Archive - 2012

Star Citizen Moves to Kickstarter Needs Your Help

LOS ANGELES, October 18, 2012 — Last week’s high profile announcement of Chris Roberts’ return to gaming and his highly anticipated PC space sim game, Star Citizen™, caused such a rush of support, the servers at www.robertsspaceindustries.com (the Star Citizen site) that hosted the game’s independently maintained crowd funding program simply collapsed leaving thousands of would-be pledgers and supporters on the outside looking in for days.

Today, the legendary game designer announced a solution to that problem. Roberts and his newly formed company, Cloud Imperium™, launched a Kickstarter campaign, http://www.kickstarter.com/projects/cig/star-citizen, which will provide a stable and scalable crowd funding platform in addition to the custom one hosted on the Star Citizen site to help Roberts reach the company’s stated goal of raising a minimum of two million dollars forStar Citizen.

Despite the problems, which included multiple days without any pledge service on the Roberts Space Industries site, the company still managed to raise one million dollars in one week. “It’s a testament to the will power of our amazing fans,” said Roberts. “At a time when most would have given up, some dedicated fans kept trying to log on and eventually were able to get through and make a pledge. We appreciate all those efforts and now with Kickstarter, we believe we have an answer for everyone.

“It is all about giving our fans the opportunity to choose the platform and payment provider they feel the most comfortable with. We asked whether they wanted Kickstarter as an option and they spoke! Between Kickstarter and the original site, which supports Paypal and major credit cards, I believe we have the tools in place to make everyone feel comfortable in backing this game. I would also like to take a moment to thank the great people at Kickstarter. They were quick to offer help and have been great as we put together a solution.

“Those who pledged via Roberts Space Industries through our very rough first week of operation and those who make a pledge going forward on Kickstarter or on our site will all have their pledges tied directly to their Roberts Space Industries account,” said Roberts.  “Nothing has changed there. We just hope that people will understand the situation we were in and support us and support what we plan on bringing to the table for PC gamers everywhere.”

Roberts spoke directly to his fans about the situation in a You Tube video launched today, at http://www.youtube.com/watch?v=-zN5q7sBKmc.

Viking: Battle for Asgard Out Now on PC

SEGA® of America, Inc. and SEGA® Europe, Ltd. today announced that the PC version of Viking: Battle For Asgard™ is available now for Windows PC. Originally developed by The Creative Assembly for Xbox 360® and PlayStation®3 in 2008, the PC enhancement was performed by Hardlight Studios, a wholly-owned subsidiary of SEGA®.

Hardlight’s first project out of the doors is a fantastic collaboration with The Creative Assembly to bring Viking: Battle for Asgard to PC complete with Steam integration and the addition of Russian and Polish language support.

“Working with the team at CA was an exciting opportunity for Hardlight.  A high quality benchmark had already been set on the Xbox and PS3 versions and the project offered a variety of new challenges for the team working with CA to deliver high-end content on the PC,” said Lee Winder, Project Lead on the brand new PC version of Viking: Battle for Asgard.

Viking: Battle for Asgard is known for its enormous, free-roaming environments and apocalyptic battles between thousands of stalwart Viking troops and murderous demons. The PC version will re-invigorate the game for 2012 with outstanding visuals that take full advantage of modern gaming hardware. Players can scale the resolution, anti-aliasing and other graphical effects according to the power of their PCs for a truly stunning graphical experience.  Viking: Battle For Asgard™ also supports gamepad play, and includes fully-remapped keyboard-and-mouse controls for PC gamers.

The PC version also brings all-new graphical features such as screen space ambient occlusion.  With improved lighting and shadowing, Ragnarok has never looked so good!

Players control Skarin, a young Viking hero, as he masters an evolving repertoire of gory combat skills and mythical powers. As he explores the vast, breath-taking world of Asgard, Skarin learns devastating new attacks, gains new allies and tames mighty dragons to conquer the demonic hordes raised by the scorned death-goddess, Hel. Her aim is to incite Ragnarok, the world-ending battle that will consume Asgard and the very gods themselves.  Only Skarin can rally the Viking clans against her.

Viking: Battle For Asgard™ PC is available now for digital download at this link http://store.steampowered.com/app/211160.

