Archive - 2010

DCS: A-10C Warthog Available for Pre-Order

The Fighter Collection and Digital Combat Simulations have announced that their upcoming DCS: A-10C Warthog is now available for pre-purchase at their official online store. The game currently has no official release date, but the developer has stated several times that they are shooting for a digital download date of later this year. The game retails for $59.99 and pre-order customers will also be granted access to upcoming beta tests.

Pre-order the game and don’t forget to checkout our exclusive interview with the game developer.

Civilization V (PC) – A Review

Civilization has been a mainstay of the turn-based strategy genre on Windows PCs since 1991 with Sid Meier’s Civilization. This latest entry offers some incredible features for armchair Caesars, pharaohs, presidents – whatever you call yourself these days! For the uninitiated, Civilization has always been about turn-based, strategic development of a virtual empire from the stone age to the future colonization of Alpha Centauri. There are multiple ways of doing this, from cultural victories in which other nations of the world simply cannot resist turning to your way of life (with their cities declaring allegiance to your own), to the more standard domination victory which is where a nation simply conquers the rest in play.

Visually Civilization V takes advantage of the full-array of the latest PC technologies – including DirectX 11 effects. Thankfully, for those of you without those high-end GPUs, the game still fully-supports and takes advantage of DirectX 9 and DirectX 10 extensions.

In-game audio is adequate, although it is a tall order to recreate the sounds of an entire world. Instead, the developers focus on just playing sounds that are key to the actions taking place. When a unit moves, you hear marching – when it builds something, you hear the noise of construction. The game’s musical score is very clever – reflecting whichever nation/empire you choose to helm throughout the ages. Play as the American empire and you will hear Revolutionary War-style flutes early on, and more contemporary music later in the game.

The game’s diplomacy system has been enhanced quite a bit over its predecessors. Instead of being treated to a small window with the foreign leader’s face inside, you now get a full-screen window featuring the leader standing, waiting your audience. Some leaders, such as Montezuma, hover over elaborate set pieces. The new interface is not the only upgrade to the diplomacy system – now you have many more diplomatic options to pursue with foreign leaders. Options such as declaring secret pacts of cooperation against a particular enemy civilization. This is a pledge that both sides will do whatever is necessary to de-stabilize the target’s government without going as far as declaring war against them. Foreign leaders also now more realistically-react to your proposals.

Combat has also been tweaked for the better. Instead of being able to stack as many military units on top of one hex, now you can only support one per hex. While the military units in Civilization IV were visually denoted by about three of the particular unit standing next to each other in one hex (like three swordsmen or three warriors) – the military units now feature many more soldiers representing the unit. Coupled with only being able to place one military unit per square and it makes your armies look REALLY big at times, with them sprawled out over the territory.

Siege weapons, like catapults and ship-boar cannons, now feature a ‘ranged combat’ feature which allows them to engage enemy units from, well, range. Civilization V’s combat actually reminds me a lot of Panzer General, which is a plus as that game was incredibly fun. Also now taken more into account are unit experience and bonuses along with terrain modifiers – all making for a much more tactical game of combat.

By far, however, one of the most interesting new features of Civilization V is the nation-state. Nation-states are simply small, one-city empires that, while not able to do everything larger empires can, are instrumental in your course of world domination. Nation-states in Civ V act a whole lot like the ‘Minor Races’ did in Microprose’s 4X Star Trek title, Birth of the Federation. They can ally themselves with standard empires, fight in wars, and build units. For instance, in one long play-through of the game, I was acting as the Greek Empire and I had conquered one nation-state, thinking this was a good way of annexing a new city into the fold. I then proceeded to do this to two more nation-states… Apparently, they all shop at the same store or something as, in the next turn, all the remaining nation-states declared war on me at once. This unexpected turn of events made for a precariously-interesting situation as then all of the larger empires allied with them also declared war on me. Basically, in the course of two turns I had the entire world against me. Nation-states also have a very needy attitude, often-times announcing to the world something that they desire. If you satisfy the desire, which can be anything from obtaining a resource to the destruction of a rival nation-state, you gain faction with them.

