Archive - 2012

Darksiders II Comic-Con Plans Revealed

AGOURA HILLS, Calif. July 11, 2012 – Death is taking over Comic-Con International, as THQ Inc.’s (NASDAQ: THQI)’s highly anticipated action-adventure game, Darksiders® II will have a major presence throughout the San Diego Convention Center. Fans can get their hands on playable demos at the GameFan Magazine booth (#4112), as well as at the booths of Random House (#1514), Prima Games (#1514) and Spike (#3729). In addition to the demo, Darksiders II creative director Joe Madureira (artist on Avenging Spider-Man, The Ultimates, X-Men) and art director Han Randhawa, together with Dark Horse Comics, will host a panel on Friday, July 13 at 3:30 p.m. in Room 5AB to discuss the process of bringing the art of Darksiders II to life.

Comic-Con attendees also can participate in a mini-scavenger hunt by collecting exclusive Darksiders II Tarot cards in the partner booths of Dark Horse (#2615), Random House and Prima Games. Fans that collect all three unique cards can present them at the GameFan Magazine booth and receive a limited edition fourth Darksiders II Tarot card.

Comic-Con is a great opportunity for THQ to connect with Darksiders fans as we get close to the game’s August release date,” said Jim Huntley, Vice President of Global Brand Marketing. “We can’t wait for them to get their hands on the game in the convention center.”

Darksiders II follows the exploits of Death, one of the four horsemen of the Apocalypse, in an action-packed tale that runs parallel to the events in the original Darksiders game. This epic journey propels DEATH through various light and dark realms as he tries to redeem his brother WAR, the horseman blamed for prematurely starting the Apocalypse in Darksiders.

Darksiders II launches for Xbox 360, PlayStation3 and PC on August 14, 2012 in the United States. For more information, check out www.Darksiders.com.

About Darksiders II

Awakened by the End of Days, Death, the most feared of the legendary Four Horsemen embarks on a quest to redeem his brother’s name. Become the terrifying force which everything fears but nothing can escape.

The original Darksiders®, released in January 2010, received critical acclaim including the Best Fantasy Game 2010 award from IGN. Darksiders followed the story of WAR, wrongly accused of starting the apocalypse, on a quest to reclaim lost honor and take revenge on those who wronged him.

New Fallen Enchantress Screenshots

JUL 11, 2012 — Fallen Enchantress is Stardock’s most ambitious title yet.  Hot on the heels of Sins of a Solar Empire: Rebellion, Stardock intends to make sure that its upcoming fantasy strategy game is as good as they can possibly make it.

Executive Producer and Stardock CEO, Brad Wardell outlines some of the new features in the much anticipated 4th beta release of the new title, “Beta 4 introduces the new economic system.  In 4X strategy games, the underlying economy – how you get and spend resources – is really the unspoken heart and soul of these games.  As a game that takes place in a fantasy universe, we have the opportunity to do some really interesting things here.”

Fallen Enchantress’s lead designer, Derek Paxton, took his experience making the popular Civilization IV mod, Fall From Heaven, to create something really worthwhile. “It’s all about your cities,” said Paxton. “Starting with Beta 4 you can specialize your city as either a Town, Conclave, or Fortress.  Towns are the source for food, growth and money. Conclaves are where your research, both technological and arcane, occur. And Fortresses are the source of your most elite and powerful military units.”

Beta 4 also will be added a third basic resource – essence.  Previously, Fallen Enchantress’s resource economy followed the tried and true track of food and materials.  As a fantasy game, Paxton decided there was an opportunity to add another dimension to what could make a city special: Essence. “Essence is the land’s natural magical affinity. Lots of city improvements make use of this resource. Essence also allows players to cast powerful enchantments on a city. The more essence, the more enchantments the city can maintain.”

As part of the new emphasis on city specialization, players can now construct upgradeable outposts away from cities. These outposts address the issue known in strategy circles as “city spam”.

“Instead of players having to build lots of cities to have a chance at winning, they can construct outposts,” said Paxton. “In beta 4, these outposts can be upgraded to boost allied units, give penalties to enemy units, scare away monsters, and help the cities they are associated with.”

