Archive - 2012

Krater Beta Testing Begins

STOCKHOLM, Sweden. May 24, 2012. Fatshark today announced that their upcoming squad based RPG KRATER heads into Beta testing.

KRATER will be available on PC computers via Steam on June 12, 2012. A Mac version will be available in July.

“The Beta testing of KRATER begins today, and it’s exciting times with the release only weeks away” says Martin Wahlund, CEO and Executive Producer, Fatshark. “We will now allow people to explore a larger part of the KRATER and with the team management system in place, people can start to build a squad and switch in and out characters for different encounters, if you want to play the game all up to the release on June 12, 2012, you should visit the KRATER web shop.”

KRATER is a lush post-apocalyptic top down RPG and the base pillars are crafting, exploration and consequence. Consequence brings not only the ability for the characters to level up and improve themselves, but also permanent injuries and death. The grim reaper never been so grim!

If you want to get your KRATER on, and save a few “whatever currency you have” while you’re at it, visit http://store.fatshark.se and pick up the game today and get instant access to the alpha build!

About Fatshark
Fatshark is located in Stockholm, Sweden and is comprised of experienced and skilled developers. The company has been involved as subcontractors in a number of AAA titles for consoles and PC as well as developed their own IP’s such as Lead and Gold, and Hamilton’s Great Adventure. For more information, visit www.fatshark.se.

New SpellForce 2 Trailer Released

EMPYRIA, EO (May 24, 2012) – Nordic Games reveals the intro-trailer for its latest upcoming installment of the SpellForce saga, SpellForce 2: Faith in Destiny. The release date of SpellForce 2: Faith in Destiny is June 19, 2012:

Link: http://www.youtube.com/watch?v=Z6s-M7nIeGU
Download-Link (~30 MB): http://www.nordicgames.at/files/sffidk89jrh/SF-FID-intro-trailer.zip

In times of war and chaos you will assume the role of a young man, who is supposed to liberate the entire world of Eo from the new, nameless evil. Along with a group of diverse heroes and a dragon as trustful companions, you will fight to gain information about this mysterious new enemy and thereby discover your own true destiny.

With daring and courage you will be able to succeed in this epic, brand-new, and strategic RTS/PRG-Mix that combines the storylines of the previous SpellForce-games and continues further.

Features:

  • Click’n’Fight and Quick-Action-Buttons: perfected control system for Instant-Actions, best overview, and strategic sophistication
  • Domination: all new multiplayer mode; you have to keep control of strategic nodes, which are spread over the map, in order to obtain resources to further strengthen your armies
  • Singleplayer campaign ensuring a maximum of fun, riveting story progression and countless quests – all refined by the authentic and consistent world of Eo
  • Choose your individual path among a plethora of different skills and magic abilites, offering numerous combinations of character development
  • For the first time in the history of SpellForce, you can even ride on a dragon
  • Completely new race with buildings, also playable in multiplayer

New Assets

Dragon’s Dogma Review (Xbox 360)

I deeply treasure both Demon’s Souls and Dark Souls. If you don’t know why that’s important – feel free to skip this paragraph. The reason that it’s worth mentioning is that, while this is a very different game in many ways, its deeply-challenging gameplay is what will ultimately polarize most people, placing you strictly in the camp of “love it” or “hate it”.

Nearly a month ago, I was completely unaware of Dragon’s Dogma. Its development progressed entirely beneath my radar, so when a friend sent a few videos my way, I was instantly intrigued – but equally cautious. On paper this game looked absolutely extraordinary. It seemed to take the best of eastern and western action RPG’s, while being developed by a renowned team and a company that more often than not pushes out above average releases. Yet for some reason the expected hype was near completely non-existent, which seemed strange considering it was directly following the highly successful (in their own ways) duo of Skyrim and Dark Souls; titles it seemed to be so clearly channeling in one way or another. So surely, it must be broken?

The answer: Yes and no. To be clear – I absolutely love this game, and genuinely enjoyed my time with it thus far, but I’ll be first to admit that it’s just not for everyone. Let’s start with the basics, or in this case – the bad.

Best I can tell, the story only exists to provide a basic setting for the games unique NPC-based party system, open world, and numerous other mechanics. The basic premise is that a dragon of epic proportions has been brought into the world, as it does every yada generations, and via what is either bad luck or destiny (I honestly don’t know which) – it landed on your face. Shortly thereafter it plucked out and munched on your heart, and as a result you’re now an “Arisen” – who is challenged to defeat said jerk dragon, with the help of your newfound ability to summon and control a race of unemotional slave-soldiers known as “Pawns”.

