<![CDATA[Kotaku: digital extremes]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: digital extremes]]> http://kotaku.com/tag/digitalextremes http://kotaku.com/tag/digitalextremes <![CDATA[BioShock 2 Multiplayer Lobby Preview: Yes, The Lobby]]> The multiplayer mode of BioShock 2 isn't just supposed to be a fun activity for multiple gamers. It's supposed to be a prequel to the first BioShock. A prequel told through multiplayer? How absurd, I thought, before entering its lobby.

Let it be known that I have ventured no further into BioShock 2's first-person guns-and-superpowers multiplayer modes than its playable lobby. Such are the limits of preview builds that playing an online multiplayer session requires coordination with a game publisher that can be compromised by the flu, vacations and other stuff.

But here's the shock: Even just stepping into the lobby it seems that, well, maybe this multiplayer mode can serve as a prequel to the first BioShock. (To slightly-latecomers, the single-player part of BioShock 2 is a sequel to the first game , previewed on this site earlier this week. Also, please note I have no visuals to illustrate what I'm about to describe. The screenshot up top is from single-player.)

The BioShock 2 multiplayer mode begins with a choice. The player needs to choose one of several citizens of Rapture to be. I chose football player Danny Wilkins, though I apologize for not remembering the details of his written profile. I've yet to figure out if you can change your character, as I wasn't able to back out to a character-selection screen.

To start playing my multiplayer experience, I chose a menu option called "Prologue." This triggered a cutscene that put me in an apartment in BioShock's undersea former Utopia, Rapture. From a first-person perspective, my character picked himself off the floor, a dripping syringe of blue liquid near him. On Wilkins' black and white TV screen, Rapture leader Andrew Ryan was making an address to all citizen, celebrating the turning of the calendar from 1958 to 1959. "Andrew Ryan offers you a toast, to Rapture, 1959... May it be our finest year!"

Ryan was wrong, fans know. Rapture endures civil war in the year that follows. That's the content you apparently play in multiplayer.

The apartment, which presumably belongs to my character, is a 3D space like any other room in BioShock's campaign. Amid the decor were a desk and chairs, a working stereo, and a recording machine that played back a message welcoming me into the Sinclair Solutions rewards program. Sinclair Solutions makes the Plasmid super-powers available in the series. I/Wilkins was being selected to test some of the company's "home defense products in the field." Test them well and I'd be eligible for company rewards.

Standard options that you would expect in a multiplayer set-up menu screen were rendered as elements of Wilkins' apartment. At my closet, I could change my outfit and melee weapon. I had my football hero put on a goat mask and wield a football trophy as his weapon. At a Gene Bank device on the wall, I could configure and save up to three weapons load-outs. For my guns, I chose a revolver and shotgun. For my Plasmid powers, I went with Electro Bolt and Incinerate, leaving Winter Blast behind. Other weapons and Plasmids were locked, presumably accessible only when my character levels up (make that: only when my character earns more Sinclair Solutions customer appreciation rewards.)

But before I could even make all my wardrobe and weapons selections, an audio alert played, informing me that there was trouble and people should return to the safety of their homes. Yeah, right. I assumed that was my cue to gear up for multiplayer battle. To do that I'd need to leave the apartment. Before I did so, however, a tape recorder caught my eye. It was sitting on a coffee table. I activated it and discovered that it contained audio messages from all of the playable characters. Each character had one unlocked and two locked monologues. The locked audio clips had messages next to them, explaining which level my character would have to achieve to hear each one. The levels required were different for each clip, meaning that players will be steadily unlocking a new one bit by bit as they level up in multiplayer, until all of the monologues are available in full. Wilkins' first one was all about how he told a young football player that the way to be as great a player as he was is to recognize that, the way Danny Wilkins spells it, there is an I in team. It's no wonder this guy made it to the Objectivist, individualist paradise-to-be of Rapture.

I couldn't get more information out of this lobby/apartment.

To progress I'd have to leave and step into the Bathysphere, located down a hallway containing a bucket catching ceiling leaks. In that Bathysphere, I'd be able to select a multiplayer mode of play — Survival of the Fittest, Civil War, Capture the Sister, Turf War or Team ADAM Grab — and proceed with traditional online multiplayer matchmaking.

I can't say, therefore, whether actually playing multiplayer advances the story and makes the mode feel like a prequel that has narrative to it. I can say, though, that the apartment will be able to serve as a means for telling some story and revealing some lore. That's already more than I expected. It gets me thinking that, as with BioShock 2's single-player mode, I may have been too hasty in assuming such limited potential in the storytelling ability of the series' multiplayer offering.

