Warhammer 40K: Space Marines + Jon’s Last Post
So for those of you who might care, this is in fact, my last post on Secondary Fire. I’ve been drafted into the ranks of the few, the proud, the mighty. I will be running off to make video games instead of writing and talking about them. Where I’m going, I cannot say. When I’ll be back, you cannot know. Okay, actually, I’m going to Koei Canada. When I’ll be back, well, that is hard to say. I’m going to see if I can come back to do other media reviews and opinions, but it is a slippery slope and a very sticky mess to boot. But I digress.
I’ll be leaving this blogsite in the capable hands of none other than Mr. Amrit Maharaj, whom I’m sure will continue to share his love of all things gamey (that sounds kinda gross, actually), and all those of nerd-dom.
When I first spied the Relic logo at the start of this video, I immediately assumed and prepared for another strategy game, something Relic does in spades. However, as I watched the video, I realized two very important things:
1. While there’s no real gameplay shown, this looks very little like a strategy game.
2. This is a console game - Relic has cut their teeth developing strategy for the PC.
So I’m not sure what to expect - but I can leave you with several of my buzzword expectations. Four Player Co-op. Weapons-based Combat. Epic Story. Enjoy the video.
I’m out. Game On. One Love … and so forth.
- Jon Chan
Uncharted 2: Among Thieves Gameplay Trailer
If you couldn’t find a reason to buy a PS3, you have one now. Note how much detail there is in the world. From how weak signs might loosen and fall under your weight, to the amount of debris drifting through the streets, to the fluidity of Nate’s actions as he climbs, hurdles, and maneuvers across the terrain. Also notice how smoothly the scenes change, and how well the level is actually designed.
Ungh. Uncharted 2.
Batman: Arkham Asylum Melee Combat Footage
April 30, 2009 by Amrit Maharaj
Filed under All, CONSOLE GAMING, PS3, XBOX 360
Continuing with the trend of Batman related news on this site, I thought I’d share with you a trailer that I recently came across on IGN’s website showing off the shiny new combat system that will be a major part of the new game. They call it freeflow combat, and as the name implies, you can deftly maneuver Batman’s fists of fury and feet of, um fury, into the faces and appendages of several enemies at once in a beautiful ballet of pain. Poetic no?
Upon first glance, the system is somewhat reminiscent of the Assassin’s Creed system of combat, however when you look closer, the transitions between opponents seems a whole lot smoother. The other major difference will be the fact that you will be able to utilize some of Batman’s wonderful toys during close combat, with as the batarang, bat hook thing, a zip line that you can use to use to drop down on unsuspecting crazy’s as well as that explosive gel that we’ve seen in previous vids.
The combat system is going to be combo driven, with additional XP and damage given out when the player successfully completes a chained attack using various strikes. The player is rewarded for timing the strikes well and varying up their moves. But this is no button masher, no no. During the later stages, you will need to be able to string together combos in order to defeat some of the more difficult foes which will undoubtedly extend the playability of this game.
But I’ve been a flappin my gums way too much. Check out this footage and weep with the possibility that you may finally get a Batman game worthy of the name.
Joker Will be a Playable Character in Arkham Asylum…
April 24, 2009 by Jon Chan
Filed under All, CONSOLE GAMING, PS3, XBOX 360
… but only on Playstation 3. Eidos has announced that the Joker will be a playable character on the PS3 version of the title. Though not shipping on the physical disc, he will be available as downloadable content, and can be used through the challenge modes in the game. There’s no word yet on what the counterbalance will be for the Xbox360, but if it’s Harley Quinn, I’m gonna be PISSED.
Fight Night Round 4 Physics Gameplay
April 10, 2009 by Amrit Maharaj
Filed under All, CONSOLE GAMING, PS3, XBOX 360
The entire engine has been redone from the bottom up with this latest iteration of the Fight Night series to bring to the player the most realistic interpretation of the sweet science ever seen on a console.
The major improvement has been the addition of physics based gameplay in place of the canned animations and limited use of physics in the previous games, allowing the player to get up close and personal with a true inside fighting mechanic. Similar to how Skate changed the way we think of skateboarding games, Fight Night Round 4 is going to literally change the game by introducing physics in the punching system, meaning that there will be glancing punches that will do less damage than a cleanly landed, well timed punch just like trying to land that perfect frontside 360 bs off a ledge.
But the physics don’t only help in the gameplay department as increased attention has been paid to the collision detection and knockout animations are done in real time and are different depending on how the fighter gets hit.
Check out the video below to get a truly eye opening example of how great this game is going to be.
Arkham Asylum - Silent Knight Challenge Gameplay
March 30, 2009 by Jon Chan
Filed under All, CONSOLE GAMING, PS3, XBOX 360
I shan’t think I need comment any further.
Resident Evil 5 DLC Worth the Money?
March 13, 2009 by Amrit Maharaj
Filed under All, CONSOLE GAMING, PS3, XBOX 360

Resident Evil 5 has hit the shelves to unanimous acclaim from the industry’s critics and gaming journos but there is a blemish on this otherwise stellar release.
The DLC for the title has been given a price: $4.99 for the PS3 and XBOX 360. What you’ll get for your $5 is 2 modes. The first will allow 1 on 1 and 2 on 2 deathmatch and the other will see the player racking up as many points as possible by killing as many zombies in an allotted time.
Resident Evil 5 has some problems but overall I would say that its an engrossing and above all fun game that uses excellent presentation and cutting edge graphics and gameplay to pull the player into the game world.
However I can’t help but think that this “DLC” was just something that the developers yanked out at the last minute for the express purpose of selling it separately to increase their profits. Depending on the type of game, multiplayer should be included at no extra cost. Hijinx like this leave a sour taste in the mouth and tarnish an otherwise great game in the eyes of the gaming industry as a whole. Capcom could take a que from developers like Criterion and Valve who routinely put out quality content for them games at little to no cost. I understand that they are running a company and they have to make a profit to stay in business but that doesn’t mean that they have to gouge the very people that keep them afloat.

Let’s be honest here, $5 isn’t a lot of money, but what seems out of whack is the fact that this content is coming out very soon after the game is released leading us to believe it didn’t take them a lot of time outside of the development cycle to create, and that it’s only two modes, not a whole lot of replay value there. Plus the deathmatch mode seems like a tacked on afterthought. It fits into the game a like a round block in a square hole.
Editors Note 6:43 pm March 13 2009:
Capcom issued a press releasde today defending its DLC policy stating:
“Although Versus mode makes use of the assets that exist in the game, the functionality is not currently in the game and is above and beyond the initial scope of Resident Evil 5,” explained a company spokesperson to the website. “We have never included a Versus mode in Resident Evil before, and as well as the costs of development of the feature, there’s also additional bandwidth costs associated with it.”
What do you think? Should Capcom be charging for this content? Is the price that they charge a fair one? Let us know in the comments section below.
A Boy and His Blob (or A Bwai an’ ‘im Blab, if you’re on the island)
March 4, 2009 by Jon Chan
Filed under All, CONSOLE GAMING, WII
If you grew up with an original 8-bit Nintendo Entertainment System, and had eclectic taste in games even as a child, then you might recall A Boy and His Blob. An incredible premise at the time, A Boy and His Blob’s core mechanic was the manipulation of the Blob, who would change shapes and become useful items after being fed particular flavours of jelly beans. He’d be able to turn into ladders, brick walls, hummingbirds and more (it was about 20 years ago … I don’t quite remember it all), and he’d be crucial to all your puzzle solving needs.
It’s not 20 years later, and most of the world has forgotten about this creative and endearing game. Many 8-bit gamers may have grown up and out of spending time with a good game, or have had their tastes ‘mature’ toward more serious and aggressive games like the Halo’s, Quake’s, or Metal Gear Solid’s. But anyone still with an inner child will be happy, or at least interested to know that A Boy and his Blob are making a comeback to both Wii and DS systems.
So far, we can tell that the DS version will feature a 3D rendition of the original game’s art style. But here, the boy has grown into adolescence, and the array of objects into which the blob can turn are of similar fair: ladder, trampoline, bomb, blow torch, even a suit of armour. The DS’ touch screen has been confirmed to be used in “jelly bean management” and an overhead map.
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The announcement of Wii version hasn’t had as much detail in its description as the portable version, but I can say this: I love the art style. A combination of hand drawn sprites and three dimensional cel-shaded backgrounds give this game a stylish and much needed update (and are nicer to look at over the DS’ graphics, to boot!). See the screenshots below to see what I mean.
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… I’d end this preview with a little snappy thing to quote … but … I’m late for work.
Skate 2 Hall of Meat Guide
February 20, 2009 by Jon Chan
Filed under All, CONSOLE GAMING, PS3, TIPS & GUIDES, WII, XBOX 360
Before you start hurting and maiming yourselves, there are a few things to note:
Do the challenges in the sequence they are listed in the Hall of Meat in order to unlock the locations and spawn points that you’ll need for later challenges. While this isn’t necessary, it will make the process a lot less frustrating later on down the line, and we’ve written this guide assuming you’ll complete the challenges in sequence.
You can jump ahead to any of the four sections by clicking these links below:
SECTION 1 - Intro to Hurting yourself
SECTION 2 - Check Yo’self … then Wreck Yo’self
SECTION 3 - Posing will get you Hurt
SECTION 4 - Objects n Stuff …
Actions:
Intentional Wipeout (aka AUTO BAIL) - Right Trigger + Left Trigger + Left Stick + Right Stick
Cannonball - Right Analog Stick UP
Spread Eagle - Right Analog Stick DOWN
Torpedo - Right Analog Stick LEFT
Judo Kick - Right Analog Stick RIGHT
Session Marker - Left Bumper + Dpad DOWN
1.1 - 5000 Points @ GED High SchoolLocation: GED High What you’ll need: Nothing Description: Get to the top of the ramp leading into the courtyard. Gain speed, aim straight, and a general bail with a roll or two should get this rather simple challenge. What you get: $100
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1.2 - 10,000 Points @ Upper StacksLocation: Upper Stacks What you’ll need: Nothing Description: Jump through any of the large circular openings in wall at the upper stacks and bail immediately. The combination of height, and falling damage should do the rest. If not, try to roll a couple rotations when you hit the ground. What you get: $200
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1.3 - 15,000 Points @ Sunset HeightsLocation: Sunset Heights What you’ll Need: Nothing Description: After spawning at Sunset Heights, blindly bail over the left side, which should be a fairly high drop. Do a few tweaks, try to land spread eagle or judo kicking, and you’ll get the 15,000 you need. What you get: $300
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1.4- 17,500 Points @ Mini MegaLocation: Mini Mega Redux OTS What you’ll Need: Nothing Description: The key here is rotation and speed. Launch off the mini mega, and try to grab as much speed and air as possible before bailing. After a good launch, bail, spin and spin some more. A good tweak like judo kick or spreading eagle will also help deal some damage. What you get: $400
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1.5 - 20,000 Points @ Dueling SnakesLocation: Dueling Snakes What you’ll Need: Description: From the spawnpoint, head left up the hill toward the small grouping of apartment buildings overlooking the park. At the top of this hill, you should see a break between two railings that open up over a concrete block. Back up a short distance from the edge of this hill and set your marker. When you bail off the hill cannonball into the top of this concrete block. With enough momentum, you should be able to continue rolling off this block and either hit the glass awning right below, or just land smack dab on the concrete. Either way should do enough damage, but this one still might take a few attempts. What you get: $500
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1.6 - 22,500 Points @ Lighthouse ParkLocation: Lighthouse Park What you’ll Need: Description: As tempting as it might be to shoot off the ramp after spawning, there’s an easier way to get this challenge. Immediately to your left and right, you’ll notice a set of red stairs leading to the bottom of the park. Set your marker at the spawn point, and skate over to the top of either stairway and ollie. Bail off the ollie and roll down the stairs, cannonballing and torpedoeing to maximize your time on the stairs. If you’re over 10,000 points by the time you’ve hit the bottom, you’re on the right track. This one takes some tweaking. What you get: $1000
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1.7 - 25,000 Points @ The BoneyardLocation: Boneyard What you’ll Need: Description:From the spawnpoint, look toward the blue half pipe near the center Boneyard. To the left, you should see an abandoned building. Head for the building, and keep your eyes peeled for a set of metal steps at the corner of the building. At the top of those stairs, you’ll see another flight of stairs, follow that, and go up as high as you can. You’ll find yourself in a semi-demolished room overlooking the rest of the park. Set your marker here and ride off the opening opposite to the half pipe, bail, spin, and spread eagle. What you get: $2000
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1.8 - 30,000 Points @ Mega CompoundLocation: Mega Compound What you’ll Need: Description: This will probably be the easiest 30,000 bail points you’ll ever earn. Hit the middle ramp - be careful though, to properly land the downramp, you’ll have to hop from the crease right before the drop. Ride the ramp down and bail where the boards meet the green, spinning and nailing as many tweaks/gestures as you can before hitting the ground. Roll down the landing ramp to earn some bonus points. What you get: $1,500
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1.9 - 35,000 Points @ Cougar BridgeLocation: Cougar Bridge Via Cougar Mountain — Past the SV Dam What you’ll Need: Description: Coming from the top of Cougar Mountain, you’ll see a ramp to the left when you arrive at the bridge. You’ll also notice this ramp leads right over the side of the bridge. Set your marker and follow your instincts by using the ramp to fly off the side. As usual, bail at the peak of your jump, spinning and tweaking for bonus points. What you get: $1750
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1.10 - 40,000 Points @ the DamLocation: SV Dam What you’ll Need: Description: This one requires a little attention to detail. From the top of Cougar Mountain, you’ll see the entrance to the Dam, guarded by a traffic pole gate. Slip under it, and stop at the circular court immediately to the left. Note the cabling that descends the side of the hill/dam. Follow the one of the right with your eyes, and you’ll also spot what appears to be a to be a scenery-scope, mounted on a pole. From the center of the court, place your marker, and ride off the edge, following the cable on the right, but staying to the left of the scope. You don’t need speed for this one - if you just roll right over the edge, you’ll hit the hill and continue rolling to the bottom of the dam. Remember, spin and tweak. What you get: $2000, Hideki Tower
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1.11 - 45,000 Points AnywhereLocation: Hideki Tower What you’ll Need: Description: Now that you’ve unlocked Hideki Tower, it’s time to have some real fun. Teleport to the Spawn Point, and just bail over the ledge in front of where you spawn. Let nature take its course. If you want a sure thing, go over to the left, you’ll be able to hit a few things to add a few thousand bonus points. What you get: $5000
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1.12 - 46,000 Points AnywhereLocation: Hideki Tower What you’ll Need: Description: SEE ABOVE. What you get: $6000
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1.13 - 47,000 Points AnywhereLocation: Hideki Tower What you’ll Need: Description: SEE ABOVE. What you get: $7000
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1.14 - 50,000 Points AnywhereLocation: Hideki Tower What you’ll Need: Description: SEE ABOVE. What you get: $8000
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1.15 - 55,000 Points AnywhereLocation: Hideki Tower What you’ll Need: Description: SEE ABOVE What you get: $10,000, Hideki Tower OTS |
Review: Skate 2

Title: Skate 2
Developer: EA Games / Black Box
Version Reviewed: Xbox 360
Words: Jon Chan
I still remember the first time I laid my hands on Skate. After a little fumbling around with the then-fangled trick stick, the rhythm finally came to me and I immediately realized how obsolete the Tony Hawk series had become. The organic controls required delicate, but confident flicks and twirls - a most welcome contrast to the rigid and static button combinations of the hey-day. But we gamers quickly came to believe that this was merely version one point oh.

We envisioned enhancements, all agreeing with each other. “We should be able to get off our boards.” We demanded. We wanted to do hand plants. We wanted to move that encumbering dumpster bin. We wanted to bail through a mailbox.
We waited a long time, but someone up there (by that, I mean, someone at EA Games / Black Box) heard and answered our prayers; almost every one of them. At first play, Skate 2 seems to be more of the same – what might even be deemed ‘Skate 1.5.’ But then you sit around with friends, and go into the competitive multiplayer modes, or make repeated attempts to record that perfect line, and next thing you know you’re howling and hooting and cheering for the top line scores, bails, and crashes. Skate 2 manages to be just as exciting and entertaining to watch as it is to play, provided that your turn is coming up next.
It’s rather hard to imagine where Skate can go from here. The obviously evolutions have been made, and from this gamer’s perspective, its subtle adjustments and elements are implemented very well. Grinding seems to require a hair’s precision more. And getting off one’s board is useful and sometimes necessary, but it is definitely not the preferred method of transport. These conditions feel deliberate - sharpening the skills of the player, and promoting the joys of the skateboard. They are very subtle but, if truly deliberate, immediately flags Black Box to be a developer to keep your eye on [edit – Would have been, if EA didn’t lay the shut down on them].

In-game graphics and processing are also areas of improvement, with lighting, texturing, animation, and ragdoll physics making appropriate advancements alongside the state of today’s standard technologies. Art and sound direction have also received a makeover; the game’s intro feels a lot like a Beastie Boys music video featuring all your favourite skaters, in-game symbols and interfaces have been further modernized and polished, and the all around soundtrack is much more appealing over the partially sound music compilation of the original (Though Sister Nancy IS a rude gyal).
There are still some minor irritants though. Like many three dimensional games, quirky follow-camera issues make it difficult to skate as freely as one would like, while the inability to walk backwards just make most seasoned gamers scratch their heads. These two issues alone manage to break immersion, and when combined, are incredibly frustrating.
However, these irritations are rare, and Skate 2 does manage to satisfy the skater’s soul. Many sequels are drastically changed from their predecessors, sometimes to a fault. Skate 2, while not a vast difference from the original, sticks to a winning formula, and is a must play for all Skateboarding fans — but you already knew that didn’t you?


























