innocent hobos. The gamer can play as one of three playable characters (White, Cooper or John) as you play through the dark and twisted story, which could end four different ways depending on the

Begging for the TruthAnd helping out hobos...

by Dylan Bouch

Q2 2012A mystery and puzzles, all you need

now are the hidden objects.

Developer: Pendulo StudiosPublisher: Focus Home InteractiveDistributor: Apex Interactive

AT A GLANCE:

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requiring you to gather resources, build armies and other standard strategy stuff, except now you have mages for generals and spells instead of technologies to research.

While there is not a whole lot of information at present, there is enough to make any fantasy fanboy, such as myself, squirm with anticipation. Warlock looks to be a very pretty title, the screenshots show a bright and vibrant world, with clouds acting as the game’s fog of war. Monsters, some large ones peeking through the cloud cover, will spawn on the map, requiring you to clear them out to expand, and random quests will appear for you to complete. There seem to be three playable races, and you have a choice of characters to act as your avatar, each giving different bonuses. g

While Civilisation styled fantasy games aren’t a new concept (Master of Magic, which was released in 1994, quickly comes to mind), there

has been somewhat of a dearth in this sub-genre over the years. Now Paradox Interactive, past masters in historical strategy games, and Ino-Co Plus, developers of Majesty 2, have decided to fill the void with Warlock: Master of the Arcane, and quite frankly, I couldn’t think of a better pairing to do it.

Set in the same universe as the Majesty franchise, Ardania, Warlock looks to be an altogether different kettle of fish, taking common fantasy elements and wrapping them up in a grand strategy simulator. More along the lines of Civilization, Warlock will have you forge an empire,

Warlock: M

aster of the Arcane

Build an EmpireA fireball never hurt anyone

by Lein Baart

Q2 2012

For those that love fantasy, this is definitely a title to look out for. Warlock: Master of the Arcane may just revive a forgotten genre.

Developer: Ino-Co PlusPublisher: Paradox InteractiveDistributor: Apex Interactive

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based on the movement of the mouse. It might even play similarly, though Fatshark is placing an enormous amount of attention on multiplayer, claiming that they want to produce a sort of medieval Call of Duty, if you will. Even the single player campaign, which Paradox says will feature an “engaging and immersive story”, ties directly into the multiplayer by unlocking rewards, though these will be mostly aesthetic in order to keep combat tight and tense.

While Mount & Blade fans will doubtlessly appreciate WotR, it’s an interesting question as to whether a medieval 3rd-person action title can capture the same attention as Call of Duty or Battlefield. There’s some potential here, but the proof is in the pudding, and I at least want to sample. g

Paradox Interactive clearly loves medieval history; a cursory glance through its’ publishing history is all that’s needed to confirm this. While this love

usually manifests itself in strategy games, they have released the occasional action title, most noticeably Mount & Blade. Now they’re going to take another stab at the action genre with War of the Roses, a historical (surprised?) period epic, set in one of the more famous English civil wars.

At first glance, you could be forgiven for thinking War of the Roses is just going to be a very pretty Mount & Blade. Indeed Mikail Yazbeck, designer of Mount & Blade, has joined Fatshark, the developer behind WotR, and the game will even feature very similar fighting mechanics, with the type of attack

Not Gardening…Mount & Blade meets competitive online shooters

by Lein Baart

Q2 2012

With an experienced developer behind it, War of the Roses could shape up to be quite a hit considering the huge growth in online gaming.

Developer: FatsharkPublisher: Paradox InteractiveDistributor: Apex Interactive

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Page 29: Gamecca Magazine March 2012

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g amec c a p r ev i ew • i s s u e 33 • Ma rch 201230

career mode, as well as various multi player options, but the big question is which sports will be available for play?

Well, developers are promising that there will be about 18 different sports and various other challenges available, such as sprinting, diving, mountain biking and triple jump. Doesn’t sound like much now but we could just see some other cool additions to the Summer Stars line up closer to the release date, and with the option to use the d-pad over the Kinect, we just hope this title isn’t a walk in the park… cause I’m sure they’ll make a game for that soon, too. g

Two years ago, it was the soccer world cup. Last year it was the Rugby world cup. This year it is the Summer Olympics. What better way

to celebrate the Olympics than by creating a Kinect game and proving to ourselves it’s not about good sportsmanship, it’s all about winning.

Even as a Kinect or a Move title, gamers will have the option to use the d-pad if you are still nursing an injury from your last adventures. Set in England, there will be a number of well know stadiums, as well as other world-class venues too. There promises to be a challenging

Take the PodiumIf you can, that is…

by Dylan Bouch

Q2 2012This could be a really good motion

game, it just needs good sporting events.

Developer: 49 GamesPublisher: Deep SilverDistributor: Apex Interactive

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Page 31: Gamecca Magazine March 2012

not the thing that you eat.) Kinect technology will ensure a free, tracked work-out, with English voice control to keep those hands controller free.

The user will be able to monitor calorie burn, as well as other progress, and will be able to set up playlists. Working out with a friend will also be an option, and a (thankfully) revamped tutorial system will ensure that you get the steps just right.

With the guidance of six top instructors and ten venues to choose from, Zumba Fitness Rush will be sure to bring the phenomenon into your home, for the whole family to enjoy. g

The dance fitness craze that is sweeping the world continues on consoles… ah, yes, wait. For those of you to whom fitness is a word three letters too

long, we are talking about Zumba. And the next console incarnation of the craze, Zumba Fitness Rush, will have you shaking all kinds of body parts along to 24 different dance styles in an effort to shed a few of those couch-potato pounds.

This new iteration of the Zumba Fitness series will feature 42 routines, specifically designed to get you sweating, and incorporating dance moves from styles like Bollywood, Latin Pop, Hip-hop and Merengue (which is

Zumba Fitness Rush

Get Shakin’!More dance-craze fitness

by Walt Pretorius

Mar 2012The dance fitness craze continues

with this latest instalment in the franchise...

Developer: TBCPublisher: MajescoDistributor: Apex Interactive

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Page 32: Gamecca Magazine March 2012

Derivative. The word is generally defined as meaning ‘not original’ or ‘something

derived from another source’. It is a word that comes up a lot when poncey journo types chat away about the video game industry, and it is generally latched to a whole bunch of negative associations. And it is a word that I have heard attached to the new PS Vita, mainly in the form of an accusation that the Vita has borrowed a whole bunch of ideas from the Nintendo 3DS. Ah, yes, my favourite bugbear - console bashing - just keeps rearing its ugly head...

Here’s a thought for you. The entire video game industry is derivative. Everything. Sure, there are original ideas, but most of these happened a long time ago. Everything derives from those. Everything.

Love Call of Duty? Derivative. How about any given third person adventure game? Derivative. The PS3? Derivative, as is the Xbox. The Wii, maybe not so much, but almost all of the games for it steal ideas from elsewhere. Even the 3DS, which features a number of original ideas, has elements that are taken from what came before. Hell, the last original game console was probably the Nintendo Game + Watch. It was the first to use a D-pad, after all, and everything since has had one of those.

So when I hear someone too shirt-sighted to be anything but a fanboy call another product derivative, my immediate response is ‘so freakin’ what?’ It is the nature of the beast, folks, the way that the cookie crumbles and the way that the industry works. If you don’t like it, take up golf. If you

want to keep gaming, accept that everything stems from something else, on one level or another.

I guess the whole argument against the Vita (raised by people who are notably Nintendo fans) is inevitable, but the truth of the matter is that there is plenty of room for coexistence here. Like I said last month, who cares is people don’t use the same console as you? So you’ll get a few less street passes, so what? In the end the important thing is that the industry is advancing, which keeps competition healthy... a good thing for everyone.

And the positive responses that the Vita is getting must really be irritating the nay-sayers. Then again, these people are so self-important that they probably believe the rest of the world

to be idiots. Popular opinion means nothing to them, because they are the de facto supreme experts in the video gaming field - something which, if you really think about it, is rather sad.

So, my message to these people is simple... the Vita is here. It rocks. The 3DS rocks too. So does the PS3, Xbox 360 and Wii. They are all cool, despite what your narrow minded approach to gaming might dictate to your feeble opinions.

Look out the window, my nay-saying friend. See that? It’s called life. Go get you some. Because your closed-minded approach only harms yourself. And, oh, before I forget... try looking up the definition of ‘opinion.’ It’s a real eye-opener... g

by Montgommery Patton

g amec c a c o l umn • i s s u e 33 • Ma rch 201232

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g amec c a r ev i ew • i s s u e 33 • Ma rch 2012

Binary DomainKilling the machine

The Darkness IIOut of control!

SyndicateCorporate warfare

Kingdoms of Amalur: ReckoningA big huge adventure

UFC Undisputed 3Seriously, undisputed!

36

44

52

58

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26 game reviews! Yes, that’s right, a whole truck-load of gaming goodness for you to cope with… how will you handle it?

Part of our review section this month is a massive 13 Vita launch titles. Many late nights went into making sure you have the low-down on the games available for the newest hardware kid on the block.

Aside from that, we have games on all platforms for you to read about and enjoy. Ah yes, good times! g

Highlights

Page 35: Gamecca Magazine March 2012

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Robots are cool, right. Virtually everyone loves the idea of a robotic servant, or toy, that can do things based on an extensively programmes

artificial intelligence system. It is potentially an unquestioning ally and servant that would be, quite simply, the coolest thing to have. But there have been many people out there that have looked at the idea of robotics and asked “what are the dangers inherent in highly developed AI systems?” As much as we like to think that robots are extremely cool, some of these issues have been very well addressed in modern fiction and entertainment. People like Isaac Asimov and Phillip K Dick asked the questions in literature, which were later translated into films like I, Robot and Bladerunner. Even other films have posed the question without reliance on

previous material. Works like the Terminator series and the Matrix trilogy have painted a bleak vision of a future in which machines have gained self-awareness and have risen up against their weaker, more fragile former masters.

Binary Domain draws heavily on works like these for its inspiration. The plot of this particular game looks at a world where robotics is very real – born out of necessity after catastrophic climactic change – and where the control of the industry rests in the hands of a few who supposedly honour rules and treaties. But what if someone were to break those rules in order to further their own agenda? After all, basic human nature seems to dictate that people will stick to agreements only as long as they personally benefit from them. A peaceful society without governance and oppression could only exist for as long

g amec c a r ev i ew • i s s u e 17 • N ovembe r 2010gamec c a r ev i ew • i s s u e 33 • Ma rch 201236

Derivate, yes. Fun? Definitely!by Walt Pretorius

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Page 37: Gamecca Magazine March 2012

as everyone maintains the status quo; the second one member of that society were to realise that they could exert power over others for their own personal gain, all bets would be off.

OK, that’s enough of the philosophical stuff. This is supposed to be a game review, so let’s get on with it. But these points are ones that Binary Domain does investigate, whether consciously or not. The plot places the player in control of a member of a multinational task force sent on a supposedly covert mission to Japan. This country is under the sway of a government that flaunts international robotic agreements as readily as it does human rights. Everyone seemed content to leave them alone, until evidence of “Hollow Children” (robots indistinguishable from humans and banned by international

g amec c a r ev i ew • i s s u e 33 • Ma rch 2012 37

law) coming from Japan surfaces. So the strike force is sent in to find out what’s what.

It’s a simple enough premise, but one that has quite a bit of depth in the telling, which is very well handled. The story isn’t the most original (you will see elements arising from a number of sources, including those mentioned above) but it is entertaining and fairly gripping.

Just as Binary Domain derives its plot ideas from a number of sources, so too does it beg and borrow elements for its game dynamic. It is, to put it simply, a cover based shooter that relies on ideas we’ve seen before, in games like Gear of War. This derivative nature can be forgiven, though, because of the way that things are handled overall. The game proves to be highly entertaining and is generally fun to play, so looking the

Page 38: Gamecca Magazine March 2012

other way when a few borrowed ideas come to light is permissible.

Making use of the CriWare engine has allowed Binary Domain to be a rather pretty game, if you can call slums and rubble pretty. The character models are well handled, and the environments are rich and often quite complex. The linearity of the game is obvious, but the environments hide all kinds of nooks and crannies where the player can find various collectable items stashed away, ranging from ammo drops to data files, which expand on the story.

