Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, 19 June 2010

E3 2010: Sony Press Conference -The opening Gambit

  It's been an explosive year so far at E3, with the big companies in gaming seeking to outdo each other it's getting hard to keep up! however, fearless as ever, we send Drew into the mix to take a gander at what Sony have to offer this year with orders to separate the triumphs from the dead geese. What follows is a quick introduction to the action with links to further updates focusing on what you need to know about Sony's 2010 E3 Press Conference.   


  Honestly guys, I'm not sure that the bird analogy works, but what is most definitely true is that when these companies get together to do an expo they sure make a lot of work for the likes of me! Sony are no exception to this rule, this years E3 see's Sony covering all sorts of ground with their press conference and while some have argued on forums across the web that Sony's contribution was underwhelming, I'd say there is plenty to talk about.

  For a start there are the customary theatrics that come with these kinda of affairs. With stiff competition from rival companies there is always an element of "smoke and mirrors" while the big-wigs on stage peddle their wares. Sony achieved this by reputedly handing out 3D glasses and starting the conference early and thus generating a feeling of urgency around their conference. A clever device that set the ball rolling for Sony to announce a host of expected titles and a few surprises too.

  Nobody was going to be surprised at the announcement of games likes Killzone 3, Little Big Planet 2 and Grand Turismo 5 but the revealing of a new a Mortal Kombat game along with a Twisted Metal game in the final stages of the conference proved to be an exciting surprise. That said, when a battered ice-cream truck arrives on stage containing David Jaffe you have to admit it's usually a little unexpected. For the full story on the games of Sony's conference, look no further then here

 Perhaps the most interesting aspect of Sony's planned releases is the extent to which they will support 3D. During the course of the conference SCEA president Jack Tretton announced that by March 2011 Sony will deliver 20 titles for the PS3 in native 3D, including games like Killzone 3 and Mortal Kombat. This is a fairly impressive claim that shows Sony's commitment to innovating in the field of 3D gaming and goes along way in supporting the force behind Sony's planned releases. Get the scoop on Sony's 3D commitment here.


 Hardware and infrastructure are also receiving a push from Sony this year with the PSP set to see a whole host of new games, PSN getting a new service in PSN Plus and the final unavailing of that little device you may have heard of, Playstation Move. Sony appear to have decided to make a move on the portable market by pushing the PSP as the only portable solution for "serious" gamers. This has been a long time coming and will hopefully finally see the PSP getting into the stride it deserves. Metal Gear Solid: Peace Walker is touted by Tretton as an example of a leading core PSP title before he goes on to unveil new titles for the machine including a new God Of War game. The portable parable can be found here.


  Infrastructure wise we see the way games are delivered to us getting a slight revamp with the unveiling of PSN Plus, an additional paid tier for PSN which has been received with decidedly mixed reactions. The basic idea behind 'Plus is that for either a years subscription costing $50, or a 3-month subscription costing $18, subscribers can expect access to free games, mini's, themes and discounts. As well this, PSN Plus implements a "full demo" service which allows players to download and play a full game for around an hour to trial it before purchase. This has proven to be a hot topic as Sony have revealed that while content like themes and content paid for with discounts will remain available at a subscriptions end, free games will not until the subscription is renewed leading to some to refer to the service as an expensive way of renting games. The biggest upset is that cross party chat has yet to be confirmed on PSN while a paid tier has.Whatever side you take in the PSN Plus debate, pay a visit to the discussion here.

  Now I can't help but feel that I'm missing something. Something big. Something that my editor-in-chief will flay me for should I miss it. Something, movement based perhaps? Oh come on, did you really think I'd forgotten? I talk of course of Sony's answer to the motion race - Playstation Move. Call it a gimmick, call it a revolution, either way it's big news. The build up to the unleashing of both Sony's and Microsoft's flight into the world of motion controls has been truly epic and now finally we get a look and Sony's contribution. What really sets Playstation Move apart is that in accordance with Sony's big games push, is that 'Move is already being announced as compatible with upcoming core PS3 titles with Killzone 3 and SOCOM 4 both reputedly being made ready for Move capability at launch. Move over to the full motion article here

   So there's a very brief overview of some of the main points from Sony's press conference. At a glance it is obvious that Sony are really pushing the gaming part of consoles. It's interesting that despite the importance of Move, it hasn't dominated Sony's press conference. Instead we see a vast array of games appearing in various formats across the Sony range. It surprises me that people have described Sony's conference as underwhelming when you consider the sheer volume of games that were mentioned during the presentation. While Microsoft can boast partnerships with ESNP and Activision, sony can counter with strong ties to EA, DICE and even Gabe Newell. You know? That formally rather vocal critic of the PS3?

   I would have to say that Sony could be close to leading the way in gaming over the next few years, with so many games apparently on the cards to support the moves into 3D and motion controls Sony seem to be building a solid and daunting presence in the gaming world. If the reports free all three of the console producers are to be believed then the current generation of consoles is evolving and if Sony deliver what they say they will they could come out on top. Whatever your gaming alliance, check out the following links to read the full news for Sony's 2010 E3 Press Conference and whatever you do, keep gaming!

Check out the rest of our Sony E3 2010 updates here:

SonyE32010 – Games http://tiny.cc/2gtsz


SonyE32010 – 3D http://tiny.cc/cgn17

SonyE32010 – Portable http://tiny.cc/8kwwh

SonyE32010 – PSN Plus http://tiny.cc/w8jqm


SonyE32010– Move http://tiny.cc/n20ri

E3 2010: Sony - Game On

 Be you a reporter, fanboy or developer we all know that E3 is all about the games. Sony it seems also understand this, with their E3 press conference revealing a whole host of games across their range of services. So dive in and join us as we explore what Sony has to offer and uncover a few hidden surprises along the way!


 Just in case any of you were in any doubt, Sony are focusing on games at this years E3. Say what you will about Playstation move and the motion control "battle", games are in charge right now. Sony's big press converence was kicked off with a montage highlighting various Sony products and games, amongst them were Killzone 3, Little Big Planet 2, Metal Gear solid: Peace Walker and Grand Turismo 5. So all the usual suspects where there in force, but Sony goes much further then that as we're about to explore, it really feels that Sony have opened the flood gates.

