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Yoshida talks all things PlayStation 4

NEW YORK CITY--Today during a roundtable session with media, Sony president of Worldwide Studios Shuhei Yoshida fielded questions about a range of topics concerning the just-announced PlayStation 4 and the growing PlayStation ecosystem.
During the hour-long talk, Yoshida opened up on a range of topics, including why Sony decided not to show the PS4 hardware during its announcement last night, the rumors of the PS4 blocking used games, why 3D is no longer a focus for the company, and the status of The Last Guardian, among other things.
Check out Yoshida's comments on a host of topics below.
On possibility of PS4 blocking used games
When you purchase the disc-based games on PS4, it should work on any hardware. So that's what I'm saying.
On whether or not the PS Vita price cut in Japan will become effective worldwide
No, it's not. It's a region-by-region-based decision. Always.
On activation codes for secondhand PS4 titles
It's a publisher decision. We are not talking about it. Sorry.
On Sony's decision not to show PS4 hardware during the announcement
I'm sorry we did not show the hardware. But we have plans from now--in February--through the year for the launch. We like to disclose things based on what we think we really want to communicate first. And next time we will talk about these things.
On 3D support for PS4
No, it's not a focus, but it does [support 3D]. More games will run at 1080p and 60 frames per second, so it's an easier and better experience when you watch on 3D TV. We like what we can do on PS3 using 3D, but now the consumer electronics side [of Sony Corp.] has shifted focus from 3D TV to something else, so if they are not talking about it, why are we?
On 4K support for PS4
The official answer is the PS4 supports 4K output, but does for personal content like photos and videos, not games. PS4 games do not work on 4K.
On support for legacy platforms now that the PS4 has been announced
So we have Last of Us and Beyond: Two Souls coming out this year; these are pretty big titles. And after that we haven't announced any new software for PS3.
On the possibility of bringing PS3 titles to PS4
It's an interesting concept. We've been upgrading PS2 games to PS3 with better resolution and better frame rate. And people love it. So I think at some point it makes sense and it's great for developers to be able to develop some things that they missed or couldn't get working properly on the older hardware because of the performance to be able to make it better for newer hardware. So we are open to look at that.
On Gaikai integration for PS4 launch titles
So we are saying virtually every PS4 game will be playable on PS Vita via Remote Play. I would be heartbroken if it doesn't day one. On day one, my expectation is that we have to have all games work on PS Vita.
On whether or not Sony would acquire Quantic Dream
We don't look at developers in the world who are making great games for some other publisher and say, 'We have to acquire them." We never do that. The way we acquire developers, when we do, is the natural evolution of the relationship that develops. When it makes sense, we sign a deal. In terms of Quantic, we worked with them on Heavy Rain, and we are working with them on Beyond: Two Souls, and they are showing something very interesting on PS4. So we are definitely developing that stronger relations and we love them as well.
On possibility of PlayStation App store
Personally, I would like to see that. Our PlayStation Mobile is really targeting to do that so smaller developers can really publish from the countries we support. But on the console side, for the PS3 and PS Vita, we still treat publishing like our disc-based model in terms of certification, approval, quality assurance. So we are discussing internally how we can make it a bit more open or a bit easier especially for smaller developers to publish. Because we totally believe in the importance of supporting these smaller developers because they provide really unique and interesting ideas to the platforms.
On what the PlayStation 4 Eye Camera is capable of
The PS4 Eye has two HD cameras, and these two cameras can be used in several different ways. One way is to use it for triangulation, so that space in front of the camera can be measured so that when you do this [motions with his hands] the game knows you are doing this. The other way is to make the augmented reality games like Wonderbook, using one camera for the video streaming, the other camera to…optimize for that task.
"We totally believe in the importance of supporting these smaller developers because they provide really unique and interesting ideas to the platforms."
On whether or not the PS4 will be region-locked
I know the answer, but I don't want to be quoted and get a call from my PR guy saying, 'What did you say?'
On whether or not PSN will remain free for PS4
We totally believe that we want to provide more functionality and more services and more content on the network. And so we are looking at how we are going to structure that. And we are not ready to talk about that.
On possibility of backward compatibility for PS3 discs
No. You can quote me on that.
On whether or not the PS4 will make another appearance before E3
[Looks at PR rep] I hope not (laughs).
On whether or not The Last Guardian is still a PS3 game
I’m not ready to talk about it. Sorry. Because we've broken promises [before], we are waiting for the right time to reintroduce The Last Guardian.
On status of Rockstar's Agent and Square Enix's Final Fantasy Versus
You are asking the wrong person. I have some knowledge, but I'm not in a position to talk about it.

Assassin's Creed III: The Tyranny of King Washington

The Good

  • New wolf powers add a neat twist to the action  
  • Evil George Washington is a great villain  
  • Intriguing story  
  • Lots of hidden collectibles and secrets.