V-MODA Unveils Crossfade M-100 Metal Headphones

Los Angeles – October 17, 2012 – V-MODA, the multi-platinum selling designer of headphones trusted by the pros and elite, announces the highly-anticipated M-100 headphones designed by and for mobile music enthusiasts. V-MODA uniquely crowd-sourced the input of hundreds of audiophiles, journalists, producers and renowned DJs around the globe after news of M-100 first leaked online. Rather than abolishing the information, V-MODA embraced it and openly interacted on forums and social networks which ultimately transformed into a platform of crowdsourced product development.

“This collaboration is one of the most unique design processes I’ve ever been a part of” states Val Kolton, Chief Visionary Officer at V-MODA. “Once the word started to spread on M-100, forum discussions exploded with exceptional feedback vital to the development of the product. Our research and development labs consisted not of corporate marketing and finance departments, but rather the most passionate headphone consumers, musicians and DJs across the globe. M-100 is a progeny of audio enthusiasts worldwide – truly built by the people, for the people,” added Kolton.

To achieve the greatest sound for the greatest amount of people, years of ergonomic research and obsessive quality control over speaker driver variance served as the driving force in the release of M-100. “Speaker drivers must be carefully quality-controlled like grapes at fine vineyards,” added Kolton. “The end result is an exquisitely balanced and unique sound signature characterised by its addictive deep yet clean bass, vibrant mids, and ultra-extended clear and transparent highs.”

The compact M-100 adds unparalleled versatility and functionality to the best-in-class Crossfade series. Dual inputs allow the headphones to act as a virtual on-the-go mixer, and patent-pending V-CORK seals allow the discerning listener to perfectly balance the audio. An optional Boom Pro microphone instantly transforms the M-100 into the ideal headset for gamers, podcasters and broadcast professionals. The optional Coil Pro cable with locking mechanism allows extended freedom with an instrument of choice on stage, at home or in the DJ booth.

Road warriors will revel in novel compact features including the vault-like CLIQFOLD hinge mechanism that uniquely folds the M-100 into V-MODA’s famous exoskeleton carrying case. The M-100 includes two detachable Kevlar-reinforced cables, a remastered SpeakEasy microphone cable and an all-new SharePlay cable allowing multiple users to share music and media without extra adapters. V-MODA continues to allow users to “endorse themselves” by customizing the headphone with its unique custom shield and laser engraving service that allows users to interchange the metal shields with an array of colors, logos and even their own design.
As with all of V-MODA’s Crossfade family, durability and exquisite material selection was paramount in the design of M-100. Its masterful combination of steel and metal materials lives up to the military-level standards of the MIL-STD-810G testing guidelines. Memory foam ear cushions naturally isolate noise and provide supple ergonomic comfort for extended listening sessions. The cushions and SteelFlex headband naturally form to your head and ears to create the perfect natural noise isolation, optimal bass and an immersive 3D soundstage.

M-100 Features
• 50mm Dual-Diaphragm Drivers (patent-pending)
• No batteries or artificial sound processing
• CLIQFOLD folding hinge (patent-pending)
• Dual Inputs with V-CORK seals (patent-pending)
• Exoskeleton case
• Two Kevlar-reinforced cables
• Universal SpeakEasy microphone cable for Apple iPhone, iPad, Android and Windows devices
• SharePlay extended audio cable
• Two year warranty, lifetime 50 percent immortal life program and V-MODA Six-Star Service

MIL-STD-810G and V-MODA Quality
• Survives 70+ drops on concrete
• Virtually indestructible SteelFlex Headband
• Minimal sound variances from unit to unit checked along six parts of the sound curve versus 10-30dB+ of inferior products
• Kevlar-reinforced detachable cables and 45-degree plug strain relief can each bend more than 1 million times, over 100x industry standards
• MIL-STD-810G environmental tests including high and low temperatures, humidity, salt spray and UV exposure

The Crossfade M-100 will be available in time for the holidays for $300 in Matte Black Metal, Shadow or White Silver at Amazon.com and fine purveyors of headphones worldwide. For $310 at V-MODA.com, consumers can now pre-order M-100 and receive an extra set of personalized shields and a set of Faders VIP Tuned Earplugs for a limited time.

OUTLAST First Trailer Released

MONTREAL & MOUNT MASSIVE, COLORADO – October 17,2012 – In the remote mountains of Colorado, horrors wait inside Mount Massive Asylum. A long-abandoned home for the mentally ill, recently re-opened by the “research and charity” branch of the transnational Murkoff Corporation, has been operating in strict secrecy… until now.