On the visual side, Dragon’s Dogma is not a gorgeous game by today’s standards. The palette is mostly brownish, the textures are muddled, there’s plenty of clipping to go around, and the lighting engine might have been more impressive on the first Xbox. The characters are unattractive with a ridiculous attempt at lip syncing. Most camera movement results in noticeable tearing, and it’s often made extremely clear that the engine simply can’t keep up with the immense world that the designers clearly worked very hard to build.

That said, like most open world games, while close inspection reveals innumerable flaws – at a macro scope the world is actually quite pretty, and conveys its classic fantasy setting well. The enemy models are a high point, generally impressive and fun to watch, more so as they grow into the larger and more active mobs that you’ll find as your adventure progresses further on.

Both the sound and music in Dragon’s Dogma are equally serviceable, but in no way memorable (with exception of the campy title-screen track, which serves mainly to remind you that this game was made by our quirky friends in Japan). And while the game is entirely voiced, 90% of what you’ll be hearing is your own party members echoing the same lines (although there are many) countless times throughout the game, as they both learn and educate you on how to best the various mobs you’ll encounter. It’s initially very useful, but more than a tad repetitive. More on this later.

This is a deep game with many systems and a wide variety of loot – all accessible via menus and an interface that are generally effective while not flashy…

This is a deep game with many systems and a wide variety of loot – all accessible via menus and an interface that are generally effective while not flashy. I’ve found that this alone can break games (I’m looking at you Fable), so I’m happy to report that isn’t the case here. You can save anywhere (which is really important), and the mapping and quest tracking is useful, but doesn’t go out its way to give away every last detail to the degree that’s common in most modern RPGs (which I appreciate).

Before I move on to the mechanics that do in fact make this game so incredibly fun and unique, the last element worth mentioning is the controls. After first watching videos of such amazing potential – my first cynical speculation was simply “looks great – controls must be broken”. I’m happy to say that I was mostly wrong.

Getting around actually feels fine, and while combat took some time to master and at times I really wished that aiming spells was more precise (it’s a slightly awkward hybrid lock-on system that feels more like painting heat seeking rockets on a fighter jet than shooting arrows at an ogre), eventually it felt natural enough.

It’s also worth mentioning that I found that the options menu had a decent array of useful tweaks that let me configure it to be much more comfortable, including the ability to turn the primary triggers into the primary skill modifiers (as opposed to the harder to reach bumpers). These details helped a lot.
And now, on to the good and the great.
The biggest standout element of Dragon’s Dogma is easily its wholly original take on a party-based single-player RPG. While this (next to the controls) was one of the aspects I initially suspected would likely be broken – it turned out to be the element I enjoyed most about the game. The idea starts out simple, but grows in complexity you realize that it is so cleverly integrated into every aspect of the game, from combat, to quests, to looting and harvesting, to bringing a competitive element to a seemingly single player game.

You’ll start by creating your own controllable character (using an adequate customization systems similar to most other RPGs), followed by a “Pawn”, who is effectively a mostly uncontrolled NPC pet. You’ll develop their look (Protip: you’re going to have to settle for “ugly”), choose a name and a voice, a basic starting vocation (fighter, strider, or mage), and answer a series of somewhat arbitrary questions as to how they would likely act in various situations. This character will persistently stay and level right along with you throughout your entire experience in Dragon’s Dogma.

Beyond your playable character and your primary NPC Pawn, you’ll also bring along two other characters of your choosing, known as “Support Pawns”, to build out a complete and balanced party of your own design. This is where it gets interesting. These characters are actually unique Pawns created by other players, just like your own. But, unlike your own, these two will not level with you, forcing you to frequently choose new allies throughout your adventure. Selecting your Support Pawns is done by either launching into a special area where you can summon them at will (via filters, leaderboards, etc.), or my favorite method – by simply happening across them on the many roads or throughout the towns of the game world. That’s right, the game seeds your entire world with NPC’s created and developed by other players. So very awesome.

Choosing your Support Pawns was a surprisingly fun activity, as there’s an unexpected variety of information available to help you make the choice that best fits your style of party. Beyond the visual aspect of the Pawns, you can review their vocation, pre-selected skills, their complete set of gear (including any upgrades), their knowledge of the various mobs and quests in the game, and more.