The player will control a three-man team in the game, comprised of their own character and two others. The player will be able to make selections, based on abilities, at the start of each of the game’s missions, and will be able to issue commands to the team. This can be done through a button interface, if the player prefers, but a

rather robust voice command system actually makes things a bit more enjoyable. The system works more often than not, and allows for a greater degree of team flexibility. Naturally, it can (and should) be calibrated, but even out of the box, the voice command system is fairly impressive. This is something that doesn’t get used enough in games, so it is good to see a fairly decent system crop up here.

Team members can all be upgraded through stations that are scattered around the levels. A simple skill improvement system is complemented by a system that upgrades the characters’ main weapons.

Another feature of the game is the relationship system built into it. It adds an almost role playing element to the title, in which the player’s actions and responses can affect relationships with the various team members. If

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anything, though, this system is under-utilised in the title. The effects of a bad relationship just don’t seem strong enough; sluggish response to commands aside, the player can pretty much get away with anything.

With good graphics and a decent game dynamic, not to mention entertaining voice acting and an enjoyable plot, you could do worse than Binary Domain. Keep in mind, though, that the game is a clone on a number of levels. From the basic ideas through to the control scheme, there is a lot of familiarity in this title.

This may or may not be a bad thing, depending on your approach to games in general.

And let’s be honest… there are only so many original ideas out there. Not every game can be super-fresh and new in everything. It is far more important that the title is entertaining and engaging, and Binary Domain manages

to do that through it’s good looks, believable characters (and their often amusing interactions), decent story and a solid ten-hour campaign. It brings in a few ideas that some may consider slightly gimmicky, like the voice command, but because this is an option rather than a rule, playing without it is as cool as playing with it.

In the end, this game is highly entertaining, crammed with action and tons of robot enemies to destroy (which earns the player credits for upgrades.) The enjoyment that you get out of it will be directly influenced by the effort you put into it.

Complain about its derivative elements, and you will be soured towards the experience.

Sit back, vacate your high horse and just get on with blasting robots to bits, and you will likely have a whale of a time. g

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It may borrow ideas from all over, but it is an entertaining action game with some great elements included.

Developer: SegaPublisher: SegaDistributor: Ster Kinekor

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New IPs are always a risky proposition and, these days, people are all the more demanding of them. So, when a new idea comes along that is just a

little short of brilliant, people take all kinds of pot shots at it. Gamers are getting more demanding by the minute.

Where do you start when reviewing a Final Fantasy title? Do you look at it from the passionate fan’s perspective or do you approach it with ‘fresh eyes’ and try not to contextualise it within the broader framework of a franchise that dates back to 1987?

In many ways, Final Fantasy is the victim of its own success. Trite clichés aside, when a franchise has been around for 15 years and has a loyal following of gamers the world over, it gets very difficult for newcomers to just pick up a new release and play.

Sports video game franchises give you better graphics, sound, playability, and realism with each new incarnation while a story-driven one is just that – it keeps adding to

the story. Think of Final Fantasy as <insert a soapie of your choice here> but add healthy dollops of fantasy and science fiction. It has seven Guinness World Records to its name and has sold more than 100 million units worldwide making it one of the best-selling video game franchises ever. And that’s not even counting the films.

In many ways, Final Fantasy is a nostalgic reminder for gamers when they started their hobby (or obsession). For me, I was in primary school at the time and was mesmerised by the first Final Fantasy released on Nintendo. Being an avid Dungeons & Dragons player (the paper-based one and yes, I am that old), Final Fantasy provided a great balance between an immersive story and solid gameplay. Through the years, I kept dipping into and out of the franchise with the release of enough ‘main titles’, sequels, and spin-offs to make World Wrestling Entertainment jealous.

I am loathe to admit it, but I started losing interest in

g amec c a r ev i ew • i s s u e 17 • N ovembe r 2010gamec c a r ev i ew • i s s u e 33 • Ma rch 201240

The gaming soap opera returns for another roundby Iwan Pienaar

Finding the Final

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the franchise in the late ‘90s due as much to what was becoming an increasingly elaborate storyline that required more attention from the player and my studies and settling into a work routine. Yet, for all this I still tried keeping in touch with what was happening in the Final Fantasy universe more out of interest than anything else.

So when our friendly neighbourhood Ed rang me up asking if I wanted to review the latest in the franchise, Final Fantasy XIII-2, I jumped at the chance to get back to that familiar environment. Reviewing this for the fans seems a bit redundant. They would have already bought the title and in all likelihood would have completed it already. There is not much any reviewer can write to change their opinions of the franchise and their understanding of the story, its intricacies, and the impact that the characters have on one another.

Instead, I would like to review this from a different perspective. I see XIII-2 as an old school friend who I was

g amec c a r ev i ew • i s s u e 33 • Ma rch 2012 41

close to for many years but managed to lose contact with. Thanks to the internet, I have been getting reacquainted with him and am now preparing for that first lunch together after all these years. So was I nervous playing XIII-2 and not really knowing what to expect despite what I have read and seen online? You bet. Did I regret putting the disc into the Xbox and spinning up the game? Hells no.

So the story in a nutshell that XIII-2 is a sequel to XIII (yes, duh) and takes place three years after its events. Lightning, the hero of the original game has disappeared into an unknown world after she had defeated the false gods who had ruled for centuries. Now her younger sister Serah and a mysterious young man from the future, Noel, work together as they attempt to find her and stop a new host of monsters hell-bent on destroying the world.

One of the hallmarks of the franchise has been its cutting-edge graphics and beautifully composed soundtrack. In this sense, XIII-2 does not disappoint.

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The beauty is as mesmerising as the background music is haunting and fits every scene perfectly. You control the characters from a third-person perspective and virtually have free roam to do just about anything and go anywhere. There is a multitude of regions and times (yes, time travelling is standard fare) to choose from. To help with your focus, the regions are made available through a branching story path or by getting special items.

While there is a fair degree of puzzle-solving, XIII-2 uses a variation of an active time battle system. In essence, monsters randomly appear with the player able to attack them for a limited time to gain a combat bonus. After this time expires, the monster will attack the player and normal battle ensues. Similar to its predecessor, players select from a range of actions that fill a number of active time battle slots. These slots increase as the game progresses with the option to fill them automatically if the micro-management gets a bit much.

And while the game falls into a rhythm of puzzle-solving and combat, the pacing of the storyline does well to keep you entertained. It does not get overly dramatic or needlessly intricate as with some of the previous titles in the franchise.

But for all this, XIII-2 is still not an easy game to get into if you are not familiar with the series. On its own, I probably would not be able to recommend it. However, if you are considering entering the Final Fantasy universe for the first time, I would recommend doing a lot of online research to at least get a general overview of the recent history.

If you are willing to do this and get a feel for the franchise, then XIII-2 is as good a start as any to get into the franchise. Just be aware that you could get frustrated with some of the game mechanics and the general style of the story. This is especially true if you have not experienced Japanese role-playing games before. g

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16+Parental Advisory

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Hard-CoreMedium 88

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Final Fantasy is back with what seems like the umpteenth title in the series. But is this yet another fan fest only?

Developer: Square EnixPublisher: Square EnixDistributor: Megarom

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When I was a kid – and you need to understand that this takes quite a feat of memory to recall – I was afraid of the dark. A lot of

kids are, supposedly, although not many will own up to that truth. Anyway, I used to worry about all kinds of things lurking in the shadows, particularly those that were behind me. It was terrifying, really, and (like many other kids) the only solace to be had was to remain hidden deep beneath the blankets. I think that some residual stuff has remained, because I still sleep with my head under the covers. Not that I am afraid of the dark anymore… but if I ran into Jackie Estacado, I probably would have more than enough reason to rediscover that unreasonable fear.

See, Jackie might be a mobster and a bad-ass, but

there is something more to this career criminal than just extortion and brutality. Within him resides an entity that calls itself The Darkness, a blood-thirsty being bent on carnage and destruction. It all but ruined his life once before, but through practice and discipline he managed to get it under control. It made him watch his beloved Jenny die, but years have passed and Jackie has managed to get the upper hand. Until, that is, a mysterious group of attackers tries to kill him while he is having dinner at a restaurant. In a mob-style hit gone wrong, a severely injured Jackie allows The Darkness to once again break free, and uses its incredible, disturbing power to wreak havoc on his enemies.

That is the premise that launches the player into The Darkness II, a brutally violent game that places them in

g amec c a r ev i ew • i s s u e 17 • N ovembe r 2010gamec c a r ev i ew • i s s u e 33 • Ma rch 201244

Super-violence is the order of the dayby Walt Pretorius

The

Dar

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Gut-Wrencher!

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control of Jackie as he unleashes all kinds of hellish fury upon his enemies. The original game came out quite some time ago, so the title offers the player a ‘previously on The Darkness’ animated video to watch, but the story becomes quite clear as the player moves through the game, even without watching the video.

The action starts right away, as Jackie is helped to escape the restaurant attack. Worked into this sequence is a brief tutorial, although the initial parts, which deal with wielding single and dual weapons, aren’t anything out of the ordinary control-wise. When it gets a bit more important is when Jackie releases The Darkness. At this point, the player will have to get used to the idea of what the developers call ‘quad-wielding’. It is something of a misnomer, though; while the player might expect to carry

g amec c a r ev i ew • i s s u e 33 • Ma rch 2012 45

four guns at a time, thanks to this term, the reality is a bit different. See, The Darkness provides Jackie with a pair of serpentine demon arms which are great for melee attacks and hurling improvised weapons found in the environment. But you will never get to use more than two guns.

Not that you would need to. The combination of two guns, along with the rather versatile demon arms, makes Jackie something of an unstoppable purveyor of wanton destruction. The player can carry two small arms (things like pistols, revolvers and SMGs) which can be dual wielded even if they are not identical, and one large weapon like a shotgun or assault rifle. The right hand demon arm is the slasher, used for attacks and various ways to break the environment. The left arm is the grabber, able to grab and hurl a wide variety of objects and

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even enemies.These grabbed enemies take the level of violence

depicted in the title to a whole new level. See, it is beneficial for Jackie to use the arms as slaughter devices. A grabbed enemy that is ripped apart at the player’s command not only delivers garishly brutal visuals, but can also infer bonuses like restoring health and granting ammo. These bonuses are unlocked in the game’s four-sectioned skill tree, among other abilities. These include weapon buffs and Darkness abilities like armour and swarms that distract enemies.

The action in the game is intense, with a variety of enemies to deal with. Just a little past half-way through the enemies do get a little familiar, but the game does try its best to challenge that player with new opponents from time to time. There are a handful of boss battles, which are

not overly taxing; far more challenge arises from enemies that use whips to grab weapons away, or ones who carry strong spotlights.

See, Jackie’s powers only work in the dark. As soon as he steps into light, the demon arms recede and the screen goes all funky, indicating that the light hurts him. This adds another level of challenge to the game, but smart work on the part of the player will make sure that lights are destroyed as readily as enemies are.

With very few exceptions, the levels are linear. They allow the player some leeway, and feature hidden artefacts to be discovered, but they very definitely work on a point A to point B basis. Interspersing the action levels are story levels, which may frustrate players who want to be killing bad guys non-stop. But the story, although simple, really is one of the shining parts of the game. It will keep the player

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guessing right to the end… not about what will happen, but whether what is happening is actually real. It isn’t going to win any prizes for originality, but it does entertain a a good level.

This story is supported by excellent presentation. The cell-shaded graphics take a bit of getting used to, but once the game captivates you, you will find that they suit it perfectly. These are further enhanced by really great voice acting. There are more than a few characters for the player to interact with but, before you start thinking that this is something of a role playing title (what with that skill tree and all) the responses the player can give are generally limited to one… if they are an option at all.

There is also a multiplayer component included, in the form of Vendettas, which can be played co-operatively, or even solo.

The Darkness II can be overwhelming, thanks to the high degree of brutality it presents the player.

It can also get a little repetitive after long play sessions, even though it is not a very long game.

Still, it’s well worth playing if you enjoy good action and over-the-top violence. It’s production values are good, and the story is presented believably and adeptly. You should have a great time blowing away the bad guys in this first-person shooter. Be warned, though, that it most certainly is not for the youngsters. The high degree of violence and bad language means that its age rating is very well deserved.