 Going back to the "usual suspects" I should probably point out that usual doesn't mean bad. Not by a long shot. Titles like Killzone, Grand Turismo and MGS have become gaming icons over the years because of the quality the represent and the newest editions to the franchises are no exceptions. In many cases these games continue to push not only quality but also innovation as Sony begins to incorporate 3D technology and motion controls into games. Killzone 3 for example, is going to be released 3D and motion ready as soon as February 2011. Killzone game play was shown during the conference and features a blend to typical 'zone action and some new tweaks. Anyone who didn't notice that Killzone now features jet-packs should be sent straight out to the front line to see for themselves how cool they look. As a fan of this epic war story I can tell you I am looking forward to this one, the game-play videos that exist on-line demonstrate that the solid combat system we're used to is retained while Sony continue to strive for even more dynamic game-play.

  It's not all war though, as Sony have announced a deluge of titles including The Sly Collection, Grand Turismo 5, Shaun White Skateboaring, Tron Evolution, Crysis 2, SOCOM 4 and NBA 2K11. And all of these titles are allegedly going to be in 3D too, meaning that Sony have potentially a bumper crop of impressive material to take us into 2011. But this is just the opening salvo, during the course of Sony's press conference SCEA president Jack Tretton, reveals that a new Mortal Kombat game is headed to PS3 in glorious 3D and partnerships with EA, DICE and a young man by the name of Gabe Newell.

  Newell's appearance and support for Sony are perhaps the most surprising thing thus far as previously Newell had been an outspoken critic of the PS3 but now it appears he not only embraces the machine but has also promised the "best version" of Portal 2 for the PS3. EA also show their support for the PS3 by revealing   that the next instalment of Medal Of Honer will offer exclusive content for PS3 players, as will Dead Space 2. Watch out for limited editions of these games, with MOH offering an unscaled version of MOH Front-line while Dead Space offers an optimized Move version of the game included with it's limited edition version. 2K are also in on the action with PS3 exclusive content for Assassins Creed and Mafia in the pipework. There will also be a Final Fantasy MMORPG which will give anyone with exceptional amounts of time to burn the tool to do it!


  After going through Sony's commitment to 3D, Playstation Move and the push of the PSP (links to all of these topics follow below) Tretton ended by saying that there was one more surprise in store for the assembled press at the conference. This was the return of the Twisted Metal series, appearing on the PS3 for the first time. Admittedly I was always more of a Carmageddon fan but this is still exciting news for anyone interested in motor based carnage! This new games will reportedly feature two player split-screen action and new game modes, including "Nuke" mode involving strategic team play...and nukes.


  All in all it seems that there is a lot to be excited about regarding Sony's upcoming releases. They are plentiful and innovative, with Sony pushing 3D and motion controls with most of their games. And the above titles are simply the tip of the iceberg, check out our other posts to see what we can expect from Move and a host of upcoming PSP releases. Long may the king of games reign!

Check out further Sony E3 coverage here:
           
        
SonyE32010 – 3D http://tiny.cc/cgn17

SonyE32010 – Portable http://tiny.cc/8kwwh

SonyE32010 – PSN Plus http://tiny.cc/w8jqm


SonyE32010– Move http://tiny.cc/n20ri


SonyE32010 – Intro http://tiny.cc/gr0dx

E3 2010: Sony - Now In Amazing 3D-o-Vision!

  It's an exciting time to be a gamer at the moment, not only are there more and more quality games being released but we are currently living through a break-through moment in the way we play games. 3D is set to change the way we experience games like nothing before it and Sony seem to be leading the charge!


 While Sony seem to be investing a lot in new games and content for the PS3 and PSP at the moment they also seem to be investing in the way we play our games. During this years E3 Sony press conference, SCEA group president Kaz Hirai made a bold statement about how he sees Sony's position in the future of 3D gaming. He says he wants to do for 3D what the PS3 did for Blu-ray and goes on to claim that there will be 20 native 3D titles on available for the PS3 by March 2011.

  These are indeed fight'en words, especially when you consider that the games in question aren't gimmicky parlour tricks but fully fledged core titles like Killzone 3 and Grand Turismo 5.

  It's hard to be sceptical about Sony's commitment to this endeavour because they are already well under way in their mission. It has already been reported that the PS3 will be a fully functioning 3D console by 2010 and with Sony's 3D ready Bravia range of TV's, a firmware update supporting 3D and 3D versions of games like Wipeout HD and Pain already available on PSN this is a reality.

  The only question is cost. For anyone who has already bought a HDTV the cost has been considerable so the cost of a further upgrade to 3D and the corresponding glasses could be prohibitive. However, all new tech costs a lot at first and you consider the Sony's strategy in integrating the cross-bar into the Bravia range you can see how Sony are enticing customers with a fully integrated entertainment hub.

  But perhaps I digress here, the point is that 3D games are coming to Playstation and I for one want in!

Check out the rest of our Sony E3 coverage here:


SonyE32010 – Portable http://tiny.cc/8kwwh

SonyE32010 – PSN Plus http://tiny.cc/w8jqm


SonyE32010– Move http://tiny.cc/n20ri

SonyE32010 – Intro http://tiny.cc/gr0dx

SonyE32010 – Games http://tiny.cc/2gtsz

E3 2010: Sony - The Portable Parable

  The PSP could almost be regarded as the black sheep of the Playstation family, it's a little different and often misunderstood. However, this could all be about to change with Sony's compact console about to receive an impressive push as this year's E3 revels.

  The PSP is often over looked in my opinion, many of my friends have disregarded it citing lack of quality games. Where this idea has come from is a little lost on me, there are many great games available of the PSP which are well worth a look in. The Ratchet and Clank series is both charming and playable, Metal Gear Acid and Killzone: Liberation both sit proudly in my games collection and the ability to play PS1 games after purchasing them through PSN gives gamers both an extended library and a good nostalgia trip to boot.

  That said, the PSP Go came and went so I guess at least the name was apt and Sony seem to be raging a constant war against hackers intent on modding the console for various nefarious reasons. However, while Sony may not be happy with people doing strictly illegal things to their PSP's it's actually good for business - in a way. It only takes one look at the various Dreamcast mod sites on the internet to see how an easily hackable console retains interest.

 Now it seems though that the PSP's luck could be about to change. At this year's E3 Sony announced that it sees the PSP as the only portable option for "serious" gamers and announced a ton of new titles for the system.