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<![CDATA[BioShock 2 Multiplayer Extends The Fiction]]> BioShock 2 multiplayer is going to be much more than a tacked-on mode, with 2K Games tapping Digital Extremes to deliver a substantial experience that adds to the lore and fiction of the universe.

2K Games has tapped Unreal contributor Digital Extremes to create a multiplayer mode for BioShock 2 that is every bit as rich and detailed as the single player. Players take on the role of a plasmid test subject for Sinclair Solutions during the fall of Rapture, allowing them to experience yet another aspect of the underwater empire's history as they progress through the multiplayer experience. Iconic locations like the Kashmir Restaurant and Mercury Suites are being reworked from the ground up in order to facilitate a fast-paced multiplayer experience.

Speaking of experience, players will gain experience as they play through the multiplayer portions of the game, earning them access to new plasmids and tonics. With hundreds of different combinations available, players will be able to develop their own particular play style, which should lead to some very interesting battles.

"The fans asked for a multiplayer experience and we answered," said Christoph Hartmann, president of 2K. "With Digital Extremes delivering a multiplayer experience for BioShock 2 that features all of the things that make BioShock unique, we're holding ourselves to a high standard so that we can deliver the depth and variety that fans of the BioShock universe demand."

It really sounds like 2K and Digital Extremes are working hard to ensure that the multiplayer in BioShock 2 is every bit as deep and enjoyable as the single player will be.

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<![CDATA[Dark Sector Review: A Difficult Journey]]> darksector.JPG Digital Extreme's Dark Sector is meant, it feels, to be the beginning of something, a game that serves as an origin tale and set piece for what could become a franchise. In the game you play as Hayden Tenno, a black-ops agent sent into Eastern Europe to assassinate someone. Things go astray, as these things often do, and Tenno is infected with a virus that gives him evolving and deadly powers; chief among them the ability to boomerang an organic three-bladed knife at people, lopping off appendages.

Digital Extreme probably had a no-brainer hit when the decided to let people lop off body parts with a deadly Frisbee, but in their pursuit for something more they may have missed the mark this time around.

Loved
The Glaive: As if lopping off enemies' legs and arms with a flying three-bladed disc weren't fun enough, Dark Sector lets you slow down time and guide it along it's path with the PS3's tilt controls. (Which works amazingly well) You can also absorb electricity, fire and ice with it, allowing you to do things like freeze over lakes you have to cross or turn waterfalls into bullet-deflecting cover.
Gruesome Finishing Moves: Call me a fan of action violence, but I love being able to weaken a creature or enemy and then walk up and sink my glaive through its arm, or cut out its intestines and lop off their head in one move.
Puzzling Boss Battles: The boss battles, and there are a lot of them, almost all require as much thinking as it does shooting and throwing. The final fight in the game is particularly brutal.
Weapon System: It's not all about the glaive in Dark Sector. You can also upgrade your weapons through a black market, a requirement because the ones you find on the street tend to explode after a few minutes use.

Hated
Delayed Abilities: While it's a rather lengthy game, it takes far too long to give you the abilities that make playing it actually fun. Typically that isn't a problem, but the game has so little else to offer that, sans your evolving powers, Dark Sector feels like a generic, rather bad shooter.
Weak Glaive: Lets face it, none of use are going to buy this game to shoot people. Dark Sector is all about the amputation and designing it so that you can't lop off a limb without several hits is just plain stupid.
Shallow Plot, Bad Dialog: Wow, just wow. The plot is an amalgam of every old sci-fi and military movie. You've got your scorned lover, your grumpy old Russian scientist, your patriot-loving general. Thank god they let you skip each and every cut-scene... immediately.
Trite Character Design: The look of some of the main characters go hand-in-hand with that hackneyed plot, but the one I can't figure is lead Hayden Tenno. Since when do Emo kids go black-ops when they grow up?
Bugs: While the technical glitches aren't as pronounced later in the game, early on they can be quite distracting and it never shakes the occasional chugging.

When I first checked out early code of Dark Sector I hated it. When I started playing it I hated it. In fact, there were times when I was playing through it that I honestly considered just stopping and moving on. But something kept me coming back for more. Most likely the glaive and the impressive ways you can use it to, at times, literally shape a level. Unfortunately, the game doesn't really shake out its kinks until nearly half-way through and the elements of the game that are truly unique and impressive tend to get lost in a glut of generic gunplay.