The single player campaign is enjoyable, if a little short, and will more than likely leave the player who completes it feeling satisfied with the destruction they have left in their wake. g

Accessibility

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18+Parental Advisory

Casual

Hard-CoreMedium 82

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It’s violent and over the top… exactly what many gamers want.

Developer: Digital ExtremesPublisher: 2KDistributor: Megarom

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SoulCalibur is a fighting game in which each character has his or her own fighting style and weapon of choice. SC5 is the sixth title of the

series, which has grown in popularity over the years, and the latest release has been well overdue and will be well received by its fans. Newcomers to this title will surely welcome the challenge if they have the soul to defeat their challengers, or the hand strength and stamina to last with the veterans

The story of SoulCalibur V focuses on the main character Patroklos and the two swords (Soul Calibur and Soul Edge) in the 17th century. Patroklos is the son of Sophitia and Rothion, both characters from the last

SoulCalibur game. Patroklos is on a journey to find and rescue his beloved sister, killing all the “malfested” he comes across along the way. Patroklos’ path will cross with the former bearer of the SoulCalibur, Seigfried. Seigfried will give Patroklos news that will change his destiny and help him to find his sister. The story is very interesting but very short, too. I was expecting to put a few days into the game but was surprised at the sudden ending after twenty stages, which took only a few hours. The gamer will fight as Patroklos, as well as his sister and one other character. The beginning stages are easy enough for beginners, as there are no tutorials; obviously, this game is aimed at the franchise’s fans as none of the controller setup has

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You need SoulMy blade is hungry, want a taste?

by Dylan Bouch

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changed. The control stays true to the last titles, and has a

vertical and horizontal attack with kick and guard. It is very difficult to win a fight with just these moves and players will need to learn their chosen character’s move list or otherwise just gun it (button bash). Combos longer than a history essay, preventing your opponent from attacking back, blocking or anything else normally wins you the round, and each fight is first to three wins. Some of the buttons on your controller will represent two other buttons, so instead of pushing A and B you could just use a trigger button, which helps with the longer combos. After a few battles, it seems as if the fighting becomes a lot easier,

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once the player learns the character’s moves. I found that I worked better with some characters compared to others. During the story mode there is no tutorial, making it much harder for the new comers and the training is difficult, but does explain how to use the control with all the button variations.

The graphics are near perfect for this title and a huge difference from the last SoulCalibur; the variety of stages to choose from are beautiful and couldn’t have been better. As well as looking good, each stage is “multi-tiered” and fighters will make a transition to new areas after certain events and stage conditions. Each stage also comes with its own song, or the gamer can choose the

Page 50: Gamecca Magazine March 2012

theme song of the character he or she is fighting with. The characters are just as perfect as the rest of the game when it come to the graphics; the characters don’t just look good, they also move well. The menus, as well, are very well thought out, straight forward and good looking, too. The cut scenes and animated movie scenes, which tell a very intense story, have been done well but there are way too many. The game is almost dulled by the drawn out animated cut scenes, the long waits between each battle become frustrating (although you can skip these story clips, but what’s the point?). The overall music and sound effects are good, with the clanking of weapons bombarding each other making for intense fights. The voice acting overall was average, while Pyrrha, the sister

of Patroklos, seemed to be very feeble and irritating at times, wining that she can’t kill any more.

With the story mode being so short, the main attraction of SC5 for me were the VS battles between friends. With two handfuls of new characters to fight with, and a bunch of the old ones too, gamers can jump right in with their favourite character… or come to grips with a new one. The fans of Assassin’s Creed will like the introduction of Ezio Auditore da Firenze, but the SC4 fans will be disappointed with the loss of Yoda and Darth Vader (exclusive Xbox / PS3 characters in the last release). With the disappointing story length and ending, gamers can still look forward to the off-line play modes, including Legendary Souls, VS Battle, Quick Battle and arcade.

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AT A GLANCE:

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If you’re on-line, there will be an enormous community waiting there for you where you can battle your favourite characters or even your own custom fighter. The creation center will also provide hours of fun, creating your very own fighter will take you through choosing a fighting style, you character’s basic body and looks and their outfit, which could be straight forward or more like a Halloween costume. The game difficulty isn’t very high, only the last few stages of the story has a dramatic increase if difficulty, only when the gamer plays through the off line game will be able to choose their difficult settings from easy to very difficult.

In the end, SoulCalibur is a brilliant fighting game in many ways but also fails in certain areas.

The story fell short of a couple days but was designed beautifully; a good-looking game where the fighters as well as the stages meet the requirements but it really only stands on one leg: the VS battle which is, in fact, really good.

If you had to play with every character and unlock all the collectables and trophies, fighting your friends or even playing on-line, this title will be long-lived and enjoyed for many months. I would think this title is more for the SoulCalibur fans or for someone looking for a more intense, harder fighting game compared to other titles; by harder I actually mean a more complexed controller setup, once perfected this fighting game is stand out and one for the collection. g

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Hard core fans will be impressed with the fighting but not so much with the story.

Developer: Namco BandaiPublisher: Namco BandaiDistributor: Megarom

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Page 52: Gamecca Magazine March 2012

The market for science-fiction entertainment has always been huge, but it seems that the cyber-punk sub-genre will have to reside in a more niche

market for a while longer. Except, that is, in two forms of entertainment. It has a strong presence in the form of books, with numerous authors writing about near futures in which corporations have supplanted governments as the most powerful organisations on Earth, and cybernetic enhancement makes people more than what they were. And, of course, it had a growing presence in the world of computer games. While the start may have been a bit slower, we have seen two recent releases in the genre in the past few months, in the form of Deus Ex: Human Revolution and now EA’s syndicate, developed by Starbreeze.

Both of these games are sequels to titles that came out a while ago. But while Dues Ex stayed on course more or less, Syndicate has made a move away from the isometric strategy genre that was presented in the (much)

older games, moving towards a first-person shooter model that was previously Deus Ex’s almost exclusive plying field (at least in terms of cyber-punk). Fans of the Syndicate franchise - those old enough to remember the thoroughly addictive strategy title - will find this change more than a little jarring.

The world it presents is still much the same; powerful corporations have elevated industrial espionage to a near act of war, perpetrated by agents who have cybernetic enhancements to make them far more than human. The player takes on the role of Kilo, one of these agents. But Kilo’s enhancements are still prototypes, meaning that his potential for greatness (or failure) is still untested. Add to that all the shady characters, twisted plotlines and conspiracies that one would expect from anything cyber-punk, and you pretty much have the recipe for Syndicate in its new guise.

All of this, while not really original, does offer a very solid background, setting up a game for potential awesomeness.

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New DirectionBut was it the right move?

by Walt Pretorius

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But Starbreeze missed the mark on a number of points, resulting in a game that is not bad, but certainly not great. And the break from tradition does little to help that... had this new version of Syndicate been more along the lines of what had come before, things would have been very different.

Instead we are left with a by-the-numbers shooter that does little to distinguish itself from the run of the mill. And in a genre that is so heavily populated (the FPS genre, that is) this doesn’t do the game any kind of favours. Where the game might have stood out is in one feature that is trumpeted on the packaging... on the fly hacking of chips, whether in systems or in enemies’ heads. But this is little more than an extra button to press, and is, consequently, not really all that impressive. The player can select different abilities to make use of, but even that lacks any form of original punch. It’s just another way to take out enemies, and not a very exciting one at that.

The game looks good and feels ok, and while the plot isn’t

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It can be fun, but it won’t blow your mind… it’s far too by-the-numbers for that.

Developer: StarbreezePublisher: Electronic ArtsDistributor: EA South Africa

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really fresh, it is competently handled. But the delivery of the action, the meat-and-bones of the game, is where it is truly lacking. The upgrade system is extremely simple, and the selection of weapons, while cool, isn’t anything that we haven’t seen hundreds of times before. The stages are generally topped off with boss battles that range from too easy to too frustrating, and some of the game’s interactive set pieces are just too long and clunky.

You will have fun with this title, when all is said and done, but it won’t leave you breathless. In fact, it gets a bit pedantic, repetitive and linear at times, working out to being a game that is about shooting lots of people. This could have been set anywhere... in fact, we have seen this kind of thing in all kinds of settings. So, basically, it’s just more of the same. Fun, yes. Good looking, certainly. Original? Not at all, at least not in terms of overall execution. And that is sad, because it is a wasted opportunity. Perhaps a sequel may provide the player with the kind of depth a game set in this kind of world demands. But this one certainly doesn’t. g

Page 54: Gamecca Magazine March 2012

As far as tennis games are concerned, the market is really cornered by two franchises, namely Virtua Tennis and Top Spin. But while

Electronic Arts released the first Grand Slam Tennis on the Wii only, their latest tennis simulator is giving the others a good go.

Grand Slam Tennis 2 is available on multiple platforms, something that is a brilliant move from the developer. The first game did rather well, but releasing across platforms opens it up to a wider market and provides players with better controls and graphics. Oddly enough, the game isn’t available on the Wii.

For starters, Grand Slam Tennis 2 uses a different control system to the other franchises, which is rather refreshing. Apart from using the normal configuration of analogue sticks for movement and buttons for different shots, EA introduced their Total Racquet Control systems.

With it, players will be able to make more precise

moves, as the analogue sticks are used to aim the ball and also select the different shots. For example, a top spin serve is performed by pulling the stick back to the lower right, and then pushing it up in the direction of the serve. The same principle applies to all on-court shots. The other shots that make use of the triggers, are the modifiers for drop shots and lobs.

The controls can be a bit finicky at times, but players will soon learn to deal with it - in the worst case scenario, players will find it easier to serve with the sticks, but to complete the volleys with the face buttons (which range between slice, top spin, normal and curve).

For the PlayStation 3 version, it makes use of the Move peripheral or the normal controller. As one might guess, the Move allows players to take total control of their shots, aiming them down the line or placing them in the centre of the court with a well-timed slice.

In terms of graphics, it’s very appealing and the level of detail is rather good. All the AI players have great

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likeness to their real-world counterparts, but some of their mannerisms have been lost during development. While they all look great, the problem with video games are that developers struggle to capture the small nuances that set people apart.

The same can be said for the on-court commentary, and while it’s good, it just lacks that something special. Commentary is provided courtesy of tennis legends John McEnroe and Pat Cash, which is a nice change of pace.

But the commentary is great for the first couple of games, Before the repetitive cracks start to show. The speech is insightful yet generic, but on the odd occasion they will say something relevant to the shot played. The problems start to creep in when the same commentary is being spoken over and over - without variety. It’s a flaw with all sports games, and EA can’t really be faulted for repetitive commentary - it’s the nature of the beast.

At the start, players will have the ability to create their own player (and once again make use of EA’s GameFace)

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This tennis simulator is one of the best we have seen so far, and it’s a lot of fun.

Developer: EA SportsPublisher: Electronic ArtsDistributor: EA South Africa

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or start a career with a professional player. Professional players include Federer, Nadal, Djokovic, Borg, Sharapova, the Williams sisters and John McEnroe.

Naturally, there are the modes of single match, tournament or career - which is where players want to be. In career mode, gamers will have to make their mark on the tennis world by winning matches and playing in the four major Grand Slam tournaments across the world.

Grand Slam Tennis 2 is definitely one of the best tennis games on the market at the moment. While the latest Virtua Tennis and Top Spin 4 were released a while ago, they still have nothing on this one. The graphics are great, the likeness is spot on, and the controls are very easy to learn.

Players might feel that the action is a bit repetitive after playing for a number of hours, but it’s a great game to have in the collection.

It does have its small niggles here and there, but players will find it easy to overlook them. g

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highly detailed and without any frame rate issues. It’s really impressive to behold.

Next, take note of how the developers implemented the new control options that the Vita offers. Sure, you can make use of the standard controls, but tilting the Vita to determine jump direction and tracking a line along the ledges you want Drake to navigate just feels so awesome that you will probably end up playing the game as you never have before. And although these controls seem lazy, the truth of the matter is that they, to a degree, allow the player to sit back and enjoy the game’s visual splendour and awesome story.