Acting on a tip from an inside source, independent journalist Miles Upshur breaks into the facility, and what he discovers walks a terrifying line being science and religion, nature and something else entirely. Once inside, his only hope of escape lies with the terrible truth at the heart of Mount Massive.

Founded in Montreal by industry veterans from some of the biggest game franchises in history, including Prince of Persia, Assassin’s Creed, Splinter Cell, and Uncharted, Red Barrels is an independent game studio focused on creating unforgettable single-player games. Outlast is their first title, a true survival-horror experience which aims to show that the most terrifying monsters of all come from the human mind. Outlast will be coming to PC digital download in 2013.

“There are already a lot of great games out there about terrifying monsters that eat brains; we want Outlast’s to be scary because you’ll know the enemies you face still have them,” said Philippe Morin, co-founder of Red Barrels.

“Our team has a lot of previous experience creating big, blockbuster games,” said co-founder David Chateauneuf. “We’re all really excited to see what kind of fear-based emotional rollercoaster we can build on our own!”

When asked for comment, a spokesperson for the Murkoff Corporation responded: “Murkoff does not comment on speculation and rumors, especially ones started by conspiracy theorists and urban myth chasers.”

Trailer

Avernum 6 HD – A Review (iPad)

Jeff Vogel and Spiderweb Software has brought their latest version of Avernum 6 to the iPad.  Avernum 6 HD is built using Spiderweb Software’s tried and true methods of creating games, focusing on story line and mechanics rather then developing up to date visuals.  What comes out in the end, is a very solid game that feels like a classic role playing game that I played as a kid.  Avernum 6 HD ends up having a great story line that will suck you in and keep you riveted until the very end, but is presented using visuals and sounds that feel outdated, plain, and just down right ugly with little or no animation on the screen.  Despite the lackluster graphics, Avernum 6 HD emerges as the best option for an rpg on the iPad, and as a very solid game choice overall.

Story

Avernum 6 HD has a story line that starts off in humble beginnings, but ends in epic battles for the fate of the entire land.  The land of Avernum began as a prison colony for the worst offenders, since Avernum is located entirely underground and the only way in or out is through a magical portal.  Since then, the land of Avernum has become a wild frontier with adventurers and pioneers looking for fame and fortune in a harsh land.  Recently, life in Avernum has become that much harsher as the mushrooms, Avernum’s only source of grown food, has suffered from a blight.  Sensing weakness from the residents of Avernum, the reptilian Slithzerikai invaded from the south, destroying everything in their path.  Faced with a blight and an invading army, the inhabitants of Avernum began to evacuate through the portal in massive waves.

You begin the story as a group of four adventurers that joined the Avernum military for an extra share of the food.  While other members of your squad has been sent off to fight the invading Slithzerikai horde, you have been stuck with guard duty in a city that is shrinking in population.  Your story starts with humble beginnings, dealing with a rat infestation in the cellar, then you get to move up to goblin issues to the south of the city.  Your role in Avernum’s future becomes more important with each successful quest line, ultimately ending with the entire fate of Avernum on your shoulders.

The story for Avernum 6 HD is solid, thought it lacks a polish needed to truly make it great.  I love how the story draws you into a world that has been completely built underground and makes you feel part of the overall picture from the beginning, but your characters will always feel flat and uninspired themselves.  No video game lives in a void, so it is hard to play games like Avernum 6 HD and not compare them to games from Bioware or Bethesda, companies that are experts in making you feel like you are part of an epic story and makes each character meaningful to you.  Avernum 6 HD has a fantastic story that is presented very well, but your party and its members are never truly fleshed out and made interesting.  Overall, though, the story shines above this particular issue and makes you want to keep playing, just to find out what the next part of the story is in Avernum 6 HD.

Gameplay

The mechanics of Avernum 6 HD are as old as it’s graphics, but work really well on the iPad.  The point-and-click method of moving and issuing combat orders is made easier when all you have to do is touch the screen once or twice.  Movement is solely done by just touching where you want to go, then your party will shuffle off to that point.  Combat requires a few more button presses, but feels just as intuitive.  You can just touch the enemy once, and your member will charge up and swing their weapon or shoot off an arrow, depending on what is equipped.  Spell casting is just an extra push of the screen, that brings up the spell selection menu.  You press the spell you would like to cast, then press the unfortunate recipient to finish the spell.