The Bad

  • Mission types remain largely the same as previous games  
  • Not enough screen time for George Washington  
  • Feels as if it's been stretched out for further episodes.
It's one thing to turn a great founder of the United States into a maniacal super-villain, but quite another to have him pulling pistols and busting caps with the kind of aggressive swagger typically reserved for Tarantino characters. And yet, that's the sight that greets you in the first of three episodes of Assassin's Creed III: The Tyranny of King Washington. While it's a transformation that so very nearly crosses the line into the comical, Washington's newfound dictatorship is an audacious and alluring concept.
Connor's stealthy new wolf powers freshen up the combat.
It's a concept made possible by the move to an alternate, altogether darker history than was laid out in ACIII. Washington's influence is felt throughout the game as villagers line up to face firing squads, and fresh corpses litter the snow-covered roads of the frontier. Both you and Connor are none the wiser as to the reasons these events have occurred, or why the events of ACIII have been forgotten, but this is a clever move on Ubisoft's part. While historical accuracy has always been a series forte, by freeing itself from those constraints, The Tyranny of King Washington can meddle with the game's underlying mechanics and experiment with the narrative.
And so, despite the familiar setting, The Infamy initially feels fresh. The villainous Washington is the main attraction, and much of the drive to make your way through the downloadable content comes from wanting to discover the secrets behind his evil empire. You quickly learn that Washington--having not given up his presidency after a second term--has gone mad with power and begins wreaking havoc on the country by burning, shooting, or beheading anyone who stands in his way.
Naturally, not everyone is happy about the king's violent regime. One such person is Kaniehti:io (Connor's mother), who attempts to steal the Apple of Eden that gives Washington his power. What follows is an intriguing adventure that is far more taut than that of the main game. While there's still an element of open-world action to enjoy--there are side quests in the form of convoys to attack and villagers to defend--the focus is on taking down Washington, whatever the cost. This streamlined approach keeps you locked into the action and the narrative, which is helped by your actions being limited to the frontier (the second episode, The Betrayal, is set in Boston, while The Redemption is set in New York).
The action itself has undergone a few changes. Here, there's a renewed focus on Connor's Native American heritage. Aside from adventuring with the tribe, you're asked to drink a hallucinogenic tea, which in turn lets you communicate with spirit animals. While the resulting drug-trip-cum-tutorial's awkward instruction doesn't work as well as it should, the special abilities you receive significantly change how you play the game, and mostly for the better.
The Infamy features two new abilities derived from wolves. The first lets you summon a pack of wolves in battle, taking down multiple enemies at once. Though they perform a similar function to (and replaces) Brotherhood recruits, the wolves are much quicker and more violent opponents for your enemies to face. Indeed, the sound of munched flesh as the wolves tear into bodies is quite an eye-opener. The second and more disruptive power gives you the ability to cloak at any time, thus rendering yourself invisible to surrounding enemies.
This ability significantly changes the way you use stealth, but it doesn't make Connor into the invulnerable super-assassin you might expect. For one, your health drains while using the power, so if you leave it on too long, you're easily killed. And more often than not, killing someone while using this power disables the cloak, thus exposing you to any would-be attackers. What cloaking is useful for is sneaking around enemy encampments and avoiding scuffles. By using nearby bushes as rest points, you can sneak through large areas completely undetected. Indeed, some missions require you to do exactly that, often adding in someone to chase or to eavesdrop on along the way.
The DLC experiments only with Connor's abilities, rather than the missions, so most of the time you're engaged in standard assassinations or helping out people in need. That doesn't make missions any less fun, particularly with the new abilities in hand, but it would have been nice to see something different to the standard AC fare. Similarly disappointing is how little Washington himself features in the DLC outside of the first section. Clearly--being spread out over three episodes--Washington's tale can't be unloaded all at once. But such is the force of his villainy that it's hard not to develop a deep hatred for the man within seconds of meeting him. That's quite an achievement for a character based on a national hero, and makes you hanker for more Washington face time.
Assassin's Creed III: The Tyranny of King Washington - The Infamy is a fresh and interesting take on Assassin's Creed, one that manages to introduce some new ideas without destroying what makes the game so fun in the first place. It's even more appealing if you're into the lore behind the series, with collectible memory artefacts serving as links to ACIII's real world, and unlocking parts of a secret video that explains just what on earth is going on. Due to a few foibles, The Infamy doesn't quite reach the heady heights of ACIII, but it's an exciting start to an intriguing new chapter in the series nonetheless.

Kenji Eno has died

Longtime game designer and musician Kenji Eno, known for his work on the D survival horror and Real Sound franchises, died Wednesday. A statement released on the From Yellow to Orange website from CEO Katsutoshi Eguchi explains Eno died of heart failure. He was 42.
"It is with great sadness that I inform you that Mr. Kenji Eno passed away last night (February 20, 2013) of heart failure," Eguchi wrote.
"Mr. Eno was a musician and video game designer based in Japan. He is best known for his cult survival horror series, the D games and his audio game series, Real Sound."
Eno's latest work was the WiiWare game You, Me, and the Cubes.

No DualShock 3 support for PS4

DualShock 3 controllers will not work with the PlayStation 4, though current-generation PlayStation Move controllers will. Sony president of Worldwide Studios Shuhei Yoshida confirmed the news this week during a roundtable session in New York City attended by GameSpot.
"No, [the PS4] doesn't support DualShock 3," Yoshida said. "But it does support PS Move."
During the PS4 announcement presentation this week, Sony-owned developer Media Molecule showed off a technology demo where players used a PS Move controller to sculpt 3D objects.
As for the PS4's new DualShock 4 controller, it includes a front-facing touchpad, a new Share button, a built-in speaker, and upgraded rumble functionality, among other additions.
Yoshida's discussion touched on numerous other topics, including The Last Guardian, why Sony did not show off the PS4 hardware itself, and used games.
Bohemia Interactive has announced that Arma III will be a Steam exclusive. Explaining the decision, studio CEO Marek Španěl acknowledged some gamers may be irked at the decision, but said ultimately it was the right choice for the game to only be available on Steam.
“We realize that some people may find it difficult to migrate to a new platform, especially if they were used to purchasing and playing our games without any external third-party application," he said. "We have evaluated the pros and cons, but in the end Steam enables us to release Arma III, brings massive advantages to the game, and improves the end-user experience. Not to forget, the majority of our players already come from Steam.“
In a detailed blog post titled "Full Steam Ahead," Bohemia explained that if Arma III was not a Steam-exclusive, it would be difficult to ship the game this year.
"It is important not to forget the bottom-line as set out above: we honestly believe that we would not be able to deliver Arma III in 2013 without this decision," the company said.
Boxed copies of Arma III will be available in most regions, Bohemia said, noting this could take the form of a Steam Code in a retail package or a DVD. Arma III was originally targeted to launch in 2012, but was delayed to 2013 after two of its developers were arrested in Greece for spying. Ivan Buchta and Martin Pezlar have since been released on bail, though they still face trial.