There are a few games that we consider must-have Vita titles, but Uncharted: Golden Abyss is the top of that bunch. If you only buy one Vita game, make sure it is this one. g

Nathan Drake has made quite a name for himself as an action hero on the PS3, and his first adventure on the Vita platform will only help to solidify that

reputation. Uncharted: Golden Abyss is excellent.There are two things that stand out here. Naturally,

the player will be taking part in a story driven action-adventure game that is rife with puzzles, combat and movement challenges. Even if you have never played an Uncharted game, you know what to expect. What makes it such a great title for the Vita, specifically, comes down to two key factors. The first element is the game’s looks.

If you want to see what the Vita is capable of graphically, check this one out. Funny enough, that’s what people said about the PS3 and the first Uncharted game. But seriously, the graphics are breath taking,

What it’s about, and what it is…by Walt Pretorius

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A true must-own Vita title, this one is a sight to behold. Truly, it is!

Developer: Bend StudioPublisher: SCEEDistributor: Ster Kinekor

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Page 57: Gamecca Magazine March 2012

Despite what all of the nay-sayers said, you can have a hell of a good time with the PS Vita. And you can have a good time in Hell, too.

When a new ruler arrives in Hell, he sets about taking control of the place, using goblin minions to do his nefarious bidding. As the ruler, you get to command an army of goblins and destroy all the enemies in your path to taking over the underworld.

Units come in four flavours as the game progresses, each with strengths and weaknesses, and it is up to the player to select the right kinds of units to get the job done. The controls are fairly simple, even with the touch-pad usage, and the player should be wading through enemies in no time, thanks to a fairly extensive, on-the-fly tutorial

system.It doesn’t have a huge amount of depth, but Army Corps

of Hell is still good fun to play. And fans of heavy metal music will have a field day with the game’s sound track, which features some really awesome metal across a broad range of genres, including, black, death and symphonic metal.

Army Corps of Hell requires a bit of thought and a mild tactical approach, but it is far from taxing. It’s more of a relaxing, smash-everything-that-moves kind of game and, as such, it doesn’t delve into concepts quite as far as it could have.

Still, a little though goes a long way in this title. It is fun, above all… and the soundtrack is sublime. g

South of HeavenThis is metal…

by Alex Scanlon

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It’s a simple game that reminds of Overlord, but the awesome metal sound track makes it all worth it!

Developer: EnterspherePublisher: Square EnixDistributor: Megarom

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Page 58: Gamecca Magazine March 2012

Surprises aren’t really high up there on my list of things that I like. I am the kind of guy who will dig through cupboards and hidey-holes when I suspect

the presence of presents, or will mercilessly interrogate friends and family if I get a whiff of anything containing any combination of the words ‘surprise’ and ‘party’, whether it’s meant for me or not. Nope, surprises aren’t my thing.

That said, there are certain kinds of surprises that I do like. For example, when you find a fifty buck note in a pair of freshly laundered jeans. Or, perhaps, when a game that hasn’t been hyped to the gills turns out to be really rather fun. Actually, this latter example is my favourite kind of surprise, discovering a gem of a game that hasn’t had all kinds of PR singing its yet-unproven

virtues. So I was quite happy when Kingdoms of Amalur: The Reckoning provided me with just that kind of surprise.

But it is a surprise that is slowly rolled out, rather than coming to the player in a big flash of amazement. See, Reckoning takes a little while to grow on you. At first glance, it appears to be little more than a Fable clone: a third-person action-adventure, set in a fantasy world, with role playing elements. Dig a little deeper, though, and the depth and scope of the game becomes apparent.

The player is in control of a mysterious character that has come back from the dead, and is freed from the tethers of fate. In fact, to a degree, the character can change the fate of those around them. This is a pretty large theme in the game, and is integral to the story. The tale plays out in a land where humans and fae folk exist

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And not just a Fable clone…by Walt Pretorius

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together in a kind of uncomfortable harmony. But a sudden attack by faeries turned evil sees the land dumped into a brutal war… the resolution of which lays in the player’s hands.

Through the game, the player will be able to develop three skill sets, applying different degrees of warrior, mage and thief talents to their character. The player can specialise, or mix and match as they see fit. This results in a lot of freedom in developing their character, which is always an added bonus in this kind of title. In addition, they get to choose between various ‘fates’ as the game progresses… these destinies further enhance the character, according to the choices made by the player.

In terms of things to do, Reckoning offers quite a bit. Aside from main plot missions, faction missions

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and a massive amount of side quests, the player can also try their hand at creating weapons and equipment (blacksmithing), creating potions (alchemy) and crafting magic gems that infer bonuses to arms and armour (sagecraft). Reagent, gem shards and components for equipment can be found throughout the massive game world, and can even be salvaged from other stuff, in the case of blacksmithing. In the end, all of this means that the player is going to be playing Reckoning for absolute ages. The story alone is huge, and when adding all the faction and side quests, the game time offered by this title makes it very worthwhile.

The problem, though, is that the combat system is, at first glance, a little too simplistic to handle such a long game. It gets very repetitive after a while, and can easily

Page 60: Gamecca Magazine March 2012

descend into button-mashing. Truth is, though, that smarter players will be able to discover many strategies and approaches to combat within this system, thanks to a simple, yet effective, combination of combat controls, special moves and magical abilities. Also, the wide variety of enemies will require slightly different approaches. You don’t take on a rock troll the same way you attack a group of sprites, after all, so players can discover more depth to the combat than originally meets the eye.

This adds some more depth to the actual game play, which is welcome in a game of this length. The developers have also gone out of their way to try and vary the side quests as much as possible, but the majority of them are the stock standard fetch-and-carry quests that you will find in almost any fantasy role playing title out there.

Sometimes it feels a bit like grinding, but the game is fairly quick to reward the player with levels, so pushing through a bunch of side quests doesn’t feel like too much of a slog.

Variety is the name of the game when it comes to many elements in Reckoning. Enemies are fairly varied, for example, and there is a wide array of potions on offer. The weapons list is also pretty long, even though the basic weapon types are quite limited. But all of this will keep the right kind of player occupied for hours. It may not appeal to everyone, but those that love living themselves into this kind of game will be thrilled.

Graphically, Reckoning is a bit of a mixed bag. The size of the world (which ranges from swamps to blasted deserts) means that really high end graphics are pretty much not an option. The game takes on a bit of a

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cartoonish style as a result, which once again is extremely reminiscent of the Fable franchise. But the effects are great and the settings and character models are surprising detailed… there are times when this game really is a visual feast.

The voice acting goes a long way to helping the presentation, too. Every interaction is voiced by, at worst, capable voice actors. The player will spend a lot of time listening to others speak, so the better than average voice acting is appreciated.

The controls are simple enough to allow for easy, flowing combat, and yet complex enough to allow for varied approaches in fights.

One niggle is that the camera is a bit lazy… the player will constantly want to adjust the camera to the right spot,

which is a pain initially, but develops into a habit before long.

Kingdoms of Amalur: Reckoning is an engrossing and interesting title that, while deriving many of its ideas from other sources, still delivers a fresh plot and a unique setting. And, above all else, it can be great fun, which is always the most important aspect in my book.

The log game time doesn’t hurt, but protracted play sessions do seem to drag a little if the player simply barges through quest after quest.

But it is the kind of game that allows the player a lot of freedom, and therefore becomes a titles that is what you make it. The enjoyment you derive from this game comes from what you put into it… enthusiasm and tinkering is well rewarded. g

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The world is rich, the game dynamic is deep, and the whole thing is tons of fun.

Developer: Big Huge GamesPublisher: Electronic ArtsDistributor: EA South Africa

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Page 62: Gamecca Magazine March 2012

Undisputed 3, if you don’t know by now, is a mixed martial arts fighting game. Mixed Martial Arts has been the next big thing for the last decade

or so, and the growth of the sport – whether in the ring or as a gaming franchise – has been explosive. UFC Undisputed 3 is the main event

If you have already played the other titles in the UFC franchise you can jump straight in, or otherwise you can start a career with your own fighter. Customise your character’s looks, body physics, fighting style, stance and taunts, and victory celebrations. Choose your sponsors and the gear you wear but first you’ll need to fight and get some “CRED” as they call it, getting noticed by winning a belt or two. During your career the fighter will need to do the usual training sessions but will now be able to join a training camp, too, and train with international crews like Wolfslair MMA academy or ATT, which specialise in specific styles and also spit out the best MMA fighters… after all you’re only as good

as your training. The training side of the career is more difficult that the previous titles and takes a lot more time and thought in training your character properly. The fights come down to stamina and skill. Reach will also play a role in your characters success or failure, but skill can overcome reach when applied correctly… just remember to conserve your stamina. During your career, you can change your skills to you suit your own style. If you started with the boxer as your base, you will have stronger standing attacks (punching etc). When going to a training camp you can choose a trainer that specialises in a certain form, allowing you to learn specific moves (straight punch, spinning left heel kick, takedown and tons of others) to mould you own style.

In the octagon, the graphics are superb; the fighters look great, move just as well and bleed like the rest of us. Outside the ring the standards are just as high and have the same feel to previous UFC titles. Menus feature scrolling photos of MMA fighters and decent music. A

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Knocking out the competitionby Dylan Bouch

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good soundtrack always makes a good game great, some heavy music at the right times and good old commentary from our Fear Factor host Joe Rogan and Mike Goldberg. Advancing through the career unlocks movie clips, or as I say inspirational films, depicting the true brutality of the sport we all love to see and hate to see end.

In this title the controls haven’t changed much but there is an option for Pro controls (what we’re use to) and amateur control settings for major and minor transition movements while on the floor in clinch position. The only difference in the controls are the submissions; now you won’t be spinning your analogue stick in a clockwise direction as fast as possible. Instead there will is a display to follow on screen which will help both players in each corner (when playing two players). I found the new setup more user-friendly and just easier and less frustrating than before – where before I was a stand up boxing type of fighter, now I have more possibilities and am not scared to use a fighter with better floor skills, but still start from the

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Hard-CoreMedium 85

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Time to upgrade your game collection, starting with this.

Developer: Yuke’sPublisher: THQDistributor: Ster Kinekor

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hay-maker-knockout boxing style.Gamers will have a long run with this title, using

exhibition match to get straight into the action or a career option, in which players can chose between a new fighter (which you can re-create in your own image) or a roster fighter. There is also Title Mode, in which fighters will need to beat all the opponents in an arcade style ladder matches. Tournament and Ultimate Fighters Mode will let gamers re-write history with classic UFC and Pride match-ups. In the exhibition selection gamers can choose from UFC or Pride franchises, the with UFC being the normal cage fighting that we use to. Pride has fighters in a 10min first round, with a twist in the rules that allows knees to the head, as well as head stomps.

Overall UFC undisputed 3 is a brilliant game and a huge step up from the previous title. The only issues are the fights end to quickly and the loading times are too long. Easy enough for beginners, complex enough for franchise veterans, this one is a knock-out. g

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applied to their fighting character. During fights, the player gets to choose a location, either from several real world locations (literally, real world… the game makes use of virtual tour style photographs for this) or their very own location. This means you can have your fighters beating each other anywhere, and with a little imagination… like using it on a high balcony – the results can be rather amusing.

The motion sensitivity of the Vita also comes into play, as the fight progresses, the characters will move off the edges of the screen… the player will need to follow them by actually physically turning to follow the action.

It’s not a serious fighting game by any means, but its tongue-in-cheek approach and use of augmented reality make it a fun title to pick up and play. Fighter advancement also adds a level of depth to it. g

There are serious fighting games and then there are… oh, wait, all fighting games are kind of serious. At least, they take themselves seriously,

perhaps more seriously than they should. Until now, that is.

Accompanying the launch of the PS Vita is Reality Fighters, one of a very large crop of launch titles. While the game’s title might imply a serious overtone, with all kinds of realism built in, that isn’t the case. The ‘Reality’ bit of the name rather refers to one of the PS Vita’s functions: augmented reality. See, Reality Fighters is not about delivering a real experience, but rather a slightly off the wall fighting game set in your living room. Or your garden, or your office. Wherever you choose.

The player’s face is photographed using the front facing camera that the Vita sports, and rather accurately

Fight for Real…well, ok, only sort of.