The user interface feels just like an old rpg interface from twenty years ago.  Your party is listed to the right of the screen by using their portraits with their health and mana bars.  In the upper right hand side of the screen is your mini map, an absolute necessity in any rpg, while at the bottom is your text bar that shows messages and has a few combat buttons attached to it.  Most dialogue boxes will pop up over the main map, and will give you choices as to how you want to address certain situations.  If you don’t know what an item is or what a spell does, you can just hold down over the icon for a second and a interface box will pop up explaining what that item or spell does.

The mechanics for Avernum 6 HD made the transition over to the iPad very nicely with only slight issues in precision targeting, but I attribute that to my huge fingers and not Spiderweb’s design flaws.  Spiderweb understood this issue and made sure to add confirmation button clicks for important items, such as leveling up statistics.  Once you have selected the stats you want to raise, you have to press a confirmation button, which helps cut down on any errors in reading where your finger is for a particular stat.  Avernum 6 HD feels very natural on the iPad and made the transition from mouse and keyboard to touch screen extremely well.

Aesthetics

OK, let’s talk about the huge, stinky elephant in the room: Avernum 6 HD’s visuals and sound.  Spiderweb Software has been making games since 1995 and the only thing that has changed since then is the story.  The graphics and sounds look almost exactly like they did almost fifteen years ago, which is a bad thing.  I understand a lot of people say that a good story will beat bad graphics every time, and as much as I hate too, I have to disagree with that.  Video games are a visual media, they use visuals and sound to tell the story of the game.  Without a strong story, good visuals and sound will fall flat.  However, the opposite is just as true.  Without good visual and sound, the story isn’t reaching the player as well as it could.  The player will always look at the graphics and listen to the sound and be taken out of the experience, because they will always see outdated graphics and listen to bad sound effects.

There are little to no animation in Avernum 6 HD, which is quite unsettling.  It’s almost comical to see your entire party shuffle to the next location, almost like they came right out of an episode of South Park.  Characters will swing their arms to attack, and you will see projectiles in the game, but beyond that there isn’t much else to see.  Avernum 6 HD is listed as an high definition game, at least that’s what I assume the HD means in the title because I don’t see anything high definition about this game.  The actual visual designs of Avernum 6 HD are quite nice, the world is interesting and the creatures that inhabit them are designed well, just poorly executed in terms of actual visuals.

These visuals and sound, in no way, kill the overall experience of Avernum 6 HD, but do hinder it tremendously.  With solid graphics and sound, Avernum 6 HD could have been a contender for game of the year in the realm of the rpg.  However, with video games being a visual medium, Avernum 6 HD is handicapped by it’s graphics and sound to only be a good game, not great.

Final Thoughts

Avernum 6 HD is a game that would have won many industry awards about fifteen years ago, but in today’s market will be overlooked by many people.  Avernum 6 HD has a great, epic story line that pits a small band of heroes against both an invading horde of monsters and a blight of the only crop that is available to the people of Avernum.  Avernum 6 made the transition from the PC and Macintosh to the iPad very well in terms of mechanics.  I only had slight precision issues, which is forgivable and didn’t break the game play for me at all.  The true downside to Avernum 6 HD is it’s presentation in terms of graphics and sound.  Avernum 6 HD just looks way to outdated in terms of visuals and sounds just as bad in today’s market.  While the story does a great job in compensating for the ugly visuals, the visuals and sound still takes its toll on Avernum 6 HD, making this a good game instead of a great one.  Avernum 6 HD is available now for the Apple iPad, iPad 2, and iPad 3.

 

Deadlight PC Requirements Released

Tequila Works has released the minimum system specifications for the PC version of their upcoming Deadlight, and they are as follows:

  • OS Version:Windows XP SP3 / Windows Vista
  • Processor : 2.0+ Ghz
  • Memory : 2 GB
  • Graphics : Shader model 3.0 support, DirectX version : 9.0c
  • Network : Broadband internet connection
  • Disk Space : 5GB
  • Sound card : DirectX 9 compatible sound card

R.A.W.-Realms Of Ancient War Review (PC)

They go by a few different names, dungeon crawlers, hack and slash adventures and RPG action to name some but if you have ever seen Diablo you know what a prime example of the genre is.  By far the most successful of the dungeon crawlers, Diablo is what all other games of the type wish to be: great play with a dedicated fan base.  That second aspect is really hard to earn and many very good games have given us the great play and gone by practically unnoticed.  One of the ones that has been lucky enough to grab attention is Realms Of Ancient War, the only question is does it have the gameplay to keep eyes and hands on it?

