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PS3 Ειδήσεις {News Topic}


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GameFly Add 27 PS3 Titles To Catalogue

 

Leading game rental company Gamefly has added 27 titles to their PS3 rental catalogue. For just over $20 dollars per month, Gamefly allows gamers to rent up to two titles at a time and keep them for as long as required, swapping for new ones when needed. Feel free to check out the offerings at Gamefly.com.

 

Depending on how expensive PS3 titles, perhaps services offered by the likes of Gamefly will come to the rescue!

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Images Of Assassin's Creed For PS3

 

Here we have some new images of Ubisoft's Assassin's Creed which is set to debut on the PS3 later next year. The setting of the game looks very immersive and detailed, let's hope the actual game plays a fraction as good as the way it looks.

 

http://www.maxconsole.net/content_img/asscreedps3.jpg

 

News Source: PlayFrance.com

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Sony Holding Off PS3 From Leipzig, Two Announcements Coming

 

Sony has reportedly announced that they will not be debuting the PS3 or any of the first party games at this years Leipzig games convention, despite them being present at the show. However it is expected third party developers will have something in a playable form on the PS3 and Sony say they have two announcements to make regarding their next-gen console.

Sony Computer Entertainment Europe has recently announced that even though they will be present at the upcoming Games Convention which will begins 23rd August in Leipzig in Germany none of their upcoming PS3 launch titles will be playable at the show. They have instead decided to hold of all PS3 games until the Tokyo Game Show which takes place later this year. Sony have stated that they will however have two PS3 related announcements at the show over the two days of its duration.

 

Update: It is believed that some other companies with PS3 titles in development (i.e Ubisoft's Assasins Creed) will be playable at the show in some form. However, these demos will contained in the companies own booth booth. The Sony booth will remain void of all PS3 demo units.

News Source: darkzero

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Resistance: Fall of Man - Fact sheet

 

Insomniac Games the developers of Resistance: Fall of Man have released a fact sheet on the PS3 title that is expected to be released around the time of the PS3's launch in November. Although this fact sheet doesn't really reveal anything new about the next-generation first person shooter to hit Sony's console, it does set in stone what we have previously mentioned as this was an official press release from the developer - no more rumours! The game will have a multiplayer feature with the ability to play up to 40 other players online in intense deathmatches amongst other game modes.

 

Storyline

 

In Resistance: Fall of Man, the U.S. and Britain band together in a last-ditch effort to save Europe and Asia (first it was Europe only IIRC) from a horrific scourge. In mere decades, the Chimera, a species of unknown origin propagating a virus that converts other life forms into more Chimera has overrun Russia and all of Europe. Humanity's hope for survival is slim, and the tide of the battle rests on the shoulders of U.S. Army Ranger, Sgt. Nathan Hale.

 

Key features

 

* Epic single player campaign

* Co-operative, split screen multiplayer and highly customizable online gameplay.

* PlayStation 3 superior power enables Resistance: Fall of Man to feature a wide variety of fluidly moving characters that exhibit more sophisticated behaviors and interact with their environments more realistically.

* Greater processing power on PlayStation 3 and Blu-ray technology enables more immersive visual and sound effects in Resistance: Fall of Man, heightening the chaos of large-scale warfare.

* A powerful rendering engine allows Resistance: Fall of Man to feature a greater variety of highly detailed and interactive environments for a console FPS experience, including large battlefields and sprawling military command centers.

* Insomniac Games has combined its passion for creating exotic weapons and vehicles with a proprietary physics system to create a unique human and alien arsenal.

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Need for Speed: Official Car List, Part 1

Electronic Arts reveals the first dozen vehicles from its latest annual racer.

 

When you're talking about a licensed racing game, one of the most important pre-release bits of information you can learn is which cars will appear in the finished product. Sure you can wow us with tracks, physics, and unbelievable graphics, but if you're running around in a Geo Prizm for 30 laps, it doesn't really matter. Luckily, the team at EA hopes to please gearheads the world over this year by including as many hot rides as possible in Need for Speed Carbon.

