Posts Tagged ‘playstation 3’

Army of Two: The Devil’s Cartel is out next week on Xbox 360 and PlayStation 3. I know, it snuck up on me too. If you were looking forward to this bromantic action game filled with explosions, bullets, explosions, and oversized blades (seen above) – well that time is almost here.

EA has sent over a new trailer for the game chocked full of explosions and promotional quotes from the game.  We revealed some hands on impressions ourselves a few weeks back – let’s see if I can find some good quotes to pull from it.

See!  I can pull out of context quotes and make things sound awesome too. Don’t worry – what I played of the game was fun, especially if you liked the previous titles.

Army of Two: The Devil’s Cartel is out on March 26th with two player local or online co-op on the Xbox 360 and PlayStation 3.

How do you top a game that ends with you killing the King of the Gods?

That’s the query that faced Santa Monica Studios as it built the next console adventure of Spartan warrior Kratos, a longtime PlayStation standard bearer whose labors reached their gruesome end in 2010’s God of War III.

That game, the fifth in the franchise, chronicled Kratos’ final assault against Mount Olympus. Set in a fictionalized Ancient Greece populated by all the gods and monsters you can imagine (and some you wouldn’t want to), Kratos’ story is an engine of vengeance that runs on blood. God of War III, the last PlayStation 3 release, saw the surly anti-hero tear through Hercules, Poseidon, Hades and eventually Zeus like a bunch of deli meat.

Now, in God of War: Ascension, we go back to the beginning to fill in Kratos’ backstory.Ascension, the seventh game in the series, is a prequel to the entire blood-soaked story.

Where else could you go? After all, by the end of his last game, Kratos really didn’t have anyone left to kill.

From the beginning, the stakes feel lower in Ascension than in God of War III. This is not the final act of an epic journey — it’s closer to an origin story. In fact, it’s closer in tone and scope to an actual Greek myth, as a tortured hero takes on an epic quest in search of big words, like vengeance and truth.

As a character, Kratos is nearly mute. When he speaks, in the rumbling voice of Terrence C. Carson, he sneers each syllable. Don’t expect him to grow much as a character in the hours you spend deliriously swinging the Blades of Chaos. The most catharsis our hero ever experiences is by stabbing someone and moving on.

This game dips into rich Greek mythology for villains you can dismember. This time around it’s the three Furies who torment him and inevitably earn a spot at the end of his blades. Cruel beings who rank among some of the oldest in the myths, it seems fitting that they find themselves in a prequel. They aren’t the most imposing enemies in the history of the franchise, but you’ll see other familiar faces and locales, like the Oracle at Delphi.

Unfortunately, some of the giddy joy of earlier games is absent here. Real mythology fans might have a blast, but it’s a less accessible game overall.


Built on Santa Monica’s God of War III engine, the gameplay feels similar and comfortable. The series has never relied too much on finesse. Kratos’ story, true to form, is a classic hack-and-slash adventure.

As wave after wave of creatures large and small descend on Kratos, his best weapons are his chain-blades. In God of War: Ascension they can be imbued with the power of the gods — fire of Ares, lightning of Zeus and more — but combat doesn’t stray too far or too often from that standard. And it doesn’t need to.

Gameplay is about honing your combos, moving quickly, striking from a safe distance and doing as much damage as possible. Whether you’re facing a swarm of vicious insects or a small platoon of elephantine footsoldiers, just keep those blades swinging. Cyclopes, dragons, chimerae, wraiths, gorgons — increasingly larger groups await you in every room, enough to make you wonder, “Will my life bar survive this round?”

And, yes, Kratos still touts the classic, simple, green life bar, and he can only take so much damage. There are no slowly graying screens or rechargeable shields in his quest — instead, it’s a constant rationing of health, and the hope that life-saving green orbs lie around the next corner.

You’ll also see shades of the last game’s flying mechanics in Kratos’ liberal use of the power slide to get over unsteady terrain.

Occasionally, the hectic slash-and-dodge combat transitions into Quicktime events, just as in the previous release. With well-timed button strikes, you can find the most creative and cinematic way to disembowel something, and that’s what it’s all about, really.

Ascension adds a level of interactivity its predecessor lacked, as each event becomes a minigame of slicing and dodging before Kratos can deliver a killstroke. It’s an always-satisfying improvement over God of War III.

New Tricks

As always, the second big challenge in God of War: Ascension comes in the form of puzzles. Frequently, Kratos must do some careful spatial problem-solving in order to advance. Puzzles are often deviously difficult — a welcome change of pace from the usual slice-and-dice, but no less frustrating than a resilient enemy.

It’s here that Kratos’ other tools come into play. Beyond his weapons, the Ghost of Sparta carries an amulet with the power to revitalize or decay inanimate objects and living things alike. This function is used to fix old walkways or machinery, or to freeze crumbling architecture to make it traversable. This and a few other new tools add a deeper level of variability to puzzles and force players to approach a problem from different angles.

It also gives Kratos the chance to do something rare: build. We are so used to seeing him take things (and people, and gods) apart. He’s a true iconoclast in that way. But in Ascension we help him resurrect ancient glories, even if it’s only to further his own ends.

The fact that Santa Monica outdid itself so clearly in its last PlayStation 3 outing meansAscension has to go hard at all times. This game does nothing quietly or simply. Do you need to raise a bridge? Well, it’s going to take a strenuous boss fight, some challenging puzzle work, quick thinking and a grandiose cutscene before you can cross it.

Likewise, the scale and aesthetics of Ascension’s environments are front and center. The worlds through which Kratos travels on his quest seem to exist, at times, for the sake of their beauty, which can be breathtaking. But as you’re riding a thousand-foot metal snake through the mountainous ruins of an ancient temple, try not to stop and ask yourself why. Just enjoy the ride and the view.

The camera frequently pulls back for dramatic effect to show the sheer scope and scale of the mythic locales, dwarfing even the hulking beasts you face. And while it can be frustrating when you’re in the midst of a fight for your life and can’t tell which pixel you are, it’s never anything short of awesome.

With all the grandeur and glory that defines this game, it’s important to remark on the intense and graphic violence that fills the gaps. As even the casual God of War player will know, Kratos’ journey takes him down a road paved in torn flesh, sinew and entrails. After just a few minutes in the game, expect to rip heads off and tear enemies in half amidst a steady spray of blood and gore.

The amount of nudity, especially female nudity, is also striking when juxtaposed with ultra-violence. Needless to say, you shouldn’t look for gender sensitivity in a God of War game. A bit in which the player batters a female villain solely with fists and feet from a first-person perspective left me uncomfortable, if only briefly, before generic mayhem resumed. At least Kratos is an equal-opportunity killer; he cuts into all his enemies regardless of sex or species.

God of War: Ascension is addictive — the kind of repetitive-action gameplay that fans can sink into easily. After finishing the game, you’ll immediately want to run through again with improved skills and a few new tools. You could also check out the multiplayer mode — Ascension is the first installment in the franchise to feature cooperative or competitive play online.

Does this game beat God of War III? No — very little could top the fun and brutal payoff of that adventure. But Ascension will quench your thirst for vengeance, if only for a little while. It’s available now for PlayStation 3.

Source: Mashabla

Originally set for March, Rockstar recently announced that the GTA V release date would be put back to September. This is pretty dissapointing for anyone who was waiting for the game, and many fans showed there dislike of the move but complaining vehemently – to no effect of course. Rockstar were accused of moving the date so as not to collide with publisher-stablemate Biosock Infinite; however, the developer simply claims that GTA 5 wasn’t ready for launch at this time.

One silver lining of the delay is that Rockstar gave a precise date for the release – September the 17th. Now that’s a Tuesday, which is the traditional day for game releases in the US. Given it’s such a huge title we’d expect UK retailers to also launch on the Tuesday (as they did with Black Ops 2) rather than a traditional Friday release. So September the 17th it is.

GTA 5 release date
Sadly, not the release date anymore

A release later in the year is likely to have some of its hype stolen by upcoming next-gen console releases, see our PS4 release date, specs & price rumours and Xbox 720 release date, specs & price rumours for more details.

On the plus side, the extra development time may be to ensure that prettied-up, next-gen versions of GTA 5 are available for the new consoles from the off. Although Take-Two CEO has been careful not to stoke the fire on that one, as it could only damage sales of the game if gamers belive a superior version is in the pipeline.

At present GTA 5 has only been announced on PlayStation 3 and Xbox 360. PC and Wii U version have not yet been confirmed.




There have been two trailers to date for GTA 5. You can watch both (again) below. Both trailers have sky-high production values, with excellent soundtracks and voice acting, and it looks like Rockstar have once again raised the bar for games in these departments.

On the evidence of the first trailer alone Draw distances are remarkable, especially if they can be recreated on current-gen hardware. And some of the huge backdrops look too true to be real, can you actually scale those mountains (20 secs in on the first video) or are they merely set-dressing at the edge of the world of San Andreas. Texture details and geometry are also mind-bogglingly impressive for a world this big. As are the smoke effects seen in the plane spray seen at 42 seconds in. We were also pleased to see animated elements, such as the oil well at 1:04.

The second trailer introduces the game’s trio of main playable characters. increasing the number of core characters in the game is a great idea, as GTA 4 suffered from having to fit one character to too numerous dramatic roles – you had to believe that Niko Bellic would worry over killing one man, one minute and then go on a killing rampage the next; that he cared about friends and girlfriends, but was also a moody loner.

The three new characters – ex-gangster Michael, his psycho former partner Trevor, and young repo man Franklin – allow for a far greater variety of missions. And hopefully a far better narrative, with a small cast of key characters – think a good HBO show, rather than a star-led Hollywood movie.

In between missions you’ll be able to switch characters freely to explore and undertake non-character specific tasks. The dating is gone, thank god, but activities include triathlons, Jet Skiing, base-jumping, tennis, golf and scuba diving – with a fully-detailed ocean floor for the latter.




We’ll be updating this section as more news becomes available




There’s little hard information available on GTA 5’s gameplay beyond what we’ve seen in the trailers. Of course, it’s a GTA game so we can expect the usual blend of driving, shooting and missions, along with various aforementioned activities.

A long list of cars and other vehicles was discovered in the game code for Max Payne 3. You can find a full list at

Other gameplay nuggets include:

– A gameworld that’s bigger than anything Rockstar has done before.

– Apparently the characters will work together in some missions, and you’ll be able to switch between them to undertake different roles. Those switches look to be pre-determined, as a away of cutting out having to travel from one piece of action and the next, for high-octane continuous thrills.

– When you’re not controlling them they’ll go about their day-to-day business on their own – which may not be as mundane as you might first imagine.

Plenty to get exited about then, and we’ll be updating this article as we get closer to the release date.

Source: ExpertReview