<![CDATA[Kotaku: size matters]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: size matters]]> http://kotaku.com/tag/sizematters http://kotaku.com/tag/sizematters <![CDATA[Stranglehold Is Really Short, Yo.]]> Stranglehold is the video game sequel to John Woo's Hong Kong bullet-riddled action flick Hard Boiled. The film director (pictured) and star Chow-Yun Fat were directly involved in the third-person-shooter's creation, lending their opinion to the final product. Sound great on paper! So, what about the final product? How is it? Stranglehold art director Jason Kaehler says:


From our beta-testing, we anticipate around 12 hours of gameplay; each level is enormous. We are also seeing that due to the sandbox nature of our game design, there are numerous ways to play each level. We have full multiplayer support for 360, PS3, and PC so that means you can continue to play the game again and again in Deathmatch and Team Deathmatch with completely different experiences each time. It's just awesome to swing from a chandelier, in slow motion, blasting your buddies down below as they run up banisters or hide behind stuff that's shattering...

12 hours?! Not much of a strangle hold — more like throat pinching! Guess you'll have to actually play each each level "numerous ways" to get the full bang for your buck.
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Bang for your buck. Heh.
Stranglehold Interview [Ars Technica]]]>
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<![CDATA[Denis Dyack - Less Game is More]]> Logo-sk.jpgSilicon Knights president Denis Dyack and I are on exactly the same wavelength, at least as evidenced by the second part of his interview over at GameIndustry.biz. The Too Human developer says that while games have been getting longer and longer over the past 15 years, gamers no longer want games that take them days to play.
"If we're going to craft an epic story we decided we had to divide it into manageable chunks for the consumer," he said, referring to Silicon Knights' proposed Too Human trilogy for Xbox 360, the first installment of which is currently in development. "At the same time we wanted to do a game that it has a chance to evolve and take advantage of development changes.

What he says makes sense from both a developer and a player point of view, if you think about it. Instead of spending years developing an epic masterpiece that might be a bit behind tech by the time it finally hits, break it up into manageable chunks. Gamers don't have to wait so long between games, developers can keep up with the latest techniques, and professional game reviewers won't have to waste their time pretending to play through an entire 60 hour game before writing up their reviews. If we're really lucky, it could even bring the price of the games down a little.

What do you folks think? Would you rather have a bunch of small yet satisfying game nuggets on a regular basis or one massive, seven course meal of a game?

Gamers want shorter, better games - Dyack [GamesIndustry.biz]

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<![CDATA[Frankenreview - Ratchet & Clank: Size Matters]]> rac.JPGRatchet & Clank started on the PS2 and it's already turning 6 in videogame years. What looked to be a shallow 3D adventure has proven itself as an involving, rewarding series with great gameplay and funny stories.

But how does the experience translate to the PSP in Ratchet & Clank: Size Matters? (And doesn't the title imply it sucks?) Hit the jump for the Frankenreview: the review that sums up all the reviews, along with our 3D bar graph so you can save your reading energy for cock and fanboy jokes.











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"...why doesn't it feel like a Ratchet game?...Perhaps it's for technical reasons: the camera, for instance, which seems to have the hardest time doing its...Or maybe it's the awkward controls, which alter their configuration — sometimes strafing, sometimes turning... Maybe it's the level design, which fails to take either of these technical issues into...Or it could be the fairly uninspired weapon and gadget design...
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Game Vortex

The analog nub moves while the face buttons are your primary actions like attack, gadget control and jumping...If the PSP has shown anything, it is that trying to work a two-analog stick system into a one-stick system is a difficult task. Size Matters manages to pull off the conversion...though some actions, like doing a super-jump, are a little too complicated and never seem to work all the time.
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Size Matters goes above and beyond by delivering even more gameplay variety. You'll play a small segment of the game as Clank, Ratchet's lovable robot companion...These segments can include squad-based gameplay, or...for example, you'll end up in a Battlebots-inspired arena where you'll have to destroy opposing ...Or, you'll be flying in space as Giant Clank in one of PSP's most impressive sequences. These Star Fox-esque space segments are absolutely mind-numbing...they're almost worth the price of admission alone.

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The biggest new addition, however, is the inclusion of different types of armor, which is a great new feature. There are six complete types of armor, and you'll find them in pieces throughout the game. It's all customizable, but once you find and equip a complete set, Ratchet will gain a new ability. For example, the Wildfire armor sets enemies ablaze via Ratchet's now-flaming wrench.
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Ratchet & Clank: Size Matter is the sort of original game that most Playstation Portable owners likely envisioned when that bought the system. It's smart, well-crafted, original, lengthy and most of all, fun...Not only did the game designers manage to capture the essence of this popular franchise, but they delivered it in a way that works on a platform that only has one thumbstick...I think it might be the best title to ever hit the platform.

