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About ten days ago, I revealed what can be expected from the upcoming UT3 Titan Pack using information from a beta patch. However, Epic asked me to temporarily delete my post until they lift the press embargo for this information, which they did today. Also, like I guessed, some of the presumed information was not correct, so here's the update.
There's new vehicle stuff, some of the maps were for different gametypes than indicated in the level description shots, but the biggest surprise is, that "Titans" actually wasn't a gametype, but a mutator, which can be used with almost all the gametypes. You have a Titan meter, similar to the Adrenaline bar in UT200x or UC2, which can be boosted by kills, killing sprees, multikills, flag captures and so on. Once it's full, you can enter Titan mode, where you are superlarge and only allowed to use a giant Rocket Launcher or Shock Rifle. If someone kills you, you self-destruct. You can also grow larger and turn into a Behemoth by filling your Titan meter again, but then you will self-destruct after 30 seconds.
Also, you can't do anything as a Titan except for mass destruction, meaning you can't carry flags, enter vehicles and so on. But there's a map, which supports the mutator in a different way, CTF-Morbid. In this map (which seems to be a CTF version of DM-Morbias) there are huge blast doors, that can only be opened by Titans and provide a quick shortcut back into your base.
Greed works exactly the way I've guessed last week. And it sounds awesome, it's a perfect mix between Capture the Flag and Team Deathmatch, both my favorite classic gametypes combined. It's also the first time Epic makes a clever use of (V)CTF maps for a new gametype idea, Quake III Team Arena style. Killed opponents drop skulls (silver, gold or red ones, giving different points), you have to collect as many as possible of them and take them to the enemies' base to score. So, basically the teams clash TDM style and then it's capture time. Sounds like this is going to be my new favorite gametype.
Betrayal on the other side is an Instagib gametype, where you play in temporary teams. Your Instagib rifle fires both a red and a blue beam as primary and secondary fire modes, while the secondary firemode is for killing your own teammates. For this you get the team score, but you will become an outlaw for 30 seconds and your old team will hunt you for retribution points. Key to winning is to know, when the time is right to betray your own team. Sounds complicated, but it may be very interesting. You may wonder, why this is Instagib only, but I guess it's because you can't really stab someone in the back with a weapon that doesn't instant-kill. It's a good way of emphasizing the whole Instagib idea though.
Also, there are some new turrets, vehicles, deployables and power ups to make the maps more interesting, including the Eradicator Cannon and the Stealthbender on VCTF-Stranded and WAR-Confrontation, the Stinger Turrets on WAR-Hostile, or the portable SlowField on DM-OceanRelic. The Titan Pack includes all the previously released bonus content from the first Bonus Pack (tagged with "BP1") and the XBox 360 version (tagged with "360"). Here's the list:
The Titan Pack will be released on March 5th (two weeks, ahaha) on PC and PS3 (yeah, XBox owners will be pissed, but it's not Epic's fault) FOR FREE. Yes, you heard me, for free. About 800MB large.
This really, really takes me back. Actually I'm not playing Unreal Tournament III, because I still don't have a computer powerful enough to play it and since there aren't any other new PC games, I'm interested in, and UT3 was pretty much neglected by Epic Games, I didn't care too much. However, one of the best things about playing Unreal were the free Bonus Packs developed by Epic Games (and Digital Extremes before they quit working together with Epic), which kept the games fresh. There was one free map pack for Unreal, four Bonus Packs for Unreal Tournament and five packs for Unreal Tournament 2003 and 2004. Unreal Tournament 3 however got only one tiny pack so far featuring three new maps and then Epic Games abandoned this game for about a year, setting their focus on Gears of War. Now they are back, making one of the largest Bonus Packs in Unreal history (well, at least I hope it's free), called the "Titan Pack". The information comes from a pre-beta patch out of analyzed .ini files and materials from the Unreal Editor and might be not 100% accurate.
