Fuzion Frenzy 2, F.E.A.R demos
On Xbox Live Marketplace.
The deluge of new content onto Xbox Live Marketplace continues ahead of X06 later this week, with F.E.A.R. and Fuzion Frenzy 2 playable demos now available.
The Fuzion Frenzy 2 demo consists of three of the game's 40-plus mini-games, and weighs in at 293MB, while details on the F.E.A.R. demo are fewer but the file-size is 542MB.
Xbox Live Marketplace also now hosts trailers for Forza 2 (customisation), Portal, Import Tuner Challenge, Virtua Tennis 3, Eragon, Need For Speed Carbon, Battlestations Midway and The Darkness.
Meanwhile, there's a Mass Effect picture pack, and a Forza 2 theme, which runs to 150 Microsoft points, along with a host of show-floor videos to check out.
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Comments (30) Latest comment 5 years ago
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But I am really interested in the Fusion Frenzy stuff, if played over Live this could be a cracking load of fun.
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Come on Bioshock deliver the same feel.
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I didn't like it.
I'm also puzzled why MS is giving IP like this a second shot when other original Xbox IP has been binned..... (and the original IP in question here was pretty rubbsih first time around)
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Fuzion Frenzy + Live is a good thing indeed.
As for developing this IP, i suppose there are a number of reasons. A: There aint much competition in the party game genre on the 360, and secondly it was prolly vry cheap to do.
cant wait mind.
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Its becos you is bang-up hard!!!!
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So I'll probably avoid FEAR>
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Yeh, but SS2 is in a league of it's own. I've replayed that game coutnless times and it is still good. I think that you can count the number of games over the past decades that are on the same lvl on one hand.
Its becos you is bang-up hard!!!!
I eat babies and their candy for breaky.
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Fusion Frenzy on the Xbox was awesome with 4 players! Having 4 friends over at the same time was cool.
I can't wait for Fusion Frenzy 2 on the Xbox 360.
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There was no aim-assist that I could detect, which is a real pity, but the actual acceleration of the crosshair when moved around was easily one of the better examples I've seen.
I personally found that tweaking the sensitivity down a bit really helped, as I kept overshooting at first. The lack of aim-assist is to be lamented as it is really what seperates Halo from its peers. FEAR is good, but its still not up to Halo standards when it comes to controls.
@jlaakso
What aspect of the controls did you find annoying. The stick sensitivity, the way they were laid out, the way the character responded? I did personally find jumping around and climbing over stuff to be a bit sluggish, so I seperate that from my comments on the aiming system above.
I noticed that the demo has no left hand support. Normally I would hope that this would be covered in the full game, but then this is Ubisoft and they have consistently shown that they don't really give a f*ck about that aspect of the game interface. I never stop finding this shocking, maybe its just me, but it seems nothing less than incompetent. Strong words, but its a subject that I feel strongly about (I'm actually right handed myself, for the record).
I don't want this to turn into a southpaw thread though. The demo had a lot going for it and I think people should check it out and form their own opinions. Some simply won't like it (smelly, this one isn't for you, as well we both know
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If it's anything like the pc demo.. The demo will be bloody ace, and make you REALLY REALLY want to buy the game.
I'd suggest you dont, as you'll be VERY disapointed.. But that's just me.
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The head bop is quite excessive and and moving felt jerky. I don't know if that's down to the sensitivity, too, we'll see. I had trouble hitting the ladders and so on.
Also, my pet peeve is present: why no option to toggle the crouch and lean?
Many games get controls right without any tinkering, I don't know why it's so hard for some devs. FPSs I've been really put off by control issues are the aforementioned 360 Far Cry and Xbox Rainbow Six 3.
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I'm with you on that. Lean I can live with, but no toggle crouch option is poor. Quite common though
Consoles really get a bad deal in that regard. Anyone familiar with PC games will agree that most of them give you shit loads of options. I've even seen seperate controls for mouse speed AND acceleration, with both axis being seperately controlled (so 4 sliders in all). With consoles you are lucky if you get seperate X and Y sensitivity (I'm not slating consoles BTW, they are all I play these days).
Regards quality of controls, I think it comes down to a matter of priorities. Most devs could get it right if it was given sufficient time, but it seems to me like often as not things are just built to be functional (press left, camera moves left, tick) without enough time being spent on making the controls do the job they are supposed to do, which is surely to allow you to control the game with as little thought as possible (thought about the controls I mean, so you can instead spend time thinking about what you actually want to do in the game).
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By the by, I always felt that Monolith's FPS games had clunky controls, way back from Shogo and No One Lives Forever.
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I was still a little creeped out even after playing the PC version but more disturbingly I couldn't twitch fast enough to aim the damn crosshair. I'm rather good at hitting the walls just above and to the left of the shoulder. damn sticky controls.