Top Stories
 

Ghost Recon:Future Soldier Has Gone Gold

Get ready soldiers! Ubisoft’s latest gun toting sensation, Ghost Recon: Future Soldier has gone gold. Time to make sure those pre-orders are down and you are strapped and ready for war.

Ghost Recon: Future Soldier’s beta is currently one of the hottest things across both major HD consoles these past few weeks and now it is time to prepare for the real thing. Players will join an elite team of highly trained soldiers armed to the teeth with top of the line cutting-edge hardware that would make James Bond proud and Sam Fisher green with envy. So if you are enjoying the beta, you have a few weeks to get those pre-orders down until the game fully launches.

Ghost Recon: Future Soldier launches on Playstation 3 & Xbox 360 on May 22nd in North America, May 24th for PAL territories and the 25th for UK. The PC version will be launching June 12th in North America, 14th for PAL and the 15th for UK.

Lian Li Keeps Things Spinning With the HTPC Case

Popular PC hardware manufacturers, Lian Li, have recently lifted the lid on another new design for their line of slim-micro ATX form factor PCs. Compact users on the market tend to turn to Lian Li for their extensive collection of small form PC cases to build space-saving basic use machines for in the home or office. With today’s leap in PC hardware, these cases can offer extremely efficent performence for users not looking to heavily game and encode on their PCs, and Lian Li’s new Upgraded Mini-ITX HTPC Case – PC-Q09FN helps to simplfy that choice once again.

The PC-Q09FN packs everything from a DVD-drive, hard-disc drive, mainboard and its components into a small, almost Mac-esque brushed metallic box of small proportions (296mm x 140mm x 190mm)

The new upgrades chassis packs a couple of high-speed USB 3.0 ports on the front, an included 300Watt PSU to power the machine and lots of neatly positioned fans to keep it all cool. With a base weight of 2.44KG, the Lian Li PC-Qo9FN will stay light-weight even once your components are fitted inside its accessible shell. Those who need a little extra storage space can also opt to cram in 3 2.5″ HDDs or SSDs should they need to.

The chassis and its included PSU is available now for 150 Euros across Europe (without VAT) with a confirmed UK price to be announced alongside its late May launch.

 

Skullgirls PC Announced

The fantastic PSN and XBLA fighting title Skullgirls is making its way across to PC, according to developers Autumn Games and Reverge Labs.

This wont be a straight port though, the PC version will come packed with some extra content for fans to enjoy. Including in-game move lists, even more tutorials, retuned single-player AI, enhanced leaderboards (whatever that means), name displays for online matches, and more multiplayer regions.

These new additions will also be added free of charge to the PS3 and 360 versions of the game via patches, they will also bring some platform specific fixes.

Autumn Games president and COO Jason Donnell explained the reason behind a PC release:

“Since the day we announced Skullgirls, many gamers have been asking for news of a PC release.”

“With the console versions recently launched, Reverge Labs is turning its focus to updating the game and bringing Skullgirls’ action to PC gamers. We’re thrilled with the very positive reception the game has received, and the great support and feedback we’ve been getting from the community on a number of ways to make the game even better, and we’re excited to be working on answering those requests.”

Skullgirls on PC will be released later this year via various distribution services – you should read our review of the console version if you’re thinking about picking it up.

Guild Wars 2 Preview

Back in 2005, the year of the Xbox 360 and the start of the current generation, PC players were treated to a brand new MMORPG from the guys behind Richard Garriot’s latest revenue eating title; Guild Wars was it’s name. The latest challenger to the vastly increasing genre took a very difference approach the to almost static and traditional style of MMORPGs of the past offering bot party systems, fully instanced gameplay outside the allocated gathering hubs and, most daring of all, no subscription fee.

Just two years into its life, Guild Wars 2 was revealed by the staff of Arena.net and has only now entered a beta we were allowed to play. So yes, we’ve played it, people are looking forward to it, and we have the means to either attempt to crush their 5 years of anticipation and excitement or just to say “yeah, you’re safe”. We’ll leave it for the rest of the lengthy paragraphs to explain though.

MMORPGs have typically all followed the lines of war. World of Warcraft speaks for itself, as does Warhammer and Lord of the Rings, but they were all handily crafted from long established lore tomes and pages of the past while Guild Wars managed to stand out for itself on nothing more than good marketing. The war against the arc-backed Charr waged on with players heeding the front-lines of the human defenders of Ascalon before jumping ahead to the future to see the war’s devestating effects. Guild Wars 2 continues the story of the ravaging battles yet this time introduces new contenders to the fray while giving players the chance to engage themselves in a much more personal story.

Having access to all but two of the 5 races planned for launch, many will already be glad to hear that the Charr are amongst the playable species. The originals style of almost single-player like mission maps returns did a good job of immersing you into the war of the nation, but only with small groups, almost like body guards. Guild Wars 2 however excels in making the ‘Guild Wars’ feel as epic as it sounds. The cities are big, the overworld is full, and random break outs of menacing enemies spur from nowhere on a regular basis requiring bands of players to congregate together for some pretty large-scale and hectic battles during their walkabouts.