Tomb Raider PC specs revealed

Square Enix today announced minimum and recommended system specifications for the PC version of Tomb Raider. The PC version includes a range of "optimizations" including increased detail tessellation, post-filter effects, and Steamworks integration.
Tomb Raider for PC was a collaborative effort between Square Enix and Nixxes, the Dutch developer that also worked on Hitman: Absolution. The full PC specs are listed below.
Tomb Raider is due out for the Xbox 360, PlayStation 3, and PC March 5. It is the first entry in the long-running franchise to feature a multiplayer component, which will include various game modes. No online pass, downloadable content season pass, or demo will be offered for the game.
Tomb Raider's main character--Lara Croft--is voiced by Camilla Luddington, whose previous credits include Californication and True Blood, among other shows. For more, check out GameSpot's previous coverage of Tomb Raider.
Minimum system requirements for PC
Windows XP Service Pack 3, Windows Vista,7,8 (32bit/64bit)
DirectX 9 graphics card with 512Mb Video RAM:
AMD Radeon HD 2600 XT
nVidia 8600
Dual core CPU:
AMD Athlon64 X2 2.1 Ghz (4050+)
Intel Core2 Duo 1.86 Ghz (E6300)
1GB Memory (2GB on Vista)

Recommended system requirements for PC
Windows Vista, Windows 7 or Windows 8
DirectX 11 graphics card with 1GB Video RAM:
AMD Radeon HD 4870
nVidia GTX 480
Quad core CPU:
AMD Phenom II X2 565
Intel Core i5-750
4GB Memory

Ubisoft wants to improve relationship with PC gamers

Ubisoft wants to improve its relationship with PC gamers. Uplay director Stephanie Perotti told MCV that the company's recent addition of third-party games to its virtual store is evidence of this.
“Announcing all these partners for Uplay and a wider choice of PC games, it shows our commitment to PC, and we want to improve our relationship with the PC community,” Perotti said. “We are always seeking to improve. We took a lot of that feedback on board. With every game on PC we are improving."
Ubisoft caught flak from PC games in the past over its always-on digital rights management (DRM) systems. This practice has since been ditched, with users now only prompted to enter an activation code to play new Ubisoft PC titles.
Earlier this week, Ubisoft signed agreements with more than 15 companies to make their games available through the Uplay platform. These include Electronic Arts, Warner Bros. Interactive Entertainment, Telltale Games, and Bohemia Interactive, among others.

Xbox 720 announcement in April?

Following the publication of this story, The Verge also reports that Microsoft will hold a press event in April to announce the Xbox 720.
The original story follows below
Unspecified developers and "industry professionals" have informed CVG that Microsoft will announce the Xbox 720 at a one-off event in April. This is later than the rumored March event and would notably take place after the 2013 Game Developers Conference.
In addition, a "senior Sony official" who asked to remain anonymous told the site that the PlayStation 4 unveiling this week "at first caught Microsoft off-guard." This person added that, "We definitely ruffled some feathers."
Microsoft spokesperson Larry Hryb--aka Major Nelson--took a shot at the PS4 event this week. Writing on Twitter, he said "Well then. This meeting is running a little longer than expected," followed by "Announce a console without actually showing a console? That's one approach."
The PS4 is officially due out this holiday season. Microsoft's Xbox 720 is also believed to launch during this window, though Microsoft has yet to comment on the rumored console.

Borderlands 2

We always wanted to know about Sir Hammerlock. He seemed quite eccentric, even from the start of Borderlands 2. With the addition of the Big Game Hunt DLC, you get plenty of opportunity to learn more about him, but unfortunately he becomes rather dull very fast. Where he was interesting in the full game, his dialogue in the DLC lacks the enjoyable aspect you get from the usual missions. His posh gentleman act gets on your nerves since it really serves no point except to antagonize the main villain.
When you first enter Aegrus (Sir Hammerlocks hunting getaway), you are immediately overwhelmed with the enormity of the area because it is ridiculously huge. You spawn in the middle of a mountain and exit into a dark and dank swampland inhabited by monstrous creatures. Gigantic daddy long leg spiders and flying spores abound, and while they don’t look especially difficult (the spiders are creepy though), they pack a huge wallop. They don’t have any real critical hit points and they have a very large amount of health, so either you need a full team concentrating fire, or you need to run.
These enemies aren’t nearly as bad as the tribal ones. Normal tribal warriors aren’t much of a threat, and they will charge you in droves allowing for easy enemy attrition. However, their leader is a ridiculous concept; Witch Doctors. These guys are a pain in the tookus. They have a massive amount of hit points and their voodoo masks block all criticals. Not only do they wield magic such as lightning, fire, and twisters that all can kill in one shots without high health and shields, but they also have the ability to upgrade all of their compatriots. Regular warriors become Badass versions, Badass becomes Super Badass, then Ultimate Badass, etc. Don’t even get me started on their ability to heal every single enemy in 5 square miles.