First of all, the pack contains all the additional content, that was "exclusively" made for the XBox 360 version. This includes three new maps (DM-KoosBarge, VCTF-Rails and WAR-ColdHarbor), two Necris versions of older maps (VCTF-Suspense_Necris and WAR-Downtown_Necris) and two new characters (Kana and Nova). Well, I'm not sure about the Necris maps, but the rest should be included. Note, that KoosBarge is a remake of DM-KoosGalleon from the first Unreal Tournament in industrial style.
Well, of course that's not all. The most important addition are the three new gametypes. The most interesting one at this point is "Greed", which seems to be the Unreal version of "Harvester" from Quake III Team Arena. You play this on CTF or VCTF maps and I think skulls are dropped from killed enemies. Goal would be to collect as many as possible of them and take them into the enemies' base (or your own, I'm not sure). Also, there are "Betrayal" and "Titans". Not sure, what they do, but Titans looks like a variant of Mutant or similar Tag games from previous installments, where one player turns into a giant... Also, there are about 11 new maps including a remake of DM-Turbine, which gets me pretty hyped, because this was one of my absolute favorite maps back in the good old UT. Then there is a map based on the DarkMatch idea from the original Unreal, meaning the map is completely dark. And there seems to be a CTF version of DM-Morbias, called CTF-Morbid. Here's the list:












Finally some Metroid news. Today Nintendo of Japan launched a new site for the Metroid Prime Trilogy on the Wii. There's finally a page and some trailers for the upcoming New Play Control title Metroid Prime, which looks now exactly like Metroid Prime 3: Corruption in terms of controls and gameplay. This is going to be a blast, I can't wait. But that's not all, the new official Metroid site holds a teaser for something new. It shows a picture of a cool looking Space Pirate next to the text "Another Side Story -coming soon-". The Japanese text below says "The Metroid Prime history followed from the perspective of the space pirates." Well, no one is sure, if that's supposed to be a game or not. My best guess would be, that it's an E-Manga like the one we got for Metroid: Zero Mission. But you could also hope, that it's a game, maybe a 2D side scrolling Metroid spin off for WiiWare where you play a Space Pirate, who knows? All I know is, that the concept sounds pretty damn promising, because you could experience stuff, you normally wouldn't see in a Metroid game following Samus. Want to learn how the Space Pirates are organized? Or want to participate in the Phazon experiments and be part of the team, who attacked the Valhalla to the steal Aurora Unit 313? So, whatever this teaser will reveal, I will definitely check it out.
As I promised at the beginning of this year, here's my review about the most bizarre installment of the Zelda series (not counting the CD-i games), Freshly Picked: Tingle's Rosy Rupeeland or just "Tingle RPG" in short. This game was released for the Nintendo DS some time before Phantom Hourglass hit the shelves, but it came out in Japan and Europe only, since the game wasn't very successful and the Americans aren't the biggest Tingle fans in the world. Well, I live in Europe, so I guess that's not a problem for me. It was developed by Vanpool, which is the second time Nintendo employed a third party developer to create a Zelda related game since Capcoms handheld Zeldas. I won this game on a German Zelda quiz, otherwise I probably wouldn't have played it, since I was a huge Tingle hater. That changed however in the moment I laid my hands on this game.
Well, what's the goal of this game? You start as a lazy character, you can name yourself, but who gets then turned into a "Tingle" by Mr. Rupee, who tells him the tale about rupeeland, where he swims in money, never has to work again and where beautiful women fall for him. Well, this is enough motivation to get on your feet and make your way to Rupeeland. For this you have to feet a magical tower with lots and lots of rupees, causing it to grow larger, so you can reach new territories after each step with your balloons. On the other hand after becoming a Tingle rupees are your life energy. If you loose all your rupees, you die. However, this game comes up with some awesome plot twists and it explains, where Tingle's weird behaviour comes from, including his love for rupees and fairies, as well as his catch phrase "Kooloo-Limpah". And it's all freaking hilarious, if you still hate Tingle after playing this piece of art, something is seriously wrong with you.