 For those of you into the God Of War series (I'm not) there will be a new title in the series called Ghost Of Sparta charting the origions of Kratos. During a montage a selection of other new games where teased including Modnatrion Racers, Ace Combat Joint Assault, Gravity Crash Portable, Dragon Ball Z Tenkachi, Hot Shots Tennis Get a Grip, Madden NFL 11, Patapon, Tetris, EyePet, Piyotma, Kingdom Hearts: Birth by Sleep, The 3rd Birthday, Persona 3 Portable, and Ys: The Oath in Felgana 


 Oh joy! Tetris! Seriously through there's a lot to be getting on with there and that may not be all that the PSP has going for it over the next few years. If Sony's new PSN Plus service takes off it could give gamers even more reason to own a PSP. Think about the extra PS1 classics, Mini games and discounts that could be used to expand the PSP using the free content available for plus. No news on how this would work with the subscription service but I'll be finding out as soon as PSN Plus hits the "shelves". 


 No matter what happens it looks like it will be an interesting time to be a PSP owner and it could be about time the rest of you caught up. Check back with JustSandN for updates!  

 Get your fill of Sony E3 here:

SonyE32010 – PSN Plus http://tiny.cc/w8jqm

SonyE32010– Move http://tiny.cc/n20ri

SonyE32010 – Intro http://tiny.cc/gr0dx

SonyE32010 – Games http://tiny.cc/2gtsz

SonyE32010 – 3D http://tiny.cc/cgn17



 

E3 2010: Sony - I Like To Move It, Move It!

  Playstation Move represents Sony's answer to the motion war brewing between the big powers in gaming. Say what you will about looking like a neon maraca there's a lot of fuss being made about these motion controls. Let's see what all the fuss is about...

  Playstation Move has an important job to do. For Sony it seems to represent one of major in-roads it is making at this years E3. Games are being push in terms of both quality and quantity, PSN Plus seems poised to make Sony's on-line service more profitable and the push of the PSP shows Sony aggressively attempting to expand and finally grab it niche of the portable console market. However, it is probably Sony's move into the world of 3D that is most compatible and interglacial to the success of Move...and Sony.

  With the move into 3D and the supporting Bravia branch of Sony's product range, Sony are developing a rather sweet little entertainment centre. Take that out of the grotty one-room flat and place it in the family home and you can see Playstation Move fitting in snugly with this set-up and flying, or at least moving, out of stores the world over. However, the beauty of move is that it would appear to cater to everyone and already have an impressive line-up of games on the way.

  Sure, there will be the family friendly sports and pet games but along side these we see titles like Killzone and SOCOM on the way so Move sits well as a dirty student's pastime or an retro slice of 1950's family Americana. It's an impressive and ambitious move by Sony to get so much lined up close to Move's launch, EU Sept 15, NA Sept. 19, Japan Oct. 21.

  The most impressive display of Moves capabilities comes from the E3 demonstrations of Tiger Woods and Sorcery - which was designed specifically and exclusively for Move. What was interesting about this is that it took two fairly different games and showed how they would work on Move. Move's multiple sensors did a great job of capturing the movements of a golf player and wizard but I will reserve judgement until I have a go for myself. Which I really want to do!

  I've never been much of a fan of motion controls, they always seemed to go against the grain of what video games where, however, with Move's line up of games it seems that the gimmick element is contrasted with impressive core games. The list of games said to be compatible with Move includes Sorcery, Tiger Woods PGA Tour 11, Killzone 3, RUSE, Singstar Dance, echochrome II, EyePet TV superstars, SOCOM 4 and a Time Crisis game.

  The cost is to to be $50 for the controller and $30 for the navigation controller. There will also be bundle deals with a PS3, Move and PS Eye costing $400 and $100 bundle including Move, PS Eye and Sports Champions. Only time will tell if this will seriously threaten Microsoft of Nintendo, it's not the cheapest of toys, but given the range of games on the way it seems to be far from a gimmick.

 Get the rest of our Sony E3 coverage here:


SonyE32010 – Intro http://tiny.cc/gr0dx

SonyE32010 – Games http://tiny.cc/2gtsz


SonyE32010 – 3D http://tiny.cc/cgn17

SonyE32010 – Portable http://tiny.cc/8kwwh


SonyE32010 – PSN Plus http://tiny.cc/w8jqm

Monday, 14 June 2010

A Convenient Solution To An Impossible Gaming Problem

I think 2000 went a little something like this.
It's terrifying to think that the year 2000 was an extremely daunting ten years ago now! My memory is a little fuzzy, but I'm relatively sure it was a simpler time for me back then, I didn't have to maintain this cool beard for starters and my gaming was happening solely on home consoles, the very concept of using a PC for gaming seemed way too complicated, installing a game? Pah! Had I not been a stubborn teenager I would have known that actually the PC was offering experiences way beyond what my Playstation was offering, especially when it came to Deus Ex.

A few years later I was wearing glasses, and therefore had all the necessary qualifications required to start PC gaming. Deus Ex was the first game that I bought for my super powerful gaming PC (featuring a staggering 64MB of RAM and a blazing fast 300Mhz processor) and I was absolutely blown away by the experience. In all honesty at first I was terrible at the game, I spent the latter part of the training mission having been liberated from my legs dragging my stumps towards the goal desperately hoping that I wouldn't be spotted by more angry robots. The game offered a lot more scope than I was used to, I could have hacked the robot, tried sneaking past it, or stood in front of it while it filled my knee-caps with hot lead, and while the option I chose was not the wisest it did provide me with my first gaming introduction to location based damage. Imagine my surprise later in the game when I was scolded by my boss for going into the women's toilets earlier, or when a character reacted to me having already having completed an objective before it had been issued instead of just going into a pre-recorded mission brief when I approached him. In fact Deus Ex completely changed what I came to expect from games, it had presented me with the ability to carefully plan attacks or completely bypass combat, and given me control over the dialogue and outcome of the plot in a genre that I had until then associated with running head on at enemies holding the trigger, and once I'd been presented with a such variety by one game I started to wonder why more games weren't giving me this sort of freedom. The bar had been set incredibly high, even Invisible War, the sequel to Deus Ex, failed to live up the the standards of it's predecessor despite being a fairly good game in its own right.