I don't know, Crecente..."best title to ever hit the platform"? Maybe you should send me your review copy for a second opinion.

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<![CDATA[Ratchet and Clank: Size Matters Impressions]]>

One of the most consistent game franchises around would have to be Insomniac's Ratchet & Clank series. Each progressive title has managed to add new elements while maintaining an excellent balance of humor and solid gameplay that define the series. Many fans were a bit disappointed that Ratchet: Deadlocked focused on shooting without platforming and puzzle elements, but I'm happy to say after spending quite a bit of time with a preview build that the series has returned to its roots with the upcoming Ratchet & Clank: Size Matters for the PSP.

Ratchet and his robot buddy are taking a much needed vacation, having saved the universe now on multiple occasions. They meet a cute little girl named Luna who is writing a report on heroes and wants to see them in action. It isn't long before Luna is kidnapped, a legendary race of inventors gets involved, and once more R&C are pulled into a dangerous plot that sends them on a universe spanning adventure that the two of them really should come to expect right now. These guys get sent on universe spanning adventures if they stop by a convenience store for a slushie.

Aside from the PSP controls and slightly lower-quality graphics, the game looks and plays almost exactly like its PS2 siblings. Developer High Impact Games has done a great job of capturing the distinctive R&C feel, which isn't really a surprise considering High Impact was spawned from Insomniac. All of the familiar elements are in place here. Upgradeable weapons and gadgets, exciting mini-games, and novelty levels to mix things up a bit. My favorite so far would have to be the space shooter featuring Giant Clank, blasting his way through swarms of enemies to rescue his fuzzy lombax friend.

New to the series is customizeable armor. As you play through the game you'll come across armor pieces. Once you collect a whole set you not only look amazingly cool, you also get to use a special power. Collect the Wildfire set and your wrench attacks set enemies on fire, for instance. While I only managed to collect pieces from three sets and complete one, there sure were a lot of empty armor set slots waiting to be filled. Can't wait to see what they all do!

While some of the levels in the game tread on familiar ground, I've run across a couple that were quite new and different, including one I won't go into too much detail on that completely blew my mind. Flying chainsaws FTW!

The controls are actually pretty tight for a PSP platformer. I miss the second analog stick for camera control, but the shoulder buttons do the job adequately, and there's always a first-person view you can swap to if you want to look around or do some precision shooting. The small screen keeps pretty close to Ratchet as he fights, leading to being shot at off-screen quite a few times, but with the PSP you really are limited with how far away the camera can be in third-person before you start crossing into isometric territory.

Sadly I didn't get to try out the multiplayer options, but honestly I've always enjoyed the series more for the story and the characters than for online skirmishes.

All in all I am pretty excited about Ratchet & Clank: Size Matters. It's shaping up to be one of those titles I can point to in order to justify my purchase of a PSP in the first place. Like Ready at Dawn's Daxter before it, this game looks to bring one of Sony's best franchises to the PSP in a big way.

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<![CDATA[Clips: Ratchet and Clank: Size Matters Trailer]]>


It's been a long time since I played a Ratchet & Clank game, but I have fond memories of pretty much every title in the series. R & C are a great team; they're funny, witty and everything Jak & Daxter wish they could be. The franchise got me interested in platform style games again and the mix of level styles always gave it that perfect amount of difficulty. It also incorporated lots of great secrets and, of course, it's always awesome arsenal of great weapons.

Sadly, not owning a PSP, I will never get to play this particular game, but watching this trailer makes me want to get one for the first time since Me and My Katamari came out. So many systems, so little money...

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<![CDATA[Three DVD Cases Next to a Wii]]>

NoGoJoe Writes:

could you possibly take some comparison pics of the wii sitting next to 3 dvd cases stacked up so these idiots on irc will stfu?

many thanks

Anything for you NGJ, anything for you. Many more after the jump. Print them out and carry them around with you for extra strength STFU powers.

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<![CDATA[Twilight Princess Dungeon and Length Details]]>

Let's face it gamers, no matter what gender or sexual orientation, we all want to know one thing about an upcoming game. How big is it? This intimate question was put to two of Nintendo of America's game localization guys, Nate Bihldorff and Bill Trinen about the highly anticipated Legend of Zelda: Twilight Princess.

The boys wasted no time in whipping out a whopping 9 dungeons, 70 hours of gameplay and boasted of a Hyrule field five times as big as the map in Ocarina of Time. They also assure us that there are a lot more side quests so that the game doesn't end up becoming and endless string of dungeons one after the other.

The Zelda franchise has always been known for the size and depth of it's games and it sounds like this one is more than ready to rise to the occasion.

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