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It’s not the deepest or most challenging fighting game around, but it is lots of fun!

Developer: NovaramaPublisher: SCEEDistributor: Ster Kinekor

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Sometimes games originating out of Japan can be… well, odd. It’s probably a cultural thing. Anyone who has watched more than a little Anime

(and who isn’t a rabid fanboy) can attest to the fact that some Japanese entertainment can be a little difficult to grasp. And this is no less the case for games.

Not that odd is a bad thing. In fact, odd can be strangely refreshing, as is the case with Konami’s latest action offering, NeverDead. In this game, the player takes on the role of Bryce Boltzmann, who is a demon-hunter by profession. The catch is, as implied by the title, that Bryce cannot die. He is 500 years old already, with all the cynicism and jaded attitudes that this would imply.

So what fun is a game in which you cannot die? Well, arguments about god-mode cheats aside, there is still challenge here. While he cannot be killed, the weird demons that Bryce hunts are often wont to tearing him limb from limb… literally. Bryce can more or less be

ripped into six parts; arms, legs, torso and head. When he loses a leg, he hops around. Both legs gone, he crawls. If he loses an arm, his dual wielded weapons obviously go down to one. Two arms, and he has to resort to kicking and head butting enemies.

The worst dismemberment will leave the player only able to control Bryce’s head, which they can roll around the level in an attempt to find the rest of his body. Rebuilding is merely a case of bumping his head into a body part, or combat rolling over a severed limb. If the bits can’t be reached, there are regeneration points to be found in the levels, which will allow full regeneration no matter how bad the damage.

This becomes more complicated because certain demons will steal dismembered body parts. And if they manage to get his head, Bryce still won’t die… but he will spend an eternity slowly being digested in some smelly demon’s gut. So there are ways to fail…

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Another way to fail is if Bryce’s all too human side-kick, the foxy Arcadia, gets killed. She’s pretty good at looking after herself, but the player will sometimes need to add reviving her to his already full to-do list.

The action in the game is frantic. It gets pretty challenging right from the get-go, and the constant combat-rolling the player will have to do to retrieve missing bits of Bryce’s anatomy can get a bit much.

To this end, the game is rather generous with experience points, which can be spent to improve his abilities. As an added challenge, abilities bought in this way take up a number of slots. There are limited slots available, so the player will need to mix and match powers accordingly (although there are upgrades that allow the purchasing of more slots, too.)

While it might sound like a bit of a run-and-gun fiasco, NeverDead demands that the player get up close and personal, too. There are certain enemies that are immune

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It is odd and zany, but some folks will love this game’s unusual approach.

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to bullets, meaning that the player will need to employ his ever-present sword as well. This adds an element of strategy to the game, although the player will be more likely to be panicking at the amount of enemies to deal with more than planning deep strategic approaches. This strategy is further enhanced by the fact that the destructible environment can be used to kill enemies. It’s handy, particularly in those spots where the game throws tons of enemies at the player. And they happen often.

The game looks good, too, which is a bonus. The plot is… odd… and the voice acting is typical of a game of this kind; slightly cheesy and sometimes featuring dialogue that doesn’t make a whole hell of a lot of sense.

The characters, too, are extremely over the top, although this does lend itself to the flavour of the title well.

If you want something that offers zany, off-the-wall action, NeverDead is a pretty solid bet. It gets frustrating at times, though. g

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the Vita stable. It is thoroughly addictive in it’s simplicity, yet it gets extremely challenging as the Voyage mode progresses. Aside from that mode, there are several others, including multiplayer modes that allow players to share the music together.

Lumines doesn’t overdo the Vita controls, either. While some games really can take advantage of everything the Vita has to offer, and don’t, the fact that Lumines keeps things simple works perfectly for the nature of the title.

Puzzle games aren’t everyone’s cup of tea, but the high end graphics and great music extends this title’s reach beyond the norm.

If there is a group of must-have game in the crop of Vita launch titles, then Lumines: Electronic Symphony is certainly among them. g

Tetris probably did more for puzzle gaming than most people realise. It spawned a whole bunch of clones that people really enjoy playing, which -

considering that the video game industry is based on a derivative nature - is quite ok with us.

One of the more fun games that can be tracked back to that particular title is Ubisoft’s Lumines, which first made a bit of a splash a few years ago when it introduced the idea of rhythmic dynamics to what was becoming a staid genre. OK, the effect that the player has on the musc in the game isn’t massive, although the sound effects that come from shifting the pieces in the Vita version, Lumines: Electronic Symphony, do add to the massive number of tunes available.

This version of the game is a welcome addition to

It starts here…by Walt Pretorius

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This addictive, fantastic puzzle game is most definitely a must-have Vita title.

Developer: Q EntertainmentPublisher: UbisoftDistributor: Megarom

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Nt so often happens that a new console takes a while to get to where it needs to be in terms of implementation. It takes developers a while to get

to grips with the ideas that the new console brings to the table, and use of new features is sometimes just a little delayed.

Well, the PS Vita is a new console, but its release in Japan before the rest of the world has allowed developers a little time to get to grips with what it has to offer.

Little Deviants is a collection of really crazy mini-games that serves as much to show off what the Vita can do as it does to entertain the player. It is a fun game, when all is said and done, and the integration of the various elements

that make up the Vita’s extensive feature set is clever. The game will charge the player with using all sorts of control system combinations as they blast, roll and prod their way to victory. Virtually every element, from the rear touch pad through to the augmented reality feature, show up in this collection of mini-games.

It, like many mini-game collections, lacks all kinds of depth. But if you want to see what your Vita can do, and you are looking for something that is quick and easy to pick up and play, not to mention rather addictive and fun, Little Deviants is the perfect showcase.

Whether you will be playing it for a long time is another question, though. g

Small InvadersShowing off the Vita

by Alex Scanlon

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It might not keep you busy for ages, but Little Deviants is a great showcase of the Vita’s abilities.

Developer: Bigbig StudiosPublisher: SCEEDistributor: Ster Kinekor

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touch better.The game is also a little vague in some areas, like

defining goals in the many challenges that the player can take on. But possibly the most disappointing is the under-utilisation of the Vita’s features. The touch screen is only used for changing the view. That’s it. Even swiping through menus can’t be done. It makes the game feel like an anachronistic port, rather than a launch title for the hottest new item on store shelves.

But it is fun, and a surprising amount of fun at that. While there are many areas in which this Vita version can be improved, it still does a lot right. We think that future versions of this franchise on the Vita will be fantastic… we’re putting the problems that F1 2011 has here down to possible inexperience on the platform. g

Not every game that makes up the launch stable of the PS Vita is awesome. Some are. Some are a bit iffy. But then there are others that don’t

quite get it right, yet show a lot of potential for future instalments. F1 2011 falls into this category.

If you’re expecting the same experience you would get from some of the bigger console versions of this game, don’t hold your breath. They have stripped out a lot of features that made these versions great, including the whole idea of living the life of an F1 driver. This game is all about the racing, pure and simple. That said, it does a fair deal to improve on the rather nasty 3DS version of the game.

Still, the handling seems too easy, the sound is a little off, and the graphics, while not bad, could have been a

Zoom!A good start?

by Rob Edwards

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It’s not as impressive as it should be, but it does set a solid start for the franchise on the Vita.

Developer: SumoPublisher: CodemastersDistributor: Megarom

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Rayman is a firm favourite on several platforms, so with the launch of the PS Vita, it’s hardly surprising that Ubisoft decided to rework the latest Rayman

game, Rayman: Origins, for the new Sony platform. Every platform needs a solid, erm, platform game, and Rayman: Origins is just that.

If you have played this title as one of the previously released versions, there is little new to experience here. It is, pretty much, the same game. That said, it does make use of the Vita’s touch screen as a control option, so there is at least a small new element to the dynamic. And let’s keep in mind that Rayman: Origins is one of the best platform titles we have seen in years.

That, combined with the wonderful visuals the Vita is

capable of delivering, plus the zany stable of characters that Rayman brings with it, make for a fantastic time. It’s a single-player only experience, but it falls into the realm of must-have for Vita owners, who should have a blast navigating the more than sixty, thoroughly challenging levels the game has on offer.

It would have been nice to see a Vita specific version come out, but the release of this title is soon enough after the other versions for similarity to be more or less forgiven. And once you experience the charm of this game, from the zany intro music scene to the final moments, you won’t be left wanting in terms of hand-held platform gaming. It really is a great title, and the Vita version is simply fantastic. g

A great game on any platformby Walt Pretorius

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A very welcome addition to the Vita launch line-up, and a must-have title.

Developer: UbisoftPublisher: UbisoftDistributor: Megarom

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of problems, which run the gamut from frame rate issues through to hit detection problems. The game just seems to be too ambitious at times while, at others, it feels like a rather flimsy Diablo clone.

It does fill a required gap, though, adding a dungeon crawler to the initial Vita line-up that will suffice until another such title comes along. And it does have a few good features, too, including an excellent inventory system. But the bland story and rubber-banding AI don’t do much to help those elements along.

In the end, it devolves into a button masher as masses of enemies swarm the player’s character. It can be fun, sure, but it is more often frustrating. It will tide us over, but it certainly will not be a game that will be played for years, despite its long story. It is a stop-gap title at best.g

One cannot help but think that there are people out there that like to take advantages of situations. If Ubisoft wasn’t the same company

that released Rayman and Lumines as part of their first crop of Vita titles, one would have to wonder at the motivation behind the release of Dungeon Hunter: Alliance for the new Sony hand-held, and at full price no-less. If it was a new game, that might be one thing, but you can buy it for cheaper to use on your PS3 via the PSN store.

You may argue that new control implementation and multiplayer mitigate the price, but the controls just aren’t enough to justify it and, while the multiplayer is fun, it is hardly revolutionary.

Dungeon Hunter: Alliance for the Vita also has a host

Crawl…Bashing enemies if fun… if you can hit them.

by Rob Edwards

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While it fills a gap, it has many very frustrating issues for the player to deal with.

Developer: GameloftPublisher: UbisoftDistributor: Megarom

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Ridge Racer could have taken the stakes as the hottest racer for Sony’s new PS Vita hand-held console. The operative here is ‘could’. The truth is

that it doesn’t, largely because the content offering of the game is shamefully low.

If you are a Ridge Racer fan, you will likely enjoy the over-the-top, drift based racing action that is a hall-mark of the series – it is ever-present in this title, so fans will know exactly what to expect.

The unexpected, though, comes from the fact that the game only has three tracks – all repeats from Ridge Racer 7 – and five cars on offer. That’s it.

The developers have promised more downloadable content (there is already a free content pack which will add a few more cars and tracks available for free until the end

of March) but this shameless hawking of DLC is a massive let down for a series that has always offered a lot to loyal fans. It reeks of exploitation, even if the game sells at a slightly lower price.

The looks aren’t bad, and the sound and handling are pretty much exactly what you would expect from a Ridge Racer title. Another nasty surprise, though, comes from the bare minimum of game modes (three, with one being online) and the total lack of depth that the upgrade system brings to the table.

It is, when all is said and done, a rather sad day for the franchise. With the loyalty that fans have poured into the Ridge Racer series, one would hope for more than a slap in the face from this latest instalment. DLC is a great idea, but this really is taking things a bit too far. g

Seriously?Where’s the content?

by Alex Scanlon

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Even a lower price point is no excuse for such obvious DLC exploitation!

Developer: NamcoPublisher: Namco BandaiDistributor: Megarom

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console (technically, they kind of are) when seeing this baby in action.

What could have been better implemented is use of the various new elements that the Vita brings to the table. But, that said, not every game can make use of everything the console packs in its bag of goodies, and the graphics more than make up for areas where the title might lack.

As any Wipeout veteran would be well aware, this title is fast paced and challenging, with tons of racers and futuristic vehicles to use in them. If you’re a fan who owns a Vita, this is pretty much a must. And if you’re looking for a great looking racing title, crammed with excitement, well, the same thing applies. g

One thing that can be said for the PS Vita that no-one can refute… it delivers great graphics. Provided, of course, that the developers behind

any given game have taken the time to make the graphics great. And that’s exactly what the team behind Wipeout 2048 did.