Now Eidos Montreal are resurrecting the franchise with a prequel called Deus Ex: Human Revolution. It's a daunting task for sure, I am certainly not alone in my high regard for Deus Ex, and many others like me are desperately hoping that this game will finally be the exceptionally high quality addition to the series we have been waiting for the last ten years. This must have been at the forefront of their consciousness when creating the trailer that was released recently, as it truly is a thing of beauty, the obvious stand out area is the high quality of the pre-rendered visuals, they may not be reflective of the final product, but it provides a clear look at the artistic direction Eidos Montreal have settled upon. It looks like a fantastic combination of Ghost In The Shell, Blade Runner and The Dark Knight, and would probably make an exceptionally good stand alone movie in its own right. Some have criticised that everything looks more advanced than it did in the original game considering it's a prequel set 25 years beforehand, but to be fair we have better technology in 2010 than they did in the original's interpretation of 2050, so this is completely forgivable. Having a strong art direction and an exciting cinematic trailer is all well and good, but it is the gameplay that will make or break Human Revolution.

The recent gameplay demo certainly has put a lot of fears to rest, and while it was a strictly hands off presentation the spirit of the original Deus Ex seems to be alive and well. There is no pre-set way to complete a mission, if you want to infiltrate a building how you'll do so is completely at your own discretion, burst in the front door guns blazing will work just as well as talking your way in or sneaking in, or maybe a combination of all three. Whatever option you settle on you'll have to be prepared for the consequences, the violence may result in a character being killed who may have proved to be useful later on in the game whereas the stealthy option may mean bypassing this person all together and will result in a completely different interaction with him at a later stage, those who believe that there is no situation that can't be resolved with conversation will find that they open up an even greater array of options depending on the course the conversation takes. There has been a fairly big revision to NPC dialogue which some may find a little frustrating, gone is the simple list of dialogue options presented in the original, in its place is something more akin to a mini-game the developers are describing as 'sparing dialogue' where the player has to read the NPCs expression and try match their response accordingly. If the player re-enters conversation with the NPC (assuming they haven't upset them to the point of turning violent) the dialogue will be completely different, so there won't any repetition or cheating by coming into the conversation pre-prepared.

The ability to add augmentations to your character to enhance their skills has always been a big part of the Deus Ex series, this hasn't changed any in Human Revolution, in fact they will be an even more of a focal point than ever before. Stealthy players will be able to equip abilities such as x-ray vision, stealth suits, or maybe even a couple of handy arm blades for some wonderfully brutal stealth executions. Those hoping to bust some heads will be able to chose from augmentations that allow them turn their arms into rocket launchers, or as was the case in the demo a 'claymore' augmentation that allows them to turn themselves into a human mine, which proved rather useful when jumping into the middle of a large crowd of enemies. As the 'skills' option from the original has been removed there will be a greater element of balancing to the way augmentations can be applied, the player could choose to have lot of low powered abilities or they could instead choose to specialise in a select few. It appears that for every feature Eidos Montreal have removed or simplified they have made sure to improve upon an existing one.

The game is certainly looking really impressive at the moment, although it is a little to early to call it either way for sure, but that hasn't stopped a lot of people online deciding that the simplified dialogue options and occasional switch to third person will make this game will be the worst thing ever. As I have mentioned before it is easy to feel a sense of entitlement from a series that we hold dear, and it will be nigh on impossible for many to look at Human Revolution with objectivity. Everything I have seen so far however does look absolutely amazing, it seems possible that unless Eidos Montreal make some incredible mistakes of the next six months Deus Ex: Human Revolution may finally be the game that is able to meet the most of the fans expectations.


Saturday, 12 June 2010

It Came From The Mind Of The Pastry Champion

If anything can be attributed to the JustSandN staff having consistently low test scores during our school years it's Weebl's Stuff. This isn't our way of saying that Weebl's Stuff is damaging to the human brain, although all those flashing lights can't be good for you, what we're saying is that Weebl's Stuff is addictive. Honestly, we grew up watching Weebl's Stuff when what we should have been doing was learning to build rocket ships, cure world epidemics and maintain websites. Clearly Weebl has something to answer for, so join Denial and Drew as they take an extended trip into the weird and wonderful world of Weebl's Stuff.

Over the years Jonti Picking's creations have become the stuff of legend. In the early days what attracted us to Weebl's Stuff was the randomness. Quirky, hideously catchy and ever-so-slightly insane music over short, looping videos depicting strange and unusual images. Obvious examples of these being 'Scampi', 'Kenya' and the ever-enduring 'Patrick Moore Plays the Xylophone'. These glory-nuggets entertained a generation and gave us something to talk about during alleged IT lessons at school. On the flip-side of these were the series', several of which were restricted to a small handful of episodes (the brilliant 'Mr Stabby' and 'Lardman' spring to mind) but some went on to become institutions in their own right.

Weebl and Bob is by far Jonti Picking's most popular and well-known creation having, over the course of it's life, been featured on MTV2 in the UK and also a twisted version of them being using in an advertising campaign for butter. While Weebl's contribution to butter has had limited impact on the lives of the Justsandn team, many afternoons were taken out of school enjoying a blend of alternative music and the antics of Picking's imagination. With this in mind Weebl's Stuff has become a cultural phenomenon as much as an escape from learning. Our earliest memories of the internet are of trawling for amusing flash videos while taking part in aimless MSN messenger conversations with friends we would inevitably see the next morning in school. As such the internet is awash with sites like Weebl's Stuff and Newgrounds all offering their own brand of lunch hour escapism.

However, don't be fooled into thinking that the likes of Weebl's Stuff are simply forgettable flashes against the backdrop of the evolution of the internet and cult culture. Whether wittingly or not, Picking's contributions have helped lead a digital revolution in user created content and an uprising of young artists, programmers and writers.

Many sites have appeared over the years which promote user generated flash content. Weebl's Stuff itself has an 'Upload Your Toon' section where users can submit their own creations, whereas Newgrounds is a massive hub for user generated content and has been a source for a vast array of the memes we have all come to love, including the substantial portion that have come directly from the brain of Mr Picking himself. In addition the sheer volume of content these sites have attracted has resulted in several artists being able to promote their videos and games and attract users to their own sites. There are far too many to mention in one article but some key examples include the 'Brackenwood' series, Homestar Runner and the videos at Fat-Pie.com, host of the infamous Salad Fingers series.

Returning to Weebl's Stuff, the site has continued to evolve since our now hazily remembered childhood's and Picking has, while remaining faithful to the feel of the older content, moved on into the terrifying world of commercialism, becoming a business in it's own right (and presumably keeping Mr P in pies for the rest of his life). The videos on the site have a distinctively polished look to them these days and the trend has become that we see more episodic content than one-off videos but rest assured, the distinctive roots of Weebl's Stuff remain and those first pioneering videos are still available for your perusal. Fans will be happy to hear that Weebl's stuff has grown to accommodate various forms of merchandise ranging from t-shirts through to mp3 downloads on iTunes and Amazon, so that you'll never be short of the means to amaze and annoy friends with the content of Weebl's stuff.