It’s easily all about the epic scale in Guild Wars 2. No longer do you feel tied to guard duty as you once wandered the battlefields in controlled covert operations or being the Ascalonian King’s personal bullet sponge. This time the war feels real. You’ll pick from a few traits and following when you create your character, choices personal to you in some form to create a character with more purpose, more reasons for it to rightfully be your avatar. Defining why you fight and who you fight for, your ventures of the land will feel true to the almost cataclysmic battles destined to shake it up. Even as you enter the first city you first batch of dialogue will come in face-to-face cutscenes with the people of the area, one acting like a commander to yourself will open your map and dot each specific area with jobs for you to do, people to help, and enemies to crush rather than expecting you to go out in the middle of so-called “war” only for you to pick herbs from a farmers garden on your own accord. Where other games just leave you to do what you will in the midst of a world breaking confrontation, Guild Wars 2 makes the war the forefront of the game, as it should be, and really lets you grasp just what is going on without you even realizing by throwing you into both the heafty consequences of battle and the minor inconviences behind-the-lines attacks can have on areas such as produce and livelihood.

 

We took both the Charr and Human starting campaigns for a spin, and while we grasp the fact that each race starts the game at the same point, it’s safe to say they both take very different approaces to the bombardments shattering the ground just outside the area. The Charr, for instance, are expected to take everything as it is and use their ruthlessness and brute force to face the problems head on. During the time of game’s start you’ll be fighting your way through the crypts of the Ascalonian ghosts and fending off Flame Legion troops. Fast forward a bit and you’ll have your commanding leader getting all up in your face after your own squad suffers near total losses under your watch. You’ll then be spending a bit of time standing up for yourself, evidently rejecting the Luitentant’s threats to murder you and eventually proving yourself able to take his job and come to a decision of either killing the whiny leader in the arena or letting him go. You’re a Charr, sure, but the decision still had us pondering the consequences – if there were any.

The Humans, on the other hand took a much more civilzed approach to the brawls taking place outside the city. The stormy weather screams disturbance and unease in the surrounding areas and nobody likes to fight on the front lines in the rain; so you won’t. Rather than charging into the frays of the battlefield or killing the man they once took orders from, the humans are ordered by their commanding officer’s to help the locals in any way they can. Farms are being pillaged and burned or their crops and some weird feathery animals are getting lost in random bushes – people need them for food too so you’d better get digging through to find them! You’ll be filling in the duties between stand-offs with a bulky individual who started a rather uncessecery bar fight and wounded a frail man. While the man was arrested he somehow broke lose and it’s then your job to hunt him down once more while figuring out who let the man go.

The jobs marked around the map are essentially the quests you’re used to in other MMO titles, but they’re considerably longer, usually more rewarding, and only come in small waves of 4-6 to tide you over and train you before you jump into the next story related mission objective. It’s a much more refreshing version of questing and really limits the amount of repetative gathering and grinding you do in other titles. The fact that they often explode into the multi-man missions World of Warcraft players are only used to from calander events makes them all the more sweeter; running around putting out fires, stomping on huge burrowing worms and fending off bandits together with people you didn’t even realize were around you left us with a certain back-shiver fondly reminiscent of long drawn-out boss battles in other games.

The full map offers underground cartography too!

Combat on the whole will feel pretty familiar to those already accustomed to the Guild Wars formula. It isn’t built with multiple action bars in mind and instead focuses on offering even more skills than those other titles, albeit with only access to 8 at a time; meaning class rotations are all character unique rather and stick to a persons own preferred play-style rather than the best laid out before them on an internet spreadsheet. Your standard attack can be left on auto while you dish out the rest of the damage with your other keys. With the Mesmer and Warrior we trialed during the beta, the former reminded us of fire-spec mages for those who played them in World of Warcraft; very mobile, very flashy, and very fun to play while the Warrior seemed like that standard crazy hack n’ slash class of all the rest. A difference here however is the ability to use the enviorment to your advantage. Debris scattered around the area often opens up new paths for attack no matter what class you play. Throwing stray cannonballs at the enemy and hitting them with rusty metal poles from the ground gave us extra opportunities to stun them by surprise and work from there. Dodging mechanics like a roll are now implemented with double taps of the movement keys and, with the system being real-time, should be used to avoid more powerful attacks should you be able to notice them in time.

We’ve waffled on a lot and yet not nearly enough, with still no real release date for the game Guild Wars 2 is already shaping up to offer the superior storytelling experince its original brought the table with tasty changes made to already enjoyable combat system. Visually, however, the game isn’t quite the leap forward its predesscor was back in the day but does offer absolutely incredible environmental design work from what we saw. Fans of the original were already bound to fall in love with this game even before they saw it and our current verdict is that it was certainly deliver. We’ll be involved with the next round of beta tests and are planning to get some nice footage together with the other TGH staff members joining in on the action. You’ll be able to make your own verdict then without us breaking our fingers on the keyboard of a thousand words again during the middle of the night.

Modern Warfare 3 Free Steam Weekend

Activision’s ageing yet consistantly popular FPS, Call of Duty: Modern Warfare 3, is often hailed for its multiplayer deathmatches. But those of you who got bored of the series during the midst of its huge burst of popularity may see some solitude this weekend as the game goes completely free on Steam.

Starting Friday April 27, PC gamers with a Steam account can play the entire multiplayer section of the game online for free during the whole weekend. You can even download the 15GB game right now to be ready for it.

It’s a good chance to see if enough has changed to entice you from your other games. Maybe EA managed to steal your heart from Activision with Battlefield 3.

Free stuff is always worth your attention, either way.