Rupeeland actually feels like a Zelda game except for the facts, that you're playing Tingle, that the combat system is quite different and you have this weird bargaining system. In terms of controls and graphics this game is pretty much the opposite of Phantom Hourglass. You control Tingle with the D-Pad and interact with the environment by touching things with the Stylus. Basically you just do "clicking", this game is not as touchpad intense as Phantom Hourglass is. Also, most of the graphics are in 2D, except for some boss battles and cutscenes. The 2D graphics are all nicely made and the environments look fine. I think, people who prefer a classical 2D Zelda over Phantom Hourglass are going to like this. The music is actually quite good, if there's one. Most of the overworld areas in the game only have some kind of an introduction fanfare, but then it switches to ambient sound effects. But most of them sound like they came from the Nintendo 64 Zeldas, which produces a very special atmosphere, even if there's no music.
What makes "Tingle RPG" different from a Zelda game are these weird combat and bargaining systems, maybe deterring the diehard Zelda fans, so let's begin with those. Fighting isn't done like in Zelda, you basically drag enemies in a cartoony dust cloud battle and click on it to support Tingle or his bodyguards in the fight. Since Tingle isn't the strongest fighter, you have to hire bodyguards to do most of the dirty jobs. The trick, which makes this whole combat system actually very addicting, is to drag as many enemies as possible into one single cloud, because the spoils and profits become much better then. The more enemies you defeat in one battle, the more and rarer items you get. The bargaining system on the other hand isn't as much fun, actually it sucks. Everything in this game has a price, even conversations about special information. But unlike in the games of the main series, you don't get to know the actual price, so you have to bargain. You pay too much rupees, you loose money, you pay too low, you loose even more, because all the bargained money will not be credited. This can be seriously annoying and leads to lots of turning the NDS on and off. Your best chance is using a guide like this one, which shows you all the prices in the game. This saves you a lot of trouble, money and nerves and makes this game actually quite enjoyable.
I already mentioned the bodyguards, there are 30 in the game, while you only can hire one bodyguard at a time. You get them in three times three categories, there are three weight classes and three classes of behavior. There are small, medium and large bodyguards, as well as passive, aggressive and smart ones. So, you get nine different types of bodyguards, which repeat themselves on every of the three continents, which makes 27 in total. A small and passive bodyguard is the cheapest, while a large, smart one will cost the most. You can hire those guys in saloons, where some kind of weird robed race lives, which resembles the Subrosians from Oracle of Seasons. However, the different sized bodyguards have different abilities, a small one can creep in holes and recover treasure chests out of them. Medium bodyguards can open closed doors (there are no keys in dungeons) and heavy bodyguards can destroy certain types of obstacles. So there's a lot of backtracking in Rupeeland, because you have to revisit every dungeon with different types of bodyguards to get all the treasures. Also, there are three more "Drifter Bodyguards", which are hard to get, but are the strongest bodyguards in the game. They don't use potions, you can't hire them in saloons and you can't rehire them, if they loose all their energy, but they are cool and do have some special abilities. Since you keep lists about all your bodyguards, to find all the drifters is basically a sidequest.
Talking about sidequests, let's take a look at the items in the game. There are tools and supply items. Tools are the actual useable items and include a shovel, the Bone Ocarina and 23 bottles. Yes, you heard me, 23 bottles. You can fill up the bottles with lots of stuff, including molotov cocktail style bombs, healing potions for your bodyguards, perfume, sleeping gas, hand potion as well as juices, soups or stews. The latter ones are for selling only, you can earn a lot of rupees by selling these items to the right persons. The Bone Ocarina calls a cursed pirate ship on docks, which crew reminds you of the skeleton pirates in Oracle of Seasons. You can also use the Bone Ocarina to open the ten hidden pirate treasure chests. About the hand potion, this one calls a Wallmaster, which transports you back to the entrance of a dungeon. Much like in Zelda, but this time on actual purpose. The perfumes are inspired from the Scent Seeds in Oracles (again) and help you to lure enemies. All this stuff can be cooked in your cooking pot at home, but you need the recipes. There 31 recipes in the game for pretty much everything including all the stuff I've mentioned above, which means that even the bombs are made from a recipe. You need to collect ingredients for the recipes, which are listed in the supply item menu. There so many of them, you can hardly count them all. There are also other non-ingredient supply items, which can be sold for a lot of rupees to specific persons. For example the blacksmith loves rare weapons from your enemies. Also, drawing maps is part of the sidequests. Of course, since this was Tingle's initial task in Majora's Mask. Well, you basically buy maps and add some missed details to them like special sights by just circling them with your Stylus on the map. Then you can sell the finished product.