While the new economic system is the most important change in Beta 4, Stardock has also put its user interface design team to work enhancing the Fallen Enchantress user experience.  To this end, the cloth map has been revamped, the main user interface has been cleaned up and the rich tool tip system updated.

“Even as we add depth to Fallen Enchantress, we want to make sure the game is approachable.  We don’t expect users to have to read the user manual to know what’s going on,” said Wardell. “The game should walk the player through how to play the game and the interface should be intuitive enough that it just makes sense.”

Elemental: Fallen Enchantress Beta 4 is expected to be released later this month.  The final game isn’t expected to be released until this Fall but anyone who pre-orders it can join the beta.

Web site URL: www.elementalgame.com

Screenshots

Comic-Con Bans Strollers in Presentation Rooms

This just in from the Comic-Con PR folks: We hate babies!

Official Message

NEW FOR 2012: STROLLERS ARE NOT ALLOWED IN THE PROGRAMMING ROOMS

For safety reasons, the Fire Marshall will not be allowing strollers inside the programming rooms. This includes rooms 2, 4, 5AB, 6A, 6BCF, 6DE, 7AB, 8, 11AB, 23ABC, 24ABC, 25ABC, 26AB, 28E, 32AB, Ballroom 20, and Hall H.

Stroller parking areas can be found throughout the Convention Center. Parking will be free of charge and provided on a first-come, first-serve basis. Please note: Comic-Con will not provide security or check-in/check-out for the strollers

For more information and a PDF of the locations please visit the Important Information page of our web site:

http://www.comic-con.org/cci/cci_important_info.php

Also, jogging style strollers are not allowed at Comic-Con.

Thank you for your cooperation.

DCS: Combined Arms Available For Pre-Purchase And Open Beta

DUXFORD, UK – The Fighter Collection and Eagle Dynamics have released the pre-purchase for DCS: Combined Arms and a series of updates to DCS World, DCS: P51D Mustang Beta, DCS: A-10C Warthog and DCS: Black Shark 2.  DCS: Combined Arms combines real time strategy gaming, first person armor warfare gaming and directing the ground battle from the cockpit of a DCS aircraft like the A-10C Warthog, Ka-50 Black Shark or P-51D Mustang.  Using the Command Map to move ground forces, set artillery fire missions and control the ground battle, assume the role of a Joint Terminal Attack Controller (JTAC) and designate targets for close air support aircraft in multiplayer games or directly control armor vehicles or air defense weapons and engage the enemy.  It is now available for open beta as well to get you right into the action.

Download the pre-purchase of Combined Arms for $29.99 from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

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The Elder Scrolls V: Skyrim – Dawnguard Review

When news first broke of Dawnguard, Bethesda’s first DLC expansion to the critically acclaimed Skyrim, I hopped back into my game after some months away to grind my character, complete sidequests, and prepare the noble Breton Dovahkiin Erik Bloodfoot to face the looming vampire threat. 103 hours into the game and at level 38, I was still finding scripted sidequests and full towns that I never knew existed. There was still so much game to explore. How could Bethesda expand any more? It seemed like a daunting task but somehow they pulled it off. Bethesda put more Skyrim in Skyrim.

After downloading the expansion I went in search of my new adventure. It didn’t take long as I stepped into the rocky metropolis of Markarth (and after paying some hefty fines for a boredom induced killing spree) and overheard a few local guards talking about joining the good fight against the vampire menace. Searching out Fort Dawnguard east of Riften, I came across the first of a number of gorgeous new areas implanted into the game world. Bethesda chose wisely to introduce you to these expanded areas via landscape features you could believably not have noticed before. Fort Dawnguard, for instance, lies in Dayspring Canyon accessible only via an inconspicuous cave rather than springing up overnight in the map you’ve come to know and love.

In the Fort I met Isran, leader of the Dawnguard. Rumblings of an ancient house of vampires on the hunt for an arcane artifact have lead him to reform the centuries old hunter army and he tasked me with discovering what the Vampires are after. Soon, I found myself exploring a crumbling temple hidden in a deep cave and unwittingly releasing Serana, my vampire sidekick for the duration of the game, sealed in a stone tomb with an Elder Scroll strapped to her back.

Serana lead me back to her home, a castle lying far off the north coast of Skyrim, where I met Lord Harkon, her father, and the primary antagonist for the game… should you refuse his offer. It is here that I got the chance to step out of the sun and become a Vampire Lord with a very different set of skills and abilities than your run of the mill Elder Scrolls vampire. I refused, as becoming a vampire would negate my lycanthropy, and was quickly banished from the castle. Left with no choice but to kill the bastard, I returned to Fort Dawnguard to pick up and fight the good fight.

So begins a roughly ten hour long quest chain that finds you exploring giant new areas including multiple new dungeons, a vast new Falmer commune, and Skyrim’s equivalent of purgatory. Along the way you earn new armor, new dragon shouts, and some fantastic new weapons including (should your smithing be strong enough) Dragonbone weapons to go along with your Dragonbone armor. Once done with your quest there is a completely separate quest on the other side of the coin if you were wise enough to drop a save prior to accepting or rejecting Harkon’s offer. Accept and you join the vampires in an effort to blot out the sun, reject and you’ll fight alongside the Dawnguard to put an end to House Harkon.

Playing as a vampire is unlike anything you’ve done in Skyrim yet. After a brief tutorial, you are let loose to wreak havoc on the countryside. Stalking along the ground gives you access to a mighty melee attack while floating in the air lets you use magic attacks such as raising the dead or feasting on your enemies’ blood. As you feast you level up your all new vampire skill tree allowing you to unlock new perks and powers such as turning into a cloud of mist or summoning gargoyles to fight on your behalf.

Playing alongside the Dawnguard you’ll find yourself recruiting a motley crew of vampire hunters all with services to offer. Armored battle trolls and wielding crossbows are now at your disposal. You’ll fight on the side of good and if you’re a werewolf? There’s perks for that too. Eating human hearts levels up your werewolf and you can buff out your character with the ability to summon werewolves or gain more health from chowing down on the fallen.

Dawnguard is well worth the price of admission, especially for Skyrim fans. At twenty dollars you get an additional twenty hours of content and plenty of new items to wield against your enemies. Be warned though, at level 38 my character was a bit too strong and for the most part I was presented with very little challenge. If you have a choice take the quest sooner rather than later. But even if you’re a higher level, nothing is more fun than laying waste to those jerks over in Riften as a floating demonic vampire demon. They deserved it. They’re all thieves anyways…

Spellforce 2: Faith in Destiny – A Review (PC)

Nordic Games and Dream Catcher Interactive have just released their latest expansion to Spellforce 2, named Spellforce 2: Faith in Destiny.  Faith in Destiny was originally announced back in 2009 but, due to budget concerns as well as their wanting to avoid a May 15, 2012 release date that would coincide with Diablo III, wasn’t released until June 19 of this year.  Spellforce 2: Faith in Destiny is, at heart, a role-playing real time strategy game, that is set four years after the last expansion.  Faith in Destiny does not require the original game to play this expansion, but you will be completely lost as to where you are in this particular story, what the world is about, or even who your character is supposed to be.

Story: 

Spellforce 2:  Faith in Destiny is set four years after the Shaper’s defeat.  You are a Shaikan who is traveling through Eo in search for answers to the troubling dreams that you are having and to investigate attacks on the local villages by a group of monsters called the Nameless.

If you understood any of that last paragraph, you are much better off then I am, and I played the game.  The major issue with Spellforce 2: Faith in Destiny’s storyline is that the developers pretty much assumed that you played the original Spellforce 2 and its other expansion.  Yet, they made Faith in Destiny a stand-alone game that did not require either game to play.  I can understand why a developer did not want to require a consumer to have to locate and purchase another game from 2006 in order to play this expansion, but the player needs to be brought up to speed on the story, and not just dropped off in the world, assuming that we will pick up the pieces as we go along.

What ends up happening is that I am forced to accept things with the hope that I will learn more later, and that kept me from becoming enraptured with the story from the beginning.  I found myself constantly asking questions as to what was a Shaikan, who was this traveling with me, and what are these portals that keep popping up.  I am a huge fan of writing in video games, and feel that it does not get enough quality time nor does it get nearly enough of the budget for my tastes.  However, the player must feel like he or she is at least following along with the plot, so that we may actually care about what people have to say.  When a player is lost from the beginning, they have a tendency just to skip all of the dialogue, because ‘nothing has made sense prior to that conversation, why would that conversation make any sense now?’

Game Play:

 The game play of Spellforce 2: Faith in Destiny survives critique so much better then the story did.  The game play here is solid role-playing real time strategy game mechanics.  The role-playing mechanics focuses solely on your hero characters.  You get to create your own Shaikan, but can only select from male characters and only select from pre-selected heads.  As your heroes level up, you get to give them abilities based on combat, magic, or Shaikan trees.  You will also find gear in treasure chests or on enemies to help flesh out your heroes.  The great thing about the gear is that is actually changes the looks of your heroes.  This can lead to your heroes looking much more unique then other heroes that are out there, especially in multi player, but more on that later.

The real time strategy mechanics for Spellforce 2: Faith in Destiny is what makes this game at least a solid outing for Nordic Games.  Let me get this out, I hate real time strategy games, I’m just no good at them and can’t stand all of the micro-management that is needed to be any good at them.  Spellforce 2: Faith in Destiny is a game that is made for people like me.  The developers made resource management extremely easy by using a user interface that was very intuitive.  I loved being able to double click on a troop type, then clicking on a pull down menu to assign that troop a group number.  I also loved how each group would have their abilities directly under their group number, so I could activate an ability from group 2 then one from group 4 with two simple clicks of a button.

Everything else about the real time strategy mechanics for Spellforce 2: Faith in Destiny you have seen before.  Faith in Destiny uses three resources, instead of the typical two so you do have one more resource to stress about, but besides that, this is a typically solid real time strategy game through and through.  When faced with such a lackluster story line, Spellforce 2: Faith in Destiny is mediocre at best and cannot compare to recent games such as Starcraft 2.

Spellforce 2: Faith in Destiny does have the typical multiplayer system in place, but with the exception of being played against an human opponent, there isn’t anything special here that you don’t see in the campaign.  You have five factions to choose from, but again, with very little invested into the story; the only difference here is aesthetics.  Multiplayer can support up to six players at one time, and does including a new game mode called Domination, where a player must capture and control certain points on the map.

Aesthetics:

 Spellforce 2: Faith in Destiny has a unique look to it, but it is a look that is also outdated.  Spellforce 2: Faith in Destiny looks more like Warcraft 3 then Starcraft 2, and that is probably because the game has been in development since 2009.  Unique looks to a game when they are a design decision work for me.  I have a much easier time forgiving the graphics for a game like The Bindings of Isaac when it is a deliberate decision to make the game look that way.  However, for Spellforce 2: Faith in Destiny, the graphics just feel outdated.  They’re not horrible by any means, just old looking.

Voice acting, on the other hand, was atrocious.  I was doing ok with the acting, until a women came up to me in the main city with, what can only be described as the single worst attempt at a Scottish accent.  At least, I think she was trying to pull off Scottish; it might have been something else.  I’m not saying that we need Oscar winning actors for every game, but if your actor is going to try to pull of an accent, at least make sure that she is capable of doing so before you record it and put it in your game.

Final Thoughts:

At the end of it all, Spellforce 2: Faith in Destiny isn’t a bad game – it’s just not a great game either.  It falls perfectly in the middle range that many games fall into – very playable for a while, but will soon be forgotten when the next bigger and better game comes out.  What really kills Spellforce 2: Faith in Destiny to me was the lengthy developmental timeframe.  If this game came out in 2008 or 2009, just a few years after the original, it would have been a very good game and a top-notch entry into the real time strategy genre for that time period.  However, it’s 2012 and we have played Starcraft 2, and, while Starcraft 2 had it’s own issues, it clearly shows just how outdated Spellforce 2: Faith in Destiny really is.  If you need a real time strategy game to tie you over until the next Starcraft 2 expansion comes out, you can do worse then Spellforce 2: Faith in Destiny.  If not, then I would just wait it out until Heart of the Swarm hits the stores.

Blizzard Announces Comic-Con Presence

Blizzard Entertainment has announced its presence at the 2012 San Diego Comic-Con. They have a panel as well as some signings for you to enjoy – so, checkout their event info below!