In terms of game dynamics, you won’t find too much new here. It’s a Wipeout game, first and foremost, which means high speed, weapon augmented, hover craft racing action across futuristic tracks. Anyone who has played any Wipeout title will know pretty much what to expect. But damn, it looks good! The player may well be excused for thinking that they’re playing on an HD

Fast paced and beautifulby Rob Edwards

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It’s fast and beautiful, and will please fans and newcomers alike.

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Excalibur Publishing has knack for releasing simulation games of almost any imaginable vocation. Their latest one takes players to the rugged and hard-

working environment of oil platforms. That’s right; gamers will be able to control every aspect of an oil platform out at sea.

While it might seem like a straight-forward concept, it’s actually a bit more complex than one would expect. While there are many elements involved, gamers will have to keep an eye on all the machinery and also remember a whole host of controls.

But luckily players will be taken through a detailed tutorial before they start the many missions, and the game won’t progress before they get it right. The missions aren’t

very complex and gamers will generally apply the following formula: locate drilling site, transport drill, attach drill to platform, drill for oil, pump oil to tanker, drive tanker to the shore. Naturally different scenarios make for more challenging missions, but they tend to be all the same.

The graphics aren’t the greatest in the world, but they are by no means bad. The level of detail is enough to convey the message and graphics are kept to a minimum to support the lower end machines as well.

If gamers have a love for large tankers and enjoy the frantic world of working on an oil platform, then this game will provide for hours of fun.

While it’s basic (to a degree), it’s surprisingly complex and enjoyable. g

Black GoldDrilling is hard work

by Charlie Fripp

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If oil is your thing, then this one is for you.

Developer: RondomediaPublisher: Excalibur Distributor: Apex Interactive

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tracking down car thieves and mischief makers. Officers are also outfitted with handguns, radios and stunning device for unruly behaviour.

The controls are fairly simple to understand, and there are constant reminders of what keys to press in order to make the perfect arrest. Gamers will also be able to drive police vehicles, and some of the car chases can become a bit heated.

In terms of graphics, it’s better than most of the simulation games from Rondomedia, which provides better context and excitement. While they could have been slightly better, it by no means detracts from the action.

If gamers are up for catching bad guys and like to keep the peace, Police Force will definitely be for them. Every mission presents a different problem and the action is non-stop - great for killing a couple of hours. g

While simulation games span many genres of work, most of them tend to be on the industrial side involving machinery and

heavy lifting. Police Force is a departure from the normal simulation model, and puts players in the shoes of two police officers in a European city.

It’s actually a rather refreshing take on simulation games, and highly-enjoyable to be able to wander the street looking for criminals and upholding the law. Before any mission takes place, naturally, gamers are taken through a detailed tutorial, explaining all the aspects of being a law enforcement officer.

Players will be able to swap between the two officers at will, but each officer has different skills and equipment. Missions will range from dealing with traffic accidents, setting up radar traps for speedsters, and

I am the LawKeeping the peace in a busy city

by Charlie Fripp

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While it’s basic in nature, it will provide a lot of fun for those who love the law.

Developer: RondomediaPublisher: Excalibur Distributor: Apex Interactive

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There are some franchises that will pretty much always be around, near-immortal entities that might not be the biggest names around, but certainly have

longevity. Everybody’s Golf is such a franchise.The appeal of this series is undeniable; it offers the

player a simple, easy-to-play alternative to some of the more complex golf simulators, while not stripping away much of the challenge.

That idea is then mixed with funky characters and a few fanciful ideas… the result is a golf game that doesn’t take itself, or golf, seriously.

The franchise’s appearance on the newly launched PS Vita platform is hardly a surprise. The hand-held’s power allows the developers to up the graphics and performance

of the game considerably, leaving the player with a game that looks and feels good.

While this Vita version of Everybody’s Golf is fun to play, it is a bit of a sore thumb when compared to many of the other PSV launch titles. This is because it makes little use of many of the new device’s funkier abilities, resorting to a rather staid and old-fashioned control scheme.

Still, if you’re looking for a golf game that won’t tax you overly much, Everybody’s Golf is a decent option. Once again, it is not a serious title, and while it offers the player some options in terms of control style, it pretty much comes down to a three click system.

This is an enjoyable title, but the fun and funky approach won’t appeal to those looking for a serious golf game. g

On ParA cute, fun golf game

by Rob Edwards

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Not for serious golfers, Everybody’s Golf is a great title for the young and young at heart.

Developer: Clap HanzPublisher: SCEEDistributor: Ster Kinekor

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The tracks are also a bit of a mixed bag. Although they are full of supposedly secret short cuts, very blatant clues to these make finding them all too easy. And their effect on the race? Once again, no discernible difference, for the most part.

The game is all about blasting along as fast as possible, regardless. That makes it fun in a mindless kind of way, and it’s OK for killing a bit of time, but it could have benefitted from a little depth, improved design and better graphics. It makes fairly decent use of things like tilt control and shifting gears using the rear touch pad, but none of these features will elevate the game to the level of other, better Vita launch titles. There is a dearth of decent racing titles out for the Vita at the moment, though, so Asphalt: Injection can take advantage of a bit of a market gap, at least up until the time that something else hits the streets.g

Gameloft have made a great many fun titles for mobile devices, but their first two attempts at Vita games – Dungeon Hunter: Alliance and

Asphalt: Injection - aren’t showing off what they are capable of. The fact that both games feel like cribs (or are actual versions of) other titles available on other platforms for far cheaper doesn’t change that sour feeling, either…

Asphalt: Injection provides the player with lots of brand name cars to race in more than 100 events across 15 different tracks. It sounds promising, but the holes soon appear in the hype. The vehicles, for example, don’t show any real discernible difference in handling. Not that this matters, because this game falls securely into the realms of arcade racing, and therefore doesn’t require the most skilful control on the part of the player. It can be fun, but it is almost never technical.

Under-PoweredIf there were PSV racing titles, this one would fall by the wayside. by Walt Pretorius

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Arcade racing can be fun, but Asphalt: Injection doesn’t do enough right to become a classic.

Developer: GameloftPublisher: UbisoftDistributor: Megarom

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Playing the villain can be a lot of fun, especially in franchises where you play the hero, such as Two Worlds. So step into the roles of evil emperor

Gandohar and steel-clad henchman, Sordahon.Set just before the events of the second game, Two

Worlds 2 Castle Defence is a spinoff of the Two Worlds series, swapping out open-world RPG mechanics for something rather surprising: tower defence.

Castle Defence alters the standard tower defence formula; instead of towers you have units that battle the inevitable hordes of enemies. It’s a simple game, at least on the surface, where most enemies fall into easily recognisable roles, and you have access to just six types of units in each level. There is a surprising amount of strategical depth however, as you can only place units at designated points, requiring careful planning to ensure your units survive what is a very tough game.

This is a title which demands multiple playthroughs for each level, as each is staggeringly tough to beat. Frequently you will come within a couple of waves of finishing a particular mission, only to have your entire force destroyed before you can blink. This is due in part to an obscenity-inducing AI, as you cannot directly control your minions. In this regard, the pause function is heaven-sent; allowing you to sell, buy, swap or revive units, but things still tend to move at a blistering pace. What’s more, there’s no difficulty setting, so there are bound to be more than a couple of rage quits.

This is not a pretty game either, with nicely detailed environments but frankly ugly character models, and the sound is appropriate but forgettable. All this combines into an interesting take on an established franchise, worth at least a couple of hours play, particularly if you’re Two Worlds fan. g

Heroes for BreakfastBeing band can be good…

by Author’s Name

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An ugly but interesting spin-off, this will keep you going for hours, if only because you’ll be dying so often.

Developer: Reality PumpPublisher: TopWare Distributor: Apex Interactive

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of the PS3 version will pretty much know exactly what to expect from this title – apart from a few differences brought about by new control options, it really is more of the same thing. Not that this is bad… ModNation Racers is a fun franchise, full of personal expression and karting action. The player will still be able to modify everything from their personal character right through to the tracks in this title, meaning that it has pretty much all the versatility and potential of its brother from the bigger Sony system.

In the end, it’s a fun racing title, not to be taken seriously, that allows the player to create and share content with a great set of tools.

Thanks to that it delivers a great level of replayability, and challenging others to races adds even more scope to its replay value. g

We are being treated to an excellent crop of release titles to welcome the arrival of the PS Vita. A number of those, obviously, are

existing franchises shifting onto the new console. This tactic is an obvious one… present people with what they know in a new way, and you drum up interest, after all.

ModNation Racers proved to be a rather popular karting style game on the PS3 platform, so it’s hardly surprising to see it show up in the catalogue of PS Vita launch titles. After all, the connectivity offered by the Vita, as well as the great graphics and interesting new control ideas, lend itself to a title that is dependant on community.

The Vita version is officially called ModNation Racers Roadtrip (implying the portability of the game). Veterans

Creativity in your pocketby Walt Pretorius

Accessibility

PrejudiceDrug UseSexLanguageViolence

7+Parental Advisory

Casual

Hard-CoreMedium 80

Score

Just like its PS3 brother, this game will allow tons of personal expression, in addition to racing action.

Developer: SCEIPublisher: SCEEDistributor: Ster Kinekor

PSVWiiMovePS3KinectX360PC

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form

s

PSVAT A GLANCE:

3DSDS

Mod

Nat

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Race

rs: R

oad

Trip

g amec c a r ev i ew • i s s u e 33 • Ma rch 201280

Mini-Modding

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The game of chess needs little introduction. Throughout the centuries of its existence, it has been regarded as one of the most strategically

taxing and demanding games, requiring careful thought, foresight and planning. Then Targem Games and Topware Interactive got together and destroyed centuries of tradition by adding a health bar…

That is not to say that Battle vs. Chess isn’t tactical. Indeed, the variety of modes and special scenarios on offer can boggle the mind, and completely change tried and trusted strategies. While you can play a standard game, if this is what you are looking for you are probably better off with other chess titles, which have such things as detailed histories on each and every opening move, famous matches and what not. Battle vs. Chess does have the obligatory chess puzzles of course, such as one move checkmating, as well as historical scenarios and a basic tutorial. But this is where the similarities to Chessmaster end. Noticeable changes can be seen even

from the “classic” game menu, which offers several modes of play, such as randomising the starting positions of your pieces, allowing you to change the order of your pieces, or even be assigned a random number of pieces based on their point total. Somewhere in the world, a chess fanatic is sputtering in pure rage.

The campaign is where things take a turn for the weird however, or at least weird for chess. Being a themed game, there is story (of sorts) behind each battle, but it is rather weak. Each engagement though introduces some change to a standard mechanic, from fog of war to reinforcements to resurrection. There are 2 campaigns, each with fifteen missions, and each with their own special variation. Things truly get shaken up, and can become extremely challenging, and yet still remain recognisably “chess.” Each scenario will force you to change some aspect of your play, and the AI, thanks to the Fritz chess engine, does a good job of keeping things at a manageable difficulty level, while still providing all the screams and

g amec c a r ev i ew • i s s u e 17 • N ovembe r 2010gamec c a r ev i ew • i s s u e 33 • Ma rch 201282

Mass AppealOr at least that’s the intention

by Lein Baart

Batt

le v

s. C

hess

Page 83: Gamecca Magazine March 2012

groans of frustration if you want to turn up the difficulty.Then there is Battlegrounds, which takes traditional

chess and mutates it into an ADD, misshapen clone. Two modes are available, duel, where each piece-taking move becomes an opposed quicktime event, and slasher, which turns an attacking move into an overly simplistic 3rd person action sequence.

The entire board becomes an open arena, and depending on the health of the pieces and their position on the board, frequently other allies and enemies will join the fray, though this has no impact on their actual position in the “chess” mode.

While these modes do offer something tactically, for instance certain moves that would be suicide in ordinary chess are now possible and checking the king doesn’t necessarily mean you win, they seem like slapped on gimmicks rather than properly developed features in their own right.