Next time, more Jackal and Aftertouch and less running and gunning.

Dark Sector was developed by Digital Extremes, published by D3 Publisher of America and released on March 25 on Playstation 3 and Xbox 360. Retails for $59.99. Campaign played to completion, online modes sampled on PS3.

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<![CDATA[Dark Sector Multiplayer Gimped On PS3]]> D3 Publisher has dropped details on the two multiplayer modes included in Dark Sector, revealing a slight gimping of the game on the PlayStation 3 versus the 360. While the Xbox 360 supports Quick, Custom, and Ranked matches, the PS3 will only allow you to search or create games. Boo! As for the game modes themselves, in the Infection game mode, one player takes the role of super-human main character Hayden while up to nine others play members of the Lasrian military, trying to take him down. When one of the troopers takes Hayden down the match ends, with the killer stepping into his super-powered shoes the next round. The second mode, Epidemic, features two teams each with their own Hayden, with rounds ending when a Hayden is brought down. Interesting choice, taking two game modes traditionally tacked on to multiplayer shooters and making them the focus. Hit the jump for more details.

Dark Sector - Multiplayer Features

Game Types - Dark Sector's multiplayer is broken up into two distinct game types: Infection and Epidemic.

Infection - The Infection game type is a match between Hayden and the Lasrian military. One player assumes the role of Hayden while all others (up to nine) assume the roles of Lasrian Troopers. Hayden is considered the infected target, and it is up to the Troopers to bring him down. Once Hayden is brought down ("finished"), the Trooper responsible becomes infected and a new round begins. A match will run until either time expires, or a set number of points are reached. The ultimate goal of an Infection match is to have the most number of points when the match is over. Points are granted to Troopers by either stunning Hayden, finishing Hayden, or assisting in bring Hayden down and points are awarded to Hayden by killing Troopers (Troopers can lose points by committing suicide).

As a Trooper, the player will be armed with either an assault rifle or a shotgun, have a couple grenades, and one proximity mine. Troopers can only attack Hayden, and so they can either work together (communicating via a shared chat channel) or go solo. In order to bring Hayden down, they must inflict a set amount damage which will stun him, and then, while he is stunned, perform a "finisher." The Trooper that performs the "finisher" becomes infected and plays as Hayden in the next round.

As Hayden, the player has no allies, but is armed with a Tekna 9mm, the Glaive, all three Evolutionary Powers, and any weapons dropped by the Troopers or lying around the various maps. Hayden also has access to the elements fire, ice, and electricity (depending on the level) to use against the attacking Troopers.

Epidemic - The Epidemic game type is a team based match between the Lasrian military, and the Agency. Players are divided into two teams where (on each team) one player assumes the role of Hayden, and all others assume the roles of Troopers. Matches end based on a time limit, or point total, and rounds end whenever a Hayden is brought down. Team points are awarded whenever an opposing team brings down the other team's Hayden, and individual points are awarded to players based on kills and assists (players can also lose points by committing suicide). Players can only communicate with other players in the same team, and can only attack players on the opposing team. Both the Troopers and the Haydens retain the same functionality they have in the Infection game type.

In both game types, players will respawn at designated spawn points when they are killed.

Multiplayer Customization

On the X360, MP games can either be played using Xbox Live, or System Link. On the PS3, MP games can either be played on the Playstation Network, or LAN.

Each multiplayer game type supports up to ten players and has access to five different maps. The maps are unique in size, detail (such as weather effects), and layout. For example, the map called the Deck promotes a more close combat oriented play style, whereas the Court promotes a more team-based play style with its symmetrical layout and numerous opportunities to surround opposition. Multiplayer games can also be customized in terms of time limit, number of players, score limit, and the existence of bots.

Leaderboard

A Leaderboard is available for both the PS3 and the X360, however the X360 board uses TrueSkillâ„¢ rank and the PS3 uses a traditional scoring system. A player's score on the board (either PS3 or X360) is based on the multiplayer game performance game performance.

PS3 vs. X360

Both systems will allow players to create, join, and search for multiplayer games. However, only the X360 gives players a Quick game option, a Custom game option, and a Ranked game option. The Quick game option will pick a game for the player based on their preference of Infection or Epidemic. The Custom game option allows players to set up their own games with the customizable settings of time limit, score limit, number of players, and the availability of bots. Ranked games are directly linked to the X360 Leaderboard. A player's performance in a Ranked game will determine their position on the X360 Leaderboard. The PS3 allows players to search for or create multiplayer games.

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