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Red Faction: Armageddon Hands-On Preview


In Red Faction: Armageddon we are on Mars with a shaven-headed Mason once again: Darius Mason this time, grandson of Alec, hero of 2009's Red Faction: Guerrilla. But where Guerrilla had us rove around on the Martian surface, Armageddon takes us underground. Terraforming has failed since the events of the last game, making Mars uninhabitable aboveground, forcing the human population to relocate into deep networks of rocky caverns. And where Guerrilla was open-world, Armageddon is basically linear, though with some larger, open areas suitable for sandbox-style play linked by the game's subterranean roads and corridors.


The game's producer, Jim Boone, tells us Armageddon's linearity comes from player feedback. Though fans of the previous game enjoyed the vehicles and free-form destruction, he says, they were less keen on trundling long distances through an open environment. He also tells us that some 20 percent of the third-person action still takes place topside, though we didn't see any sky for the few-hour duration of our hands-on demo, which was taken from early in the game.
As the demo began, the humans were already besieged by huge and vicious insectile beasties. Since these came from deep within the planet Mars and the humans from planet Earth, they are technically the natives. For the purposes of this preview, however, and because they are huge and vicious insectile beasties, we shall call them aliens. Our hero Darius is somehow to blame for the alien uprising--but inadvertently, mind you, and doing his best to make up for it. In the course of the demo, he escorts a convoy through hostile territory, fetches power cells and fixes water pumps for beleaguered civilians, and demolishes all manner of alien-infested structures.


Among the enemies are various brightly coloured red and green creatures, accessorised with organic blades and spikes and ranged bioweapon fire--glowing green globs that explode just after impact. We encountered plenty of ravagers: fast-moving, wall-climbing aliens with bone-bladed arms. Another alien creature, a stealthy variant, is invisible except when attacking but signals its proximity with a blurring effect on Darius' vision. Others are less subtle and less buglike: one creature was a hulking, horned biped, like a Martian minotaur.
We weren't short of hardware to see off the alien hordes, with Armageddon forever dropping new weapons in our path, but chief among them was the tremendously fun magnet gun. With this, the game's signature weapon, you shoot item A (say, the side of a building) and then shoot item B (say, a spiky ravager) to fling the one into the other, as if by magnetic attraction. The quick two-shot operation works a bit like Dead Space's kinesis module, letting you smash large chunks of the level furniture--girders, walkways, shacks, and the like--into your squishable foes, but also letting you launch enemies up and away, by firing at them and then at the distant cavern ceiling.
The magnet gun is also useful for demolition purposes. Alien-infected buildings can be destroyed by "magnetising" the roof and the floor, or one wall and the other, making it crumple up with zero ammo expenditure. Another demolition option is the powerful, no-mess nano-rifle: a gun that simply dissolves objects and enemies, with none of the gooey splatter of swatting an alien with a corrugated iron shack.
The extensive destruction will be familiar to players of Red Faction: Guerrilla. (Once again, terrain can't be deformed, except for the odd rocky crystal structure, though most man-made structures are fair game.) But Armageddon balances the large-scale demolition with the addition of a repair ability. Darius is equipped with a nano-forge, which is a kind of multi-tool with a number of unlockable and upgradeable abilities, such as shockwave, which freezes and levitates foes close to you; beserk, a double-damage buff; shield; and repair. This last ability is the inverse of the nano-rifle's disintegrating ray. Like an all-powerful undo button, the repair ability conjures anything you've annihilated back into being; you can rebuild walls around you when you're short on cover or reform a stairway while you climb it. Watching buildings rematerialise in a shimmery nano-glow is an unexpected treat.
For remote rather than up-close repairs, Darius has repair grenades, which can be tossed at distant ruined targets to remake them. These are also found in Infestation mode, the game's Horde-style multiplayer mode, in which four players fend of waves of aliens. In Infestation mode, the repair grenades are especially useful for salvaging cover out of the destruction wrought by four magnet guns.



For anyone who played Guerrilla and did enjoy the open-world roaming, there's no escaping the linearity of Armageddon. There was even a disheartening bit of backtracking through tunnels in the stretch we played. The largest caverns, though, do provide arenas for sandbox-style play. Hopefully, as vehicles are introduced--we saw little of these in our hands-on--the arenas grow too, with more room to manoeuvre and more sandbox opportunities to exploit. Fingers crossed also that the jittery frame rate on screens crowded by extravagant use of the magnet gun turns out to be a rarity.
Otherwise, Armageddon promises a fun third-person action game with enough novelty to make it interesting. A rugged protagonist against aliens on Mars is hardly fresh new territory--even discounting Red Faction titles--but Red Faction: Armageddon has an edge in its powerful magnet gun, free-form destruction, and magical repair tool. Look out for it this summer.