Now, the best part about Tingle RPG are the environments and dungeons. You have to discover 11 different regions in total, including a pirate island, the Lon Lon Meadow with its scary alien cows reminding you of the abducted cows in Majora's Mask, the Deku Forest, swamps, an ice island, the large Mt. Desma, the mystical Auros Ruins and Fairy Garden, a beautiful fairy paradise which turned into a deserted wasteland. Every time the tower is growing, a new area can be visited. This may sound very linear at first, but the actual quests on the different islands and areas are totally non-linear. It doesn't even matter, what you do to get enough rupees for the rise, so for example if you want to skip a dungeon, that shouldn't be a problem. Apropos, every second area is home to a dungeon, all of them being well designed and mostly non-linear. I especially liked the Deku Temple with its dramatic remix of Saria's Song as background music, it holds a great atmosphere. Also, the Insect Cavern with its pitchblack rooms and poison gas areas was a real nightmare and the large Desma Labyrinth provided some clever puzzles. I wish, the real Zelda games would have dungeons like that. At the end of each dungeon you will find a large treasure chest, which holds the boss of the dungeon. Each boss has his own unique design and features a different style of gameplay, you can consider the boss fights to be the minigames in Tingle RPG.
Look, what I've found today. This is basically the most awesome Zelda fangame ever made, developed by Joakim Sandberg (Konjak). Meant to be a parody on Zelda, Legend of Princess a side scroller like Zelda II was and it's freakin' funny. If you ever thought, it's a bad thing, that A Link to the Past got away with Link having purple hair, then this is for you. The arcade fighting style is insanely fast and covers a bunch of cool sword moves including the sword wheel, which is some kind of wall climbing spin attack. The 16Bit graphics are gorgeous, everything looks pretty detailed.
There is only one level in this game and it's pretty short. But it has a very high replay value, since it's quite challenging. There is also some kind of difficulty system, since you have to choose two items at the start, but every item provides a different level of challenge. Of course you're always equipped with Sword and Shield, but you can choose an item for range attacks and one more item to increase your jumping ability. The offensive items include a very stylish Boomerang, a Bow and the Bombchus. The movement items are the Roc's Feather, the Hookshot and a Cucco. See, the Roc's Feather is pretty easy to control, it basically allows you to double jump and float, while the Hookshot has to be attached on the ceiling to gain high. And the most difficult one to control is the Cucco. So, you can replay the game with different items whenever you want. In addition during the game you can collect a fairy and imprison her in your bottle for the known purpose, there are no heart containers, so this stays a 3 heart quest. However, I really like the style of the items and everything else, especially the Boomerang looks cool when thrown.
The dungeon is called the Dirt Temple and it holds three bosses, featuring Dark Link, a Phantom Ganon style creature and an "armored monster with crippling weak-point". Those boss battles are all really well made, I wish the current Zelda games had stuff as good as this. Normal enemies include Octoroks, Keese, Tektikes and Zoras, while most of them are actually overworld enemies and not enemies from dungeons in the real Zelda games. Well, I guess that's part of the whole parody as well. There are lots of well hidden treasure chests and your goal is to collect as many rupees as possible to beat the highscore (which reminds me on the BS Zeldas). The only downside are the controls, you can't modify them, and I'm getting confused by doing the walking with the right hand and the action with the left, normally it's the opposite. But seriously, this game is great fun and simply one of the best fanmade Zelda games ever. This should be released on WiiWare, because that would be pure badass.