 

Max Payne Demands Your Cores, Memory, and HDD

Rockstar have published the PC hardware requirements of their sequel to Remedy’s excellent Max Payne series, Max Panye 3.  The hardware specifications listed on the website don’t go into much detail as to what is low-end and what is high-end, but the company assures users that Max Payne 3 will run on a wide variety of machines even at the low end mark; and these specs reflect that. Interestingly enough, you’ll need a whopping 35GB of space to unpack Max.

PC players love a good spec list, so here it is:

Max Payne 3 PC System Specifications

Operating System: 
Windows 7 32/64 Service Pack 1, Windows Vista 32/64 Service Pack 2, Windows XP 32/64 Service Pack 3

Processor:
Intel Dual Core 2.4 GHZ -  i7 3930K 6 Core  x 3.06 GHZ / AMD Dual Core 2.6 GHZ – FX8150 8 Core x 3.6 GHZ

RAM: 
2GB – 16GB

Video Card:
NVIDIA® 8600 GT 512MB VRAM – NVIDIA® GeForce® GTX 680 2GB VRAM / Radeon HD 3400 512MB VRAM – Radeon HD 7970 3GB VRAM

Sound Card:
100% Direct X 9.0 compatible – Direct X 9.0 compatible supporting Dolby Digital Live

HDD Space:
35 GB

While the post seems to suggest a simple 2gb machine running age-old hardware such as a 8600GT GPU and 2.4GHz dual core processor as a low end, the recommended specs are either non-existant or exceptionally greedy; if the latter, it seems Rockstar will be the first to utilize the 8 cores offered by AMD’s new FX8150 processor and the first to put a 16gb memory rig to use in a game.

To us, it seems Rockstar have just released the list to reinstate that almost anyone should be capable of running Max Payne 3 on their machine with the highest-tier specifications just suggesting what will guentee those fancy DX11 features to fun without a single dropped frame.

Bethesda Gives Prey 2 Update

Ever wonder what exactly happened to Prey 2? It was scheduled to release this year but as far as information goes it has gone dark, and by dark we mean pitch black. Rumours even surfaced that the project had been cancelled; however, Bethesda has decided to send out an official update regarding the situation behind Prey 2.

The following is a statement from Bethesda’s Global Public Relations Representative Tracey Thompson.

Development of Prey 2 has not been cancelled but the game will not be released in 2012 as planned. The delay is due to the fact that game development has not progressed satisfactorily this past year, and the game does not currently meet our quality standards. Prey 2 has shown great promise and we regret disappointing our fans. We have made a substantial investment in game development to deliver the experience fans want. We are determined only to release the AAA game that fans rightfully expect, and are unwilling to compromise our quality standards to meet a release schedule.

So it looks like they are not willing to compromise the standards they have already set for the title. That is something we are glad they have done and hope more publishers take note. We don’t mind a justified delay as long as it benefits the final product.

Kudos to Bethesda, at least Dishonored is looking to release this year.

We got to take a look at Prey 2 in action at Gamescom back in August, all we can say is that it’s good news it’s not been canned because it looked incredible.

 

Binary Domain PC Announced

Sega have finally announced that they will be releasing a PC version of Binary Domain so that PC players can finally experience the joys of Team CS1′s future Tokyo shooter.

The PC version is in fact developed by Devil’s Details instead of Team CS1, but will have the same feel and features as the original.

Sega have announced that it’ll release on Friday 27th April for $39.99 (£24.99).

It’ll use Steamworks for it’s DRM software, meaning you’ll have to add it to your steam account, it is unsure if the release date of next friday is in fact for retail or just for online distribution – we’re doubtful just because of the short gap from announcement and release.

It also appears that there will be various pre-order bonuses given out across different outlets. It’s assumed that these will be the usual player-upgrades for multiplayer, new weapons, multiplayer map, a ‘ninja class’ and more. More information will be given when retailers are confirmed.

You can have a read of our Binary Domain review so you can work out just what you are missing out on – that is until next week at least!

Grab the Dear Esther Soundtrack for a Measly £5

We liked Dear Esther, we liked it a lot, and now the soundtrack for the astoundingly touching game that for some reason some classed as a horror, has become available to download via Bandcamp.

The developers and their composer, Jessica Curry, are more than happy to let you listen to the tunes to make your walks on the coast a little more atmospheric, though we’re sure they don’t hope it leads to any ill intentions or them ending up on the 5 o’clock news.

You can nab the beautiful sounds of here for the small price of £5.

Confrontation Review

Confrontation is a hybrid strategy/RPG with a surprisingly refreshing, although not mentioned, dungeon crawl aspect thrown in for good measure. It tells the tale of the “Rag’narok”; a war between 4 rival armies across 3 factions for possession of the land of Aarklash. The age long war has shifted to the final region of the world for one last climactic confrontation, and rather than doing what most games do having you control massive legions of troops, you’ll control a small troupe of specialised soldiers to carry out controlled mission objectives from behind the scenes. But coming from our preview of the title last month, how does the finished product fair against itself?

Once again setting out on our daring quest to find the root of the sudden rise of Scorpion enemies, we take control of the Griffin troop, Darius, and locate the three other soldiers assigned to accompany him in his mission. Traversing down the dusty walkways of the wastelands you’ll start to get your first true taste of the combat you’ll be diivng face-first into quite literally around every corner and as the end of each path during your time with the game. Each of your 4 characters will have their pool of 5-6 spells raring to go by the third or second mission leaving you with a lot of choices to cross off your list as you experiment with what works best in each fight. Battles don’t just depend on raw damage output though as each character will show increased potential in serving certain roles, but can, and will, be required to cover other jobs during the frantic frays. Darius, for example, excels as the traditional paladin tank; his sword/shield combo, high health pool, and charge skill allows him to quickly sprint toward a single main target and ensure the beast fights him and him alone. Pair this with his ability to buff himself and allies and gradually heal his own wounds means he’ll be pulling out a lot of tricks not solely categorized as traditional “tank” roles. The same goes for the rest of the characters, they’ll excel in one role but certainly be required to play support making the amount of combat variety, pre-planning, and sheer learning curve stand high above its competitors.

The story of the Rag’narok and the fight between the factions of the land won’t do much to drag you into the lore. The archives situated on the main menu will slowly unlock more information for you to read should you manage to get into it, but for the rest you’ll just want to fight more bad guys rather than listen to the deep voice explain something you’re not really compelled to listen to, and it’s online mode won’t do much better to draw you in.

After clearing out the dripping caverns of Laboratory SO42 and its spliced mechasyatis brawlers, you’ll undertake a bit of a perspective shift. Turning to the prison cells of the murky lab factory you’ll begin to control your newest unit, a captured griffin shadow lurker soldier whose cloaking abilities allow her to escape captivity and free her other captured squad-mates. Again, you’ll be getting a great sense of combat veriety as you come to terms with another new squad and their many strengths and weaknesses. The executioner, for example, is one of the first pure-damage dealers you’ll gain; but she can only fulfil her impressive combat skills if you’re able to cloak her before an enemy buried in the fog of war catches you off guard, then her main ability becomes a much more deadly assassination attempt known to kill the more human enemies in a single blow. You may find it a pain to have your character roster swapped after just coming to term with Darius’ squad, but it’ll work out well in the end; we promise.

Everything is playing out at the same time as each other. Darius and his team are making their way out of the laboraty to escape the hitsquads alerted by the death of their main abomination by the hands of the Griffins just as your current squad uses the attention swap to make their own escape. Once outside, you’ll see the perspective switch again as Darius and his merry men see one of their own fall victim to sabotaged gylph stone forcing you to make do with just three units as you try to fend of waves of Scorpion troops coming in from all directions. Should you accomplish that and see the other team out of the menacing lab, both squads will regularly cross paths with the other on the elevated walkways of the wastelands outside until the snaking bridges allow permits them to join together. At that point you’ll then have access to swap each unit out for another to mix and match your 4-man squad to best suit your preferred play style. Again, adding a lot more depth and potential strategy to the mix.

You’ll find yourself having to tread carefully during every second of the game. The ability to quicksave with the F5 key would easily leave you regretting ever buying the game if it wasn’t there. The fog of war covers your ability to see the enemy until you’re a few feet from them charging into your chest before you even have time to acknowledge their existence, and oftentimes there are more than just the two visible men laying in wait to surprise you. It’s a little unfair, but the ability to live-pause the game with the space bar to issue your commands is the very reason why your slow advancement are completely necessary. Without it, you’d have no chance of cycling through your characters, determining the best attack choice and issuing them before one of your units hits the dirt face first. It might seem easy it that sense, but the shoddy unit pathing issues and slow reaction times akin to 600ms latency of your faviourte MMO means your chances of survival may just rest upon luck in the end; and that’s not something a strategy gamer really rarely likes to think about.

Still focusing on combat you’ll notice enemies also take on certain roles in the pack, much like yourself or even like those of MMORPGs. Usually the names of the enemies and their inclusion of a mana bar usually acts as enough of an indicator to tell you “Yep, that’s a healer” giving you ample time to dispatch the squishy little tag-a-long before he has the chance to turn the fight into an endless loop of clashing blades. It’s the same for Confrontation, but quite a bit more relentless; unfortunatly. While the resource bars and names will tell you the difference between a healer, mage, or sabotaging de-buff machine, the lack of any deep spellcasting system means that you have no chance of anticipating a deadly AoE attack that you should probably avoid, an incoming heal for you to interrupt, or even a debuff that unfairly freezes all of your units for 15 seconds or more. Worse yet, the lack of visual ques for negative effects from the enemy (armor debuffs, control effects, etc) means you’ll often not realise your own unit being brainwashed and taking out your main man. Only a small coloured icon will rest in the corner of the screen to indicate such a problem, and with an enemy, you’ll have to click each one individually just to inspect the off chance that they’re immune to death while the sneaky little knave at the back is still alive.

Positioning is still key here. Your units are often capable of switching between ranged and melee weapons to better prepare them for claustrophobic situations. It can alleviate the pathing issues during combat, but then you’re effectively being forceed to employ a specific tactic rather than having the freedom to come to your own decisions. We’re complaining a lot about these pathing issues, so we’ll just come out and say it; your units are programmed like dogs. It’s like if you throw a stick for a dog, there’s always the off chance that the little mutt will just ignore it, run around frantically, or actually go for the target; and it’s the same for your squad. Assigning stat points, glyphs and upgrades to your units adds another level of customization and depth, and we welcome that, but it’s little use when your units can’t quite seem to find the enemy that’s pummeling its claws up the nose of your delicate healer/support hybrid.

Confrontation should have been much more than what it proved itself to be. The sheer volume of tactical play needed walk out alive from each battle is a true testament to hard-core strategist, but the clumsy unit pathing issues, unfair enemy reactions and de-buff times left the alreaedy intense difficulty curve much more cruel that is should have been. You get a buzz of victory after each fight, sure, but half the time that feeling was just due to everything working in your favour for a change rather than your main tank deciding to circle around your mage instead of attacking the hulking beast smashing through the the skulls of your units. It’s quite frankly a clunky mess, but when it works, it’s incredibly satisfying; it’s just a shame that with some polish, Confrontation could have been something amazing but overall just feels like it was rushed out to hit a relentless deadline.

Final Score: 2.5/5

 

Champions Online Alerts Us To New Threats

Perfect World International have gone on red alert to release a major update to their crime fighting, super-power fueled F2P MMORPG, Champions Online.

The new “On Alert” update entices players to battle against evil in their usual hero vs. villain brawls while building acclaim with their factions to reap the rewards for their hard-work and effort toward the fight against evil. Players can gain access to additional travel powers and gear, and also customize their equipment for increased stat gain through the Modification and Fusion system.

Star Wars: The Old Republic Enters v1.2

Former padawan and MMO jedi are invited back to the galaxy in the second major content update of Bioware’s MMO, Star Wars: The Old Republic. EA and Bioware are offering past players a free 7-day return to the skies amongst other rewards for active players.

As it enters its 1.2 update; bringing with it additional high level content, guild banks, and an updated legacy system, Bioware are rewarding customer loyalty by giving away ‘Tauntaun Ram’ in-game pets to current subscribers and to those who subscribe between now and Saturday 21 April. Secondly, those with an active subscription and a character at level 50 prior to April 12 will be pleased to see a free month of game-time added to their account.

In addition to the Legacy System, the Game Update 1.2 will introduces other game features, including improved UI customization, Guild Banks and valuable new in-game items. This game update will also introduce challenging new high-level content for both experienced and new players to enjoy:

  • Flashpoint: Lost Island continues the story of Flashpoint: Kaon Under Siege from Game Update 1.1 – Rise of the Rakghouls. Players must survive a menacing island of mystery on Ord Mantell as they hunt for clues to the Rakghoul virus outbreak that ravaged the Tion Hegemony. But the answers to this riddle may prove fatal! This flashpoint is for groups of four Imperial or Republic players with characters at level 50.
  • Operation: Explosive Conflict sends players to a new zone on the planet of Denova, where traitors and mercenaries are selling the rare explosive mineral baradium to the highest bidder. Players will battle through hordes of droids, mercenaries and deadly creatures all fighting for control of the planet and its valuable resources. This Operation is for groups of eight or sixteen Imperial or Republic players with characters at level 50.
  • Warzone: Novare Coast pits two teams in an epic battle to control multiple mortar locations and use them to bombard vulnerable enemy bases. Like the Huttball Warzone, Novare Coast can be played Republic vs. Empire or with players of the same faction fighting each other in a thrilling contest of wills to determine each side’s greatest champions. Like all Warzones, Novare Coast is available for characters over level 10.

Will “Fragmenting Reality” Innovate the Bioshock Series?

Let’s get something out of the way- the original Bioshock game was incredible.

The game released at a time when FPS games were becoming run of the mill “go here and blow this up” shooters. Bioshock set itself apart by taking the most exciting elements of FPS gameplay and refocusing the format into an immense, masterfully created universe- while simultaneously creating what has been argued to be one of the best story lines in modern video-gaming history.

Irrational Games has an uncanny ability to produce their Bioshock series with a fluid connection between art, gameplay, and character creation. Because of this, many gamers are incredibly excited about the upcoming third installment in the series- Bioshock Infinite. Even more, however, are questioning whether or not the innovations of the gameplay, specifically the ability to “fragment reality” will be an improvement to the game, or its downfall.

First, a bit of background for newcomers (feel free to skip a few paragraphs if you’ve played previous titles):

Moving away from the confines of Rapture’s dystopia, Infinite takes place in the expansive city of Columbia; a city built in the sky. The city started as a place of wealth and prosperity, but has become one of anarchy after an attack by the citizens on a group of bystanders down below. After this attack the city was exiled, leaving the citizens (and the city itself) isolated, floating around the upper reaches of the atmosphere. This, of course, leads to civil unrest and a city at war.


Infinite
‘s story begins with your character being tasked by mysterious individuals to infiltrate this lost city and rescue a girl named Elizabeth. This girl, in particular her abilities, have become the source of much attention by the two opposing forces in Columbia (those who have become engaged in this civil war).

Elizabeth has the ability to control fragments of an alternate reality- she can use those fragments to fabricate materials and conjure various entities which are incredibly helpful to both herself and your in-game character. She can for instance, create makeshift cover in front of your character, saving you from a barrage of bullets or conjure a storm of electricity to dispose of enemies blocking your path.

According to what has been released about the game so far, Elizabeth is not directly controlled, but rather reacts naturally to the environment and provides gamers with the choice to use her abilities in times of need. However, as with all things Irrational Games related, there is a twist- using these powers come at a cost– Fragmenting reality will hurt and damage Elizabeth when you choose to use her abilities.

Thus, utilizing Elizabeth’s abilities becomes a matter of morality- do you make your journey through the game easier at her expense, or trudge through without her help, albeit with a feeling of heroism and good-will?

Bioshock Infinite is a very interesting concept. The game will obviously retain a lot of the natural Bioshock charm, but at this stage of pre-release does cause long-time fans to pause and speculate as to whether or not this “fragmenting of reality” will be a benefit or hindrance to the series. In a game that has proven itself to be solid on all previous occasions, some are calling this mechanic an unnecessary element of change, while others praise Irrational Games for their creativity.

Hopefully the option to use this ability will be just that- an option. I sincerely expect Irrational Games to put the choice in the hands of the gamer; and, if this is the case it shouldn’t change any of the elements which have made the series such a success. If, however, there are moments in the gameplay where using this ability is not optional, but rather forced, I can see this being a very large problem for long-time fans of the game.

As always, thanks for reading.

Cheers!

Prepare to Die with the Dark Souls PC Release

The long-awaited arrival of Dark Souls to the PC has been realized. After a lot of wishes and a whole lot of speculating, Namco Bandai have officially announced the existence of Dark Souls PC.

Now dubbed Dark Souls: Prepare to Die Edition, is penciled in for release across Europe and Autralasia August 24th bringing the classic adventure, borderline death-simulator to Windows-based PCs with all the material from it’s console counterparts bar a few additional  bosses and even an enhanced PvP mode for more easily executable battles against one another.

Dark Souls producer, Daisuke Uchiyama has this to say on the matter:

“Our fans demanded to see this game brought to the PC, and the noise they
have made was simply too loud and too passionate to ignore. This also
allowed us to dive back into the world of Dark Souls, offering a special
edition of the game that offers more ways to die over and over again than
ever before. Adding a whole new chapter to tell the tale of the Dark Knight
Artorias was an opportunity we’re also proud to have taken, as we’ve
managed to expand the experience for our biggest fans without compromising
the balance of the core game that we worked so hard to create. This edition
of the game is our gift to the fans.”

Gears Developer is Making PC Exclusive

It seems that Gears of War, Unreal and Unreal Tournament developer Epic Games is working on a PC Exclusive title.

Speaking at PAX East, Epic Games’ president Mike Capps and creative lead Cliff Bleszinski slipped in a little mention of the exclusive title.

“We might be working on a PC-only title” teased Capps, right before Bleszinski rammed the point home  by saying “Let me say that again: we are working on a PC game.”

After the PAX East panel Capps spoke to Joystiq and said that the unannounced title is in development, and it is staying exclusive to PC for the time being. Unsurprisingly he didn’t give any details.

At PAX East, Bleszinski also confirmed that the Kinect Gears of War title had been canned.

Shoot Many Robots Review

Demiurge Studios, the development team behind titles such as Borderlands, Mass Effect, and Brothers in Arms, decided to throw their name into the arcade market with an inventive take on the side-scrolling shooter. From the onset of this game it is clear that Demiurge understands game-creation. Shoot Many Robots takes all of the positive elements that make gamers love the genre, adds 2.5D graphics, and manages to make the game feel refreshing through slight modern upgrades.

Playing as P. Walter Tugnut, a macho “hillbilly” type protagonist, the objective is clear: stock pile guns, drive around in your RV clearing humanity of the oncoming hordes of the robot apocalypse, and drink superfluous amounts of beer. However, the game does not give a lot of back-story into the present situation. There really isn’t any set-up as to why these many, many robots are here, there are no nostalgic glances into the protagonist’s life, and no explanation as to why it is up to him to annihilate this robotic armageddon. This title does not set up the story line as we have come to expect games to do; but, quite frankly, it does a great job in living up to its cleverly simplistic title: you are there to shoot many robots.

As to be expected, completing your quest requires guns. In order to get guns, you need money. However, normal currency is no longer applicable. Instead you collect “nuts” from your fallen enemies and exchange them for guns, various forms of clothing, and gear. Multiple kills are rewarded with a higher rating, and every so often levels with randomly provide players with a “nut sack,” (a sack of nuts… money). Yep, you read that right. Now I won’t go as far as comparing this to Duke Nukem, but you should know that even though this is a side-scroller game it is definitely not a game for children as there are constant adult innuendos within the gameplay.

What wasn’t expected however, and incredibly interesting to boot, is the game’s leveling system feature. As you play through the game, you level up in a very RPG esque fashion- with higher level ranks come higher caliber gun unlocks; but with higher caliber guns also comes a higher cost. With guns ranging from pistols to flame-throwers or freeze-rays to Gnome-Launchers (yep, Gnome Launchers) You’ll most definitely find yourself having difficulty deciding what you want to equip. Weapon slots are available to equip two separate guns, one “Normal” gun with unlimited ammo, and one “Big” gun that has a limited amount of shells.

However, for those who enjoy an RPG feel to their side-scrolling game, you will rejoice in the fact that the guns aren’t the only customizable feature.  Pants, helmets, even backpacks come with an assortment of options. Want to run around with an astronaut’s helmet and jetpack? This game can do just that. Once you equip your items, they become your loadout until you clear the level, at which point you’re taken back to the RV to stock up and customize your character for the next level once again. Due to the comedic nature of this game, I would sincerely recommend taking some time to unlock and equip new features, as some may leave you laughing long after you’ve turned your console off.

In terms of mechanics, the game’s controls do take a bit of getting used to at first as avoiding the many robots while trying to simultaneously aim, shoot and run is a lot to wrap your head around. However, these do become more “natural” as you play. One control feature I particularly enjoyed about SMR was the ability to heal in the midst of the action. In a fast paced game like this, it is paramount to have a heal button mapped to the controller so that the gameplay continuously flows. Thankfully, the developers did just that- allowing you to heal up in the middle of running, jumping, gliding, and shooting quite a few robots- all while never skipping a beat within the game play experience.

One minor criticism that I had with the game is its level-to-level consistency of difficulty. During my time with the game, I noticed a considerable jump in the difficulty in the space of just one level. By no means was this a huge hindrance for the in-game experience, but it did catch me off guard considering that we tend to expect games to become increasingly difficult as the levels get higher- not vary in difficulty throughout the game.

As par for many of the games in today’s market Shoot Many Robots was fun to play on my own, but became a great deal better in the company of friends. In fact, once you play the multiplayer version of the game, it feels as if SMR may have been tailored for multiplayer gaming as it contains aspects with the MP that help gameplay tremendously. One such element is that the game drops different crates containing power ups, ammo, health, etc. for each player so that no one player can run around stealing everything.

If you’re looking for a 2.5D side scrolling shooter that feels like a typical over-the-top Michael Bay movie mixed with some adult humor, this game might just be for you. However, if you’re searching for something complex, serious, and with a sense of realism- keep looking.

Final Score: 3/5

 

Haemimont Games, Omerta: City Of Gangsters Interview

We got a chance to do a Q&A interview with Haemimont Games regarding their upcoming Omerta: City Of Gangsters tactical strategy mafia game all rolled into one package and got to find out the inspiration for the game as well as the differentiating development choices as the game progressed.

The below interview is with Boian Spasov, Game Designer at Haemimont Games (HM), and ourselves (TGH). We hope you enjoy it as much as we did conducting it.

TGH: After doing a title like Tropico 4 that is primarily upbeat and relaxed, what made the development team decide to undertake a gritty title like Omerta?

HG: As much as we love the humor, atmosphere and charm of our Caribbean dystopia, we wanted to craft a completely different experience this time. We’ve never done turn-based tactical battles before and the strategic part of the game is also fundamentally different from our past city-builder and economy-management titles.

The gritty, realistic setting is part of our and Kalypso’s decision to explore a new direction with this project. It fits the gameplay of Omerta better and defines the theme and tone of our new game.

 

TGH: Where does the development team draw their inspiration from for Omerta?

HG: Of course we were inspired by our favorite crime stories, like Goodfellas and the movies of Guy Ritchie, but since our game is set in the Roaring Twenties, we took a look further back in the past. Classics like The Great Gatsby were instrumental for getting the right vibe for this period. We also watched some great TV documentaries like Prohibition (2011, PBS) that helped us nail down the little details. Finally, HBO’s series Boardwalk Empire impressed us with the accurate and immersive recreation of Prohibition Era Atlantic City.

Setting aside, the tactical combat was inspired by games like the cult classics X-Com and Jagged Alliance, the online game Dofus, as well the 4-th edition of D&D role-playing game. We are proud that the combat ended up very differently from combat in those great games, but no less engaging and tactical.

TGH: How does the team feel when comparisons between Omerta: City Of Gangsters and Eidos Interactive’s Gangsters: Organized Crime/Gangsters 2: Vendetta are made?

HG: Have we played Gangsters and Gangsters 2? Yes. Do we aim to recreate the same gameplay in Omerta? No. This may disappoint some hardcore fans of those games, but we don’t see Omerta as a successor of Gangsters. Mechanically it is much closer to “Jagged Alliance meets economy management genre” and the only obvious parallel with Gangsters is the criminal setting.

Still, I think that fans of Gangsters will like Omerta. Even though they are very different, both are “mobster sims” and both do things that have never been done before, combining elements of different genres to create an unique gameplay experience.

 

TGH: Will the title have specialist classes such as Hitmen, car bomb specialists, arsonists, getaway drivers,etc?

HG: Those roles exist in the game, but not as “specialist classes”. Instead, they are support roles – you assign team members to them, thus tilting the combat circumstances in your favor.

All gangsters have attributes like Smarts, Guts, Finesse, etc. Those attributes determine how successful the gangster may be in any of those support roles. For example, a skilled driver will make allied reinforcements appear faster and an assassin may eliminate some enemies before the battle takes place.

 

TGH: Will there be an overarching story or will it be a series of connected missions that your player will go through?

HG: The game campaign presents an overarching story, covering the entire Prohibition Era. The individual campaign missions focus on a particular timeframe or theme, moving the main story forward. A campaign mission plays out in one neighborhood of Atlantic City and encompasses several strategic objectives and mandatory or optional tactical combat. Not all campaign missions must be completed in order and the player often must choose which challenge to tackle next.

TGH: How many different weapons are in the game at this point? What is the final amount you guys hope to put?

HG: We have eight different classes of melee and ranged weapons. Each weapon class utilizes different attacks and promotes unique style of gameplay. For example, all attacks of a character equipped with a bat inflict concussion, hindering the opponent’s ability to attack in the following round, while a character equipped with revolvers interrupts enemy ranged attacks and fires retaliation shots when targeted.

We have several different weapons within each weapon class, including unique weapons with exceptional properties such as extended range or wider hit area.

 

TGH: How many authentic vehicles will be in the title and will they be licensed from the time period?

HG: We are not making GTA, so vehicles are not our main focus, since they are only peripheral to our core gameplay and exist more for providing ambience than anything else. Still we have several models cars, trucks and I think a tram. They are close to real-life models authentic for the period, but are not direct representations of them.

 

TGH: What made you guys decide on Atlantic City instead of lets say the crime ridden era of Las Vegas, Chicago, or New York?

HG: We actually started with the idea of setting the game in Chicago, but this meant more or less retelling the story of Al Capone. Same with Arnold Rothstein and Lucky Luciano in New York.

Since we wanted to tell our own story, a new story, we chose the less well known Atlantic City as our setting. You may see or hear about some prominent gangsters of the Prohibition Era, but the game will tell the story of your own character and you will not know how it ends from the start.

TGH: Will you be able to dress your gangsters or at least ‘The Boss’ in attire true to the era and to your choosing?

HG: All clothing is authentic for the period and unique for each gang member, but currently you cannot customize the clothing of individual characters. One reason to take this approach is that we wanted each gangster to look unique and to allow the player to recognize them at a glance, even from a far away camera.

 

TGH: We know it is very early in development and you are focused on the final product but will the development team be open to DLC if the title is successful? If so, can we get a hint at what sort? Missions, new city ect.

HG: We are open to the idea of DLCs and depending on the game’s success; we are looking to provide players with meaningful expansions and add-ons to the existing game. I’m afraid it is far too early to comment in more detail. Any news on this will be announced by Kalypso Media. 
TGH: Any plans to bring this title to consoles? Why or why not? 

HG: We would love to bring Omerta on consoles, as we did with Tropico! We believe that an audience for tactical and management games exists on consoles, even if the released games are few and far between. Stay tuned for more information from Kalypso in the near future.

 

TGH: Thank you, it has been a pleasure talking with you.

Corsair Outs New ‘Vengeance’ Headset and Case

Popular PC hardware giant, Corsair, have recently announced the newest additions to their line of Vengeance gaming hardware. The company’s move into gaming peripherals has seen them release gaming mice, keyboards and headsets all of which have proven to be very popular among professionals and amatuers alike, and these two new products help to expand that.

Corsair’s next headset release comes in the form of the ‘Vengeance 2000 Wireless 7.1 Gaming Headset’. The headset promises to pick up the quality of the reviewed Vengeance 1500 headset yet offer the freedom of wireless connectivity on a 10-hour battery life with a micro-USB charge cable to boot. Available from June, the Vengeance 2000 Wireless 7.1 Gaming Headset will retail for around $150.

The latest release of Vengeance products will also mark the first addition of a PC case to the product line. The new Vengeance C70 PC Gaming Case aims for rugged durability and portability while ensuring all of your components stay perfectly cool in their enclosure. Packing enough space for 8 PCI-E slots, a steel front panel and space for up to 10 fans for you air-cooling veterans while packed enough room to make water cooling perfectly efficient too. The Vengeance C70 PC Gaming Case is set to launch next month (May) for around $139.

Both of these new products will be shown off publically during the PAX East gaming event in Boston, Massachusetts from Friday, April 6th to Sunday, April 8th.

Rockstar Announces PAX East Attendance

Rockstar has just announced their attendance at PAX East in Boston. They are looking to give fans their first public experience with Max Payne 3 since 2011′s NYCC.

Rockstar will be showing off Max Payne 3 at booth  #912. This will be the first public hands-on of the title. If you are planning on attending PAX East this would be an awesome reason to do so as Max Payne 3 is shaping up to be one of this summers most anticipated releases.

PAX East will take place April 6-8 at the Boston Convention & Exhibition Center. Max Payne 3 releases in North America on May 15 for consoles and May 29th for PC. Europe will see the console release on May 18th with a June 1st PC release.

Max Payne to Pack DX11 and 3D Heat

With another fresh batch of in-game screenshots hitting our inbox today, we’ve been treated to the information that the PC version of Rockstar’s Max Payne 3 will be fully compatible with nVidia 3D vision and will bring all the beefed up visual treats DirectX 11 is capable of.

Better yet, Rockstar have acknowledged the kind of hardware strain the good stuff needs and have promised to make sure Max Payne 3 runs fantastically on a vast range of hardware specifications.

Runes of Magic’s Dwarves Are Gearing to Attack

Frogster’s popular MMORPG, Runes of Magic, is gearing up to enter its fifth chapter. Within the next few weeks we’ll be getting a continuous stream of information detailing the return of the Shadowforge Dwarfs.

Chapter V: Fires of Shadowforge sees the reappearance of a race of Dwarves that has lain hidden beneath the ground of Taborea — Shadowforge Dwarves. Bearing, curious tattoos for distinction, the Shadowforge Dwarves are close relatives of the Fireboot Dwarves and share their unique ability to manipulate dark elements to improve their mastery of blacksmithing. However, after a dispute with their dwarven brethren, they were banished below the surface of the earth to live out their existence.

Once Chapter V: Fires of Shadowforge launches, Runes of Magic players will gain access to the new playable Dwarf race along with two new character classes, Sorcessor and Champion, with a heap of new zones to explore. But we’ll have to wait a little longer for the details.

X

Username

Password

X

Username

Password

X

ARE YOU SURE YOU WANT TO LOG OUT?

No Thanks