Sony 're-building system' to fix PSN outage

Game giant offers update on days-old shutdown of the PS3's online service, says it is "working around the clock" to find a fix. 


It hasn't been the best week for Sony. After shutting down the PlayStation Network Wednesday night with no explanation, the company admitted late Friday that it had suspended the PS3 and PSP's online service due to an "external intrusion." The company did not elaborate, but did say it would offer an update on the situation soon.

Sony is working "around the clock" to fix the PSN outage.
That update came late Saturday, when Sony Computer Entertainment America senior director of corporate communications and social media Patrick Seybold made a post on the official PlayStation Blog.
"We sincerely regret that PlayStation Network and Qriocity services have been suspended, and we are working around the clock to bring them both back online," he said. "Our efforts to resolve this matter involve re-building our system to further strengthen our network infrastructure. Though this task is time-consuming, we decided it was worth the time necessary to provide the system with additional security."
Sony then thanked the public for their patience, but did not give an estimate as to when the PSN would come back online.

Portal 2 Review - Part 2

A few hours into the campaign, the narrative focus expands beyond "What happens now?" to include "How did that whole weird situation come to pass?" In your explorations, you encounter new characters who provide some of the best lines in the game, and your AI companions evolve in surprising and gratifying ways. You also encounter a variety of new testing materials, from catapults to bridges made of light to gelatinous goos that splatter on surfaces and directly affect the way you move through the world. Portal 2 does a great job of introducing you to new tools and then challenging you to use them in clever ways. Successful navigation requires careful study of your environment and experimentation with the materials and surfaces available to you. There are some very tricky situations that you must puzzle your way out of, and figuring them out is always immensely satisfying.




The single-player campaign will likely last at least twice as long as your first Portal playthrough, clocking in at somewhere around seven to nine hours. Replaying it isn't very satisfying from a gameplay perspective, but with a ton of clever writing, some interesting developer commentary, and a bevy of achievements, a second playthrough is still appealing. Unfortunately, there are no stand-alone test chambers or leaderboards to really stump you or scratch that competitive itch, but even so, Portal 2 is not light on content. The cooperative campaign is an entirely separate, two-player experience that provides hours of exciting new puzzles and environments. You and your partner play as two robots that GLaDOS guides through a serious of test chambers. She's a bit disappointed that, as robots, you can't die horribly in the name of science, but that doesn't stop her from putting her perverse sense of humor to work. The robots provide a bit of physical humor themselves; their animations are a treat to watch, and seeing your partner bash into a ceiling is good for a chuckle.

There are some trips off the beaten path, but the action here is more akin to that of the original Portal--lots of clever test chambers that present an increasingly difficult challenge. Each player can deploy two portals of his or her own, and having twice as many portals allows a new degree of complexity. Again, the difficulty curve is fairly gentle, teaching you the basics before getting down to the tricky stuff. Teamwork is the name of the game, and some puzzles require some coordinated feats of timing. To help you communicate, you have a few simple visual indicators that you can place in the environment to direct your partner's attention or set a countdown timer for a simultaneous action. Verbal communication is very helpful as well, but if you aren't able or inclined to chat, these indicators are a surprisingly effective way to get your point across.


Cooperative mode also includes the Aperture Science versions of emoticons--little dances or gestures that you can perform for fun. Solving puzzles with a friend is definitely satisfying, but it's also a lot of fun to goof around. Shooting a portal under your partner's feet and transporting him in front of a moving spike plate may not be nice, but it's a great way to get him back for the time he disappeared the bridge from under your feet and dropped you into a pit of deadly goo. Your potential pool of friends to play with is expanded to include PlayStation 3 owners, thanks to some neat connectivity that lets players log into their Steam accounts through their PS3s. You can then link up with them via your Friends list, and after a longer-than-usual initial load time, everything proceeds apace. You can also spice up your robotic protagonists with various pieces of flair (some free, some not) from the Robot Enrichment menu option. This is a whimsical little touch, and while the cooperative campaign is shorter than the single-player one, together they provide 12 to 15 hours of very enjoyable, very accessible content.


As you journey through the massive Aperture facility, it becomes clear that Portal 2 does not merely come after Portal. Instead, it radiates outward from its predecessor, simultaneously illuminating the world that gave rise to Portal and continuing the adventure that began there. The sense of novelty is diminished, but the thrill of exploration and puzzle-solving is still intoxicating, and it's amazing how Portal 2 manages to tell a better story with disembodied voices and spherical robots than most games can with full-on humans. Your return to Aperture Science is a joyful one in this immensely appealing, laugh-out-loud funny, and thoroughly satisfying sequel.

If you're already playing Portal 2, be sure to check out our game guide which includes both a Story mode walkthrough and tips for cooperative play.