Have you ever played a game, that pretty much sucked in everyone's eyes, but you still liked it so much, that you kept playing it? Well, that's the case for me with Turok: Rage Wars, which is pretty much the Unreal Tournament of the Turok series and even was developed in the same year, because Acclaim decided to follow the trend of those arena shooters at this time. So, it was based on the multiplayer mode of Turok 2: Seeds of Evil and focused on multiplayer deathmatch only. The game featured 17 different characters, 20 different weapons, 36 maps and 4 multiplayer gametypes.
Well, where do I start? There were five different ways of playing this game. The Multiplayer, the One Player Trials, Two Player Trials, Time Trials and Frag Fest. The Multiplayer mode let you play with up to three other players or bots. You selected your favorite character, weapons, the map and the rules before the match. Basically the map determined, which gametype was played. There were Deathmatch, Team Deathmatch, Frag Tag and Capture the Flag. Yes, Deathmatch and Team Deathmatch got different maps, which was pretty weird. Frag Tag or "Monkey Tag" was a Deathmatch variant, where one player got turned into a monkey, a chicken or a small dinosaur. He had to reach a platform, which transformed him back into normal and the other players had to kill him. There was also a "retaliation" pick up, which you only could collect as a tag and transformed all other players into tags. Capture the Flag on the other side was one way, there was only one flag and one or two delivery points, no bases. The singleplayer, however, had a different ladder for every character using the maps and gametypes from the multiplayer mode to create different scenarios including up to four bosses. You could unlock new characters and weapons here and collect the minigame icons, which unlocked Time Trial and Frag Fest. The Two Player Trial let you clear the complete mission tree with two players, you could earn a medal for doing so (well, at least in the European version). Time Trial offered the whole ladder, but with time limits for every mission. And Frag Fest featured an insane ladder with nearly impossible to beat scenarios for skilled players.
At the beginning you had only three characters to choose from, but you could unlock 14 more including the boss characters. Unlike in Turok 2 they were basically all the same except for the Raptor, the Mites (some kind of bugs) and Tal'Set. The former two were faster, but had to rely on melee combat only. Tal'Set on the other hand was a Weapon Master, he could carry all weapons in the game, but switching weapons was based on random input. All the other characters had to choose 5 different weapons before the match. Two weapons using bullets, two energy based weapons and one weapon using explosive projectiles. In addition you got the Warhammer as your default melee weapon. The armory included most of the weapons from previous installments as well as some new entries, including the infamous Chest Burster, Napalm Gel, Inflator or the Cerebral Bore. Latter was one of four pick up weapons including the Proximity Mines, the Iron Claw and the Sentry Turret. Next to those the maps contained different sized health pick ups, three different types of ammunition packs and the Power Core. The Power Core was the only power up, but it gave you a random ability, like different shields, Regeneration or Massive Damage. There were 13 different abilites alltogether.
So much about the gameplay, what I also really liked about this game and which was different from other arena shooters, was all the unlockable stuff. In the singleplayer you had to unlock weapons and even their secondary fire modes, as well as more health and ammo capacities. You could also unlock 14 new characters for all the game modes there, which was the most encouraging reason to play the singleplayer. And another task was to collect 36 minigame icons to unlock the Time Trial and Frag Fest game modes. But the best is yet to come, the real deal were the 50 medals. Basically you got those for different achievements in all the game modes, mostly in the multiplayer. There was one medal for every map and some special achievements like "Attained 25 frags in 10 minutes" or even funny stuff like "Killing yourself 5 times". It was fun to collect all of those and they gave you new skins for the characters as well as new ranks and even new "cheats". I managed to collect all except for one, which required four controllers to beat, but I only had two. You can see a photo of my collection on the picture above. As you can see I named myself "Majora" at that time, not the most imaginative nickname, I know.