So that's our trip into the land of Weebl's Stuff, now go forth and sail the seas for nonsense for yourselves, to help you on your quest Denial and Drew leave you with the following recommendations. Follow them at your own risk. And remember kids - don't be a porky chancer.    

Drew: Lardman, Owls and Cat Face - I love Lardman, he is irrefutable proof that you can waste time just as well at university as you can at school.

Denial: Australia, Kenya and On the Moon - Evidence that Possums, Lions and testicle-rolling Prawns are certainly not to be trusted.

Friday, 11 June 2010

Dreamcast Titles Headed For PSN And XBLA

Great news for Dreamcast fans everywhere as SEGA announces that classic Dreamcast games are to return to our consoles in a glorious DLC revolution! Join Drew, as our resident retro gaming enthusiast, as he explores what we can expect in the coming months and what he would like to see!

 Ever since first hearing the opening bars of "Welcome To Station Square" and entering the 3D world of Sonic Adventure it has remained my all time favourite Sonic game. Sure, many will argue convincingly that previous 2D incarnations of the series like Sonic the Hedgehog 2 and Sonic the Hedgehog CD remain the finest and truest examples the Sonic's outings, but for me Sonic Adventure had it all. For a start it totally changed my mind on SEGA's ill-fated Dreamcast by showing without any doubt that it was an extraordinary machine capable of jaw-dropping graphics for it's time. However, not being the type of gamer who is swayed by graphics alone, it was Sonic Adventure's impressive and varied game-play that really sealed the deal for me. Admittedly, the level design didn't always cater well for Sonic's constant need to break land speed records, resulting in occasional moments of infuriating despair, but on the whole the game was a joy to play. That Sonic Team where able to convert Sonic's bullet like pace from a 2D into a 3D environment should be considered a crowning achievement, even if this success has never really been repeated again for SEGA or Sonic.

 With this in mind it will not surprise for anyone to learn that when I learned that SEGA Europe Ltd. and SEGA of America had announced their planned release of Dreamcast titles on PSN and XBLA, my first question was "When do we get Sonic Adventure?" Fortunately, the answer would appear to be soon as according to SEGA Europe Blog we can expect Sonic Adventure to rush our consoles Autumn 2010. But it gets better, as SEGA have also confirmed that Crazy Taxi is also up for release, although no confirmation for a Crazy Taxi release date as yet.


 What makes this news all the more welcome is the notorious shelf life of the Dreamcast console itself, with working machines becoming harder and harder to find and maintain there are many titles simply begging to be preserved in a digital environment. Games like Shenmue 1 and 2 and Daytona USA are classics that will bring back fond memories for many  gamers, while the charm of Chu Chu Rocket never really went away. Personally, I would love to see Fighting Vipers 2 available for download as it was curiously only ported to consoles in Japan and Europe and released later as part of the SEGA Ages collection for the Playstation 2, which never saw a PAL issue.  


 Whatever the future holds for PSN and XBLA, this is great news for fans of SEGA's gaming past and something to watch out for over the coming months. Rest assured that the staff here at JustSandN will be watching this like hawks watching a small, blue hedgehog.          

Tuesday, 1 June 2010

Play Me A Story

Recently I discovered an amazing piece of literature, a weighty tome that held the answers to many questions that had been plaguing my mind; how the world was the world created? How will it end? If I hold Ctrl and Right Click what will happen?

Of course all the literary scholars among you will know that I'm referring to the incredible instruction manual for Sid Mier's Sim Earth. Not so long ago you would feel short changed if a PC game you purchased didn't feature over one hundred pages, partly this would be because it would be hard to work out on your own that B+Y+Alt = Walk Forward, but also because this is where the meat of a game's story could be found. However, despite liberal use of expository paragraphs in these gargantuan manuals PC gaming had the upper hand in presenting games as a medium for story telling for a long time, and it is only in the past ten years that home consoles started to surpass their all powerful brethren.

Generations ago on consoles such as the NES there would be no clues in-game as to why your 8-Bit dude was making widows of hundreds of  lady goblins, any story would be explained in broken English in the manual, or would have to be left to your own imagination. Even the home gaming power house Super Mario Bros. had no in-game explanation of what was happening beyond "our princess is in another castle", for all we knew Mario could have been an assassin tasked by the princess to commit numerous acts of regicide in a brutal coups d'etat that left countless brown mushrooms squished and turtles de-shelled. Maybe developers were too busy pushing the gameplay side of things to get too wrapped up in the intricacies of story telling, or maybe back then the media wasn't up to the task. Gaming has come a long way since those days, now more than ever the medium is poised to weave plots far more complicated and intricate than anything you'd be able to find in a booklet, the focus is no longer just on gameplay. Alan Wake, Red Dead Redemption, Mass Effect 2 and Heavy Rain are four games that have this heavy focus on story telling, they also happen to be some of the best new releases available on the two major platforms. What is fantastic about these games is that they each deal with the task of telling tales in very different ways, but none of them feel inferior to the others.

Alan Wake is a fully guided experience, it's no surprise that a game about a writer has a lot in common with reading a novel, in that the story isn't open for interaction; the player has no more control over the plot than a person reading has when running their finger along the page. This may sound like a negative statement to some, but the story is so carefully paced that interaction would have done more harm than good. The story also relies heavily on mystery and suspense, the torment that Wake experiences is not optional, there's no 'be badass' button to press, all the player can do is continue to steer Alan down this path. The lack of interaction creates a far better sense of the unknown, not having to a preconception at the back of your mind as to how you want things to play out adds to the foreboding and claustrophobic atmosphere.

Red Dead Redemption takes a similar format to Alan Wake, the plot is pretty firmly fixed and doesn't allow any interaction. However outside of the cutscenes the player has complete control over the characters personality, if they want John Marston to be the most notorious outlaw in the west then they are free to do so, similarly they are free to turn him into a shining beacon of honour and justice. Often the sub-plots will allow moral choices to be made, for example they can choose at one point to give to a nun collecting money for an orphanage or they could choose to tie her to the back of their horse and go for a little ride, then loot the corpse. Neither of these decisions will effect the way or the path that the main plot takes, the morally just player will be on the same quest for revenge that the wicked outlaw is on. Thankfully the characters and writing of these set moments are so fantastic that it doesn't feel like a burden that you have no say in what is happening.

Heavy Rain evolves the concept even further; the player has control over the characters actions and dialogue throughout the game, and is able to effect the plot in small ways, but there are some elements that will remain the same regardless of their actions. The plot always plays out in the same way; the identity of the Origami Killer is going to be the same on every play through, the order of the investigation will always be done in the same way, there is no way to adjust the flow of the game. As with the Red Dead Redemption and Alan Wake this doesn't harm the game in anyway, the linear nature serves the same purpose of driving everything forward to the exciting conclusion, if anything the game would be much less fun if in the first few minutes you could point out the killer and bring it all to an early and unrewarding close.

Mass Effect 2 presents story telling in a completely different way, there are a few moments that will happen regardless of player input, but the vast majority of the plot is in the hands of the player. Every line of  Commander Shepard's dialogue is under direct control of the player, as is the order and outcome of the missions. All of the major decisions are made by the player, it is at their discretion if Shepard commits genocide, who he is loyal to and ultimately who lives or dies in his crew. Despite being able to choose how the adventure plays out the story of the game doesn't feel fractured, and still captures the same immersion as Alan Wake's 'set in stone' plot.

As I mentioned previously these four games are some of the absolute best titles available at the moment, and despite being so different from each other in their methods, have some of the most engrossing plots in gaming today. It should also be noted that all four have extremely high quality voice acting and direction, and that goes a very long way in making the experience more engaging, take a look at the newly released Alpha Protocol for an example of a decent plot let down by unenthusiastic voice work. They also have something else in common, they are all incredibly enjoyable games just to sit and watch, a viewer without the interaction can get as much pleasure from the experience as the gamer. The days of the single player straight up no-brainer game are coming to an end, as consumers we expect more for our $60 / £50. The production values of games are meeting and exceeding those of major films, so it is only natural that the quality of the experience should meet that of a major motion picture.

In fact some game plots are so fantastic they could be turned into full blown novels, and while they're doing that they could print the controls in the back of those novels and put them into the games box...

Monday, 31 May 2010

Skate 3: Review

Skate 3 is, unsurprisingly, the third installment in the EA Skate series. It is much anticipated by the previous games' fans but does it hold up to the high expectations created by it's predecessors? Has the brand had it's day? Is it all downhill from here? (pun intended)

Many among you will be aware of the rise and fall of the Tony Hawks series of games and the series' subsequent downfall. From the start, these games were released annually and the franchise eventually ran out of steam, losing a large chunk of audience in the process. So, with only a year since the last Skate game, is there a danger that this series is heading the same way? The answer.....no.....well, kind of.....maybe....lets read on.

The story loosely continues on from the previous game. Your character, the legend of San Vanelona, has decided to start a brand, and with it a skate team. This is the basis for the new online and cooperative features included in the game. Career mode missions can now be completed cooperatively online and with your assembled team. To an extent you are therefore penalised to a degree if, like me, you don't have friends who play the game. There is plenty of opportunity, however to use the online modes to meet people with which to start a team and this adds to the community feel of the game.

The game takes place in the new city of Port Carverton and the developers have clearly listened to players frustrations with the previous games. There are no more security guards to spoil your fun, You can make pedestrians move out of your way when they crowd around a spot you are trying to trick on, You can even knock opponents over in races (tremendously satisfying).

Your career progression is marked by board sales which is indicative of your brands success. In addition to this any uploaded content such as videos, photos and skate parks (which we will come to shortly), which are viewed and rated by other players in the community, earn you royalties, therefore progressing your career. You get a quick update each time you sign in detailing any royalties earned while offline. Royalties can also be earned if you appear in another players video which then goes on to get coverage within the community. All of this serves to encourage players to open the Pandora's box of online features.

The game also sees the first time difficulty settings have been included in the series. For those who found previous titles just right the normal setting offers no change to the gameplay, but either side of that there is an easy and a hardcore mode (self-explanatory really). Also for those challenges where a low angled camera just doesn't give you the view you need you can raise it to a more conventional third person viewpoint. All of these aspects can be changed in game.

Aside from the obvious additions, there is little change to the challenges the game offers. Mostly comprising of races, competitions, spot challenges and the usual 'do [insert trick] on [insert obstacle]' photo and film challenges. Far from a limitation, it seems that there is little scope to add objectives as the previous game was very comprehensive in this area.

Trick-wise, again, the previous game filled in most of the gaps, the only additions in this title are Darkslides and Underflips, both of which are incredibly satisfying to pull off.

One major addition is the park creator. The games have always allowed customisation of characters, boards and clothing but the environment often went untouched. Taking the ability from the last game to move objects one step further, players can now spawn obstacles and objects at will. These are unlocked as the game progress and offer an almost infinite customisation element to the already enormous city. In addition to this there are a handful of empty skateparks and a comprehensive park editor allowing creation and upload of custom skate parks. These, as previously mentioned, contribute to your career progression when downloaded and offer a free alternative to the inevitable DLC locations which will be released in the future.

Visually there is little to report, the game uses the same engine as the previous two titles and there is little change, the environment in which the game is set does, however, seem better crafted and a lot more attention to detail has been paid around your characters interaction with the environment. Gone are the days of senseless ragdoll physics every time you clip a curb. The character will trip and catch himself (or herself). The best part being that these run outs don't end your turn in some modes, which was a major frustration in the previous titles. There is also a nice little animation if you get onto your board at the top of a quarter pipe which sees your character walking to the edge and gracefully dropping in.

This brings me neatly on to my favourite aspect of Skate 3, the smoothness. It seems strange but the most satisfying aspect for me and many players is to chuck on the free-roaming mode, crank up the music (of which there is an impressive variety) and cruise the streets. The whole game seems so much more fluent and the controls do a lot to help that. Many of the control bugs from the previous games, not least the diabolical off-board controls from Skate 2, have been improved and the developers have seemingly found the sweet spot, vastly improving the immersiveness of this game. You truly feel that there is a connection between what you are doing with the pad and what the on-screen character performs.

In terms of sound, Skate 3 does not disappoint on the whole. The effects in-game are well crafted and add to the immersiveness. The voice acting is not so great but this is to be expected when using pro-skaters and not pro-voice actors. The Skate series has always successfully built a comprehensive soundtrack and this installment is no exception. There is a little something for everyone in there and, AT LONG LAST, players can now skip tracks in game.

My only major criticisms of the game are the continued absence of a local multiplayer and the direction taken by the Hall of Meat challenges. In these tasks players are required to throw themselves off various high points and either cause significant damage to themselves or crash into certain objects and in this installment the whole thing feels more arcade-like than ever before. This is, I suppose, a good way of relieving stress when you just cannot land that trick you've been working on but seems to detract somewhat from the realistic gameplay EA have been plugging all this time. It is nice to see this has been effectively segregated from the main gameplay now but it still, for the completionists in the audience, has to be done at some point. I found myself with an extremely long list of these challenges to do after I had completed the main story.

Overall the game offers a much smoother experience and good selection of new features. EA have been trying to push the online and community aspects of the series since it's conception and this time round they have come as close as possible without making it completely mandatory. Those who enjoyed the previous games will struggle to find fault with it and the new difficulty settings mean that there is a way in for those who haven't had three years to get to grips with the control system. This could easily be the end of a good thing if EA start pushing the annual releases and it is difficult to see where the story can go next. Your character has gone from nothing to superstar in the first game, re-built a career in the second and now started a new franchise and spearheaded a comeback in the most recent game. It is easy to forget just how young this title is and the amount it has progressed in it's short life is remarkable, we must just hope that it will not burn out as quickly.

Tuesday, 18 May 2010

Play. Create. Share.

Most gamers will think at some point during their digital lives 'I could have done this better' or 'what I would have done would have been', it's one of the unwritten rules of gaming. Of course for the majority of people who have these thoughts they will always remain thoughts only, programming requires both time and effort, something that games also require. Maybe this is why games that allow us to easily generate our own content are so popular, we can shape assets of an existing frame work, but retain the feeling of control over our creations. It is this spirit of freedom that Sony has plans on embracing with the games that fall under their 'Play. Create. Share.' banner, and currently features two of the most impressive titles on the PS3; Little Big Planet and Modnation Racers.


Little Big Planet currently features over two MILLION user created levels, that's the equivalent of over 55 thousand copies of Super Mario Bros (Ironically about a million of those LBP user generated levels are World 1-1 from Mario). It goes without saying that while that's an impressive figure for advertisers to throw around, the actual number of quality levels numbers in the thousands, which is still insanely impressive. The level of innovation that the community has shown is frankly astounding, from the offset there were levels that took the creation tools far beyond the games intended platform gameplay, such as The Little Big Computer with it's mind boggling mess of wires, magnets and switches that some how formed a fully working calculator. Every log in to the game will reveal hours of new content, the relative simplicity of the controls mean that LBP is in many ways the ideal party game, with four players even the worst levels can be insanely entertaining. The majority of the 'bad' levels are more a case of being unfinished and unrefined rather than being awful from conception, and this is in part due to the complexity of the tools. While it is possible to create basic levels fairly simply, mastering the provided tools requires a lot of time to be invested to create something that can stand along side the best levels.


Modnation Racers, the latest addition to the PCS series takes a far more user friendly approach to creation. The tools are deep enough to allow hours of time to be put into the creation of a single track, but the tracks made in a few seconds don't stand out as the game has some really clever auto population options to flesh them out. The scope for the variety of game types is limited strictly to racing, but this focus actually works in the favour of Modnation, allowing people to refine their own perfect racing experiences, and the wonderful thing about it being a racing game is that it severely limits the number of world 1-1 remakes we'll be seeing. Some prefer to make 'traditional' kart racer tracks with sweeping corners and shortcuts, some are recreating real world circuits, and others are making highly challenging twisty precision driving courses. The character editor is also being used in really creative ways already, there are some fantastic Helgast as well as other classic characters from gaming, even the least customisable element of the game, the Kart editor, has far more options than most racing games. 


While Little Big Planet is perfect for creating platformers and Modnation is perfect for creating racing games Little Big Planet 2 intends to be the best at both, and then some. In LBP2 the focus isn't on creating levels, it's on creating games, creations will be able to be packaged together and released online as uninterrupted coherent gaming experiences. An example of the games potential to be more than just a platformer are 'Sackbots'; programmable NPCs who can be tweaked and adjusted to fit into whatever style of game you'd like to make, they can act as bystanders, enemies or allies, with AI routines and actions designated by the creator, meaning no more cardboard cut-outs providing instructions or rolling menacingly towards you on wheels. The far more adjustable camera will also play a big role in how creations turn out, turn the camera on it's side and you've got the potential to make a vertical scrolling game, or maybe you fancy yourself as a bit of a director and want to create your own cutscenes, by combining Sackbots with customisable camera cuts you will be able to flesh out your creations with as many cutscenes as you like, or maybe you want to skip the game part entirely and just make movies? That's an option too! It's still fairly early days at the moment and there will no doubt be a lot more exciting features being revealed fairly soon, but even from the small amount Media Molecule have announced so far it looks like LPB2 is going to be an utterly amazing game.


It's not just official Play. Create. Share games that are getting in on the fun, initially the concept of a Toy Story 3 game reeks of a quick and cheap cash in, but when you hear that Pixar are working extremely closely in the development of the game it's hard not to be a little intrigued. Essentially Toy Story 3 is going to feature a LBP Lite mode called the toybox, that allows users to create and customise their game world in the same way that we see Andy playing with his toys in the movies. The tools aren't as deep as Little Big Planet or even Modnation, but they serve as a wonderful introduction into the world of user generated content. The 360 has an often over-looked indie game called Kodu, which offers a wealth of options for creating a variety of games with complex AI routines and objectives presented in a bold and easy to understand interface. There are many more games on the horizon that offer present a lot of customisation options no matter what your creative skill-set may be, and while they may not all fall under Sony's Play. Create. Share banner, it is a mantra that more and more developers are taking note of. It's an exciting time to be a gamer, its an even more exciting time to be a creative game.

Saturday, 1 May 2010

Your memories are in another castle - Super Mario Bros. Crossover Review

You'd have to travel a long way to find someone who doesn't loves crossovers, especially in the nerd community, if Spider-Man can't handle a job its time to call Wolverine damnit! The more cynical among you might see crossovers as a quick cash in attempts to revitalise ailing franchises or to introduce people to another character to spend their hard earned cash on. While there is some truth to this element of greed theory (Bobby Kotick / Steve Jobs crossover, anyone?) the biggest problem with the world of cross promotion is that a lot of brands have to be kept separate due to legal issues or over protective creators. This mainstream separation means that cross band exchanges are usually the sole reserve of fan-fiction, and as I have mentioned before this can cheapen the existing brands, as well as making for some extremely disturbing reading (Bobby Kotick/ Steve Jobs, anyone?). Luckily Exploding Rabbit have come to the rescue with the ultimate in fan service, and the best part about it? Everyone keeps their pants on! It's win-win.

Super Mario Bros. Crossover is a flash game developed by one man who has created possibly the most fun thing you'll have on your browser today (and we've seen your browsing history so we KNOW you've been having fun). As the name suggests at the core of SMBC lies one of the greatest platformers of all time, its a game that many gamers will have played at least once, and to the majority of them completing World 1-1 comes as naturally as breathing. The twist SMBC adds is the introduction of characters from other NES classics, all of which (except Link) handle exactly as their original counter-parts did. The concept is simple, but as is often the case with good ideas it is simplicity which makes the game so much fun. Obviously choosing Mario is the least engaging option, and for most veteran gamers will serve as little more than a referral as to how differently he controlled from the other games featured here, however, never underestimate the insta-please that the nostalgia of playing as Mario can summon. Personally I am a Mega Man fan so I jumped right in as the blue bomber, it was a surreal experience, everything from both franchises was perfectly in tact, but when they were combined it may as well have been a whole new game.

Gameplay strategy has to change with each character, there's no room for closed eyed speed runs here, Mega Man for example feels quite sluggish when dropped into the faster paced world of Mario, and some readjustment to timing and the way you approach the game will be required for even the most seasoned players. Simon of Castlevania fame has the ability to double jump which can be his biggest strength a weakness, he is unable to cross many of the games pits in a single leap, yet its easy to forget he can get an additional boost as the concept of double jumping can feel unnatural in this early Mario universe. These changes make the game quite challenging, Samaus especially exemplifies this as the hight of her sprite means that her shots sail over the heads of most enemies, and it's easy to accidentally curl into ball mode just in time to be hit by one of Bowser's fireballs, although to be fair Metroid is probably the game I've played least out of the characters available here so the problem may lay solely in my incompetent hands, and yet I never felt frustrated to the point I didn't want to continue playing. Don't let all this talk of strategy and dinosaur based immolation distract from the most important aspect of SMBC; this game is insanely fun. My hat goes off to the creator Jay Pavlina whose inspired idea is without a doubt the best fan project I have ever played. This is also Exploding Rabbit's first game, something that is extremely exciting given the high quality, fantastic concept, and sheer amount of enjoyment this game represents.

S&N was built on the ideology that by being passionate about the things we love we may inspire others to get involved in creative arts. Maybe that is why I have so much love for Super Mario Bros. Crossover, it is clearly a work of love, a finely tuned homage to a gaming era that may have been surpassed by technology, but is still alive in the hearts of the people whose lives it influenced. Hopefully SMBC will inspire not only the generation who grew up with these games, but also younger generations to think a little more abstractly and creatively about what gaming is, and how that with a little work they too can produce something truly amazing. I cannot recommend this game enough.

You can play the game here: http://www.exploding-rabbit.com/

Wednesday, 28 April 2010

Tell me I'm not the only one!

Alright, I have a confession to make, and because I'm confessing it, that means NONE of you are allowed to ridicule me. It's kind of two fold really, first part isn't too bad but the second part is where I'll need you to bear with me. First off, I'm addicted to a child's game. See? Not that bad. What game is it, you ask? Well, this is the embarrassing part so I'm just going to put it out there...

I play Wizard 101 like a bandit.

There, it's out in the open and everyone knows it. Now that the cat is out of the bag, I'd like to tell you why I'm addicted to this elementary pass-time.

Wizard101 is an MMORPG by KingsIsle Entertainment, aimed at families and kids, but is so brilliantly done that anyone, even the most hardcore of gamers, can play it and have a great time. Wannabe wizards start with the choice of seven different classes (and they are literally classes, the story is set as if you were a student) that determine what type of spells you cast. The schools range from elemental (fire, ice, and storm) to spirit (death, life, and myth) and the odd one out, a neutral class called balance. True to the staple of these types of games each school has its own unique strengths and weaknesses. The spells are based on a deck of cards style system, when you are in a battle you choose from the hand of cards you were dealt that round, which may contain card types like damage, healing, boosts, defensive, and offensive. To cast a spell you merely select the card, then select your target. Seems easy enough, right? Well KingsIsle decided to make it a bit more challenging by using the age old "mana for magic" requirement but adding in a "pip" system. Pips are glowing white or yellow orbs that appear at the feet of your wizard in battle. The cards take any where from zero to seven pips and you gain a pip each turn. You may have a card in your hand that does enough damage to defeat your enemy in one hit, but if you don't have the pips for it you can't cast it. Therefore you either have to pass and do nothing, or use cards that don't use any pips at all. The yellow orbs are called "power pips" and count as two regular ones if you are using your school specific spells.

The story is simple yet engaging, you are a new student at Ravenwood, a school for young wizards. You start out in the primary world, Wizard City, and very quickly your studies get you involved in the fate of the Spiral (Wizard101's ever growing universe). From then on you go on quest after quest to visit other worlds and save the Spiral from the greatest evil it's faced. You gain experience along the way which gains you new spells from your school and even training points to learn other school's spells as well. Along with experience you get gold and items dropped from monsters and bosses. Its really engaging and each world has a different crisis's that no one thinks you can help with because you are a young wizard in training. Now a number of the quests are similar, but stock quests are typical for RPGs.

A couple down sides to the game are the level cap and limited numbers of worlds. As any gamer knows these two things can pose a problem with the length of time you can play a game, and if it's a game you've payed for you want to get as much out of it as possible. KingsIsle didn't expect Wizard101 to take off like it did, in under two years it has gained over five million users. Luckily they have been working hard to catch up with the massive demand and have new content come out every few months. This summer they have promised to raise the level cap, introduce a pet system, introducing a new world, and three new schools with new spells. Wow, what an update. Needless to say I am stoked about all this. After you hit the level cap and defeat the final boss there is nothing left to do save for craft or create another wizard of a different class, but now there will be much more to do. Very exciting news and you know I'll keep you posted, now that my obsession is public. I really feel anyone, young or old, experienced gamer or nOOb, can enjoy this game.