 

The good news that is your buddies at IGN are going to reveal what each and every one of those cars is going to be. All the returning, updated, and all-new vehicles are going to get mini-profiles from us over the course of the next several weeks -- complete with 720p screenshots to show you how the cars are coming along.

 

But enough of the setup, let's get this going with the first dozen cars you can expect to see (note: specs are not entirely accurate, and in some cases are rough estimations).

 

 

 

Returning from Most Wanted

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BMW M3 GTR (2003)

Engine: 3.2 Liter 24v-I6

Max Horsepower: 350 BHP

Max Torque: 270 lb/ft

0-60 MPH: 4.9 seconds

Quarter-Mile: 13.3 seconds

Top Speed: 155 MPH

 

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Daimler Mercedes-Benz CLK 500 (2005)

Engine: 5.0 Liter 24v-V8

Max Horsepower: 367 BHP

Max Torque: 376 lb/ft

0-60 MPH: 5.2 seconds

Quarter-Mile: 13.6 seconds

Top Speed: 155 MPH

 

pixy.gifneed-for-speed-carbon-20060814055429104.jpgpixy.gif

Ford Mustang GT (2006)

Engine: 4.6 Liter 24v-V8

Max Horsepower: 300 BHP

Max Torque: 320 lb/ft

0-60 MPH: 5.2 seconds

Quarter-Mile: 14 seconds

Top Speed: 149 MPH

 

pixy.gifneed-for-speed-carbon-20060814055428386.jpgpixy.gif

Lamborghini Murcielago (2004).

Engine: 6.2Liter 48v-V12

Max Horsepower: 572 BHP

Max Torque: 479 lb/ft

0-60 MPH: 3.8 seconds

Quarter-Mile: 12.0 seconds

Top Speed: 199 MPH

 

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Lotus Elise 111R (2004)

Engine: 1.8 Liter 16v-I4

Max Horsepower: 189 BHP

Max Torque: 133 lb/ft

0-60 MPH: 5.1 seconds

Quarter-Mile: 13.8 seconds

Top Speed: 143 MPH

 

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Porsche Cayman S (2006)

Engine: 3.4 Liter 24v-F6

Max Horsepower: 240 BHP

Max Torque: 201 lb/ft

0-60 MPH: 5.3 seconds

Quarter-Mile: 14 seconds

Top Speed: 177 MPH

 

 

pixy.gifneed-for-speed-carbon-20060814055429323.jpgpixy.gif

Toyota Supra (1998)

Engine: 3.0 Liter 2JZ-GTE I6

Max Horsepower: 320 BHP

Max Torque: 315 lb/ft

0-60 MPH: 5.3 seconds

Quarter-Mile: 13.6 seconds

Top Speed: 155 MPH

 

Returning with Enhancements

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Volkswagen Golf R32 (2006)

Engine: 3.2 Liter 24v-V6

Max Horsepower: 250 BHP

Max Torque: 236 lb/ft

0-60 MPH: 6.2 seconds

Quarter-Mile: 14.6 seconds

Top Speed: 155 MPH

 

New Cars

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Fiat Alfa Romeo Brera (2006)

Engine: 3.2 Liter 24v-V6

Max Horsepower: 185 BHP

Max Torque: 169 lb/ft

0-60 MPH: 8.6 seconds

Quarter-Mile: 14.8 seconds

Top Speed: 138 MPH

 

pixy.gifneed-for-speed-carbon-20060814055429526.jpgpixy.gif

Daimler Chrysler 300C SRT-8 (2006)

Engine: 6.1 Liter 16v-HEMI V8

Max Horsepower: 425 BHP

Max Torque: 420 lb/ft

0-60 MPH: 5.0 seconds

Quarter-Mile: 13.8 seconds

Top Speed: 170 MPH

 

pixy.gifneed-for-speed-carbon-20060814055428901.jpgpixy.gif

Nissan 350Z Fairlady Z (2006)

Engine: 3.5 Liter VQ35DE-V6

Max Horsepower: 300 BHP

Max Torque: 260 lb/ft

0-60 MPH: 5.3 seconds

Quarter-Mile: 13.6 seconds

Top Speed: 156 MPH

 

pixy.gifneed-for-speed-carbon-20060814055429714.jpgpixy.gif

Audi Le Mans Quattro (2007)

Engine: 3.5 Liter V10

Max Horsepower: 610 BHP

Max Torque: TBD

0-60 MPH: TBD

Quarter-Mile: TBD

Top Speed: 1 billion mph (estimate)

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Stronghold Heading to PlayStation 3?

Despite what you may hear, it isn't coming.

 

Although the Entertainment Software Ratings Board (ESRB) has stated in its latest list of approved titles that the 2K-published strategy game, Stronghold Legends, is coming to the PlayStation 3, representatives from 2K Games says that it simply isn't true and that it was nothing more than clerical mistake.

 

"Stronghold Legends will be released this fall," noted the 2K spokesperson. "...For PC Only."

 

For the unfamiliar, the Firefly-developed Stronghold Legends combines conquest-style tactical action with old-school castle building. There are 24 total missions across three different campaigns, as well as extensive multiplayer and map editor functions. None of which will be accessible on your PlayStation 3.

 

 

stronghold-heading-to-playstation-3-20060814005741808.jpg

 

Stronghold Legends stays on the platform it was designed for.

 

So there you have it folks, one rumor halted before it even gets the chance to circulate. Luckily, we'll be back with more info on actual 2K-published PS3 software like The Darkness and NHL 2K7 for several months to come. High-five for the passage of time!

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Virtua Fighter 5 Producer Interview

The latest details on SEGA's next-gen fighter.

 

For some fighting purists, the genre is defined by two words: Virtua Fighter. There's no weaponry involved, no magical attacks flung across the screen, and no death sequences. Instead, a player's success is grounded in pure skill with martial arts combos, counters and evasion moves. The latest version of the game, Virtua Fighter 5, adds even more levels of complexity to the title with new side attacks and throws, as well as two new characters, Eileen and El Blaze.

 

We had a chance to sit down with Justin Lambros, the North American Producer of Virtua Fighter 5 for SEGA of America, to talk about the new characters, the visual improvements to the game, and the essence of the series itself. Read up on the evolution of the fighting game, then take a look at the new trailer in HD.

 

 

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El Blaze brings explosive Lucha Libre moves to Virtua Fighter 5.

 

IGN: There are two new characters in Virtua Fighter 5: Eileen and El Blaze. Their styles are very acrobatic, as opposed to Goh and Brad's styles from Virtua Fighter 4: Evolution, which are more direct and forceful. What was the reason behind choosing these styles? Was it to counterbalance the styles from previous games?

 

Justin Lambros: I don't think it was a follow up to the characters from Evo. Every time the development team goes to put in new characters in the game, they get a big list of styles: they look at styles that they haven't added or different things they want to try. I think when they were going through their list and found these two styles that they hadn't tried before, it seemed to fit well with the game. Chinese Monkey Style Kung Fu is kind of a new and interesting thing that kind of fit in, and the Lucha Libre Mexican wrestling of El Blaze was another thing that the team hadn't done before, but they managed to find a dynamic way to bring it to a character.

 

Those are two styles that just managed to percolate to the top of the list. There's a long list that they're slowly working their way down, trying to match the character to the fighting style and bring that into the game. So I don't think it was a specific reaction to the previous characters of Virtua Fighter 4; I think it's was more based around filling out the full roster of characters we've got and then trying to complete the full martial arts fighting experience by finding new styles that would fit into the game.

 

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Eileen's style is Kou-Ken (or Monkey Style Kung Fu).

 

IGN: Can you tell us a few more details about Eileen's Monkey Style and El Blaze's Lucha Libre?

 

Justin: Well, the Monkey Style Kung Fu is definitely new and different. It's kind of interesting: it's deceptive; it's very quick. Eileen is really a mid-range character for players. She has some trickier combos, while El Blaze is kind of a beginner level fighter. He's got a lot of quick, dynamic and strong attacks, so his basic moves are powerful. He has a lot of throws and running attacks, so that's basically where they fit into the roster. Some of the characters in the game are much more difficult to master, so the development team decided to add these two characters in: one at the beginning level, and one for mid-range players.

 

IGN: The previous games in the series focused on various counter moves, such as throw escapes, evade escapes and reversals. We noticed at E3 there were now also side attacks. Are there any new attacks or reversals in Virtua Fighter 5 that haven't been seen in previous Virtua Fighter games?

 

Justin: The development team really wanted to focus on side attacks as it seemed to be the natural evolution to the game. The development team keeps working on evolving the system to make the most realistic martial arts combat, and that was kind of the next step. They worked that in so now you can move all around, and then they added the attacks and throws that you can do from the side. So it just followed in pushing the realism of the game. The fighting system of Virtua Fighter 4 and Virtua Fighter 4: Evolution was very successful and very well received, so there's just tweaks and adding little things. There's no big, massive overhauls or changes: the development team just wants to keep adding these things naturally and working them into the whole system while keeping the balance of the game.

 

The key thing is how balanced the game is with all of the fighters. Unlike some fighting games where there's a handful of obvious choices that players gravitate towards, the thing that I love about the Virtua Fighter series is that it's all really balanced. It's your style and your preference that matters, not "Oh, this guy can kick everybody's ass because he's more powerful." So I think it's just a natural evolution of the game: smoothly and fluidly plugging these little things a bit at a time, constantly tweaking balancing and tuning the game. After the release of Virtua Fighter 5 in the arcade system in Japan, the team was still working on it because they wanted to make sure that the game is just perfect, so they're never done on it.

 

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Akira practices Hakkyoku-Ken. Note the textural detail in his keikogi.

IGN: Are there any new stages in Virtua Fighter 5 that players will be fighting in or any classic stages that have received a facelift or reworked?

 

Justin: Everything has been obviously visually upgraded, and there's a little more interactivity with the environment: for example, there will be broken glass, when you get knocked into certain elements on a stage, wood will shatter, etc. There won't be huge blowing through walls or anything, because the action will still be contained in the ring and fighting will still be based on your skill instead of your ability to get someone in a corner and damage them in that way. But you will notice that individual levels are breathtaking, and we'll be revealing more info about the stages later.

 

IGN: As a quick follow up to that question: while the Virtua Fighter series has emphasized more ring out, time out or knock out victory conditions, would there be any breakable environmental objects that would cause more damage than others?

 

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Wolf will still challenge anyone with his wrestling skill.

Justin: It's really more that the graphics are so real in Virtua Fighter 5. For instance, if you get knocked into an old broken wooden fence, you're going to expect some kind of reaction from the object. It's also like the snow or the water in the environments that just add to the visual realism, instead of something like throwing your characters off balance, sending them into an electrified fence or off a cliff.

 

IGN: Have the move sets for each character been augmented substantially for Virtua Fighter 5? Is there a specific percentage of new moves for each character?

 

Justin: I wouldn't say augmented substantially; while I don't have the specific statistics on the changes or additions, that's part of the evolution of the game, with constant tuning and tweaking. The development team has been working on and evolving these characters. You're not, for example, going to open up Akira and say, "Oh, wait! What's all this?" It will be the Akira you know, but there will be some extra augmentations and tweaks. Essentially, it's more of the "if it ain't broke, don't fix it," concept, but the tweaks are done more for balancing and tuning improvement of the game. It's an evolution of where the game has been, and where it's going to go. Obviously the new characters have new distinctive styles, which make them different than the other characters, which have evolved to keep up the full balance of the game.

 

IGN: The style of the game looks much more realistic and much cleaner thanks to the engine. Is there anything specific about the Lindbergh arcade board itself (the next generation arcade board with an Intel CPU and Nvidia GPU that can display 1280x768)?

 

Justin: It's funny, because it used to be that home machines used to be trying to catch up to the arcades for years and years. Now, more time and R&D is being spent on the home consoles, so now it's not so much that arcades are trying to keep up with them, but it's really an even "arms race." We're talking about that perfect arcade translation, which is essentially what Virtua Fighter 5 is doing right here, where you can essentially drop in verbatim (as best as possible -- that's the team's goal) an exact match to the game's performance and visuals based on the core of the game. So it's not looking at the PS3 or the 360 or anything else that's out and saying, "This is what our goals are here." The team is working on getting the most out of their hardware and how that transfers to the PS3, which I think has been very successfully done.

 

virtua-fighter-5-20060815051450190-000.jpg

 

Pai practices Ensei-Ken as the sun crests a mountain range.

 

IGN: What would you think that fans or players of the series will enjoy the most about Virtua Fighter 5?

 

Justin: For me personally, I've always loved, even back in the Virtua Fighter 1 days and especially in the Virtua Fighter 2 days (both at home on the Saturn, which I played relentlessly), is that realistic experience that you were mastering these techniques. If you watched a Jackie Chan movie or a Hong Kong kung fu film, you could get that feeling of jumping into the game and master techniques like Drunken Master or any technique that you wanted. That side by side arcade experience of really taking it to someone and feeling that realistic kung fu, martial arts action is still what the hallmark of the series is and what I think a lot of people will react to. The game is still an arcade game, and it's meant to be that side by side, smack talking, showing up the other guy experience. This game is one of the ones that showcases your skill at it. You can pick it up and kind of mash the buttons, but you can really tell when someone's got the evades and the really complex throws down, and knows the distance of their kicks and punches. Now, with the inclusion of the side steps and throws, it adds another level. Once you really know a character, you really feel that mastering it isn't based on fireballs or weapons, it's really just you and the character.

 

I think that's really the basis of it, which is that mano a mano showdown which I've always loved about the series, which the development team has never lost sight of. They're always evolving the game, but they're trying to stay true to that balance so that it never gets off of what they initially intended. So as they've expanded the roster, and added new styles, it's still essentially that same core experience. It's still has that same true feeling from that first time that you picked it up that set it apart from everything else. That's one of the things that I've been excited about, and it's really cool for me to work on the series now after so many years to see the hard work and crazy dedication of the team and their absolute desire for perfection. When you play the game, you see that, and that's what the fans enjoy.

 

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Jacky's powerful Jeet Kune Do should be visually impressive in VF5.

 

IGN: Would you consider VF5 to be more of a timing based fighter now, or is it more like what you were saying, where if you really know a character, you can pull off combos and know exactly when they'll hit?

 

Justin: Well, you also need to know your opponents too, and that's one of the great things about the game. If you're great with a character, and can pull off every move, the timing will still matter, but it will also be important to know what the other character's movements are. It's kind of like baseball and being able to read a pitch so you can hit it: you can be the greatest guy in batting practice, but if you can't read a curve ball or a fastball, it won't work. It's the same thing here with, for example, Lion vs. Akira and how they come in with different styles that players usually have with those characters.

 

So it's about the timing, it's about the reading of the characters but it's also about knowing your moves and you need to balance all of those things. Certain people can play Street Fighter and just run through buttons, pulling off moves and pretty much be unbeatable. But with Virtua Fighter, someone can read your moves as well as you can pull them off, so there's more to the game. I think it's a balance between the three things, which has made the series so successful.

 

IGN: Thanks for your time, Justin!

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Looking into The Darkness

2K shows us more than we've seen before. Plus, PlayStation 3-specific details!

 

We're less than a month removed from 2K's display of Starbreeze's The Darkness at Comic-Con and the company is already making the rounds with a newer build. Believe it or not, a lot of progress has been made with the game since July too, and compared to the version used at E3 this past May, the changes are pretty significant (for our impressions of the E3 and Comic-Con builds respectively, click on the links provided).

 

Roughly 55-60% complete and still in the pre-alpha phase, The Darkness is almost finished in terms of its content. Most of the game world is built and the majority of the art assets have also been completed. Once the last bits of substance are added over the next month or so, the development team will move into the polishing phase and get to work on maintaining a steady framerate and putting the special effects in. On a related note, 2K also anticipates that the final version will run at 30fps in-game and 60 frames during cutscenes, with no noticeable performance differences between the Xbox 360 and PlayStation 3.

 

 

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Speaking of the PlayStation 3, 2K was very forthcoming during our demo when it came to discussing the benefits of the new system and how it would affect The Darkness. Because of the Blu-ray format, for example, Starbreeze plans to include additional videos that exploit the "television watching" feature which currently consists of the classic "Nosferatu" vampire silent film (in its entirety) and five 30-minute Popeye cartoons. The publisher isn't sure what the PS3-exclusive videos will be just yet, but we suggested an episode of Top Cow's old Witchblade TV series -- not because we think every game should have a moment of pure and total horridness, but because we think it would be funny. Send your damnation letters now.

 

Additionally, Starbreeze is also looking into taking advantage of the PS3's tilt controller and is considering some possible changes with another feature we can't talk about yet. Xbox 360 fans shouldn't worry about feeling left out with all this talk about PS3 exclusives, though, as other than what's mentioned above, the game should be damn-near identical in every way.

 

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With that in mind, let's talk a little about what's new since the last time we saw it. For one, there are a lot of technical upgrades that we didn't see before. During the 'on-rails' driving sequence highlighted at Comic-Con, for instance, the lead character Jackie has a lot more freedom to look around and see what's going on. The number of enemies onscreen at once has also improved since last month, and the targeting has been refined to an almost "auto-lock-like" state.

 

2K also wanted to stress that Starbreeze is aiming to have as clean a HUD as possible, and that shows. In our demo, there weren't any gauges, counters, or mini-maps to speak of as everything was handled via the visuals already onscreen. When damaged, Jackie's POV flashes a bloody damage map similar to that of the Call of Duty franchise and when hour anti-hero fired up his Darkness powers, no gauges were needed for that either -- the type of power he has equipped (Demon Arms, Creeping Dark, and Black Hole) are visualized through your tentacle's eye color (Red, Yellow, and Blue). Furthermore, the current status of your Darkness power (and how much time you have left before they're totally weakened) is shown through the intensity of the brightness in your tentacle's eyes.

 

Another thing we learned from 2K's visit is that, while pleased with the performance of Chronicles of Riddick, Starbreeze has two specific goals that it wants to achieve with The Darkness: One, for the game to be much longer than Butcher Bay was (Jackie's adventure should be more than twice the length) and Two, to throw in cool multiplayer modes. In fact, it's the multiplayer that could stand out as a surprise inclusion, since it sounds like it will be quite a bit different from the single-player.

 

To be more specific, multiplayer allows users to assume the role of different Darklings (the little evil guys that you've seen causing mayhem in all the screenshots) and compete in all the traditional modes -- Deathmatch, Team Deathmatch, Capture the Flag -- and a number of non-traditional modes that 2K doesn't want to talk about yet. The team is also throwing around the idea of giving players the ability to morph into a human form temporarily to do things Darklings can't, but that particular addition is still more of an idea rather than an actual feature.

 

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On the subject of the Darklings, Starbreeze is working on giving them added personalities. In this early version of the game, they all look very similar to one another and aren't yet imbued with their individual personalities. As we get closer to the title's Q1 2007 release, however, their appearances will reflect who they are and what they do (a Darkling that likes to use hammers, for example, might be wearing a construction hat). The whole goal is to make it instantly obvious which Darkling you're using and to instill the same kind of dark humor that the comic book has.

 

As an added bonus, 2K also showed us an all-new level -- one that hadn't yet been shown to many people. The stage, known as "Hunter's Point" still takes place in Chapter 1 and follows Jackie as he heads to his uncle Paulie's mangy drug lab. Bent on hitting Paulie where it hurts, Jackie can run in with guns blazing and a "take no prisoners" attitude, or opt to talk to some of the NPCs and finesse his way in. Company reps tell us that this is just a small example of how players will be able to make choices that affect their actions as the game progresses, and that it should make for more unique experiences each time out. Oh and one thing to note: all levels shown thus far are from the first chapter of five total, and when all is said and done, players will find incentives to travel back and forth between the stages in multiple instances.

 

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As we said earlier, The Darkness is still in pre-alpha. Most of the animations and AI behaviors haven't really been put in the game yet and few of the 12+ Darklings that can be unlocked have been revealed. Given Starbreeze's history with Riddick and the already entertaining demo, though, The Darkness definitely looks to have a lot of potential. Hopefully we'll have more from the floor at the Leipzig event in Germany next week where it's expected to make an appearance. We'll let you know.

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