PANEL:            Blizzard Entertainment Product Showcase

  • Thursday, July 12
  • Room 6BCF
  • 2:15 p.m. – 3:15 p.m.

SIGNINGS:       Blizzard Entertainment Autograph Signings
Insight Editions Booth (#1035)

  • Art of Blizzard                                     Book of Cain
  • Friday from 4-5:30 p.m.                      Saturday from 10-11:00 a.m.
  • Chris Metzen and Sam Didier             Micky Neilson, Flint Dille, Matt Burns                                               

Christie Golden Autograph Signings

  • Thursday from 7-8 p.m.                      Thursday from 4-5 p.m.
  • Cryptozoic Store                                  Mysterious Galaxy Booth (#1119)
  • 411 Market Street

BOOTHS:

  • Insight Editions: Stop by for a sneak peek at the upcoming The Art of Blizzard book, which offers an exclusive look at the ideas and imagery that have defined some of the industry’s most critically acclaimed games. Booth #1035
  • DK Publishing: Drop in for a discount promotional code towards the upcoming Mists of Pandaria strategy guide from Brady Games. Booth #2913      
  • Sideshow Collectibles: Check out sculptures featuring characters from the Warcraft, StarCraft, and Diablo franchises, including the latest terrifying figure from Diablo III, to be revealed during the Blizzard Product Showcase panel. Booth #1929

The Walking Dead Game Announced

Santa Monica, CA – July 9, 2012 – Think you’re tough enough to survive a horde of undead walkers?  Gamers will be able to find out next year as Activision Publishing Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), and Terminal Reality announced today an all-new The Walking Dead™ video game. Based on AMC’s Emmy-Award winning TV series, the do-whatever-you-need-to-survive first-person action game will allow players to assume the role of the mysterious, crossbow-wielding survivor Daryl Dixon, alongside his overbearing brother Merle, on a haunting, unforgiving quest to make their way to the supposed safety of Atlanta.

“The work AMC has done with the TV series has been amazing and we’re ecstatic at the opportunity to be brought into the fold,” said Drew Haworth, Creative Director at Terminal Reality.  “The studio is made up of fans of the show, and we think other fans will see that the situations and walkers featured in our game are every bit as gruesome and shocking as they are in the TV series – they look, move and react as expected with full authenticity – and they will surprise you.  The player’s fight-or-flight survival instinct is constantly engaged.  ‘Flight’ is usually a good bet.”

Terminal Reality’s The Walking Dead video game takes the undead and brings them out of the TV show and into console gaming systems in a new, terrifying way.  The iconic walkers will relentlessly hunt down players like their television counterparts, using a combination of sight, sound and smell.  As Daryl, players will need to tread carefully throughout each new area they explore.  Once discovered, it doesn’t take much to attract an unstoppable horde of undead walkers, so every threat needs to be assessed, and every situation analyzed.  Players will have to choose between whether to stay and fight while risking a gruesome death or using stealth to avoid the undead.  No place is truly safe for Daryl as he makes his way through the Georgia countryside in this new, post-apocalyptic world.

“Activision and Terminal Reality are working to deliver a powerful combination of a deep, engrossing story with intense action,” said Charlie Collier, AMC’s president.  “Daryl is such a unique and complex character and we’re excited to offer fans the opportunity to experience this new video game.”

Resources are scarce and scattered in The Walking Dead video game, and gamers will have to not only ration supplies, but carefully consider their food, medical needs, ammunition, and other goods as survival in the game is based upon wit and intellect more so than simple, sheer skill.  In order to endure this constant state of danger, players will have to do all they can to silence the noises they make and avoid detection.  Throughout his journey, Daryl will encounter a slew of other characters that can help or hurt him in a variety of ways, and whether or not they accompany him is completely up to player choice and represents just some of the major decisions that will constantly be made while fighting to survive.

The Walking Dead video game is scheduled for release in 2013 for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC, and is currently rated “RP” (Rating Pending) by the ESRB.  For more information, visit www.TheWalkingDeadBegins.com or ‘Like’ The Walking Dead on Facebook (facebook.com/TheWalkingDeadAMC).