Archive - 2013

Deus Ex: The Fall Release Date

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Montréal (July 8, 2013) – Square Enix and Eidos-Montréal are happy to announce that Deus Ex: The Fall, the winner of seven “Best Mobile/iOS Game” awards at E3 2013*, will be coming to iOS devices this Thursday, July 11.

Deus Ex: The Fall will be available for $6.99 at the App Store on iPhone, iPad and iPod touch.

Developed by Square Enix’s Mobile division in Europe, in collaboration with the original Deus Ex: Human Revolution® team at Eidos-Montréal and N-Fusion, Deus Ex: The Fall is a full story driven action-RPG and the first Deus Ex in the series to be developed for and released on mobile and tablet devices.

Deus Ex: The Fall will be compatible with iPad 2 and above, iPhone 4S and above, and iPod Touch 5 and above.

For more information, log onto www.DeusEx.com/TheFall or visit the Facebook pagewww.facebook.com/DeusEx and YouTube channel www.youtube.com/DeusExOfficial.

Starr Long Re-Teams with Richard Garriott

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AUSTIN, Texas, July 5, 2013 — The last time Starr Long and Richard Garriott teamed up to create a fantasy role playing game (RPG) was 1997. That game, Ultima Online, quickly became the first commercially successful massively multiplayer online role playing game (MMORPG) and many credit the duo with reinventing the RPG with that ground breaking product. Now Richard Garriott and Starr Long are preparing for yet another collaboration to reinvent the genre, this time on Portalarium’s™ Shroud of the Avatar™ PC based game. Starr was announced today as the project’s executive producer.

The announcement was made during RTX 2013, currently taking place at the Austin Convention Center. Garriott is a guest speaker at this year’s event. He is showing a demo of Shroud of the Avatar during a special presentation at 4:30 pm CDT, Saturday, July 6, in room 19 of the convention center. The entire presentation will be live streamed on RTX Live.  Additionally, Garriott will be formally introducing Starr during his talk.

Starr is a 20-year veteran of the gaming industry. He started his career at Austin’s legendary Origin Systems studio where he worked directly with Garriott to produce and create Ultima Online, which continues its position today as the longest running massively multiplayer online game ever. In 2010, Ultima Online was inducted into the Online Game Developers Conference Hall of Fame, becoming the first MMO to be so honored. Starr later helped co-found Destination Games with Richard and Robert Garriott (the company was soon acquired by NCsoft) and as producer he again collaborated with Richard Garriott on the futuristic MMO game, Tabula Rasa. In 2008 Beckett’s Massive Online Gamer magazine named Starr Long as one of the Top 20 Most Influential People in the massively multiplayer online industry.

Starr’s move to Portalarium comes after spending the last four years as executive producer at The Walt Disney Company where he oversaw the Disney Interactive studio responsible for Pirates of the Caribbean OnlinePixie Hollow and Toontown. While there he was the executive producer of the Disney Parent App on Facebook, eight learning mini games in Club Penguin (including Pufflescape, the second most popular mini-game in that virtual world),Club Penguin mobile, five Disney Connected Learning games on iOS (ranked in the top 5 educational games) and the Disney Connected Learning platform.

“I am thrilled to be moving back to Austin to partner with Richard on his next fantasy role playing game,” said Starr. “Richard’s ideas for remaking the genre are well aligned with where the industry is today in terms of technology and design. It is really exciting to know that we are creating Shroud of the Avatar with the idea of bringing back the concepts and principles that Richard used successfully in making his Ultima series. With all of that said, what I most look forward to is working directly with the community to make the product they want, which is the real power of crowd funding.”

“If people enjoyed the leadership that was in place when we were creating Ultima Online, they’ll be very happy with the team we’ve put in place for Shroud of the Avatar,” said Garriott. “Starr Long is a longtime colleague of mine, and he is absolutely one of the visionaries in this space and his track record shows it. I know he’s ready to roll up his sleeves and jump right in to help us make the next epic RPG. This news sends a clear signal to our fans that the game they’ve been waiting 15 years to play is that much closer to reality.”

Shroud of the Avatar is a multiplayer fantasy RPG for the PC that is the spiritual successor to Richard Garriott’s previous works in the genre. It is expected to launch in Q4 2014. It is a crowd sourced game that has raised more than $2.3 million from backers to date. For more information on the game and to become a backer of the project, go to www.ShroudoftheAvatar.com.

Happy Fourth of July 2013

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Just wanted to send all of our readers in the United States of America a “Happy Fourth of July” holiday! Normal news programming will resume tomorrow morning. Thanks, everyone!

X3: Albion Prelude Review (PC/Steam)

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There was something I didn’t realize about Captain Kirk until recently. As captain of the fictional Starship Entertprise, he had all the responsibility and basically none of the tactile fun. Oh sure he had tactile fun in the bedroom and he was always quick to grab a phaser and head off on an away mission – but, when it came to the Enterprise, he sat in a chair and gave orders. He didn’t get to fire the torpedoes, he didn’t get to take the evasive maneuvers, it was his job to sit there and tell others what to do. As a television director I can relate to this, though I did rotate into other positions so I did get the shot, press the buttons, slide the sliders. Gaming-wise, though, I think X3: Albion Prelude might have been the first to give me the video game connections to the legendary captain.

Official Description:

War! The X universe is undergoing a period of massive change.  What started as a conflict of interest between the Earth and the races of the X Universe has now escalated into a full scale war. Play a part in a war scenario bigger than anything the X Universe has ever seen before!