The game also supports multiplayer gameplay, with players able to control their own empires – each vying for control on an AI-laden world. In fact, the only game mode that I would have liked to have seen in the game would be the April Fool’s Day ‘Extreme Diplomacy’ mode.

Overall, Civilization V is an incredible turn-based strategy title which perfectly blends the constructive, diplomatic, and combative elements from previous Civ titles, and amps them up to the Nth-degree. You owe it to yourself to try this game out as soon as possible.


(Extreme Diplomacy Mode in Would-be Action)

Amnesia: The Dark Descent (PC) – A Review

Amesnia starts the player with a word of warning from the developers. This is not a game that you play ‘to win’. Instead, the developers want you to focus on the experience of Amnesia and how you can adapt to the situations presented to you. When the game begins you have no information about who you are or why you are there. Most games will at least give you some sort of backstory but the point of Amnesia is to keep players in the dark.

As you play through the game you discover who you are and what happened to you. The most common way the player gets this info is by discovering diary pages which have been scattered throughout the levels. The diary pages are rich with story and really give the player some insight in the not-so-normal happenings. This was a fantastic way to approach a story-driven game and the developers should be given kudos all around. The story in Amnesia is engaging, well thought out, and damn scary at times.

GAMEPLAY
Amnesia is a first-person adventure game with some unique twists. The mouse controls the camera and actions, but you can re-map the keyboard controls to your liking. The real twist in Amnesia is there are no weapons. The game focuses more on the thinking man rather than the need to blow things up. As you move through the levels, you will find items to collect like tinder and lantern oil. These items can be combined in your inventory window to fill your lamp and solve puzzles. The darkness is the player’s worst enemy in Amnesia and standing in it for too long can drive you mad. Light is your health and the darkness makes your sanity meter change into not so helpful levels. Thankfully in most areas there are tons of places to use the tinder you collect just in case you are out of lamp oil.

The worst thing you can do in Amnesia is spend way too long in the darkness. The longer you spend in the darkness the weirder things become. The screen will change and the player will start to see visions flash across the screen. Audio tracks are queued making the player here voices and things get downright change your pants scary. If you want to scare the hell out of your friends just let them sit in the darkness of Amenisa for awhile. The puzzles that you encounter in Amnesia are fairly simple for the avid adventure gamer but will provide just enough challenge for new players. It is your typical combine items to solve puzzles and open new pathways type adventure. The game is more about running from things rather than standing and fighting. See that spitting blood ghost demon over there? Yeah, I would run too. There are some really horrible things you will come across in the game so it is really not for the faint of heart.

GRAPHICS AND SOUND
The graphics in Amnesia are a perfect match for the story. Dark and foreboding visuals will greet the player and flashes of light will reach out to the player as a safe haven. During gameplay there were no graphic issues found and everything fit really well. The only issues that I experienced during gameplay was the distortion effect which occurs when sitting in the dark for too long. For those that suffer from motion sickness, you may need to be a bit careful during these scenes as you just might lose your own sanity. The sound in Amensia is a great fit for the horror genre. Ambient music lets you know when things are about to happen and the voice acting is spot on. The whispers and voices the players can comer across are just down right spine tingling.

FINAL THOUGHTS
For fans of the horror genre, Amensia is the perfect way to start the Halloween season. Shogunites will want to pick up this affordable title if they want to delve into a great, story-filled experience. Keep in mind, though, that you may need to buy a night light or change of underwear before you are done playing.

DC Universe Online Cinematic Trailer Director’s Cut

Sony Online Entertainment has released the Director’s Cut of their DC Universe Online Cinematic Trailer. The trailer features many of your favorite DC characters and explains what exactly went down to cause this sudden influx of heroes and villains into the DC Universe. DC Universe online is due out on November 2nd, 2010 for both Windows PCs and the PlayStation 3.

The Witcher 2 Prison Break Gameplay Trailer

CD Projekt RED Studio has released a new gameplay trailer showing off the Prison Break level of their upcoming The Witcher 2: Assassins of Kings. The game is due out early next year and is being published, in North America, by Atari. The game promises more action and mature subject matter as it pertains to the story than before.