Storyline:

Long ago, the four kingdoms of men, dwarves and elves were torn apart in a violent war.  A brittle peace has been established 10 years ago during the mysterious “Summoning of the Kings”.  But today, the world is on the verge of entering war again, as hordes of Nothingness are pouring through portals across all four Kingdoms. The Kings have sent detachments of soldiers to investigate the origin of this new threat… none ever returned.  This all seemed so far away from you. But it is you that the King of the North has chosen, to open the four Portals and put an end to the evil forces, once and for all!

This seems like a pretty interesting plot and driving force for a game and reveals itself more deeply as the game progresses, fleshing out a pretty detailed story and villain.  You really don’t need a good story necessarily for a hack n’ slash adventure but it can be the defining edge that turns a single game into a series with fans crying out for more.

Graphics:

The graphics are really, really nice.  There is great detail all through the game and varying environments so that you don’t get tired of looking at the same graphics over and over, one dungeon blending into the next.  A lot of attention was paid to the graphics, from crumbling walls to growing blood puddles and it really shows.  Also a very nice touch is the corpses remaining on the ground instead of disappearing as soon as you leave the screen or right before your eyes.  This takes a bit more memory and detail to programming but is worth it when you are running around, can’t remember if you covered an area properly and you see a nice pile of carnage you have left behind.  It can be so cool seeing your areas of destruction that sometimes you just want to call somebody over to show them all the damage you have done.  The death throes of the beasties and their positions or in some cases lack of position make for very cool moments.  The only graphic question I have offhand is whether the developers intentionally made it so that the wizard’s green gas cloud looked like he ate too many chimichangas, if so I can relate to the wizard even more.

Gameplay:

This is really the “meat and potatoes” of the game over which most things will be forgiven.  If the plot is a bit weak and the graphics suck good gameplay can at least get the game played and develop a fanbase.  As true to most hack n’ slash games you aren’t generally concerned with one of two enemies but hordes and hordes that pile up and collect around you.  These can make for the above mentioned corpse retention particularly satisfying as you watch them stack like wood, well bloody, death rattling wood.

There are three classes to choose from, a range strong Wizard, a melee strong Warrior or a mix bag Rogue.  These are pretty standard fair for this type of game, though the classes seem a little more reliant on their specialty than usual.  The game is designed to be single player or co-op and I think it comes through in the character developments with the Rogue being the solo player’s class of choice and the other two being the co-op.  Each class is completely playable on it’s own but even the specialty of the Rogue to turn invisible to enemies to regenerate strikes me as something that would be more like done single player.  That said each class has a nice group of talents to choose from with plenty of choices available from the beginning and skill build up in each of the talents.  If you are worried about enemies getting too close as a wizard you can put points into a knock back maneuver and bind that to your mouse keys or number keys, which are completely assignable by the player.  As you get higher levels the differences talent and skill wise will diminish between characters of the same class but individual items which can be different colors will still make them standout.  The system has a built-in comparison system too, letting you know when stats are better or worse between what you are wearing and what is selected in your inventory.

The death system favors co-op as with soulstones being needed to resurrect at soulstone checkpoints for solo players and resurrection if your partner lasts a certain amount of time after your death in co-op only using a soulstone if you both die.  This keeps you cheering your buddy along after you fall and is encouragement for the “doesn’t play well with others” co-op players to watch their teammate’s back.  These games are traditionally designed to be played multiplayer anyways so it is nice to see incentive to do so.

One thing to kind of get used to with this game if you play dungeon crawlers regularly is line of sight does not mean line on target.  When fighting enemies running around a corner to clear line of sight and picking off enemies is still a very important aspect but some environments such as coffins block like buildings instead of being able to be shot over.  This actually can add quite a bit to strategy once you get used to it.  The other thing is weapon damage is limited to distance not room size so if you are using a range attack it could end short of an enemy in your line of sight if you are still too far away from it.  This also can play into some good strategy during battle if you think things through and figure out the enemy’s range of attack.

Last Call:

These games will always be compared to Diablo, they will never get out of it’s monolithic shadow, but that doesn’t mean a game that plays differently or the same as Diablo is a bad thing.  Realms Of Ancient War has developed it’s own style in a lot of key ways and is graphically beautiful to look at.  It plays a lot like a standard dungeon crawler which means it is easy for people who like them to jump into it but it has it’s own unique storyline to take players through a different tale.  I recommend it to other hack n’ slash, dungeon crawling, RPG action gamers like me. Time will fly as you’re killing evil.

Trailer: