Bluffmaster
Skilled
Well Then maybe u haven't Read the novel , coz if u have had read the novel it would have been a MUST buy for You !!
I only hope the game itself isn't inspired from the movie but directly from the novel with its own models. Can't wait for this.
It's a long and winding road for the Interceptor. Born in Spy Hunter, the arcade classic, the Interceptor made a forgettable transition to consoles, and now it makes its big-screen debut in the upcoming Spy Hunter: Nowhere To Run summer action movie, starring Dwayne "The Rock" Johnson. And in an interesting twist, Midway will release a videogame based on this movie that is based on a game. Still with me?
This week, we got our hands on a very early build of Nowhere To Run, which takes you outside of the cozy confines of the Interceptor for the first time. Being the Rock and all, you're going to engage in some heavy third-person shooting and fighting action. Let's not forget the wrestling moves the Rock will unleash on masked foot soldiers -- devastating finishers like neck breakers and yes, Rock Bottom, the Rock's signature slam from his innocent days in the WWE.
We only were able to play four levels -- two vehicular-mayhem levels and two pile-driving hand-to-hand combat levels -- but it's clear Midway is aiming for a simple, arcade-like experience drawing on the Rock's star power and the storyline of the film.
The first driving level took place in Paris, and the Interceptor had no problem carving its way through enemy tanks and hummers and other vehicles bent on destruction. Even enemy helicopters jumped into the fray. The Interceptor features some powerful machine guns for its primary weapon, ala the original arcade title. It also has a secondary weapon, a kind of high-tech rocket with automatic targeting, that can be used to down airborne targets like the aforementioned pesky helicopters.
The machine guns did some serious damage on the evil NOSTRA SUVs and after a few seconds of taking heavy fire the Hummers caught on fire and exploded in the way only evil H2s can. The Interceptor can also employ tire spikes that protrude from its wheels to decommision NOSTRA cars that get to close. Midway told us that the build features incomplete levels and it wasn't kidding. After only a few minutes of winding through the streets of Paris along the Seine, our adventure came to an end. The Interceptor handles very "arcadey" at this point. Basically, you steer and it goes, laws of physics be damned. We're excited to see more driving levels to see just how crazed the Interceptor can get.
On the next level, the Rock magically found himself on the helipad of a NOSTRA transport boat. Cutscenes are incomplete at this point -- and we don't want to ruin the story for you -- so we'll leave the plot to your imagination. We do know that NOSTRA jacked the Interceptor (forgot to use The Club), and the Rock -- super agent Alex Decker -- has been sent to get it back. In order to blend in with the bad guys, the Rock pretends to be a helicopter pilot and disguises himself with a '70s porn-star mustache, ripped straight off the face of the biker from The Village People.
Of course, it only takes about eight seconds for his cover to be blown, which is actually a good thing, so you can finally start ripping the arms off NOSTRA agents. The development team at Terminal Reality had a great challenge making hand-to-hand combat engaging for Spy Hunter fans -- the Interceptor is the star of this franchise -- but we're pleased with what Midway has done so far. The system is simple but fun. He can simply punch people in the face. He can lift them up into the air and throw their bodies into walls, barrels, fish tanks or overboard into the ocean. He can use a stun punch and follow it with a devastating finishing move straight from the WWE handbook, like a powerslam, suplex or Rock Bottom. During these sequences, the camera slows to Matrix bullet time so you can feel the full effect of these spine-snapping maneuvers.
When tired of snapping NOSTRA neck, the Rock can also pull out a gun and shoot people. The third-person shooting is pretty standard -- basically hold the aim button and then fire. Throughout the game, the Rock will find machine guns, pistols, shotguns and rocket launchers, and he can duck and roll behind cover to get into a good position to pull the trigger.
Visually, Spy Hunter still has a way to go but it shows a lot of promise. The water in boat missions is most impressive as the waves glisten beneath a setting sun. Let's hope Midway gets the most out the current-gen consoles before Spy Hunter is put to bed because the environments and character models have the potential to look very nice. Our build was still very early, keep in mind.
The Rock also hopped into the sound booth to record voice-overs for the game. If what we've heard is any indicator, NTR will not be a film or game based on the stunning prose of the script. Here's one memorable exchange with agent Decker and an informant that was laugh-out loud funny for a group of IGN editors:
Dante: "Can I help you?"
Decker: "You can if your name is Dante."
Dante: "Yeah, what if it isn't?"
Decker: "Then I'll have to kill you."
Yes, NTR is an action movie through and through, and it's clear that's what Midway is aiming to capture with this game. NTR has a way to go. Only the very basics of enemy AI was included in this build, so you could shoot a NOSTRA agent in the shoulder and he'll often ignore the wound and go about his business. Obviously Midway will have this cleaned up before the final product, so it will be exciting to see the Rock going against some seriously evil agents and boss characters.
Click on the video link below for our first trailer of Spy Hunter: Nowhere To Run, which includes the Rock in his motion capture suit. Also, be sure to read the producer Q&A in which the project lead talks to the Rock, the Interceptor and the upcoming film, directed by John Woo. We'll have more on NTR heading into E3.
Given the critical and commercial success that God of War enjoyed last year, it's something of a no-brainer to assume that a sequel would be on the horizon. Following Sony's official announcement of the title last month, the publisher had a press event in Los Angeles earlier this month to show off the follow-up to the cracking original title. Today we bring you the first of two impressions from that event, which offers an overview of the game's development and some early info on what to expect. In early May, we'll bring impressions from a demo of the game in action.
The press event opened with David Jaffe, now creative director of Sony's Santa Monica studio, who brought those in attendance up to speed on the particulars of the first game and how the team set out to create a sequel for it. Jaffe noted that over the course of making the original game, the development process was almost as much about figuring out what the game should be, the team dynamics, and the overall mechanics as it was about making the actual game. As such, by the time the Santa Monica team wrapped up work on the original title, they all felt as though they finally had everything figured out on how to make the game.
Obviously, despite the team's obsessing over aspects of the game it didn't feel were perfect, the original God of War did alright for itself. When talk turned to the sequel, there were a number of logistical issues to iron out. The most significant was Jaffe's promotion to creative director of the Santa Monica studio, which left the director position on God of War II open. After a period of time where the idea of finding someone else in the industry and bringing them in to fill the position was entertained, the decision was made to go with Cory Barlog, lead animator on the first game. With a director in place, work began on the game in earnest so as to make use of its hard-earned experience and include elements that didn't make it into the original game.
In approaching the sequel, the team is aiming to avoid the sophomore jinx by making the game a proper follow-up to the original God of War, and the story picks up where the original left off. Kratos, a newly minted god, will be dealing with his new stature in life and the headaches that come with it. Unlike American Idol winners, the life of a new god, especially one in the Greek pantheon, isn't a whirlwind of photo opportunities and public appearances. As anyone who has read Greek mythology can tell you, a god's life on Olympus is surprisingly close to the later episodes of Survivor, where everyone is trying to figure out how to jack everyone around them. Though this way of life doesn't do much to help Kratos find the peace that's eluded him in his life, it does make for a meaty game premise. While the entire story hasn't been revealed yet, what has been revealed so far is that Kratos finds himself on a quest to change his destiny, which will send him on a butt-kicking spree across land, sea, and air. And based on the trailer that's been released, it will involve a whole lot of killing.
The gameplay will take the same approach as the game's story and build off of the original-game's mechanics by including new ways to murder your foes, as well as all-new mechanics such as the flying levels seen in the trailer. Look for more on God of War II May 9, when we'll bring you impressions of the impressive game in motion, followed by our Electronic Entertainment Expo coverage later in the week. God of War II is currently slated to ship in February 2007, for the PlayStation 2.
It's hard to believe that Midway's Mortal Kombat series is now on its seventh installment, Mortal Kombat: Armageddon. The title, which was announced earlier this year, is being crafted to be the ultimate entry in the series, with a roster of more than 60 fighters that are drawn from every entry in the series. To complement the encyclopedic collection of characters, the game features a comparable assortment of stages that spans the series. This year's E3 will see Midway showing off a sampling of nearly everything the game has to offer. We recently had the opportunity to get an early look at the demo running on the Xbox to see how the ambitious game is shaping up. Although the game is still a ways off and in a work-in-progress state, we're excited by what we've seen.
Armageddon's roster of sixty-plus fighters will feature both new and classic fighters.
Our demo of the game let us check out the three key elements of the demo, the fighting, character creation, and konquest mode, which are all headed in a positive direction. The fighting portion of the demo let us a check out the game's front end, which laid out the modes the game will contain. The modes listed were in line with what we've seen in the previous games, with some notable additions; kombat, konquest, and MK online have been included since 2004's MK: Deception. However, kreate a fighter is a very cool addition to the franchise; we'll be touching on that shortly. Kombat offers the usual three fighting options, arcade, versus, and practice. We tried out the versus mode to get a look at the roster and see what's new to this installment. The character-select screen is a massive two-sided panel the team had to create in order to accommodate the huge roster of fighters. The selection of fighters offered a good sampling of new and legacy characters that included Shinnok, Sheeva, Kintaro, Stryker, Sector, Rain, Scorpion, Goro, Jarek, Kai, Sareena, Fujin, and Sub-Zero. Sheeva and Stryker were looking quite contemporary thanks to their modernized makeover, which was more than just cosmetic. To ensure that the game is balanced, the team is retrofitting all the legacy characters. Every fighter will have two fighting styles you can switch to on the fly, as well as a weapon.
In addition to the retrofitted balancing, the fighting system is being refined over Deadly Alliance's in a number of smart ways. Jumping makes a welcome return to the fray after a noticeable absence, offering more combo options in the heat of battle. Speaking of combos, the trusty combo-breaker move is now joined by a parry that will yield precious moments that you can use to get in some choice blows that could lead to bigger combos. Better still is the expansion of air combos, which are now full-blown aerial butt kickings. However, the most significant, and radical, refinement to combat is the revamped fatality system. Whereas all the previous MKs tasked you with memorizing fighter placement and button combinations, MK: Armageddon's new system gives you the chance to create your own fatalities on the fly. Though purists may scoff at the new system at first, we have to say it's a pretty ingenious way to make the brutal finishing moves accessible to casual players while still letting veterans show their mad skills. The system is initiated in the same manner that fatalities have been in the last two games. After you've knocked the stuffing out of your foe in the second round of a match, you'll have to cycle to the fatality mode using the left trigger. Once you're in the mode, you can get to work. The system basically lets you chain together different button and D pad combos together to perform a fatality. The twist is that the moves are broken up into different levels that can be combined to perform lengthy chains or much simpler, but still brutal, traditional fatalities.
A slightly altered fighting system will still let you dish out the pain.
So for example, when you initiate a fatality you can perform linkable moves such as stabbing and dismemberment or ripping out spines, organs, or skulls, which you can then segue into finishers such as head popping. At the end of the chain, your handiwork will be rated. From the sound of things you can perform fatalities that run up to 10 parts. The catch to the lengthier combos is that every time you pull one off, a meter will appear onscreen and run down. If you manage to perform any of the fatality moves, another meter will appear and require you to pull off another move. The challenge is in pulling off the moves quickly, as each subsequent meter runs down faster than the one before it. When you top out at a 10-part combo or you run out of time, your fatality will be named based on how many moves you were able to combo. Though a departure from the fatality system fans have been weaned on, the new custom approach is smart. The system offers fair rewards to button mashers who aren't diehard MK fans, but also provides a pretty broad canvas for veterans who want to go to town and totally clown their foes. While the system was pretty much in place in the demo we played, the team is aiming to create a massive array of moves for players to draw on when performing fatalities that's a far cry from the 40 or so available moves in the demo. Superdiehard fans should also be able to re-create the various classic fatalities by chaining together the right moves.
As if the one-on-one combat didn't offer enough ways to murder your opponent, the team is packing the backgrounds in the game will all manner of deadly elements. Besides having the opportunity to check out newly made-over classic stages such as Goro's Lair from the original MK, the subway from MK3, and the wastelands from MK II, we were able to see the various death traps and weapons that are being tossed into the mix. The old stages seem to be getting some of the cooler updates at the moment; a catapult in the wasteland stage is fatal fun when you're able to launch a foe at a wall. At the same time, some of the familiar hazards from the old stages are getting a nice refresh, such as the train in the subway stage.
After we had our run through the finer aspects of combat in MK: Armageddon, we moved on to a look at the character-creation system in the game, which will likely be a mighty time suck for fans of the series. The robust system lets you make play in several main categories--appearance, fighting style, weapon style, special moves, extras, and bio--that feature several subcategories to offer even more customization options. For example, the appearance option will let you tinker with every aspect of a character, such as their gender, size, and skin color, as well as tweak specific elements of their face. Once you've crafted your ultimate fighter's appearance, you'll be able to log in some time creating a fighting style for them. You'll be able to name your style and pick moves to assign to different button combinations. The moves we saw in the demo were culled from the vast array of attacks used by characters in the demo, but the final game should also include original ones. Once you sort that out, you'll be able to do the same for your character's weapon and the special moves they'll be able to perform. To ensure that no one goes crazy, the system will include some limits to keep you in line with the amount of moves and attacks the other fighters will have access to. You'll top off your creation with a run through the extras option, where you'll be able to sort your fighter's voice and victory stance. The final piece of the process in the bio section lets you type your fighter's name, place of origin, and even a short bio. Though the system is still being refined, the meaty taste of how it works in the E3 demo was impressive and should let players create just about anything they want, including very close approximations to a number of well-known characters.
Ever wanted to create Mileena and Kitana's OTHER twin? Or perhaps a big ugly guy like this one? MK Armageddon's character creation system will help you make it happen.
The last element of the demo showed off the konquest mode, which is being tweaked in response to user feedback on Deadly Alliance. This time out, the story focuses on two brothers, Taven and Daegon, who wind up in a bit of Survivor-style sibling rivalry. It seems their father is trying to decide who to crown as his successor. The old man's method? A contest between the two brothers that sends them adventuring through Earth Realm in search of an ancient weapon that they'll need to use to defeat an elemental named Blaze, last seen in Mortal Kombat: Deception. Whoever manages to do that first will be crowned the new defender of Edenia and be given a powerful gift. Not the coolest thing for a parent to do, to be sure, but it does make for a good setup for Konquest mode, which now features a sense of urgency. You'll play through the mode as Taven and attempt to race through the challenges laid out before you so you can beat your brother.
The more intense premise is complemented by a revamped gameplay system that seriously beefs up the adventuring portions in konquest while retaining the one-on-one fighting segments. The E3 demo consists of part of the first chapter in conquest mode which will feature eight chapters total. The mode will follow Taven as he's awakened in Earth Realm and informed of the competition with his brother. The chapter plays out like an extended tutorial that slowly introduces you to the new mechanics in the mode while moving the story along.
If you played the konquest mode in MK: Deception, you should be familiar with the basic gist of the way the mode will play in Armageddon. However, a number of aspects have changed. The most significant element is the adventuring portion, which is now a mix of Shaolin Monks-style brawling, exploration, character interaction, and puzzle-solving. The first chapter plays out in a linear fashion, as Taven is sent to look for different monoliths that allow him to be contacted by his father, who brings him up to speed on the various battle mechanics in the game. You'll notice things are different from the outset of the chapter; the exploration sections of the game feature much more action. The world you'll be exploring will feature all manner of interactive objects you can smash, chests that you'll discover that contain money or unlockable content, secrets that will appear only when you're in close proximity to them, and several different hazards. The hazards we saw were a mix of environmental dangers, such as death traps ranging from blade-shooting statues to massive spiky presses that came stamping down from the ceiling, and aggro NPCs eager to pummel you. You'll need your wits about you to suss out the best way to deal with the environmental problems, while the NPCs will require some good, old-fashioned butt kicking.
Armageddon's konquest mode will feature plenty of adventuring, puzzle-solving, and, oh yeah, butt-kicking.
This time out, you'll be able to engage in some old-school brawling when enemies pop up. Better still, you'll discover you can perform simple one-button fatalities on the fly against your foes when they're dizzy. To be clear, the konquest mode's fatality system isn't anything like the new customizable system in the main game. You'll simply have to run up to a dizzy foe and hit one of the face buttons on your controller to perform a quick fatality. As you progress through each chapter, you'll begin to unlock special moves that will come in handy during your adventures. The first chapter yielded a special ground-pound move that sets off a fiery radial blast wave when you strike the ground in front of you, as well as a traditional fireball you can send hurtling at your foes. Once you've earned these moves, you'll perform them with the press of a button by holding down the left trigger, which calls up icons of the face buttons that have a particular move mapped to them, much like in X-Men Legends. The only limit to using these powerful moves will be a super meter that will be drained every time you perform one.
In addition to Taven's natural and unlockable abilities, you'll be able to use weapons while brawling with NPCs. The latter part of the chapter found Taven stuck in a room facing waves of foes. Fortunately, conveniently placed in the room was a hammer that could be picked up and used to smack foes around. Once the room was cleared, the hammer disappeared. Though fighting with mobs of NPCs will play a large part of the adventuring portion of konquest, the mode will still feature the traditional one-on-one battle sequences from the proper game.
Now, amid all of the above, the narrative will be playing out via in-game cinematics. The story unfolds a lot like a mystery, with pieces of info being revealed in cinematics that show Taven's parents having cryptic discussions about what's going on. At the same time, you'll be discovering bits of information through interacting with NPCs or, as in the first chapter, discovering murals in an old temple that hint at what's going on. As far as cameos go, MK: Armageddon's konquest mode seems to be aiming to cram in at least as many cameos as the MK: Deception's did. Besides Blaze figuring prominently into the story, the demo featured appearances by Kabal, Sektor, and Sonya Blade. The cameos tie in to one of the aspects of the mode that stood out to us, which was its scale. This time out, the mode has a bigger feel to it thanks to the various locations Taven went through. The young warrior wound up journeying from the starting area to an old temple, then to a forest, and finally wound up in Sektor's warship after being captured by the surly robo ninja. The final bit of the demo saw Taven escaping from his prison and trying to get off the warship while it was under attack from Sonya Blade's forces. In a nice geeky touch for fans, you'll hear Sonya and Sektor verbally facing off against each other over the ship's intercom while you go through its interior.
He's tough, sure. But not as tough as the NYC subway system.
As you can see even from this demo, MK: Armageddon is going to come packing a good chunk of content. The demo also featured a number of cool little touches we'd like to note. The main menu of the game will feature several different themes that will randomly appear every time you load the game, in much the same way that the DVDs for the first three episodes of the Star Wars films have different front ends. The currency system in the game will now be consistent across all modes. So far example, any koins you earn in konquest will be lumped in with the ones you earn in arcade, giving you some flexibility on how you earn your cash. Finally, some of the secret items you find will be tied to characters in the game, such as Kung Lao's hat or a picture of Johnny Cage we saw in the demo, and the game will yield rewards when you've found enough of them.
The visuals in the game pick up where MK: Deception left off, thanks to an enhanced graphics engine that serves up improved detail across the fighting and konquest modes. In the one-on-one battles, the fighters we saw looked sharp and moved well. The updated designs for the old-school fighters are in line with the new art style that's been introduced in the last few entries in the series. Old-timers such as Stryker, Sheeva, and Kintaro all fit in without missing a beat. The environments are on par with those seen in Deception. We're pleased to note that the old-school environments have been retrofitted to accommodate the same multilevel and interactive elements that have been introduced in the series.
The visuals in konquest mode have seen comparable improvements. The environments we saw showcased more-varied design and a larger scale. In keeping with expanded gameplay, the locales featured a number of interactive elements, such as breakable elements and death traps. Though the game was still a work in progress, the fighting and konquest modes already moved at a near-solid 60 frames a second in both modes, which complemented the smooth animation.
The audio in the game was still far from finished, but what we heard was well on its way toward matching the level of quality we've heard in the previous games. The fighter's speech is coming together well, and the music provides solid accompaniment to the standard fighting and the expanded adventuring in konquest mode. What stands out right now is the catchy way the music builds as you're inputting fatalities.
You can't tell from this screenshot, but Armageddon's music ain't half bad. Based on what we played, Mortal Kombat: Armageddon is shaping up to be an impressive milestone in the series. The large collection of fighters, the create-a-character system, refined combat system, improved konquest mode, and promise of more to come is a meaty offering for this installment in the series. We'd be lying if we said we didn't miss the puzzle and chess minigames, but the yet-to-be-announced new mode and new content may balance that loss. All told, we're pleased by what we've seen of MK: Armageddon. Midway appears to be continuing its upward trajectory with the MK franchise by putting the work into what's needed to keep the series evolving. Mortal Kombat: Armageddon is currently slated to ship this fall for the PlayStation 2 and Xbox. Look for more on the game next week from E3 and in the months leading up to its launch.
Source : IGNGod of War was one of those games that was undeniably brilliant. Everything from its spot-on control and combat system to its perfect art design and classic story set the bar for action games to come. But God of War was really only the first act in a much larger story, one that Sony's Santa Monica studio will continue with God of War II. We had a chance to see any early look at the game as director Cory Barlog took the reigns and walked us through an early section of the sequel. And just to skip to the point, yes, it looks like Santa Monica has done it again.
God of War II's story picks up right where the last game left off, with Kratos having been newly appointed the God of War. Of course, the gods aren't the most noble of beings and some order of foul play soon happens with Kratos ultimately ending up betrayed in some fashion, forcing the anti-hero to journey to the end of the world in order and seek out the Sisters of Fate. Details of the story are rather sketchy beyond this, though we do know that Athena will once again play a major role in the game, even more so than in the original we're told. As well, various Greek heroes will make appearances throughout the game in a story that's said to be even darker than the original.
The demo begins with one of the very first sections of the game where we find Kratos upon the back of a Pegasus, making his way towards an island at the edge of the world to seek out the Three Sisters. Heavy clouds obscure the view below at the start, but soon they begin to part and the massive island in the ocean below begins to come into view. It's unveiling is an awesome sight to behold and the first hint at things to come.
Though he's riding atop a Pegasus, the combat here looks to be nearly identical to what you'll find on the ground. A few demonic creatures atop gryphons soon catch up with Kratos and begin swarming about, trying to knock him off his winged transport. Lashing out with his blades (of Chaos or Athena's, we're not sure, as Sony is a little hesitant to make perfectly clear), Kratos takes them out one by one while his mount does the flying. As one demon remains, the Circle button icon appears denoting one of the series' contextual action sequences that you may recognize from the first trailer. Triggering it causes Kratos to leap over to the gryphon, impale the demon numerous times with his blades and then toss him through the clouds. And then in an entirely suicidal manner, Kratos cuts off one of the gryphon's wings just for the hell of it, then leaps towards the island hundreds (if not thousands) of feet below. Nice work Sony Santa Monica - this is exactly the way to start the sequel to our 2005 Game of the Year.
The demo then skips forward just a bit in time and we find Kratos on the island as he heads towards Medusa's temple. We're told the island features numerous different locales and environment types, but this section is rather rocky and rundown, looking as if no civilized creature has made its home here in some time. We're immediately introduced to a few of the game's new mechanics, like one of Kratos' new magical powers that gives him an ethereal bow for ranged combat. Quickly popping off arrow after arrow, a handful of demons are quickly dispatched as Kratos heads down a rocky opening. The path ends at a short ledge where we see a few pillars lined up against the ledge that support a short platform. Undead bowmen on the support rain down arrows towards Kratos, but rather than firing back with his own magic bow, he runs forward and grabs hold of one of the pillars, ripping it from the ground and sending the bowman just above to the earth below. A few quick lashings with his blades sends the demon back to hell before Kratos continues to rip apart the structure with his bare hands and take out the other creatures. There's no denying that Kratos is still one bad-ass SOB.
Upon arriving at the door to Medusa's temple, a few undead skeletons arise from the stony floor, one of the new enemy types in the game. They didn't appear to be much of a challenge as they sort of lingered forward slowly with sword in tow, but we imagine that just as was the case in the first game, these were weaker variants of skeletal enemies yet to come.
The door to Medusa's temple is covered in a giant cutaway of her head, snake-laden hair and all. It's her eyes that get you though, and approaching the door causes the familiar green rays to emit from the stone. It won't be so easy getting in, so Kratos heads off to look for the answer. Heading over to the right side of the temple, a small structure in the distance encases some sort of chest, but a rather large amount of lava separates Kratos from his prize. Heading to the left of the doorway, and towards another stone building, the camera pans up a bit to reveal a soldier fighting off a handful of creatures. He calls for Kratos' help, so assuming that the mortal will provide a clue of some sort, Kratos heads inside.
At one point in his journey on the way up, Kratos comes across another river of lava that he needs to cross, but this time there are a few circular contraptions that act as action puzzles. To the left is a waterfall of lava and to the right the river drops off again at another waterfall. Chains hold each of the floating, circular platforms to the base of the waterfall on the left and keep them from going over on the right. A crank on each of the platforms allows Kratos to spin them and pull one closer to the next, allowing him to jump to the next and be one step closer to the other side of the river, but demons continue to appear and prevent this from being an easy task. It's quite straightforward, but it looks to be a cool bit of a "puzzle" in that you'll need to rotate the discs until the very last second (as they'll unwind over time), take out the enemies as quickly as possible and then continue rotating.
A short bit later we're introduced to another new set of enemies, ones much more vicious than the skeletons. Three short mutants appear, each wielding dual-axes and capable of performing slashing spin attacks, moves that look like they're ripped right out of Kratos' book of attacks. A large Cyclops quickly appears and climbs over the nearby ledge, and one of the three mutants runs over to him and violently climbs upon its back by first slashing one of his axes into its shoulder to use as leverage. This action is dynamic in a sense in that just as Kratos is able to yank the mutant from the Cyclops' back, another is then capable of climbing upon it again to direct its attacks.
The contextual killing sequence for the Cyclops is extremely brutal in that Kratos first uses its knee as a stepladder, stabs it in the chest for leverage, climbs up a bit higher and violently rips out its single eye. This is an important note as Santa Monica has changed the power-up collection scheme for God of War II. In the first game, you'd collect hidden Gorgon eyes or Phoenix feathers to increase your health and magic. In the sequel, these collectible items are more closely tied to the game world in that you'll rip them straight from enemies. In the case of the Cyclops, performing the extended killing sequence and ripping out its eye will net you one of these collectibles.
Another new and rather large enemy that we saw was in the form of a giant demonic creature with horns, short hind legs and long arms. It looks extremely similar to the minotaur from the Challenge of Hades sequence in the first game, except that it's made up of fire and rocks. In fact, the creature actually appears to be a pile of large rocks and simply part of the environment as you approach it, quickly surprising you as it stands up and begins to attack. As Kratos takes it down, he latches onto its shoulder with one of his blades, runs around and climbs upon his back, stabbing him violently with both blades a little below the neck. Jumping over his shoulder as he spins, Kratos again thrusts both blades into the beast's chest and then a second time before backflipping off of the creature as it dies. Cool stuff to be sure.
After finally making his way to the soldier, he finds the warrior mortally wounded but capable of providing one last clue to entering Medusa's temple - the Golden Fleece. As Kratos works back out of this area and towards the entrance to the temple, he comes to a tight passage that's blocked by a somewhat large but moveable stone block. Pushing it through the hole and exiting, he's back just outside of Medusa's temple again, but with the large stone block in possession.
A large outdoor structure is nearby and situated on the edge of the lake of lava, its architecture made up of a set of pillars holding up a large roof. It's essentially a smaller version of the Parthenon, measuring what looks like roughly 30 by 50 feet or so. The structure happens to be a tad off-balance, confirmed by pushing one stone block already inside the building towards the edge overhanging the lava. By moving the second stone block over there as well, the structure tilts just enough for Kratos to get his fingers under the opposite edge. Mashing R2 to lift the structure, Kratos dumps the whole thing into the lava, its mangled roof acting as a bridge to attain the Golden Fleece. The Fleece can then be used to deflect Medusa's gaze and enter the temple, but that's where our demo ended.
It'll hopefully be obvious after having read this, but suffice it to say that God of War II looks fantastic and promises to be as worthy of a sequel as we could have wished. There are a number of other new additions to the game that we haven't yet had a chance to see, like the inclusion of Icarus wings, but we'll have to wait with abated breath for that.
One of the biggest questions that always comes up when talking about the game is why Sony decided it was best to release God of War II on the PS2 rather than on the PS3. The main reasoning behind this is based around technology and tools in that the Santa Monica team didn't want to have to reinvent the wheel and spend a year or more to get an engine up and running that had as many features (and ease of use) as the current GoW engine. The team says that many of the features cut from the first game were done so because the ability to properly implement them came too late in the first game's development. Now that they're able to take a polished engine and build from there, the team is able to bring Kratos' world to life in ways that weren't possible last time around. And really, with a team that's able to push the system as far as it can go coupled with impeccable art direction, we're not complaining one bit.
God of War II is currently slated for release in February of 2007, though we'll be able to get our hands on the game this week at E3, so stay tuned for an update on one of the PS2's most highly-anticipated games.