This is noticeable especially in slasher, where combat

g amec c a r ev i ew • i s s u e 33 • Ma rch 2012 83

Accessibility

PrejudiceDrug UseSexLanguageViolence

6+Parental Advisory

Casual

Hard-CoreMedium 71

Score

While Battle vs. Chess is a brave attempt at revolutionising the computer chess genre, there are still several issues that need to be

Developer: Targem GamesPublisher: TopWare Distributor: Apex Interactive

PSVWiiMovePS3KinectX360PC

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3DSDS

is all about beating your keyboard senseless, as quick as you can, rather than stringing combos together. Then, of course, there is always the purist problem…

This is not the only problem with Battle vs. Chess. Its soundtrack, while appropriate, is mediocre at best, and while the environments look pretty and are quite well themed, the pieces themselves tend to be somewhat plain. The story and voice acting of the campaigns is laughable (literally) and there is a distinct lack of variation in the models between the black and white pieces as well, with the limited number of animations tending towards tedious, rather than spectacular. Frequently I found myself switching to the simple overhead view just avoid them.

Overall Battle vs. Chess is a somewhat of a mixed bag, offering a unique take on a classic and much loved game. Its attempts to appeal to a broader market feel flimsy at best, though there is certainly enough here to interest any chess fan, as long as they’re not expecting to go against Deep Blue. g

Page 84: Gamecca Magazine March 2012

g amec c a r egu l a r • i s s u e 33 • Ma rch 201284

Ess

en

tial C

lass

ics

CarmageddonWho says violent games can’t redeem themselves? Well...

By James Francis

Page 85: Gamecca Magazine March 2012

g amec c a r egu l a r • i s s u e 33 • Ma rch 2012

If violent games encourage real world atrocities, why am I not making handbrake turns into old grannies, wheel spinning in their chest cavities only to shoot

forward and send a cop splattered across my windscreen? Well, for one, the damage to my car would be catastrophic. I do not know what the Eagle, Hawk and other vehicles from Carmageddon are made of, but it ain’t from Kansas. And being able to repair damage on the fly - that is just pretty sweet.

Those sucking off the teat of nostalgia might often muse how things aren’t made like they used to. But there is no sentimentalism when declaring as much about Carmageddon. With the exception of its two sequels nobody has ever made a game like this road rage simulator - before or since. I recall that even the developers, writing in the CD booklet, refused to dedicate the game to their friends and family. They felt the game was just too disgusting. It’s a tongue-in-cheek commentary - I’m sure they were very happy to show people this gem. But Carma was special. Set in a presumably post-apocalyptic future (a theme the series took on from the second game onwards), you take part in street races, tearing around corners and trying to win. Typically arcade, a series of checkpoints made sure you stayed on the straight and narrow. Except, thanks to one of gaming’s first sandbox worlds, you didn’t need to. The only real loss condition was to run out of time.

How did one get time? Ram into your opponents and mow down pedestrians. To win you have to complete all the checkpoints, destroy all the other racers or take out all the pedestrians (which is pretty much impossible). Such actions also gain you cash, used to buy one of the three upgrades available. Depth is not Carmageddon’s strong suit: the upgrades are shallow, the driving mechanics infantile and the track designs pretty counter-intuitive (racing tracks, that is, not the fantastic Fear Factory soundtrack). The AI is retarded and forget the other racers catching up to you - they are sometimes just randomly transported to be somewhere nearby.

None of that is bad, since Carma is not out to endear you with racing. Insanity is the order of the day here - plowing into people, bouncing off walls, electrocuting the hell out of athletes on the football pitch... This is not a serious game: low-brow wordplay offer level names like ‘I Scream In the Sun’ and point-enhancing actions like the ‘Cunning Stunt Bonus’. Yes, you read right (and re-read if you didn’t). Other bonuses include Piledriver (ram something into a wall) and my favourite, the “Nice Shot, Sir”, where you send an object flying into a pedestrian.

Carmageddon was insane fun in multiplayer (on the defunct IPX protocol) and ought to make a reappearance on Live and Steam. But maybe it isn’t possible to return to this kind of game, forged in the same era as when Doom and the original Grand Theft Autos were sowing even more insanity. God, I miss gaming in the Nineties. They really don’t make them like they used to. Suckle. g

85

CarmageddonGenre: Arcade RacerReleased: 1997Find it on : Wherever you canWorks on: Dosbox

GAME INFO.

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Nifty!Lots of great ideas here…

by Rob Edwards

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 201288

The

rmal

take

Cha

lleng

er U

ltim

ate

Keyb

oard

For many years, Thermaltake has been a name associated with innovative ideas and designs. From their cases and cooling units through to

input devices, this is a company that often takes a slightly different approach to what is considered normal. The results are, more often than not, impressive.

Take the Challenger Ultimate gaming keyboard, which is part of the Tt esports range, as an example. It combines so many small, nifty ideas that it elevates the humble keyboard to the status of must-have item.

It starts with a 256 colour palette for the backlighting of the keys, which have a short, comfortable travel distance. Add to those fourteen programmable function keys, arrayed at the edges of the board, and you have quite an impressive looking keyboard. The WADS and arrow keys can also be replaced with red keys, to allow for immediate visual identification, and those often annoying Windows keys can be covered up with dummy keys, which cannot be depressed... great for avoiding

those horrible incidents where you miss the CTRL key.The keyboard offers fantastic performance, with anti-

ghosting technology to allow for accurate multiple key presses. The backlight can also be adjusted, or even turned off.

The keyboard is extremely comfortable to use, with an excellent angle provided by the retractable feet at the top of the board. Comfort is further enhanced by - get this - a small fan that can be plugged into either the upper left or upper right corner of the board. This fan blows a stream of cool air over the user’s hands, helping cut down on heat and sweating. When not it use, the fan slots into a special port at the top of the board. It’s fantastic, if you’ll pardon the pun. The ports that the fan can slot into are protected by rubber caps which can easily be removed should you wish to use this refreshing little device.

Speaking of ports, the board offers two USB ports, as well as audio ports. In addition, the main cable can be detached, which makes for easier and safer transportation.

Page 89: Gamecca Magazine March 2012

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 2012 89

AT A GLANCE:

Manufacturer: ThermaltakeDistributor: CorexOnline: www.corex.co.zaRRP: TBC

PROS:• Great feel• Good ideas• Reliable

CONS:• Price

Without resorting to unnecessary gimmicks, this keyboard offers lots of great features.

TECH SPECS:• 14 macro keys• Cooling fan• Detachable cable• Anti-ghosting• 2 USB ports• Audio ports

96Score

A cable management system in the base adds even more safety for that all-important cable.

The keyboard also handles up to 70 macro key functions, thanks to 64kb of on-board memory. Profiles for different games can also be accessed on the fly, to quickly change between game setups.

While most keyboards are considered good if they merely perform their desired function, this model from Thermaltake shows a lot of thought and innovation. While others may have some flashier ideas, like LCD screens, Thermaltake have kept things extremely practical with this board. Here, you get for what you pay for, and you will likely use everything you get.

There is very little about this keyboard that can be considered gimmicky or superfluous. It is a practical, comfortable and very capable input device. It looks impressive, too, and delivers the kind of innovative dependability that one would expect from Thermaltake - nifty ideas and all. g

Page 90: Gamecca Magazine March 2012

MMO ChampionGreat for all games

by Alex Scanlon

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 201290

Logi

tech

G70

0 W

irel

ess

Gam

ing

Mou

se

Logitech quietly go about their business of producing great peripherals and then, every now and then, drop a bomb shell in the form of a

great new gaming peripheral. These form part of their G series, with the G no doubt standing for ‘grand’. Or ‘gaming’, I suppose. Either would do.

The G700 Wireless Gaming Mouse is one of the latest additions to that range, and it really makes the grade. While wireless isn’t always the best option when it comes to gaming, Logitech have used a gaming-grade system here, which reports between the mouse and wireless sensor (in the form of their great nano-receiver) 1 000 times a second. That’s a hell of a lot of traffic, and it allows for a smoother experience that one would expect from such a device.

Powered by a rechargable battery, the G700 - which is ostensibly meant for MMORPG gaming - recharges via a USB cable. This cable allows the mouse to be used even when charging, and can also be used as an

alternative to wireless use. That shouldn’t be necessary, though... the wireless performance is excellent, and the tiny receiver can be stored in the mouse when not in use.

Further, the G700 offers a dpi range of 200 to 5 700, which is really decent, and processes at 12 megapixels per second, for really accurate input.

The mouse is extremely comfortable to use, with a generous basal rest adding extra comfort. A number of programmable keys, including four conveniently located near the thumb and three to the left of the main left mouse button, allow 13 macros to be programmed into the mouse, using special software.

This is a really fantastic gaming mouse and, even though it is kind of specifically designed for MMORPG use, it performs well across all types of PC games. It is extremely comfortable to use, with very sensible button placements. The recharging cable doubling as a mouse cable is a nice touch, ensuring that is can be used as a wired or wireless mouse. In the latter case, the battery life is very good.

Page 91: Gamecca Magazine March 2012

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 2012 91

AT A GLANCE:

Manufacturer: LogitechDistributor: LogitechOnline: www.logitech.comRRP: R1699

PROS:• Responsive• Versatile• Comfortable

CONS:• Price

A well designed, responsive gaming device; comfortable, practical and versatile.

TECH SPECS:• 13 programmable buttons• 200 – 5700 dpi• Rechargeable• Wired option• 1000/s wireless

96Score

On the whole, you could do much worse than using the G700 for your gaming needs. It is extremely capable, delivering a high degree of performance that the modern gamer would be looking for in such a device. It is a little on the pricier side of things, but when one wants to get something of this quality level, it invariably costs more.

We tried very hard to find faults with the G700 but, barring several years of use, we couldn’t find many things to moan about. We could have squealed about the wireless, but the added versatility of the charging cable takes care of that. Besides which, the wireless performance is actually excellent. We could have complained about button placement, but while they do take some getting used to, they are actually all cleverly placed for ease of use.

So, then, nothing much to complain about... while that does leave us feeling a little unfulfilled, the experience that this mouse delivers makes up for it. This is a great gaming device. g

Page 92: Gamecca Magazine March 2012

Sony’s anticipated hand-held has arrivedVita!

www.gladgetmag.comIS

SU

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7 / V

ol.2

Ma

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01

2

Page 93: Gamecca Magazine March 2012

www.gladgetmag.comTechnically, playful !

Page 94: Gamecca Magazine March 2012

Big is BeautifulThey’re bulky, but they are awesome!

by Walt Pretorius

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 201294

The

rmal

take

Sho

ck S

pin

Gam

ing

Hea

dset

What can we say? We love a great set of headphones. Whether they’re meant for specific purposes, or are general application

devices, headphones are extremely useful things to have around. And if they’re excellent quality, well, that’s just the icing on the cake.

Like these babies... Thermaltake’s Shock Spin gaming headset. They are part of Thermaltake’s Tt esport range, aimed at providing gamers with the right kind of gear at great quality levels. And believe me, that they do.

If a complaint must be levelled at these headphones, it’s that they are a little bulky. We don’t mean heavy, but rather big. Transporting them can be a bit of a pain in the rear, because they don’t fold up as we would have liked. That said, they are very sturdily constructed, so aside from losing a big of luggage space, it’s all good.

And they are surprisingly comfortable, too. This is, in part, thanks to the fact that the device, although large,

is light. Further comfort comes from a padded, auto-adjusting head band that alleviates pressure, as well as the velvet ear pads that surround the user’s ears. There is no undue pressure from these... they sit exactly where they should, encapsulating the whole ear rather than hurting bits of it. The cups are held by adjustable axles as well, for maximum comfort. Additionally, generous venting on the outside of the cups allow for a greater degree of airflow, helping the ears stay cooler during long gaming sessions.

The 50mm speaker drivers feature enhanced bass sound, and deliver audio that is truly sublime. Whether you are listening to your enemies getting blown to bits, or just chilling with some tunes, the audio quality of the Shock Spin is great.

So is the versatility. Instead of using a boom mic, this headset makes use of a clip on mic, similar to those used by TV production companies. This cables unit clips to the user’s clothing, and interfaces with the PC directly. It can

Page 95: Gamecca Magazine March 2012

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AT A GLANCE:

Manufacturer: ThermaltakeDistributor: CorexOnline: www.corex.co.zaRRP: TBC

PROS:• Comfortable• Great sound

CONS:• A bit big

Although they’re a bit bulky, the sound quality more than makes up for that minor inconvenience.

TECH SPECS:• 50mm speaker driver• Auto adjusting headband• In-line volume control• Extendable cable

88Score

be unplugged and removed entirely, should you wish, which is a bonus, and also features a mute function, for when the insults get a little too rough. The in-line volume control obviously controls the volume, and is set at a sensible distance down the unit’s braided cable.

And if you want a little less cable length, the headphones can be unplugged from the volume control unit and plugged directly into the PC ( or whatever else you use the headphones with.)

The cable, at its full extent, is pretty long, so this options (which adds the hassle of controlling volume via the device, rather than the in-line control) might be good if you want a little less wire to deal with.

Overall, these are stunning. Sure, they are rather bulky, which may put people off, but with that size comes a level of performance that is truly excellent.

The comfort and versatility of set-up are added bonuses, because the real function here - sound delivery - really is top notch. And that, in the end, really is all that matters. g

Page 96: Gamecca Magazine March 2012

AiryBut a little ugly, too…

by Walt Pretorius

Raid

max

Aeo

lus

PC C

ase

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 201296

Airflow is something that is hugely important in a PC case, and Raidmax are well aware of this. Enter the Aeolus case.

OK, to be honest, the looks of the box are just a little too… overstated… for out tastes, but the truth is that this bold design highlights the fact that this case is great at keeping your PC system cool. And it ships with one more fan than we expected.

Out of the box you will find a 140mm front fan, an 80mm back fan and two 80mm top mounted fans. Another fan can be mounted in the front and side. There is also a vent beneath the bottom mounted PSU bracket, and the case has support for water cooling in the form of two valves built into the rear.

Inside there is space for four side mounted hard drives, as well as three optical drives. All of these bays are screwless, and two of the hard drive bays are removable, for even better air flow. A generous cable management space (25mm) keeps thing really neat.

On the outside, a USB 2.0 and USB 3.0 port are available, in addition to all the other expected ports.

Raidmax cases are proving to be sturdy, provide great

air flow and are easy to work with. This one is no different. g

AT A GLANCE:

Manufacturer: RaidmaxDistributor: Pinnacle AfricaOnline: www.pinnacle.co.zaRRP: R699

PROS:• Great air flow• Sturdy• Good interior

CONS:• Slightly ugly

Good airflow trumps looks in this one.

TECH SPECS:• Bottom mounted PSU bracket• 6 fan mounts• 4 HDD mounts• 3 optical mounts• Screwless• S2 USB ports

85Score

Page 97: Gamecca Magazine March 2012

So you bought a Vita? Well, after your pocket near melted from the searing heat of the asking price, you will probably want to make sure that you not

only protect it, but also get as much out of it as you can.Well, Orb have a solution for you on both counts. If you

go out and get yourself the Orb PS Vita Mega Pack, you will not only be able to protect your investment, but you will also be able to make sure that you can charge it on the go… which is handy, if you consider the Vita’s five hour of gaming-time battery life.

In this pack, you will get a sturdy carry case, headphones, a screen protector (with a handy applicator), a cleaning cloth, a car charger, a game case (for one game, sadly) and an additional USB cable and AC charger (which is slightly redundant, until you lose the original one!)

It’s great value for money, and it will allow you to carry your Vita wherever you go, without worrying about damaging that all-important touch screen. And considering your level of investment, that’s a great idea. The car charger is also a brilliant option to have around. g

Keep it Safe…You don’t want that screen scratched…

by Walt Pretorius

Orb PS V

ita Mega Pack

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 2012 97

AT A GLANCE:

Manufacturer: OrbDistributor: Megarom AccessoriesOnline: www.megarom.co.zaRRP: R399

PROS:• Good protection• Car charger!

CONS:• Some redundant items• Pricey

A handy pack, with lots of accessories to make your Vita life easier.

TECH SPECS:• Carry case• Screen protector• Car charger• Headphones• Game case• USB cable

78Score

Page 98: Gamecca Magazine March 2012

SimplerBut still solid

by Alex Scanlon

Raid

max

Atla

s PC

Cas

e

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 201298

The Atlas is a stylish case that manages to pack a number of features into a smaller box. With four optical drive slots and four HDD slots, it

still manages to pack in everything it needs, though. The bottom mounted PSU brackets sits above a lower vent to allow for heat extraction, and an included front 140mm and rear 80mm fan take care of air flow. The side panel is dominated by a massive mesh, with space for an additional 140mm or 200mm fan.

The case is stylishly designed, with the unique front sporting two USB 2.0 ports, in addition to audio ports and power switches.

Most notably, this case is built for easy of use. Optical bay doors are easily clipped on or off, and even the side panels have fold away handles. The entire interior is screwless and beautifully finished, meaning no scrapes or tight working conditions.

The matt black exterior is rather understated, but still looks stylish enough that anyone would want to proudly show off a PC built into the Atlas. g

AT A GLANCE:

Manufacturer: RaidmaxDistributor: Pinnacle AfricaOnline: www.pinnacle.co.zaRRP: R489

PROS:• Looks good• Screwless• Solid

CONS:• No top fan slots

A solid PC case, with decent cooling and lots of interior space

TECH SPECS:• Bottom mounted PSU bracket• Four fan slots• 4 HDD slots• 4 optical slots• Screwless• 2 USB ports• Spec

78Score

Page 99: Gamecca Magazine March 2012

In this month’s PC Builder section we take a look at the importance of choosing the right power supply unit. People in the know will tell you that this

component is extremely important, and a high quality PSU will save you from potential heartache later on down the line.

Raidmax are apparently that kind of people, because they have produced a fantastic higher end PSU for those that want to make sure that their PC has all the power it needs, while maintaining interior neatness and good air flow.

The RX-1000AE makes an impression, right from the word go. Literally. It doesn’t come in a brightly coloured cardboard box… rather, it ships in a sturdy plastic case, complete with a handle. In fact, this packaging really is a bit of a mini-toolbox, complete with a tool tray on the inside. Call me frugal, but that’s just added value, providing you with a place to keep all those extra bits and pieces left over after your PC building session – the ones you cannot bring yourself to throw away.

Airflow and neatness are maintained within the box thanks to the fact that this is a modular system – you only attach the wires you will need. In addition, the enlarged 135mm base fan helps keep things even

cooler, and the 1000W power output will deal with even the highest system demands.

In short, this is a powerful, if expensive, PSU that every enthusiast would want. g

In PowerMore power than you can shake a stick at!

by Walt Pretorius

Raidmax RX

-1000AE Pow

er Supply Unit

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 2012 99

AT A GLANCE:

Manufacturer: RaidmaxDistributor: Pinnacle AfricaOnline: www.pinnacle.co.zaRRP: R1399

PROS:• Neat• Powerful

CONS:• Price

A very impressive power supply indeed!

TECH SPECS:• 1000 W• 135mm fan• Modular system• Industrial grade protection

92Score

Page 100: Gamecca Magazine March 2012

SolidBut some strange design choices…

by Walt Pretorius

g amec c a h a rdwa r e • i s s u e 33 • Ma rch 2012100

Cor

sair

Ven

gean

ce M

90 M

ouse

The challenges inherent in designing a good gaming mouse are less obvious than one might initially assume. Sure, there are obvious factors,

like DPI and acceleration, but there are other factors that come into play, too. Like weight distribution, for example, and hand comfort.

Corsair did a lot of thought when they put the Vengeance M90 together, starting with an aluminium frame to aid weight distribution. Part of the result is a mouse that is slightly heavier, but feels awesomely stable. It also has a pretty unique, rather feral look as a result, with visible hard metal edges complementing the matt black finish of the rest of the device.

The mouse offers numerous buttons, too. Aside from the usual left and right buttons, scroll wheel, sensitivity adjustment buttons and profile switcher, the M90 offers an additional nine programmable buttons, situated around the user’s thumb. This makes ambidexterity of the mouse impossible... it ain’t for lefties, I am afraid.

Additionally, the button placement is rather odd. See, they are arranged in a sort of angular circle around where the user’s thumb rests. Two thirds of them are easily accessible, but that leaves you with three buttons that are uncomfortable to use, particularly if you have small hands. Still, they are handy, and the built-in 48 kb of memory that the mouse has will save up to six different configuration profiles, which is handy for those that want to jump between games a lot, while keeping a lot of their control on the mouse.

As a wired mouse, the M90 offers very little by way of lag when in use. It senses at 5700 DPI, making it pretty sensitive, too (and, naturally, adjustable in terms of that sensitivity). Tracking is up to 165 inches per second, and features up to 30G of acceleration, with an automatic frame rate control that helps keep things smooth.

For the most part there are far worse options than the M90 when it comes to gaming input devices. It is sensitive and responsive, and we always prefer a wired

Page 101: Gamecca Magazine March 2012

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AT A GLANCE:

Manufacturer: CorsairDistributor: CorexOnline: www.corex.co.zaRRP: TBC

PROS:• Responsive• Solid• Comfortable

CONS:• Some strange button placements

Aside from some strange button placements, this is a very good mouse indeed

TECH SPECS:• 9 programmable buttons• Aluminium frame• Up to 5700 dpi• Corded• 48kb onboard memory

82Score

mouse to a wireless one when it comes to gaming. It’s solid construction, from the braided cable through to the aluminium frame, adds a sense of confidence to the device, too; this one will survive more than a few rage quits. And it looks the part, with a mean appearance that may just get your enemies a little worried.

In terms of comfort, it is fairly decent. Yes, it is a little heavy, but you get used to that, and it feels good under your hand. The only real complain is the positioning of the programmable buttons, which we just didn’t seem able to get used to. That’s personal preference, though; they might suit you just fine.

Choosing a mouse needs to be based on your own comfort and needs, in the end. If the M90 appeals (and it is striking enough to at least peak anyone’s interest) then the performance the user will be rewarded with is excellent. Just make sure you can work with all the buttons... g

Page 104: Gamecca Magazine March 2012

This month sees the PlayStation Vita go on sale. Having spent limited time with one, I’m

not really in a position to give a full rundown of Sony’s new portable console, but I did make some observations. So allow me to point out why I won’t be buying one.

Firstly, and most importantly, I don’t need a portable games console. Back in the day when we didn’t have smartphones, portable consoles were cool. Those were also the days where we spent countless hours in the back seat on the way to a coastal holiday destination. Now that I’m an adult and have a platform for presenting anecdotal evidence, I can proudly say that the only time I use a portable games console (my Nintendo DS) is when I take a, erm, extended restroom break. Tetris is a good friend, here. It’s not essential, though, and definitely not a luxury I’m willing to dump (lol) R3500 on. Furthermore, South African society sees us in our vehicles, not on trains or buses. That’s where most people will use a portable console. And those who do find themselves on the bus, with money to burn on a console, probably already have a smartphone.

Secondly, the Vita isn’t very compact. It’s twice the size of my clad-in-a-chunky-cover iPhone. The last time I wore pants with pockets big enough to accommodate a Vita was during the awkward baggy pants rapper phase in my teens. I’m

not going back there in a hurry, least of all because I’m now too fat to wear rapper pants – instead of being baggy they’re merely snug.

Thirdly, it all feels a bit forced. With the Move, Kinect, 3DS, and every

other non-standard interface, you’re always given the option of navigating menus using the buttons that are already there. In the case of the Vita you have the (very good) touch navigation foisted upon you in what

feels like Sony’s desperate effort to say, “LOOK AT US, LOOK AT WHAT WE’VE DONE.”

You can’t use the D-pad to navigate the menus and home screens, because they want you to use touch for everything. Even the haphazard layout of the icons on the home screen isn’t conducive to logical d-pad navigation. In games, too, you have the touch gestures forced down your throat like a medicine your old-fashioned parents assure you is going to work. Fortunately you can still use the regular controls, which makes me wonder why the touch controls were shoehorned in. Sadly, they are there, and the developers are obligated to let you know about the cool new touch things you can do in the game. These helpful hints are presented in gameplay flow-breaking popups.

Maybe Sony fixes the Vita. I know that devs will eventually settle down and let the touch experience be more natural. But by the time that all happens, we’ll have even better smartphones with capabilities equal to the Vita – and all that from a device might even let you make a phone call. g

by Christo van Gemert

g amec c a c o l umn • i s s u e 33 • Ma rch 2012104

Party Pooper

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