Video Juegos

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Tecmo had a live demo going of Quantum, a third-person shooter, among the many, many playable displays of Ninja Gaiden Sigma 2. At first glance, it bears a strong resemblance to Epic's Gears of War series, but Tecmo's trying to do a few different things to help differentiate Quantum from its counterparts.

Quantum's main character, Syd, can perform most of the moves that you'd expect in a third-person shooter these days. You can make him take cover by pressing a button, and then pop up or take a quick step out and use any one of the three weapons that he has equipped at the time. He can also make use of blind fire or sprint to get close to an enemy and use a melee attack. So cover is a big deal in Quantum, but it can also cause some headaches because some cover objects can be destroyed by enemies or bosses, forcing you to run and look for another spot and fire safely from afar. The one massive boss that we saw in the demo had a charge-up projectile attack that can take out cover in a single blast.

Also, at some point in the game, Syd meets up with a female character named Filena who helps him out, and though she is controlled by the AI, you do have an opportunity to throw her through the air like some kind of human dart. Unfortunately, if she gets "killed" (an accurate description would probably be knocked out), you have to run over and revive her.


Nier, the recently announced action role-playing game from Square Enix, isn't playable on the E3 2009 show floor, but we did have a chance to check out a brief presentation behind closed doors. Unfortunately, the game's still in the early parts of its development cycle, so we didn't see too much, but we got a general idea of where Square Enix is going with the game.

The presentation started with Nier, the game's titular character, inside a building, talking to one of the game's non-playable characters. What's interesting about this first scene is that it's framed in a 2D perspective. We were told that the game will occasionally switch perspective for certain types of events. After exiting the scene, Nier made his way outdoors into an absolutely massive environment with rolling hills and trees sprinkled off in the distance. It's here that we were told that Nier will feature a full day and night cycle and that there will be some weather effects, such as wind gently blowing through the leaves on the trees. It's clear at this point that Nier will have much more in common with Western-style RPGs in that it seemingly has a greater emphasis on exploration than most typical Japanese RPGs. In fact, we're even told that Nier himself has been designed to appeal more to a Western audience.

After venturing through some parts of the environment, Nier made his way indoors, where we had our first glimpse of some combat. The first enemies that appear onscreen are tiny, shadowlike creatures that Nier dispatched rather quickly with a few swipes of his sword and a special attack that he had to charge to execute. Interestingly, while fighting a second wave of these creatures, a magic book--that appeared to the side of Nier--started firing fireballs at the enemy, which showed how Nier will be capable of using some magic attacks later in the game. For the most part, the action seems pretty fast-paced and more in line with something like Devil May Cry than most other action RPGs.

It's still way too early to make any formal assessment of what's going on in Nier and what it attempts to do, but we'll see more of the game before its 2010 release.


The goal of every story is to form some degree of connection with its observer. Most often, this link is fleeting at best, but every now and then, a much deeper bond is formed. This bond is one in which the observer is less of a passive participant and more of an emotionally engaged accomplice. Though many video games (as well as most novels and movies) strive to be the latter, Heavy Rain is one of those few games that can claim to have truly achieved this lofty objective. A powerful interactive drama, Heavy Rain is an intensely absorbing experience that meticulously conveys the tension, urgency, surprise, and tragedy that its characters feel. Though the overall direction of the plot cannot be changed, the ongoing narrative adapts to your every action and cultivates a deeply personal journey that leaves everyone who undertakes it with something different.

How far are you prepared to go to save someone you love? This is the central question of Heavy Rain and one that the protagonist, Ethan Mars, is compelled to answer. After Ethan's son goes missing and is presumed to be the latest victim of the mysterious Origami Killer, he vows to do whatever it takes to rescue his boy. Besides Ethan, you also take control of three other seemingly unrelated individuals that have been drawn into the case: private investigator Scott Shelby, FBI criminal profiler Norman Jayden, and insomniac Madison Paige.

Though it takes a little while to pick up, Heavy Rain is an immersive interactive drama that sucks you in and doesn't let go. As you control each of the four characters, onscreen prompts have you press buttons in sequence, move the right analog stick in specific directions, shake the controller, and more to interact with the scenes. Each input is proportionally difficult to the task being performed, and when a character is scared or stressed, the floating prompts tremble accordingly. This unconventional control scheme does a fantastic job of grounding you to the characters and their emotional states. Your actions approximate theirs, and the often short amount of time you have to react to new situations mirrors their own reaction time. There is plenty of action to be found in the form of brutal and violent brawls, heart-pounding chases, and deadly gunfights, but even such mundane tasks as brushing your teeth or rocking a baby to sleep are surprisingly engaging, and help to strengthen your bond with the characters.