*Please note – this trailer does have a virtual topless woman in it (NSFW)!

Guitar Hero: Warriors of Rock Launch Trailer


Activision and Vicarious Visions have released the launch trailer for their upcoming rock epic, Guitar Hero: Warriors of Rock. Featuring a slew of hard rock and metal artists, the game promises over-the-top background visuals and character design as well. Warriors of Rock is due out on September 28th, 2010.

Eagle Eye for PS3 from Penguin United


PC gamers have long-known the precision of using a keyboard and mouse in their favorite shooter games. These gamers often lament using a gamepad when they switch over to their game consoles. Many products, including the FragFX and Fragenstein, have attempted to bring these peripherals to the game console – with limited success. Enter Penguin United: A peripheral-maker who has recently released the new Eagle Eye adapter for the PlayStation 3. In theory, this USB hub allows gamers to plug a keyboard and mouse into their PS3 for use in their favorite shooter. We acquired a unit from the manufacturer to see if it really works.

The Eagle Eye measures 26.18 x 13.58 x 12.20 inches in dimension, weighing a little under a pound. The adaptor features black plastic construction, with one side serving as the base for its 13 foot long USB cable. This long length allows gamers to site a fair distance away from their television set and have plenty of slack left over. The other side of the Eagle Eye features the two input USB ports – both aptly labeled for easy setup. On the top side of the adapter you will find an array of eight turbo buttons which, all being nicely labeled, will allow you to customize which, if any, controls you want turned into turbo buttons. Also along the top of the adapter is a switch to select between two pre-programmed keyboard control layouts.

Setting up the unit is very simply. Included in the package is a CD-ROM for use in your Windows-based PC. Setup the software and plug the adapter into one of your computer’s available USB ports. That will allow you to customize and map all the buttons and switches from the PlayStation 3 gamepad to your keyboard and mouse. From that point, you simply plug the Eagle Eye into the PlayStation 3, wait a few seconds, then plug in your keyboard and mouse. After making sure your controller is assigned to number one in the PS3 dashboard menu settings, you are good-to-go.

One thing worth mentioning is that, for the most part, any game you play with the Eagle Eye is going to need some tweaking in the sensitivity department. While the keyboard controls generally work without issue, the mouse is often not a direct translation of its own movement to on-screen movement. Many factors cause this, from the type of sensor featured on the mouse (including its DPI, etc) to the actual in-game sensitivity.

For Call of Duty: Modern Warfare 2 we went with a slightly higher than average sensitivity level. Playing with the Eagle Eye was… Awesome. The response rate is equal to that of the actual PlayStation 3 gamepad, so no lag or ‘jagged response’ was every noticed. I am not the best person to play shooters on gaming consoles – I have been a PC gamer for a long time. Playing with the Eagle Eye is great and replicates the PC control system very well. MAG, in contrast, turned out to be a very frustrating experience, as no matter how high I turned up the sensitivity, controlling my character was much slower than usual.

A very important thing to note before you use the Eagle Eye is that gaming mice and keyboards which feature their own drivers won’t always work with the adapter. Penguin United recommends keyboard and mice which use a standard HID driver.

At $59.99, some may find the Eagle Eye to be a tad on the expensive side. However, when you take into account the fact that no one else has a product that works this well on the market, you may change your tune depending on how important PC-quality control is in your PS3 shooters.

Penguin United does claim in its FAQ that they are working on an Eagle Eye for the Xbox 360 as well as possibly a joint-use model that would work on both platforms. Stay tuned for more from Penguin United as it breaks!

*DISCLOSURE: This product was sent to us by the manufacturer for review.

Eagle Eye Demonstration from Official Website:

Final Fantasy XIV – A Preview (PC)


We got the chance to preview the upcoming MMO from Square Enix and Square Enix PDD3, Final Fantasy XIV. The game is due out for Windows PCs on September 30th and for the PlayStation 3 console in March of 2011.

Read our full preview of this new game, After the Break!
A Short History Lesson:
I’ll admit it, I have been console gaming since the Atari 2600 first came on the market. I was one of the first kids in my TOWN to get the game system and friends and friends of friends came from all around to try the cartridge-based game system. Over the years I have collected game systems: consoles, pc and handheld, and the games that came along with them. Among the games two of my favorites were Dragon Warrior and Final Fantasy so I can say I literally have watched the FF franchise grow for over two decades and have played it on multiple systems. Also during this time I have played and built online Multi-User Dungeons, the precursor to the MMORPG (MMORPGs were orginally called graphical MUDs until ‘MMORPG’ was coined in 1997), so the idea of taking one of my favorite games and putting it into one of my favorite gaming styles seemed like a great match. It has worked for other franchises right? It worked for for the Ultima franchise, one of the founding fathers of the MMORPG, it worked for Dungeons & Dragons with a couple of titles, and we all know what a massive success World Of Warcraft is. All these started as offline RPGs that eventually evolved into online play to take the player from a solo role playing experience into the world of role playing with the world. So back in 2002-2004 Final Fantasy XI went online first in Japan then in the U.S. on various platforms. And just like the other mentioned games they put out expansion packs to try to keep the game fresh and keep the player base solid to this day. Eventually though the time comes to revamp from the bottom up to re-infuse a player base. NeverWinter Nights failed at this but all indications point WoW is already beginning to see results and they haven’t even implimented the full changes yet. So now the Final Fantasy series starts a new chapter Online with Final Fantasy XIV.



Character Building:

Strong characters with interesting attributes and histories has always been a defining part of Final Fantasy. Over the years the graphics have improved with the technology and the defining features both physical and personality of the characters have evolved with it. Final Fantasy lets you not only choose the eye and hair color of your character you also choose their suns and moons, their lineage and many more aspects that are designed to help sculpt your role play and give you a very rich character base to build off of. From the very beginning the game is trying to encourage strong roleplay rather than hack and slash.



Atmosphere:

The game sets the atmosphere with its now famously rich use of cutscenes. You are on a ship at sea in a massive storm and you are fighting, both figuratively and literally, to keep the ship from going down. There is a brief moment of action and then back into the cinematics for some more amazing cut-scenes. Then you arrive at your port, walk on to the dock and start your gaming experience in earnest. The only problem is there is no indicator of what you are supposed to do. You are just standing on a dock with a few NPCs standing around and a door in front of you. It looks great but you are now beginning one of the rougher parts of the game, getting started.

Game Play:
Trying to keep the roleplay aspect alive and the suspension of disbelief going, the game gives very few visual guides as to what you are supposed to do next. It gets a little better after a bit of play but for a game that is trying to appeal to the FF console player and fresh MMORPG players, getting the person started comfortably with the game would seem a high priority. The reality of it is you find yourself talking to every NPC you see, and in some rooms that is quite a few, and reading the manual or guides to try to figure out how things work. You know that certain people, like the ones behind the counter with a large number of players standing in a group around them, are important and someone you will have to deal with but you aren’t given an indication of who you should be talking to first or who can tell you what you need to do next. Some MMORPGs may arguably take this too far in the other direction, but as a player I have never complained about being pointed to where I have to go next too much or being told what I need to do. Exploring and talking to different NPCs is definitely a part of any MMORPG, especially Final Fantasy, but getting lost or taking on quests or NPC helpers without realizing the use or consequences are a whole different story.

I will give this hint to help start you off if you are new to the Final Fantasy Online franchise, at the first couple desks talk to all the NPCs behind them before you make any decisions and choose all of the possible questions but accept nothing until you talk to all of them. In traditional FF style they want you to explore the world and speak to the different people, some with good information, some with none. MMORPG players from other games may find this a bit frustrating since most MMORPGs point you where you need to go in one fashion or another. This game does not. It leaves you to your own means, whether it be joining a guild, figuring out what and where to buy things or finding your way out of town. The town I started in was multi-level with no clear indicators on how to get out of town to the first questing area. So you may run down a long section of hallways only to find you are at a dead end and needing to go back to the last hub and pick a different direction. These may be eventually things that get added to the maps and NPCs but I have my doubts.

If you get past the initial struggle or know most of this already from playing FFXI Online, it does get a bit better. When you take on quests and are in the questing area you can get indicators where to go to kill your next creature and when you get to the creature an indicator on your mini map and on above the creatures head let you know this is one of the beasts you are looking for. This is good because in the initial days of the game’s beginning you will be fighting other players for the kills so you need to beeline for them. As with any game’s starting area there is a finite number of creatures that spawn for a quest so everyone is after them. Also some people are trying to farm experience or materials for crafting or selling and the creatures are a good source for both so they may not be on the quest but they want that kill. One of the slightly unusual pains of the starting quests is creature spawn locations. In most starting areas the creatures are in a grouped location and in later quests you may have to hunt around a zone. This helps get the first few quests under a player’s belt before they can move on to a new area and free the area up for the next player. The spawn locations on the beginning quests are all over the map, you may be fighting something on one side of the starting camp then your indicator tells you new ones have spawned on the other side and as you truck across the area someone else kills them and then you have to wait for new spawns and race in that direction. All this will be less of an issue after the game has been out a while, but expect such headaches as you get started. It also doesn’t help that each race doesn’t get it’s own starting zone.



Trades And Abilities:

There are a wide variety of trades and abilities to choose from, most are based off of your race, class and the history you chose for yourself. It makes sense that if you chose your history to have been a fisher that you wouldn’t be as inclined to take a bodyguarding duty as a gladiator might. The variety is a nice mix but once again there is a bit of a learning curve on how to do the trades. Quests help and can point you in the right direction but gearing up requires going to the marketplace and looking at every item to make sure you get everything you need for your trade. Some trades require items equipped in both hands to source materials such as mining so if you go running out with only a pickaxe the game will tell you that you need something in your other hand but not what. If you go over all the items in the trade shop and read their descriptions you will know what you need to get the job done. Again it comes down to Final Fantasy wanting you to ask all the questions, look at all the items before making your choices. Similar to other games as you level you learn new abilities you have to slot them before you use them so make sure you check your abilities each time you level and assign them a slot. Players may not be used to having to do that and might just assume that when they get a new ability it will be there. The abilities are listed under the category they are associated with so that the miner ability of throwing a bone chip won’t be confused with your gladiator abilities for example. Abilities are nicely tailored to the classes and their names and actions match well.

Player Interaction/Roleplay:
Hopefully this will develop more over time. Gold spammers were running crazy even in the beta testing phase so I never saw a question answered or anyone role playing their character at all. Players did their quests, killed their kills and kept to themselves. Some joined guilds but even the players from the same guilds didn’t seem to interact much if at all. So the whole purpose of putting Final Fantasy into MMORPG format at this point is being missed, because instead of enriching the game’s storyline by having other players bring their ideas and enhancements to the game, it is just a whole bunch of people playing solo in the same world, which at that point you might as well be playing offline because all the benefits of MMORPG are lost and all the headaches are kept. The richness of the story will continue through advanced questing (killing wharf rats doesn’t really enrich your storyline) but it will be plagued by gold spammers and kill stealers. This could all change when the community actually becomes a community but right now it is every player for themselves. It has potiential, it has the right mix of solid MMORPG base to work off of and an existing Final Fantasy fan base, but it needs to develop if it is to become anything more than a hack and slash game.

Controls:
Controls are pretty good and make sense, for the most part moving is standard keyboard style. There were some issues with mouse use and keyboard function with FFXI (and early versions of this game) but those seemed to have been worked out. Targeting with the mouse involves one click to pick the target and a second to choose to attack. Then is is just a matter of choosing what attack to use. Some creatures will break your target lock, for example a mole that goes under ground and comes back up, but it is just a matter of going through the above to start attacking all over again. Just like FFXI it is also game pad compatible which makes it even more user friendly for hopefully new console converts and colsole converts brought over by the previous game.



Graphics/Audio:

The graphics and beautiful and are a far step above any of the other Final Fantasy games. This game’s graphics actually advanced greatly between the Alpha and Beta stages so much that videos were released to show the difference. Sometimes customization of outfits are done at the expense of detail but the game is very rich and clothing customization will only get better (custom undies??). The graphics are so good that players who hadn’t felt a need to upgrade their systems while playing FFXI are in some cases needing to not just budget for the game but also for some new hardware. There are multiple threads on Final Fantasy forums about how to build a cheap new computer. The music score is excellent and I would not be surprised if the soundtrack alone proves popular. One endearing factor is that the sound effects that have always characterized these games are still there and just as enjoyable.

Playtime/Cost:
How do you calculate the cost of this? The game’s playtime might be measureable in years like FFXI or any of the other MMORPGs that have stood the test of time and whimsy. You start with an intitial cost of $49.99 to $74.99 for the game, $12.99 a month subscription for one character with one bank character, additional costs for more of either. And what if you need to build/buy a new computer?

Last Call:
It comes down to this: the game has potential, great potential. It has a chance to pull in fresh blood for the franchise from other MMORPGs and console gamers. What the game becomes is also up in the air, it could be the future of RPG in MMORPG or it can become a hack and slash. Everything is there for this to be a long life franchise piece, or it could plummet into obscurity like games I didn’t even mention. There are plenty of MMORPGs out there nowadays with WoW dominating the market so the question is, will freshen up the franchise by starting a new online chapter save or doom it?

EA Sports NHL 11 – A Review (X360)

NHL 11 is EA Sports flagship hockey title for the year. While hockey is not the most popular sport in the United States, it still has a very large following and NHL 11 brings some really great (and not so great) features to the table for to enjoy.

While NHL 11 features a number of game modes, this edition of the NHL series is really built around the EASUHL, or, EA Sports Ultimate Hockey League. This online gameplay mode uses a trading card system for team building. Players receive a starter deck and gain new cards through in-game currency or real money purchases. Unfortunately, while this system is a lot of fun, the real money purchases makes competing online difficult unless you are willing to spend some cash on cards. Player cards can also be traded or put up for auction on the marketplace. In terms of overall gameplay, the other game modes like ‘Be A GM’, ‘Be A Pro’, ‘Playoff’, ‘Tournament’, and ‘Practice’ were, sadly, left largely unchanged.

A new real-time physics engine can create some very authentic inter-player hits and crashes. It also means shots and passes work like they do, pretty much, in reality. It also adds a level of unpredictability in where exactly that puck will end up. Sometimes a hit off the wall will result in a crazy deflection. This adds another element of fun to the game and helps keep things fresh.

Visually, NHL 10 looks and runs better overall than its predecessor, with the exception of some frame-rate hiccups in ‘Be A Pro’ mode. Players are realistically detailed and look like their real-world doppelgangers. The entire game has a TV sports broadcast-feel, although the instant replay system can sometimes choose wonky plays to bring up instead of the awesome one you just pulled off.

Game audio is excellent, surrounding you with the sounds of a hockey game from crowd chatter to skate ‘swooshes’. NHL 11 also features an in-game commentary by ESPN announcer Gary Thorne and former hockey-pro and analyst, Bill Clement, although sometimes their cues don’t seem to jive with what is actually happening on-screen. The game’s soundtrack rocks and features hits from bands like The Ramones to Europe and more.

EA Sports has overhauled the control scheme to allow for more in-depth moves and even allows for better more options during face-offs – from changing your grip on the stick or even trying to lift your opponent’s stick. Speaking of sticks – in this edition of NHL 11, you can even have player’s break their sticks! AI has been enhanced since NHL 10, with players acting in a more realistic and strategic manner, though even with these improvements, sometimes players held onto pucks a little longer than they should have or just plain missed the opportunity for a shot when they were wide open.

Overall, NHL 11 is EA Sports best entries into the NHL series yet with improvements in almost every area of play. Unfortunately, while the EASUHL is a lot of fun, it can put thrifty gamers at a disadvantage.