What is surprising though is how simplistic the large scale hunts are. You track an enemy who is supposed to be a a brutal beast capable of slaughtering an entire region and yet they die within 5-10 shots. With a team of four they last less than a minute, if that. These leave the Big Game Hunt” out of Big Game Hunt.

The main mission is also a bit of a drag. It’s very short and ultimately fails to deliver a satisfying experience. There are a few really funny lines from the villain, Professor Nakayama, whose obsession with handsome Jack is amusing, although a tad bit creepy. His henchman (more tribal enemies) block your approach pretty much everywhere, but if you really want to bypass them it’s quite easy to run straight through.
The end is pretty boring, but kind of humorous. And it finishes the same way as the Captain Scarlett  DLC did. Get to the loot and the credits roll. One serious disappointment with the DLC is that while the enemies are hard hitting and very tough to damage, the loot is rather abysmal. The gear is scaled to your level, as is the norm, but the damage is laughable. You can get better white guns from the slots.

vendredi 22 février 2013

Crysis 3 Review

Story:

Crysis 3 puts you in the shoes of our old friend Prophet, and your goals are simple: Stop CELL and prevent the Alpha Ceph from destroying the world. Ok, not so simple, I guess. Don’t worry though, because along the way, you quickly meet an old friend, Psycho, and learn of the over-arching side theme of the game. After being “skinned” (Stripped of his Nanosuit), Psycho is bitter, and wants revenge. You help him in every way you can, while keeping your main goals in sight. This also brings to mind that inside every Nanosuit is a human, and they play that card well, but we’ll get to that later. The game is set in New York and consequently, the Nano-Dome, a CELL-made structure that you later find out is really made to keep the Alpha Ceph in. One of the many great things about this game is that you’re made to feel like a human. It’s known in the Crysis series that you’re almost unstoppable. You can shrug bullets off and turn invisible on a whim. Crysis 3 makes you feel like you actually aren’t immortal and lets you know you have limits. With awesome action scenes and tear-jerking moments, the campaign is the main attraction of this game, and it shines.
Crysis-3-1

Graphics:

Let me get one thing straight, Crysis 3 looks amazing. It is almost unparalleled by any game on any current console. That being said, this doesn’t come without flaws. It may have just been my disc, or a universal problem, but I personally experienced several graphical errors. One huge texture pop-in, one instance where Psycho’s mouth and his dialogue were completely off-sync, and almost every time I loaded a checkpoint, the current weapon was invisible. I would be holding a non-existent crossbow, until I switched weapons and then it magically appeared. Like I said, this may have been fixed with a simple installation, but even so, it’s very strange for the game to ship with errors such as these. But with everything else in this game being so beautiful, I don’t hold much fault against Crysis 3 for these minor inconsistencies.

Gameplay:

There are a million ways to play Crysis 3. You can stalk silently in the grass, strategically pick CELL soldiers off one at a time by using the environment to your advantage, or just run in with guns blazing. This is all accomplished with a smart control scheme that accomplishes a lot. The fact that I can customize a pistol simply by holding a button is awesome. The controls are very smooth and easy to pick up for veterans of the series as well as newly introduced players. Crysis 3 also offers a bundle of unlockables that should keep you engaged for a long time.
I should mention the new functions that are great in this game: such as the previously mentioned customization, and hacking. As I said before, you can now customize your weapons with a simple press of a button, and this lets you do anything from change what type of bullet your weapon shoots to what sights you use. Also, a new and standout feature of Crysis 3 is their hacking system. You can now hack an enemy turret or land mine and turn them against their previous owners. This is easy to pick up, and the hacking process even got a little addictive after a while. As well as new features, Crysis 3 sports some amazing weapons. They added many new ones, including all of the Ceph’s weapons, and my favorite, the crossbow, and kept all the old ones you know and love. Using the “Predator Bow” really makes you feel as if you’re an animal stalking its prey in the wild, and if you’re invisible, you can have some major fun.
crysis3_bow

There are some downsides, however. The game gives you many un-clear waypoints and, if you’re not paying much attention, you will be stuck for quite some time. A perfect example of this is the very first mission where if you leave Psycho’s general area, you have absolutely no guide for where to go next. Coupled with this, any and almost all vehicle interactions you have will be less than pleasant. The vehicle controls seem like they were thrown together and don’t feel comfortable in the least bit.

Multiplayer:

Multiplayer is one of Crysis 3’s setbacks. Don’t get me wrong, it’s not that bad. It’s got your standard Team Deathmatch, FFA, and so on. The maps are solid and the weapons feel good, so what’s the problem? The problem is that there isn’t anything that makes it stand out of the crowd. With online competition such as Call of Duty: Black Ops 2 and Halo 4, Crysis 3 needed something really special for it’s multiplayer to keep player’s attention, which it just plain failed to do.
Crysis-3-1

The Verdict:

In conclusion, Crysis 3 is an excellent game. It looks gorgeous and plays smoothly and naturally. Although problems such as vehicles and graphics bring it down, its faults don’t make it a game not worth checking out. The single-player alone is worth the money, offering weapons and unlockables to your hearts content. If you really want more, a multiplayer is there, but it fails to live up to the current top dogs in the FPS arena. Even so, Crysis 3 is a fully engaging experience and buying it won’t leave you disappointed!

jeudi 7 février 2013

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mercredi 6 février 2013

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Ace Combat : Assault Horizon Enhanced Edition

Cantonnée jusqu'ici aux consoles, la célèbre série Ace Combat s'invite pour la première fois sur PC avec l'adaptation de l'épisode Assault Horizon, paru en octobre 2011. Bénéficiant de quelques améliorations, ce portage un peu tardif se montre-t-il à la hauteur de nos attentes ?
Ace Combat : Assault Horizon Enhanced Edition Il y a maintenant plus d'un an, Namco modifiait largement la formule habituelle de sa simulation de vol Ace Combat en s'inspirant ouvertement de la série Call of Duty. De la mise en scène de l'histoire au déroulement des missions, en passant par l'ambiance de crise internationale ou la psychologie des personnages clés, tout évoque la grande saga guerrière d'Activision. Désormais, les missions sont introduites par de longues cinématiques, les dialogues entre les différents protagonistes sont parfois interminables et (sacrilège !) les joutes aériennes sont fréquemment interrompues par des scripts. Pour les besoins du scénario, écrit par le journaliste du New York Times Jim DeFelice, on pouvait être amené à piloter de simples hélicoptères au lieu des avions de chasse habituels. Et comme si ça ne suffisait pas, les développeurs nous obligeaient à manier une mitrailleuse ou à larguer des bombes en tant que simples passagers ! Inutile de préciser que bien des fans ont hurlé au scandale et la critique elle-même fut divisée. Pourtant, Ace Combat : Assault Horizon avait plus d'un argument à faire valoir pour séduire son public, et la version PC dont il est question aujourd'hui n'est pas en reste.
Test Ace Combat : Assault Horizon Enhanced Edition PC - Screenshot 1Visuellement, le soft est impressionnant.
Dès le tutoriel -absolument grandiose- au-dessus d'une métropole américaine en flammes, on comprend que l'une des priorités du soft est de nous en mettre plein la vue. Explosions en tous genres, destructions de bâtiments, zooms sur les ennemis en perdition... C'est un spectacle de tous les instants, d'autant que sur PC, les graphismes bénéficient de l'anti-crénelage et d'une meilleure résolution que sur consoles. Les combats eux-mêmes sont plus fluides et la sensation de vitesse est encore plus impressionnante. Au clavier comme à la manette Xbox 360 (recommandée), le joueur a l'opportunité de locker un adversaire pour effectuer des dogfights d'anthologie. Là encore, les fans de la première heure vont lever les bras au ciel, mais ce système parfaitement équilibré pour ne pas simplifier le gameplay à outrance se révèle à l'usage aussi jouissif que dynamique. Exit les efforts désespérés pour suivre tant bien que mal les zincs adverses tout en surveillant les paramètres de vol et en visant ; il suffit de s'approcher suffisamment de notre cible, puis d'appuyer sur une simple touche pour la suivre automatiquement comme un pilote chevronné. Certes, ce lock providentiel renforce l'aspect arcade du soft, mais répétons-le encore une fois, il ne ruine en rien les mécanismes de jeu mis en place depuis des années par Namco Bandai. Au contraire, il apporte un souffle nouveau dans une série qui méritait d'être dépoussiérée.
Test Ace Combat : Assault Horizon Enhanced Edition PC - Screenshot 2La vue intérieure est vraiment immersive.
Habitués à piloter des avions de chasse depuis des années, bien des joueurs auront dans un premier temps du mal à manier les hélicoptères avec lesquels on doit maintenant effectuer certaines missions. Tout d'abord, les commandes sont totalement différentes de celles des avions. La prise en main nécessite donc un temps d'adaptation. Ensuite, le rythme de l'action est infiniment plus lent, dans la mesure où les hélicoptères n'affichent évidemment pas des performances identiques à celles des avions de chasse, en termes de vitesse. Enfin, l'approche du champ de bataille n'est pas du tout la même puisqu'on doit frapper à basse altitude, et qu'on peut prendre le temps de viser précisément les éléments à éliminer. Après de longues minutes de galère, on commence néanmoins à apprivoiser la bête, puis on finit par en apprécier les nombreuses subtilités au point d'avoir hâte de piloter un hélicoptère dans une prochaine mission. On ne peut hélas pas en dire autant des phases de rail-shooting à la mitrailleuse très classiques ou des séquences de bombardement parfaitement soporifiques qu'on nous impose ici et là. Souvent dispensables, ces missions qui tendent parfois à s'éterniser permettent cependant aux joueurs de s'immerger dans le conflit et de voir l'histoire à partir de plusieurs points de vue.
Test Ace Combat : Assault Horizon Enhanced Edition PC - Screenshot 3Bienvenue dans Call of Dut... Heu, Ace Combat : Assault Horizon !
Outre sa campagne très soignée, Ace Combat : Assault Horizon comprend également un mode libre, des options de customisation, ainsi que du multijoueur en ligne susceptible d'accueillir jusqu'à 16 participants. Coopération, chacun pour soi, 8 contre 8... il y a vraiment de quoi se faire plaisir d'autant qu'on peut se battre sur des cartes de grandes villes telles que Paris ou Miami, et que plusieurs types d'appareils sont mis à contribution. Cette édition PC comprend la plupart des DLC sortis sur consoles, si bien qu'elle dispose de 8 appareils, 2 cartes, 27 skins et 9 compétences supplémentaires. Alors bien sûr, tout comme sur PS3 et sur 360, cet épisode est loin d'être parfait et son contenu reste finalement assez classique. Il faut un PC relativement costaud pour le faire tourner, et même en poussant les graphismes à fond, on s'étonne encore de la médiocrité des textures quand on s'approche trop du sol. Par ailleurs, le noyau dur des fans d'Ace Combat, qui n'avait pas apprécié certaines idées comme le lock automatique ou la scénarisation à outrance de chaque mission, ne changera pas d'avis cette année. Mais ce que l'on retiendra surtout de cet Assault Horizon, c'est le dynamisme de ses combats et l'univers immersif dans lequel il nous plonge. Que l'on soit expérimenté dans le pilotage ou au contraire totalement débutant, l’adrénaline sera clairement au rendez-vous et c'est bien là le principal.

  • Ace Combat : Assault Horizon Enhanced Edition
  • Editeur : Namco Bandai
  • Développeur : Namco Bandai
  • Type : Simulation
  • Support : online
  • Multijoueurs : Jusqu'à 16 joueurs en ligne
  • Sortie France : 25 janvier 2013
  • Version : Française intégrale
  • Config minimum : Win Vista/7/XP, CPU 2.4 GHz, 2 Go RAM, 16 Go DD, GeForce 8800 GT minimum
  • Config conseillée : Win Vista/7/8, CPU 3 GHz, 4 Go RAM, 20 Go DD, GeForce 8800 GT minimum
  • Classification : Déconseillé aux - de 16 ans

Splinter Cell Blacklist

Il s'agit d'une tendance lourde dans le monde du jeu vidéo. Les éditeurs essayent aujourd'hui de rentabiliser l'argent investi dans les productions d'envergure en ciblant un public aussi large que possible. Quitte à altérer l'ADN de la série. C'est exactement ce qui arrive à Splinter Cell depuis Conviction. Avec Blacklist, Ubisoft réaffirme son envie de ne pas cantonner le jeu au genre exigeant qu'est l'infiltration mais d'offrir un gameplay simplifié, ouvert, s'adaptant aux envies de chacun.
Splinter Cell Blacklist Le groupe terroriste nommé The Engineers (Les Ingénieurs en français) aime très peu la manière dont les Etats-Unis conduisent leur politique étrangère. Aussi, ses membres ont tout simplement décidé de demander aux Américains de retirer leur armée de tous les pays où elle est présente. Pour être certains de se faire entendre, ils menacent par ailleurs d'attaquer les intérêts US à travers le monde. Un compte à rebours annonce même le moment auquel se produiront les attentats sur les différentes cibles. Pour faire face à une telle situation, le gouvernement américain n'a d'autre solution que de faire appel à ce bon vieux Sam Fisher et de lui confier la responsabilité d'une nouvelle unité nommée Echelon 4. Il s'agit là d'une équipe réduite qui fait fi des lois, ne rapporte qu'au Président des Etats-Unis et opère en toute discrétion pour mettre à mal les plans du groupe terroriste.
Aperçu Splinter Cell Blacklist PlayStation 3 - Screenshot 3Visuellement, le soft semble très réussi.
L'une des particularités de l'unité dirigée par Sam Fisher tient au fait que son QG se trouve à bord d'un avion furtif répondant au doux nom de Paladin. L'appareil revêt une importance particulière car le joueur est amené à y revenir en permanence. C'est en effet au sein de ce hub original que l'on trouve la carte du monde sur laquelle sont indiqués les points chauds, les endroits susceptibles de faire l'objet d'une intervention. Autrement dit, on y voit les missions solo liées à la trame principale mais aussi celles jouables en coopération (plus auxiliaires). A priori, on pourra aussi directement accéder aux DLC à partir de cette map. De quoi lier l'ensemble à l'histoire du jeu et rendre la navigation plus simple en évitant aux joueurs de repasser par quinze menus pour accéder aux différents contenus.
Aperçu Splinter Cell Blacklist PlayStation 3 - Screenshot 4Une mauvaise couverture vaut mieux que pas de couverture du tout.
Mais le Paladin, c'est aussi un endroit où le joueur est libre d'évoluer. Il peut se balader dans chacune des pièces de l'appareil mais également discuter avec ses coéquipiers, à savoir la responsable de la logistique Anna Grimsdottir, l'agent de la CIA Isaac Briggs et l'informaticien du groupe, Charlie Cole. Ces dialogues permettent d'avoir un éclaircissement sur certains points du scénario. Les développeurs nous ont par ailleurs promis que la petite troupe serait pleinement impliquée dans les opérations et qu'elle émettrait par exemple des avis tranchés sur les méthodes que vous employez sur le terrain. Ils restent tous en contact permanent avec vous au cours des missions. Un peu à la manière des informations affichées directement dans les environnements dans Conviction – astuce par ailleurs toujours utilisée ici -, l'image des trois coéquipiers est ici projetée dans le décor. Ce qui permet d'avoir des briefings n'importe quand. Bien évidemment, les trois compères interviennent également directement sur le terrain pour donner des coups de main à Sam. Pour en finir avec le Paladin, le joueur peut améliorer différentes parties de l'avion : le cockpit, la salle des commandes, les cabines de l'équipage et ainsi de suite. Outre une incidence visuelle, cela permet de débloquer différents avantages concrets comme par exemple une régénération plus rapide de la vie de Sam en cas d'upgrade de l'infirmerie.
Aperçu Splinter Cell Blacklist PlayStation 3 - Screenshot 5Sam sait se montrer très convaincant.
Par ailleurs, Blacklist propose évidemment au joueur de personnaliser son avatar. Aussi, avant chaque mission, il est possible de déterminer quel équipement Sam Fisher va embarquer au cours de la future intervention. On améliore sa combinaison, on achète des armes, des gadgets et on les équipe ensuite avant de partir au combat. Le jeu se propose par ailleurs d'offrir des récompenses différentes en fonction de la manière dont chacun procède durant les missions. Il existe trois styles de jeu différents : Fantôme pour ceux qui ne tuent personne et restent discrets en permanence ; Panthère pour ceux qui jouent la carte de la furtivité mais assassinent leurs ennemis ; Tank pour ceux qui foncent dans le tas et éliminent tout ce qui bouge. En fonction de ses actions, on marque des points dans chacune de ces catégories. Le jeu affiche votre bilan à chaque fin de mission. Sachez par ailleurs que le profil du joueur est commun au solo, au coop et au multi.
Aperçu Splinter Cell Blacklist PlayStation 3 - Screenshot 6Des ruelles étroites et des toits. Dommage qu'il fasse jour car ça aurait pu être le paradis pour Sam.
Grâce à son avion, l'unité Echelon 4 est donc en mesure d'intervenir un peu partout dans le monde. Une bonne justification pour balader le joueur de pays en pays et varier de ce fait les environnements. Ainsi, nous avons pu prendre part, manette en mains, à une première mission se déroulant de jour à Benghazi, en Libye. L'objectif : réussir à capturer Andriy Kobin, une vieille connaissance, afin de l'interroger de façon musclée sur ce qu'il sait à propos de ces fameux " Ingénieurs ". Une opération rendue complexe par l'omniprésence d'ennemis dans les rues du pays africain. L'autre mission nous emmenait à Londres, dans une usine abandonnée, à la recherche d'indices sur le leader du groupe terroriste qui menace les Américains. En dépit de deux séquences imposant la manière d'agir - l'une demandait de ne pas être vu, l'autre de tuer tous les ennemis -, on a parfaitement ressenti au cours de ces deux missions la volonté d'Ubisoft de laisser le choix de l'approche au joueur. Le level design a été conçu dans ce sens. Les environnements regorgent ainsi de moyens de rester discret, des simples zones d'ombre au sein desquelles se cacher, aux multiples corniches auxquelles s'accrocher en passant par les conduits d'aération permettant de se suspendre.
Aperçu Splinter Cell Blacklist PlayStation 3 - Screenshot 7Guillaume Tell est dans la place.
Pour profiter des avantages offerts par chaque niveau, il nous fallait un Sam Fisher en grande forme. Et cela tombe bien car jamais l'agent secret n'aura paru aussi agile. A la manière d'un personnage d'Assassin's Creed, il se déplace avec une aisance impressionnante. En quelques secondes, il parvient à escalader les parois les plus abruptes. En un sens, cela renforce le côté infiltration car notre héros est désormais capable de réaliser de véritables prouesses physiques pour ne pas être repéré. Toutefois, il ne faut pas se leurrer, le fait d'accentuer la mobilité du personnage sert clairement la volonté des développeurs de rendre les scènes d'action plus fluides, plus dynamiques. Et cela fonctionne ! Enquiller les combats tête baissée n'est clairement pas un souci. D'autant que l'on dispose désormais de la possibilité d'utiliser le fameux Mark and Execute en mouvement. Il suffit pour cela de désigner ses cibles puis d'appuyer sur le bouton approprié alors que l'on sort de sa cachette. Se lance alors une courte séquence au ralenti pendant laquelle Sam abat froidement ses ennemis sans que vous n'ayez rien à faire. Une action classe mais qui met toujours à mal toute notion de challenge.
Si on peut donc tout à fait prendre Blacklist comme un vrai jeu d'action en enchaînant les gunfights derrière de multiples couvertures, rester discret décuple toujours le plaisir de jeu. Tout simplement parce que cela requiert du doigté et une bonne dose de réflexion. Quel bonheur de jouer avec les zones d'ombre, de planquer les corps, d'utiliser les multiples gadgets comme des lunettes thermiques ou un drone permettant d'explorer l'environnement avant un assaut... Reste tout de même l'absence totale de tension due au fait que l'on peut aligner des dizaines d'ennemis sans sourciller. On sent que le rythme du jeu, dans la dynamique des évènements, que l'infiltration n'est plus une priorité. Mais lorsque l'on y met du sien et que l'on ne cède pas à la facilité, on croit de temps à autre apercevoir le fantôme du Sam Fisher version début des années 2000.

  • Splinter Cell Blacklist
  • Editeur : Ubisoft
  • Développeur : Ubisoft Toronto
  • Multijoueurs : En coop
  • Sortie France : 22 août 2013
    (20 août 2013 aux Etats-Unis)
  • Classification : Déconseillé aux - de 18 ans

Sonic & All Stars Racing Transformed

Ca y est, après s'être illustré sur PS3, Xbox 360, Wii U et PS Vita, Sonic & All Stars Racing Transformed est enfin accessible aux joueurs PC qui commençaient à s'impatienter. Rassurez-vous toutefois, cette version a bénéficié d'un soin tout particulier.
Sonic & All Stars Racing Transformed A l'instar d'un Diddy Kong Racing en son temps, Sonic & All Stars Racing Transformed mise avant tout sur la diversité de ses véhicules pour s'imposer. Ainsi, outre les voitures déjà présentes dans le premier opus, on note l'arrivée de bateaux et d'avions. Mais attention, les épreuves ne sont pas dédiées à un type donné et alternent les phases dans l'eau (ou sur la lave), sur la route et dans les airs. Chaque changement de décor est alors accompagné par une transformation de notre bolide (d'où le nom du jeu), qui se voit ainsi pousser des ailes ou une coque avec une certaine classe. Il est toutefois dommage que le joueur ne puisse pas systématiquement choisir quelle voie emprunter et soit souvent contraint d'attendre un script (piste qui s’effondre, monstre qui détruit un mur, etc) ou un tour donné pour utiliser le véhicule souhaité.
Test Sonic & All Stars Racing Transformed PC - Screenshot 25Les bateaux ne sont pas toujours très maniables.
Au niveau du gameplay, on retrouve dans les grandes lignes ce qui a fait le succès de l'épisode précédent, à savoir un pilotage dynamique très typé arcade, largement tourné vers le drift, les boosts et les figures. Il est ainsi toujours conseillé de déraper sur chaque virage et de réaliser des enchaînements et combos dévastateurs. Cela peut s'avérer légèrement plus difficile que par le passé, notamment grâce à une conduite un peu moins assistée. C'est donc plus que jamais le pilotage qui permet de l'emporter, et ce malgré la présence de nombreux power-up allant de la classique mine au célèbre All-Star. Il faut également être en mesure de dompter chacun des engins à disposition et d'appréhender son comportement parfois capricieux. C'est notamment le cas des bateaux qui ont tendance à glisser fortement et à avoir du mal à virer. Leur pilotage s'avère par conséquent plutôt fastidieux et clairement pas au niveau des voitures et des avions. Ces derniers offrent en effet une liberté de mouvement tout simplement jouissive et se montrent très maniables. On pestera de temps à autre en percutant un mur invisible ou en ne trouvant pas son chemin, mais le résultat est globalement positif.
Test Sonic & All Stars Racing Transformed PC - Screenshot 26Les phases en avion sont par contre très réussies.
Cette douce sensation tient autant au gameplay qu'au design général des vingt pistes au programme. Celles-ci présentent autant de personnalité que d'embranchements et fourmillent littéralement de détails. Notons que toutes sont inspirées par des grandes licences de Sega comme Panzer Dragoon, Golden Axe, Samba de Amigo ou encore Skies of Arcadia, ce qui n'est certainement pas pour nous déplaire. Même les musiques d'ambiance sont adaptées en conséquence et au final, l'immersion est incontestable. Notons que le casting est lui aussi une nouvelle fois plutôt fourni avec 22 pilotes bien connus des fans qui devraient donc à coup sûr s'y retrouver. Si l'on peine à comprendre la disparition de Banjo ou de Ryô Hazuki, le héros de Shenmue, on ne peut voir que d'un bon œil les arrivées de Joe Musashi de Shinobi ou, dans un autre registre, de Danica Patrick, la star américaine de NASCAR. Notons que cette version PC s'offre en prime 3 personnages inédits tirés de Shogun : Total War, Football Manager et Team Fortress. Ceux-ci bénéficient évidemment de transformations propres et possèdent une certaine classe.
Test Sonic & All Stars Racing Transformed PC - Screenshot 27Quelques personnages inédits font leur apparition sur PC.
Enfin, sachez que Sonic & All Stars Racing Transformed propose un mode Carrière comprenant 5 grands prix classiques constitués de 4 courses chacun, mais le principal intérêt de ce mode est toutefois le Tour Mondial. Un peu plus original, celui-ci propose d’enchaîner les épreuves et les défis (course de drift, versus, défi turbo, etc) afin de gagner des étoiles dont le nombre dépend du niveau de difficulté choisi. Il devient dès lors possible de débloquer de nouvelles compétitions, mais également les différents personnages. Notons que ceux-ci acquièrent de l'expérience à chaque course et obtiennent ainsi des vignettes qui sont en réalité des réattributions des caractéristiques des véhicules (vitesse, accélération, etc). C'est toutefois en multi que tout ceci s'apprécie, via des courses à 4 en écran splitté ou à 10 en ligne. Il est également possible de prendre part à des batailles ou à des épreuves de capture de drapeaux et au final, vous tenez là de quoi vous occuper quelques heures.

  • Sonic & All Stars Racing Transformed
  • Editeur : Sega
  • Développeur : Sumo Digital
  • Type : Course
  • Support : online
  • Multijoueurs : 4 joueurs en écran splitté ou 10 joueurs en ligne
  • Sortie France : 31 janvier 2013
  • Version : Anglaise
  • Config minimum : Windows XP/Vista/7/8 ; Processeur Intel Core 2 Duo 2 GHz ; 2 Go de RAM ; Carte Graphique 256 Mo compatible Shader Model 3.0 ; 6,7 Go d'espace disque disponible
  • Config conseillée : Windows XP/Vista/7/8 ; Processeur Intel i5 2,4 GHz ; 4 Go de RAM ; Carte Graphique 512 Mo compatible Shader Model 3.0 ; 6,7 Go d'espace disque disponible
  • Classification : Déconseillé aux - de 7 ans