Unlike other games that make extensive use of quick-time events, Heavy Rain does not track your progress in terms of success and failure. There is no right or wrong way to play; thus, no matter what your outcome is, the game will move forward and adapt to the consequences of your actions or lack thereof. Though the overall narrative framework is unyielding, your performance throughout the game can have a variety of effects, ranging from subtle changes in how a scene plays out to much bigger adjustments. Entire events may not occur because your actions and choices caused the plot to branch in a different direction. It's even possible for key characters to die, thus eliminating any subsequent contributions to the story that they might have made. No matter what happens in your play-through, the adaptive plot of Heavy Rain becomes a deeply personal sum of your experiences.


It's a steep uphill climb for the developer of a first-person shooter to make its game stand out in one of the most saturated genres around, but it's far from impossible. EA DICE did it last year with Battlefield: Bad Company by infusing its shooter with an infectious sense of humor that never felt out of place in the game's warzone setting. The team from Stockholm is now hard at work on Battlefield: Bad Company 2, which it unveiled during last week's Game Developers Conference here in San Francisco.

The unveiling was a brief gameplay demo--really more of a teaser--clocking in at around 10 minutes. The first revelation was the complete return of the first game's crew. B Company is back in full force with Marlowe, Sweetwater, Haggard, and Redford all coming back for more. The team is introduced in a snowy mountain village near the Russian border, though the reasons for their visit to this locale were never disclosed.

The demo began with a bit of banter between the members of B Company. They're trying to decide how to infiltrate the village, but they quickly notice Sergeant Redford sneaking way off in the distance. Just as they're trying to figure out what he's up to, Redford plants a knife in the neck of an enemy soldier. This elicits a disgusted reaction from the group, likely because they know things are about to go pear-shaped.

And that's exactly what happens, with every enemy soldier coming after them. The team pushed forward through the Russian village using the familiar combination of assault rifles, barrel-mounted grenade launchers, and any other destructive weapon they could get their hands on. The action was similar to what made the first game so exciting--that is to say, lots of destructive elements. And the scale of the destruction has expanded on the micro and macro levels. Surface penetration means cover will chip away when you spend too much time behind a crate, and entire buildings seem like they're much quicker to come tumbling down compared to the stubbornly resilient building frames in the first game. At one point, we saw an entire radio tower come slowly toppling down to the ground.

Another change we noticed is the level of tension during firefights. The music is a lot more dramatic than the tunes accompanying you during the first game. It began as a slow, pounding rhythm with a deep bottom end. Then, the music picked up as the team moved from the on-foot section to an on-rails vehicle sequence that forced them to shoot ATVs, trucks, and helicopters trailing them on snowy mountain roads.

The demo was quick, but it left us impressed. We wish we could have heard more dialogue between the members of B Company since those absurd exchanges were one of the first game's most shining attributes. We're not sure when we'll get a taste of that, but we do know that EA is planning to unveil its multiplayer plans at E3. Stay tuned for more.


While Dante slices through the belly of an undead beast with his razor-sharp scythe, traverses a crumbling bridge with a quick-time event, and overthrows the ruler of a damned land with vicious determination, a burst of familiarity might flash through your mind. From the gothic art style and the vengeance-fueled story to the stationary camera clearly displaying the blood-splattering combat, Dante's Inferno is a wholesale imitation of the superb God of War series. Or, at the very least, it's desperately trying to be. Unfortunately, the impression lasts for only the first few hours. What starts as a fast-paced and epic quest to destroy Lucifer in an underworld populated by grotesque and disfigured beings, devolves into a monotonous and downright predictable hack-and-slash. Dante's Inferno gets close enough to its source material to make for a gory and satisfying few hours in hell, but its many flaws prevent it from rising to paradise.

The lesson delivered by Dante's Inferno is one every person should keep in mind: Do not, under any circumstance, make a deal with the devil. You will lose, and you may not be handy enough with a scythe to hack your way out of the mess you create. In this case, Beatrice thought too highly of her husband Dante's moral character. Worried that he would lose his life while liberating heathens during his holy crusade, she comes to an agreement with Lucifer. If he stays faithful, the devil will ensure that he makes it home alive. If he loses control with a seductive slave girl, though, Beatrice will forfeit her own soul forever. The story is told using three distinct styles to chronicle Dante's descent into darkness to rescue the eternal spirit of his betrayed wife. The CGI and in-game cutscenes are expected, but it is the series of sparsely animated cartoons that stand out. These fill in the backstory of Dante's actions during the crusades and go a long way toward developing his character. The story has few surprises, but the manner in which it slowly puts Dante's entire life into perspective makes for an interesting setup for his adventure.

And the adventure does start out on a strong note. The first few hours have an epic scale that makes the descent from the earthly plain into the pits of hell feel like a momentous transition. Pathways crumble underfoot, threatening to spill you into the bubbling lava below; gargantuan creatures loom in the distance, tossing out taunts as you make you way through their defenses; and horrible abominations are introduced every few minutes. The vile enemies you battle are modeled on the circles of hell, and they do an impressive job of embodying these contemptible sins. Lust, for instance, is populated by prostitutes who were all too willing to sell their bodies while they were alive, and they are punished by having their souls sold in the afterlife. The typical anatomy of these women of ill repute is grossly exaggerated, and though you'll certainly want to avoid their disgusting makeshift lassos, their presence makes for a disturbing trip to the land of the damned.




Even though Prince of Persia: The Forgotten Sands will be released roughly around the same time as the Jerry Bruckheimer Hollywood blockbuster, there is no relation to the movie at all, so don't expect a Jake Gyllenhaal-look alike or voice actor. The story does take place in the Sands of Time universe, though, during the seven-year gap between the Sands of Time and Warrior Within. The Forgotten Sands will focus on just one of the prince's many wild adventures and explains his drastic transformation from the once naive, cheerful young man in Sands of Time to the jaded, brooding character seen in Warrior Within.
Our demo wrapped up with a miniboss fight in a section of an underground ruined city, where we saw the prince fight against a decent-sized horde of skeletal warriors. The story behind these wraiths is that the prince's brother decided to raise a magical army of sand warriors to defend his kingdom from intruders at the beginning of the game, but this could only be accomplished at a huge cost. All the citizens have now turned into sand statues, and it looks like the undead don't intend to leave anytime soon. The miniboss we faced was a large charger that wasted no time trying to run us over. Fortunately, it wasn't very bright, so by carefully positioning the prince, you can lure the miniboss to trample the swarm of warriors in the way, which will save you the trouble of having to dispose of them yourself.

The Forgotten Sands looks and feels like a next-generation Sands of Time. It is full of rich and colorful art direction, as well as clever level designs. The prince represented a cross between the character models of the prince in Sands of Time and Warrior Within. He looks more mature than in the first game and maintains that mysterious air about him, but he looks less menacing than he did in the second game. The voice actor for the prince in Sands of Time, Yuri Lowenthal, returns so it'll feel very much like you're continuing the adventure immediately after the events of the first game. We were shown an incredibly beautiful area--which you'll come across multiple times in the game to meet a Djinn who gives you your newfound powers named Razia--that was reminiscent of the Fountain of Time seen in the first game. As we approached the empty gazebo bathed in moonlight, it was hard not to be taken with the soft silver glow of the moon that covered the artfully crafted landscape.

We're quite eager to see more of Prince of Persia: The Forgotten Sands, which is set to be released on the Xbox 360, PlayStation 3, and PC sometime in May. The Wii and DS versions will be entirely different games built specifically for their respective platforms. We'll update you with more information as soon as it becomes available

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Hi all, Seen a few people doing this lately so if your wondering how its done then watch this video. This is how quite a few people are getting nukes and stuff. I'm presuming most of you have seen someone doing these weird actions. I've seen quite a few people doing this on my team and caught a few on opposing teams doing it so I'm guessing its spreading like wildfire atm. Well as with any glitch they have to wait until its ruining the game until its fixed so I'm letting everyone know how its done.

1. go over a gun
2.knife and in the middle of the knife pick up the gun
3.immediatly after u pick up the gun pull out your care package
4.then drop tactical insertion
5.while he is sparking the flare be clicking RT to throw crate
6.pick it up and call your killstreak in and then you will have another care package
7.Rinse and Repeat

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