At any time you can choose Pawns that are up to your level for free, or alternatively you can invest a bit of somewhat rare currency known as Rift Crystals to purchase Pawns above your level, helping you progress faster. The tradeoff is that Rift Crystals are slow to obtain (fairly rare loot), and the loading screen tip text teases you with the fact that some rare items in game may only be purchased with Rift Crystals (personally I never came across this, so for all I know it could just be mocking me – which wouldn’t be out of character). Also, if any of these Pawns die in battle, and aren’t revived within a short time, they’re lost – and your hard earned Rift Crystals with them.

While I loved all of these aspects of the Pawn system, where it really got me was the first time I rested at an Inn, and when I awoke my Pawn reported that he had been off adventuring with someone else (I’ll admit, I was a little bit jealous). What’s better was when he revealed that he had a gift for me (in this case a nice sword), obtained some new battle intel, and had been positively reviewed by the other player. While I had a vague idea of the asynchronous community features of the game prior to this experience, this was the point (aka free loots) where it really really started to sink in.

As mentioned above, the game provides a number of ways to ensure your Pawns are desirable, and a competitive element by allowing you to work your way up the Pawn leader-board. You can do this by creating an attractive looking character (trust me: more difficult than it sounds, think Oblivion), selecting a well thought-out and sought-after skill set, investing in great upgraded weapons and armor, and by just playing more with them, which will cause them to learn more about the individual quests and monsters in the game – which helps them fight better, in addition to offering you helpful questing and world tips as you journey.

In other words – building up your own NPC Pawn for other players, is a bit of a meta-game in itself – but doing so also helps your single player game, as they’ll be a more effective member of your own party. Win-win (and correct me if I’m wrong – but entirely a new idea).

Once you’re happy with your party of Pawns, the real game begins as you begin to explore the vast world. Dragon’s Dogma is a huge 3rd person action game, and while not quite as open and accessible as games like Skyrim – there’s plenty to explore.

Unfortunately, this is where the polarization begins. Dragon’s Dogma is a game about risk-reward. The reward, is the triumphant feeling of winning difficult fights (more in a minute), exploring dark and dangerous areas for loots, and progressing your levels and vocations. The risk, is the difficult and drawn out combat, confusing deaths, and a slew of mechanics purposefully designed from the ground up to disconnect from modern convention in exchange for good old fashion (as in PC RPG’s of the 90’s) challenge.

One of the most widely recognized examples of this is the huge impact time of day has in Dragon’s Dogma. As night approaches, the game frankly gets scary. You quickly realize that you’re outnumbered, and the world comes alive in a very eerie way as soon as your vision drops to almost nothing. Unlike most modern games, fast-forwarding time (outside of an Inn) is not an option.

Similarly, magical fast-travel via your map is unavailable, safe towns and outposts are spread far and few between, cliffs and water are equally plentiful and dangerous, and you’re constantly weighing your options as to how to progress safely. Most of these mechanics are simply absent from modern game design, but each add weight to every decision you make – simultaneously ensuring the game provides a truly unique and memorable experience.

That said, I see how some people can argue that these are outdated mechanics that just add up to poor design. At the same time, the feelings (mostly anxiety followed ultimately by triumph) invoked by these simply surpass anything I experienced in games like Skyrim. Again, this goes back to – you either love it, or you don’t – there really is no in-between. It is worth mentioning that while this game is difficult, I personally didn’t find it quite as difficult as either Dark Souls or Demon’s Souls.

Combat in Dragon’s Dogma, similar to (and in part because of) its Pawn system, is highly unique…

Combat in Dragon’s Dogma, similar to (and in part because of) its Pawn system, is highly unique. Combat plays out in real-time, with you controlling a single character, with up to 6 unique triggered abilities that you choose. There are no cool-downs, and a single stamina bar controls the flow of your actions. If you drain all of your stamina you’ll be winded and vulnerable, illustrating yet another element of risk/reward in Dragon’s Dogmas design.

At any time you can issue very basic commands to your Pawns (Go, Come, Help) – but ultimately it’s the design of your team, your past experience with them, and their own understanding of the enemy that dictates how efficiently battle flows. The composition of your party is entirely up to you, utilizing your playable character, your primary Pawn, and the 2 other-player-created Support Pawns of your choice. The classes (vocations) are both classic (“mage”) and novel (“magic archer”), and provide plenty of room for experimentation, with a good variety of available skills and gear to choose from.

To switch up your party you can purchase new vocations for both your playable character and your primary Pawn at any time by using Discipline points, which are earned as you gain levels. I found myself switching my playable character between about 3 classes, leaving my primary Pawn as some form of tank, and selecting various support Pawns to try out every other class, resulting in varied levels of effectiveness. I really enjoyed using this system to find skills that synergized nicely, for example using my fighter to eject fleeing enemies into the air so that I could target them more easily with spells while they were unable to block. Even simple things like healing spells add a fresh element in this game, as rather than targeted heals – they’re simply auras left on the battlefield that you’ll need to run through to benefit from.

I can honestly say that prior to this game I’ve never been a fan of single player party-based action RPGs (Star Ocean, Tales, etc.) In these games I’ve often felt that I personally have little control of the fight, and am just along for the ride. While at times in Dragon’s Dogma my team did in fact get in my way, more often than not I enjoyed what they brought to the table – and loved experimenting with their mechanics, focusing on tactics before an adventure, studying the outcome, and adjusting as necessary (if you loved this in Final Fantasy XII, you’ll probably love it here too).

Beyond your own party makeup, the enemies in Dragon’s Dogma are another of its core strengths. While your adversaries are comprised of the most very basic of fantasy tropes (bandit, goblin, ogre, harpy, cyclops, golem, etc.), the game goes out of its way to ensure that each type provides a unique and exciting encounter (at least initially).
One major element of this, is the fact that your team learns (and talks incessantly) about the individual weaknesses that will ultimately streamline your battles. You’ll quickly discover that without its tusks, cudgel and helmet, a cyclops is little more than a single eye waiting to be poked out. To assist in this, your team will literally climb over every inch of that cyclops, prodding it from every angle (and of course you can do the same) – producing highly entertaining and engaging battles from start to finish – sometimes taking 20 minutes or more to best a single large creature. In any other game this would be a boss. In Dragon’s Dogma – they respawn regularly.

The same is true for nearly every unique mob type in the game, of which they are many. One of my favorite aspects of this system was the fact that not only did this make my NPC team fight more effectively, but it also taught me how to fight better myself. The result was that progression meant more than higher stats (blatant grindy time investment), but rather knowledge that changed how I played the game – which brings me to my next point.

Unlike similar games like Oblivion and Skyrim, enemies in this game don’t gain levels along with your own progression. In other words – venture too far (which isn’t really very far at all), and you’ll die. While some will likely hate this trait, I personally find that it’s the only way to actually relish the fruits of my own heavy investment in character development. In other words – coming back when I’m level 20 to stomp goblins feels fantastic. Even better is that I’m not just stomping them because my magic power is higher (it’s definitely a factor), but rather because both my team and I are now fully aware of how to best defeat them. I’ll admit that it’s subtle, and in part an illusion – but at the same time, the effect is pretty awesome.

More than 2,500 words later, I’ve barely scratched the surface of this game. I’ve yet to mention the crafting system (hundreds of objects can be crafted into countless things), the cool campaign quests, the variety of loot, or the fact that while the game has your typical gathering systems (plants, mining, etc), the Pawn system is so perfectly integrated that they’ll just do it all for you (seriously, fantastic feature). There is so much to do and explore in this game, and it’s clear that DLC is on the way as well.

I think above all, my favorite thing about Dragon’s Dogma is that it is a game full of choices – most of which have real weight. Hell, even the physical size of your character, something that does nothing in basically any modern game, has well defined purpose in Dragon’s Dogma. It’s things like this that constantly left me with the feeling of “Wow, nobody does that!” that consistently kept me engaged, and still has me going back for more.

Overall

If you’re a fan of risk-reward, if you’re nostalgic for PC RPG’s of the 90s, but with a unique twist, or if you’re just an admitted gaming masochist – do yourself a favor and buy this game. I want more!

Screenshots

Mechwarrior Online Founder’s Program Announced

MONTREAL – May 22, 2012 – Calling all MechWarrior® fans! MechWarrior Online is heading into the first closed beta this week (fans can register now for a chance to gain access at www.mwomercs.com) and Piranha Games and Infinite Game Publishing have revealed how fans can obtain guaranteed early access this summer with OPERATION INCEPTION: an exclusive MechWarrior Online™ Founder’s Program that goes on sale June 19th.

OPERATION INCEPTION will offer die-hard fans of this beloved franchise valuable benefits including: in-game currency, a custom BattleMech™ (“ELITE” level only), up to a two-month free premium account, a permanent “Founder’s Tag” and more. OPERATION INCEPTION” gives fans a limited one-time chance to secure exclusive MechWarrior Online game content via two ranks:

$60 ELITE Founder’s Package Includes:

  • Exclusive custom “Founder’s BattleMech.” This Mech includes a lifetime, per-match C-Bill booster.
  • $80 value of in-game currency* for in-game item purchases.
  • Two-month premium account to MechWarrior Online at launch: Earn XP & C-Bills faster.
  • Founder’s Tag – sets your status apart from the crowd & get noticed in-game and on the forums.
  • Early access to the game along with Founder’s assets availability starts July 17th.

$30 VETERAN Founder’s Package Includes:

  • $40 value of in-game currency* for in-game item purchases.
  • One-month premium account to MechWarrior Online at launch: Earn XP & C-Bills faster.
  • Founder’s Tag – sets your status apart from the crowd & get noticed in-game and on the forums.
  • Early access to the game along with Founder’s assets availability starts July 17th.

OPERATION INCEPTION assets and early game access will be available for ELITE or VETERAN package players starting July 17th.

Reserve your pilot name at www.mwomercs.com.

*For in-game currency, Founders’ accounts will be credited beginning July 17th with a non-refundable amount of in-game currency equivalent to the retail cost set out in each package above ($40 value for VETERAN Founders, $80 value for ELITE Founders), and those credits may be used for in-game purchases of virtual items only. The closed beta and OPERATION INCEPTION assets will enjoy support only in North America.

Aliens: Colonial Marines Delayed to 2013

SAN FRANCISCO & LONDON–SEGA® of America, Inc., SEGA® Europe Ltd., Gearbox Software and Twentieth Century Fox Consumer Products are thrilled to announce that the highly anticipated first-person shooter Aliens: Colonial Marines™ will be in stores worldwide on February 12, 2013. As the authentic addition to the ALIENS franchise canon, the game’s stunning visuals and adrenaline pumping action will deliver breathtakingly immersive single, cooperative and competitive multi-player modes. Providing for an innovative asymmetrical competitive multiplayer experience, Aliens: Colonial Marines lets players fight in first person as the ultimate combatants – the United States Colonial Marines, or in third person as the universe’s deadliest killers – the Xenomorphs. Plunging into familiar and new environments from the iconic film franchise, players will have to fight the fear and face the true horrors of the ALIENS universe.

“We look forward to working with them and bringing an exciting new way for fans to immerse themselves in the ALIENS world.”

“I am thrilled to announce the definitive launch date for Aliens: Colonial Marines,” said Randy Pitchford, President of Gearbox Software. “Aliens: Colonial Marines is the culmination of a life-time of inspiration from the films and relentless passion and drive from the exceptionally talented development team behind the scenes.”

“We knew this game would be incredible from the moment Gearbox began developing Aliens: Colonial Marines,” said Gary Knight, Senior Vice President of Marketing for SEGA Europe and SEGA of America. “Now that the title is in its final stretch of development, we can confidently release the exact date that gamers will finally get to experience this blockbuster thrill-ride.”

“SEGA has a proven track record with the ALIENS franchise. ALIENS vs. PREDATOR released by SEGA in 2009 became one of their top-selling titles,” said Gary Rosenfeld, Senior Vice President for New Media for Fox Consumer Products. “We look forward to working with them and bringing an exciting new way for fans to immerse themselves in the ALIENS world.”

In partnership with Twentieth Century Fox Consumer Products and developed by critically acclaimed studio Gearbox Software, Aliens: Colonial Marines will bring new levels of bone-chilling suspense and adrenaline-filled action to the renowned franchise. Aliens: Colonial Marines begins with an ostensibly abandoned ship, the U.S.S. Sulaco, recovered in orbit around LV-426. Players lead a group of highly trained United States Colonial Marines as they board the deserted craft to uncover the fate of the crew. They will have to fight to survive unspeakable horrors and their own anxieties as they chase down the truth behind a galaxy-spanning deception that places humanity at the mercy of the most murderous and deadly species in the universe. Aliens: Colonial Marines features authentic environments, such as the surface of LV-426 and Hadley’s Hope, weapons inspired by the film series and is designed to provide an exhilarating and engaging new chapter in the ALIENS universe.

Aliens: Colonial Marines will be available in stores across the globe on February 12, 2013 on PlayStation®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft and Windows PC. A release date for the announced Wii U™ version will be revealed at a later time.

For more information, please visit www.sega.com/alienscolonialmarines and for press assets please go to www.sega-press.com.

For more news, follow SEGA on Twitter @SEGA, Gearbox Software on Twitter @GearboxSoftware or like us on Facebook www.facebook.com/aliensgames.

World of Warplanes Closed Beta Announced

22nd May 2012 — Wargaming.net, the award-winning videogame developer and publisher, announced today that the closed beta testing stage for the company’s highly anticipated flight combat MMO World of Warplanes will take off on May 31 this year.

Since its global alpha launch on February 23, World of Warplanes has secured more than 600,000 invite requests, with 100,000 received within the first 24 hours. Thousands of players have been granted access to World of Warplanes alpha version, and the army of test pilots will be increased drastically once the game enters closed beta.

“We are happy to announce the next big day for World of Warplanes,” said Alex Zezulin, Project Manager for World of Warplanes. “Thanks to our alpha testers, the game looks better and better every day, and we hope beta test participants will contribute as much to World of Warplanes development.”

About World of Warplanes

World of Warplanes is the flight combat MMO action game set in the Golden Age of military aviation. The game continues the armored warfare theme marked in the highly-acclaimed World of Tanks and will throw players into a never-ending tussle for air dominance.

World of Warplanes will allow players to build full-scale careers as virtual pilots offering machines from several key eras, from1930’s biplanes to the Korean War jet fighters that led the way to modern air forces.

World of Warplanes will feature a wide range of warbirds, each of them unique in their effectiveness and behavior. Virtual pilots will choose from three main warplane classes – single-engine light fighters capable of engaging enemies in close dogfights, heavy fighters with their deadly straight attacks, and strafing aircrafts, the fearsome threat to ground targets.

Every plane will feature multiple variations of ammo types, engines, and other crucial modules, and their various combinations will allow players to pick the optimal configuration for the most effective behavior in combat.

Find more about World of Warplanes at:

Beta Announcement Screenshots

XCOM: Enemy Unknown Gets Release Date

New York, NY – May 22, 2012 – 2K Games announced today that XCOM®: Enemy Unknown, the highly anticipated action-strategy game from Firaxis Games, will be available for purchase in North America on October 9, 2012 and internationally on October 12, 2012 for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC. Additionally, pre-ordering XCOM: Enemy Unknown from participating retailers guarantees receiving the Elite Soldier Pack, a launch bonus offering top-of-the-line soldier customization features that will only be available for a limited time. There will also be a special edition of XCOM: Enemy Unknown available exclusively for PC that contains a variety of unique XCOM items.

“As we reimagine XCOM, one of our goals is to evolve the experience while recognizing what made X-COM one of the greatest PC games to date,” said Sarah Anderson, senior vice president of marketing for 2K. “It’s important to create an experience that is appealing to both existing fans and newcomers to the world of XCOM, which is what we’re doing with XCOM: Enemy Unknown.”

Gamers looking for the ultimate XCOM: Enemy Unknown experience can pre-order the game to guarantee the launch bonus of the Elite Soldier Pack. The Elite Soldier Pack will provide the ultimate tools for soldier customization in XCOM: Enemy Unknown, including:

  • Classic X-COM Soldier: Players will instantly receive a new recruit in their barracks inspired by the original X-COM: UFO Defense. The iconic soldier with the blonde, flattop hairstyle will return in his full glory, modernized with the rest of the XCOM universe.
  • Soldier Deco packs: Players can customize their soldier with several aesthetic upgrades to armor suits, including the new Hyperion and Reaper soldier armor kits.
  • Complete color customization: A variety of colors and tints for all armor sets in the game allow players complete control to customize their squad’s look.

Available from participating retailers at launch, a special edition of XCOM: Enemy Unknown (MSRP $59.99) will contain a copy of the game for PC and a number of unique XCOM items, including an art book; fold-out poster of the XCOM headquarters; XCOM insignia patch; and a collection of digital bonus assets such as desktop wallpaper, soundtrack and more. A standard edition of XCOM: Enemy Unknown for PC will be available exclusively via 2K’s digital distribution partners.

XCOM: Enemy Unknown is the answer to the 15-year craving that X-COM fans have been experiencing,” said Steve Martin, president of Firaxis Games. “We wanted to find a special way to honor these die-hard fans, and the special edition and Elite Soldier Pack are just the way to do it.”

Released in 1993, the original X-COM is regarded as one of the best games ever made and has been reimagined as XCOM: Enemy Unknown by the strategy experts at Firaxis Games. XCOM: Enemy Unknown will expand on the X-COM legacy with an entirely new story, enemies and technologies to fight hostile aliens and defend Earth. In XCOM: Enemy Unknown, players will oversee combat strategies and individual unit tactics as well as base management and resource allocation as commander of a secret global military organization, XCOM. With equal emphasis on deep strategy and intense tactical combat, XCOM: Enemy Unknown will allow gamers to control the fate of the human race by defending against a terrifying global alien invasion.

XCOM: Enemy Unknown is not yet rated by the ESRB. For more information, please visit www.xcom.com. For the latest news and information on XCOM: Enemy Unknown, become a fan on Facebook at http://www.facebook.com/XCOM.

Gamers who wish to experience the greatness of the classic X-COM titles can purchase them via 2K’s digital download partners.

2K Games is a division of 2K, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

Heroes and Generals Enters Closed Beta

May 22nd, 2012 — The time to enlist is now! Independent studio Reto-Moto proudly announces the launch of the official closed beta for Heroes & Generals, the upcoming massively multiplayer shooter that features explosive online battles between axis and allied forces in a persistent war for European domination.

Heroes & Generals eliminates the formulaic baggage that weighs down the shooter genre by delivering satisfying strategic action in a full blown first-person shooter experience. Players are transported from the comfort of their browsers to authentic WWII battlefields, where they fight alongside thousands of gamers for persistent progression and military supremacy.

We encourage all gamers to enlist for a Beta-key now at our www.heroesandgenerals.com community site.

Heroes & Generals - Beta Videolog 1
Heroes & Generals – Beta Videolog 1 showing gameplay examples and a preview of our opcoming iOS and Android app – Heroes & Generals: Mobile Command

From the trenches to the strategy room

Each player in Heroes & Generals chooses their own destiny. You might join the Axis and climb the ranks as a foot soldier, firing off countless rounds in epic battles for crucial landmarks. Or perhaps you’ll become a general in the US army and accept the task of deploying resources and reinforcements across a vast strategic map.

Either way your decisions and actions fundamentally impact the game. Whether you play a fearless infantryman blazing the trenches, a hotshot pilot renowned for precision bombing runs, a brutal gunner assigned to a rumbling tank battalion, or the ace commander directing it all from strategic command – every active soldier contributes to an evolving online war that will soon expand to smartphones and tablets as well.

7 Yanks in a Willys
7 Yanks in a Willys

Your voice and opinion matters

Heroes & Generals takes a cue from the long tradition of multiplayer WWII shooters, but seeks to reinvigorate a genre that some might say has fallen into stagnation. We aim to refresh the genre with the help of the community and beta testers.

The Reto-Moto team has been involved with high-profile action titles in the past, but Heroes & Generals represents the team’s first opportunity to immerse players as active contributors in the ongoing development process. Over the course of beta testing all community members can share feedback on everything game design-related, from map layout to weapon handling. Mass participation and feedback will provide priceless guidance towards our efforts, helping to fine-tune a game that players desire.

Messerschmitt in an attack run
Messerschmitt in an attack run

High tech meets easy access

Heroes & Generals is stable, scalable and fully playable in a browser, ideal for hosting a massive range of players, yet it offers state-of-the-art graphics and sound thanks to the proprietary Retox engine. The game is also accompanied by original music from award-winning composer Jesper Kyd, known for his outstanding scores in Assassin’s Creed, Soul Calibur V, Borderlands and Hitman.

Reto-Moto at a glance

Reto-Moto was founded in 1997 and quickly transformed into IO Interactive, which went on to release Hitman and Freedom Fighters. In 2004 IO Interactive was sold to Eidos, however the founding members of Reto-Moto left Eidos and reformed their old company, bringing in some of the core developers from IO Interactive. Heroes & Generals is the first game from Reto-Moto.

Upcoming app - Heroes & Generals: Mobile Command
Upcoming iOS & Android app – Heroes & Generals: Mobile Command

Classic Gaming Showcase #3 Alien Storm (PC/MicroConsole/Sega/OnLive)

Let’s face it we had a pretty decent obsession with aliens back in the days of Sega.  Most of us still have that obsession which brings us to revisit games like Alien Storm and find dozens of other outer worldly creations that go bump in the night.  For now we will pass up on nocturnal fixations (probing!) and talk about a game which had one of the most interesting takes of all time on aliens: possession.  Ok Ok I know you are saying that really isn’t that much of an interesting take but I didn’t finish… possession… of mail boxes.  Here you are walking down the street right after some UFO (well it is an alien saucer so it is identified) buzzes you, carrying some giant fancy plasma gun, whip or flame thrower and all of a sudden the phone booths and mail boxes come to life and start opening a can of whoop ass. Speaking of which, the garbage cans open whoop ass cans themselves!  Good thing you were walking along heavily armed!

Storyline:

You are part of a group called “Alien Busters” and aliens want to dominate the Earth so you are here to stop them!  That’s about it.

Gameplay:

It is kinda fun to run around attacking every object you see in the streets!  You use all the arrow keys because the game is a side scroller with depth so you find yourself needing to move up and down to dodge and land attacks.  But then the game suddenly becomes a first person rail shooter sliding sideways as you shoot up enemies in a warehouse earning energy for the next level.

Then it is back to the side scrolling play for some more action and boss fights.  Then suddenly you are on a running level moving really, really fast and your only way to get through is by shooting, moving up and down and jumping over enemies.  For a moment it throws you for a loop and you might take some damage but it is fun because once again it has changed up the play style.  And these are the things that really make the game work.  Sure it is fun and funny to have garbage cans and mailboxes come to life or fight aliens that look like the Creature From The Black Lagoon or The Thing (the original with Kurt Russel) but most of the games real fun lies in it’s ability to change between styles so much, a diversity we really don’t see in games much except the occasional “mini-game.”  If the game play gets too hairy you can use your energy for special weapons attacks.

Graphics/Sound Effects:

The graphics aren’t great and they aren’t bad, they are actually a decent example of games at that time.  I remember playing some other games on systems with almost identical movement just very different themes.  The music has the wonderful arcade/console music style of the time and just adds to the charm.  The game looks old school but has quality play that has stood up to the test of time.

Last Call:

When it comes to playing the classic Sega games it really comes down to feelings of nostalgia, history, and having fun with games that were in a way often simpler.  This game has no deep plot, uses arrow buttons and a few keys (or three buttons and a thumb control on the controller) but it is fun to play, a silly premise and can be a challenge with the change ups in play style.  This game is a great example of why we pick these retro games up and give another go at them and there are around 40 of them in the OnLive $9.99 a month PlayPack with over 160 other games.  If that isn’t enough of a seller, you can demo them and just about every other one of the games that OnLive offers at http://www.onlive.com/promote and make sure it is worth your money.

iPhone Lens Dial Review (Misc)

The iPhone Lens Dial is Photojojo’s latest photographic add-on for the iPhone 4/4S from Apple. Constructed out of aircraft-grade aluminum, the sturdy case wraps around the iPhone very tightly, giving it a one-unit feel. After sliding the iPhone into the two pieces of the unit, you seal it by twisting the aluminum screw built into the iPhone Lens Dial structure. The iPhone Lens Dial has a really good weight, coming in at 10 oz. This gives the assembled phone/lens dial a “real camera” weight and helps to alleviate shaky hands.

The iPhone Lens Dial comes with three lenses: Macro, Fish-Eye, and Wide angle. Switching between the three lenses is very simple, as they are built onto a rotating dial (hence the name). Just rotate the dial for the next available lens. The dial stays put with a spring and screw assembly, which does a good job of keeping the dial in place. However, once we did run into the problem where the screw was being loosened as we turned the lens dial through its various lenses. Before we knew it, the assemble fell off the front of the unit and onto the desk. A testament to its construction, the iPhone Lens Dial was not damaged. So, just make sure that all your screws are tightened in order for reliable usage.

The various lenses all have their own pros and cons, with the 1.5x Macro lens being excellent at moving the point-of-view closer to the subject and the 0.7x Wide-angle lens being excellent for bringing in more of the scene to your videos and images. For a super-surreal effect, you can switch to the 0.33x Fish-eye lens. Additionally, the iPhone Lens Dial come with two tripod mounts – one on the horizontal and one on the vertical sides of the unit. This allows for greater customization in how your set your iPhone Lens Dial up. If you take a look at some of the images below this review, you will see the various lenses in action.

Overall, we highly recommend the Photojojo iPhone Lens Dial for the added value it will bring to your iPhone 4/4S photography or amateur filmmaking. It has become a must-bring item in my journalist’s “jump bag” and I can’t stop talking about its sturdy construction.

The iPhone Lens Dial retails for $249 over at Photojojo’s official website.

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