Archive - 2010

Nail’d Pre-Alpha Impressions

A few weeks ago, we were invited out to a Santa Monica hotel suite to check out Deep Silver’s new and, at that time, unannounced title Nail’d. Developed by Techland (Call Of Juarez) Nail’d was booted up on an Xbox 360 debug unit and off we went. Check out our impressions of that pre-alpha build, After the Break!

An arcade racer in the over-the-top style of games like, SSX, Nail’d is set to bring the fun back to action sports titles in the fourth quarter of this year.  The game is all about speed and height as you make your way through outdoor courses filled with obstacles trying to smash you to bits.  We were shown a map running through Yosemite National Park, and the first thing we noticed was the vast scope of the environments.  Everything going on in Nail’d is big and by big we mean huge.  The game moves at a break-neck pace and taking some jumps can give you an almost vertigo-like feeling.

As we sat and watched the PR folks make their way through the maps, we noticed that players were presented with several different possible paths to reach the finish line.  One path may be a clear , straight shot while the other may have you swerving through giant saw blades.  The game makes heavy use of ragdoll physics when you crash that are almost comically over-the-top.  Not only do you smash into things but, in some cases, your vehicle would literally explode like in some action movie.  If you feel like causing some extra chaos you can ram other riders off their vehicles or into obstacles.  I am sure that will make for some fun living room brawls when you beat your friends.  While there is no story mode in Nail’d, the riders to all have unique personalities.  Nail’d is purely about getting out on he track and racing.  We were also told that as you play through the game there will be tons of unlockable tracks, vehicles, and outfits to keep the game going for players.  When asked about character tricks, we were told that this is something the developers are considering.

Keeping in mind that everything we saw was in the pre-alpha stage, the graphic style of Nail’d seemed to compliment the gameplay.  A lot of the shading and lighting effects were not finalized and the sound used was placeholder audio by the developers.  Deep Silver tells us there is a fully-licensed soundtrack which they are currently shoring up.

There is a strong community aspect to Nail’d as you will be able to compete in tournaments, leaderboards, and, according to the PR folks, ‘several unannounced’ modes.  The game supports up to 12 player matches and, with several modes to choose from, that could mean some crazy races while playing online.  One of the cool features we were told about was that players can design their own race.  This adds some nice custom options for people who want to try different things in the game.  At the time of the showing the PR folks did not have an answer as to weather the design feature would be community based.

For a pre-alpha version Nail’d looks like a game that you can sit down with a group of friends and have some fun with.  It should appeal to both casual and hardcore gamers alike.  We look forward to getting our hands on Nail’d in a playable build at this year’s E3 Expo.

We would like to thank Aubrey Norris of SouthPeak Games PR for inviting us down to check out Nail’d.

Bad Company 2 Kit Upgrade DLC Starts Tomorrow

EA DICE has announced that the Kit Upgrade DLC codes will start being accepted tomorrow for their shooter, Battlefield: Bad Company 2. These codes can be found on specially-marked cans of Dr. Pepper and will unlock new uniforms and weapon camouflage. European gamers can purchase the kits on the Xbox LIVE Marketplace for 160 Microsoft Points per kit.

What Comes After Runaway? The Next BIG Thing

Focus Home Interactive and Pendulo Studios have taken the lid off of their next big graphical adventure game following the three-part Runaway franchise. Titled ‘The Next BIG Thing’, the game promises to pay careful homage to many of our favorite movie and TV franchises while also telling an intricate story in the vein of Runaway. Along with the initial announcement, they released two screenshots of the game, the first pictured above.

Checkout the second screenshot, After the Break!

Dead to Rights: Retribution Behind the Game Part 2


Namco Bandai has released the second part in their ‘Behind the Game’ video series for the upcoming action-shooter, Dead to Rights: Retribution. The game is said to feature a ‘hybrid combat system’ which promises to blend both melee and projectile weapon attacks. Retribution is due out in North America on April 27th.

Gears of War 3 Gets Solid Release Date

Epic Games and Microsoft have announced that Gears of War 3 will be released on April 5th, 2011 in North America, April 7th in Japan, and April 8th in Europe. This news comes a day after ‘Cliffy B’ unofficially announced the game and screened its debut trailer on Late Night with Jimmy Fallon.

Blizzard Sends Out Cataclysm Beta Invites to Media

Guess what came in the mail today? A beta invite to the upcoming expansion for World of Warcraft known as Cataclysm! Relax, people, it is strictly media-only. Thankfully, Blizzard mentioned that we could do as many write ups on the matter as we wanted to in the message, so we can tell you about it with geeky delight.

Media invites will be accepted until April 15th, but there is no word yet on when the beta will begin, media-only or publicly. However, we will keep you posted as we learn more and with a full preview of the expansion whenever the beta starts.

Skate 3 Demo Releases on April 15th

Electronic Arts announced today that the demo for their upcoming Skate 3 would touch down on both the Xbox LIVE Marketplace and PlayStation Network on April 15th. Skate 3, the full product, will be released on May 11th.

Dead to Rights: Retribution Trailer Showcases Shadow


Namco Bandai has released a brand-new trailer for the upcoming Dead to Rights: Retribution, showcasing Jack Slade’s best friend, the K-9 Shadow. The game is due out on April 27th and will allow players to switch back and forth throughout the game between both Slade and his four-legged friend, as they inflict their own brand of justice…

Razer Announces Left Hand FTW Contest


Interested in winning a Razer DeathAdder Left-Handed edition? If so, create a forum post, facebook post, blog post, etc asking for all left-handers to comment and pledge their support, then head over to the contest page. Enter the details of where and when you posted the announcement for your chance to win. Two gaming mice will be given out on May 2nd, 2010.

Review of the Saitek X-65F Combat Control System

I initially found out about Saitek’s new X-65F Combat Control System during their CES 2010 press release. While at the show, I made sure the GamingShogun crew swung by Mad Catz’ suite to get up-close and personal with it. Suffice it to say, even in our short time with the setup, we were very impressed.

In case you are a newbie to the world of flight simulation, and combat flight simulation in particular, the ultimate fighter jet peripheral is generally considered to be a HOTAS setup. H.O.T.A.S. is short for ‘Hands-On Throttle and Stick’, and strives to recreate the actual military control system where, during combat, pilots have all the controls they require on both the throttle quadrant or flight stick panel. Of course, if a pilot did not have such functionality, taking one’s hand off the stick or throttle to press a control could mean the difference between life and death. For us simmers, it may not be ‘real’ death, but at the very least blatant humiliation at the guns of our fellow sim jockeys.

The X-65F holds to this HOTAS philosophy, featuring a record for home gaming peripherals of 608 possible command combinations without the user ever having to remove their hands from the controls. Furthermore, the X-65F pushes the limits of realism by adding perhaps the most revolutionary idea in flight sim peripherals ever: ‘force-sensing’ technology. What is ‘Force-Sensing’ technology? In short, this allows you to control your virtual aircraft without ever having to physically-move the flight stick. To expound on this, you are actually exerting force from your hand onto the flight stick but the stick is stationary. The base unit picks up the pressures being exerted and translates this into flight control signals.

This technology was first seen on the F-16 Fighting Falcon, where pilots initially complained that it was too ‘different’ than what they were used to and did not provide enough feedback as to the plane’s current orientation. In USAF ‘pits, they have since added some force-feedback technology to the stick in order to give a bit more info back to the pilots. The benefit to this technology is that in order to pull-off very complex maneuvers, the pilot never has to move his hand. Furthermore, on the X-65F, the rudder control is also sensed on the flight stick. This means that you can combine aileron, elevator, and rudder movements simultaneously in a very organic fashion with some slight pressure.

The throttle quadrant is a split-lever design, with the dual throttles able to be connected together to recreate single-engine aircraft or separated for twin-engine jobbers like the A-10 Thunderbolt II. While not based on any specific stick and throttle design from reality, Saitek has done a good job of creating something sexy enough to look likt it is pulled from a top-secret fighter in some upcoming Hollywood motion picture. There is a nacelle assembly which screws onto the throttle base, which allows two control panels to be placed in reach of the pilot’s fingers when using the throttle. The first control panel comes standard with the X-65F and features sensitivity settings for the force-sensitive flight stick, as well as a hooded pickle button and four additional, programmable controls. The control panel on the right is a placeholder out of the box, but can be replaced with one of Saitek’s Pro Flight Instrument Panel peripherals for even more realism. In case you missed our review of the Pro Flight Instrument Panel from Saitek, you can read it here.

Setting up the throttle and flight stick is fairly straight-forward. A plate is screwed into the bottom of the flight stick, making the bottom smooth and able to be attached to your desktop via included Velcro strips. The throttle assembly needs slightly more setup, with the user having to screw in the nacelles and the control panels. Thankfully, Saitek has included all the necessary tools (in this case, a small hex key) to complete the job. One issue with the setup is that the throttle is VERY tight to push about, even at its lowest intensity setting (which is adjusted on the bottom of the unit). It can be so tight to that you end up pushing around the entire throttle quadrant when powering up or down! One thing which would make this a lot better is if Saitek would have included a second plate and Velcro set for this peripheral. That way, at least it would lend more stability to your left pectoral workout.

Thankfully, this can be averted altogether by utilizing the mounting holes Saitek has included on each of the system’s pieces. These holes allow you to screw the throttle and flight stick into your desk or home pit for the ultimate in stability! Crank on that sucker all you like – it’s going nowhere.

In my tests with Lock-On: Modern Air Combat (featuring the new Flaming Cliffs 2 expansion), I found the stick and throttle to be a gift from the gods of flight sim goodness. After meticulously setting up all my controls in the sim, including mapping the TDC slew controls to the throttle’s mini-mouse, I was all ready to go. The first time I started the ‘quick-start’ A10 mission in Lock-On, I crashed and burned VERY quickly after beginning. As it turned out, I had the sensitivity level at F4, which is its highest setting. I switched down to F1 until I got more used to it and now find myself running through all levels of sensitivity as the need arises. Basically, these sensitivity controls change the amount of control signal sent to the PC with the same amount of force exerted on the stick. Need to move into air combat maneuvers? Jettison that payload (I mapped this to the hooded pickle button) and switch over to F4 sensitivity to get the most out of your Warthog. After all, you will most likely only be armed with some Sidewinders and your cannon, so you will need all the maneuvering you can get!

Overall, Saitek’s new X-65F Combat Control System is the most realistic combat flight simulator peripheral available for the home market. Retailing for $399, there is no doubt that its price tag is very steep. Hopefully, sim jockeys will see past this and commit to one of the best purchases they can make for their home cockpit. If enough of us purchase the unit, then maybe they can bring the price down for the rest of the gaming market out there to enjoy as well. For a while, it looked like the flight simulation genre was in the outhouse, but with products like this new X-65F on the market as well as new sims coming out from guys like DCS, there is finally a light at the end of the tunnel, and it looks very nice indeed.