Corporations Compete for Control of the Future. With the war as a backdrop, corporations are vying for power and are driving the X Universe in a new direction.  A technological breakthrough will soon allow massive accelerators, forming highways in space and allowing the economy to expand on an unprecedented scale.  Highways, a key feature of X Rebirth, are not yet ready, but you can see them being built and participate in the power struggles around the construction of much larger self sustaining economies.

Official Features:

  • A new plot throws you into the power struggle between corporations at a time of war.
  • More than 30 new ships and stations
  • New Stock Exchange feature allows advanced investment strategies
  • Improved graphics quality setting for high end machines
  • Improved UI introducing charts to visualize economic developments
  • Support for head tracking

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Hands On:

Space is huge, big, ginormous, and other such words.  Being so vast, there is a whole lot of stuff you can do in it.  The developers of the “X” series of games always seemed to get that point and, game after game, they try to improve on it by showing how vast it is and how much here is to do in it.  It isn’t just flying around and fighting enemies, it is maintaining empires and border relations, it is building and destroying economies, it is as much about who you shake hands with as who you shoot under the table (Han shot first).  X3: Albion Prelude is amazing ambitious in scope trying to be a space battle game while also being a strategy game, sim game, and just about any other real time game you can imagine all in one.  To further amazement is how successful it is at doing that.

When I first started playing I didn’t realize what I was in for.  I was trying to figure out the controls when I saw a ship that appeared red in my sights.  Time for my first kill I thought as I opened fire.  An alien face appears in my view screen and says that they were here to talk peace, why was I shooting at him?  “You were red in my sights” I said to the screen and swung my ship about to continue firing.  “I’m making a run for it” the alien says, I assumed at the time to me and off he goes in a much faster ship than mine.  I try to give pursuit only to find a whole fleet of ships intercepting me.  Really big ships.  My turn to run I think right as I explode.  I then get an announcement that three alien species have now declared war on us and we are probably doomed.  Time to start over and rethink the game I am playing.

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Fast forward into gameplay, I’m a nugget out on patrol, having figured out most of the detailed though not very intuitive controls which require me to use the mouse, keyboard and flightstick all at once and I can’t seem to get past a mission.  I fly to the sector coordinates I am assigned for a space station defense but no matter what dog fighting tactic I try, and I know a lot, none of them seem to work.  Going into menu upon menu I am able to make it so that after I hop through the jump gate into the sector my auto defenses can be set to attack the nearest enemy.  So I pop through the jump and sit back in my chair.  Like Kirk.  I have told my ship to be in defensive maneuvering and to concentrate on the nearest enemies.  In other words I have told my crew what to do and it is time for me to sit back and watch.  The ship doesn’t engage the target in front of it, my first move most times and instead goes into immediate evasive.  It can tell which ship has already engaged me upon jumping into the sector and doesn’t add to my fight but swings around to take the one on my six.  I lean on the arm of my chair, fighting to not grab the stick and disengage the auto defense.  I’m learning how this enemy fights, how it’s ships maneuver and how many tend to actively engage a single target in the battle.  I will be a better captain for it, and I will be able to use the stick and get my hands-on kills but for now I must sit in the chair and watch.

The battle won I head back towards base, my ship on autopilot steering clear of asteroids and space ports, I am monitoring signals from different worlds.  One wishes to hire a ship fit for a Queen, which my little fighter is not, I keep it in mind though, considering what upgrades to my freighter back in dock might need to be good enough for royalty.  I could use the cash but upgrades can be so pricey just to oxygenate the storage hold yet alone convert it into nice accommodations.  All the time I am thinking in real world days and weeks, maybe months, before I might get to own my own space station and rule the stock market.

That is just a small taste of this game, a beginning taste.  It is so deep and diverse I am still in shock of how much there is to it.  With each version of the X series games they have added on new possibilities, new additions to the economy, new ways to make the world as real as possible.  It suits just about any taste of play and if you have a diverse taste it may suit you more than most games you have ever played.

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It has its rough points: The controls are hard to get used to although the game is compatible with the Xbox 360 controller and it has crossed my mind to hook one of them up too to try to make it easier.  If you take a day or two off from playing in the first couple weeks of playing you will need a refresher, you will wish you had a manual.  I still feel fairly unsure on certain aspects of the game controls, with so much to do you would expect a certain degree of this but there must have been a way to streamline the controls a bit better.  Also you have to plan your quit times ahead a bit or be prepared to leave your game on when you walk away, saves happen at certain space ports so if you are in a far section of space and it is time to head out for dinner you may find yourself trying to choose between floating in space or making excuses to your dinner mates on why you couldn’t leave right away.

Last Call (For Now):

I’m not done with this game yet – not by a long shot. Who knows, maybe there will be another update on it in the future or continuing their course of always looking forward the team may come out with an expansion or the next X.  Now is the time to buy it on Steam though because for $40 you can own the entire X catalog, an incalculable number of hours of play.  The only thing that kept me from giving this game the Seal of Excellence were the controls.  X3: Albion Prelude is an terrific game that reaches for the stars and makes it.

[easyreview title=”X3: Albion Prelude Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

Included in the Steam X: Superbox:

  • X:Beyond the Frontier 2.2
  • X:tension 2.2
  • X2: The Threat 2.5 incl. UPLINK
  • X3: Reunion 2.5 incl. “Bala Gi`s Research Missions”
  • X3: Terran Conflict 3.0 incl. “Balance of Power”
  • Bonus content with installers for Egosoft and fan made add-ons. To access the bonus material, select Library –> Tools –> X-Superbox Bonus Material from your Steam client.
  • Encyclopedia about the X universe (PDF)
  • X3 Gold Soundtrack (will be installed together with X3: Terran Conflict)

Jack Keane 2: The Fire Within Review (PC)

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Every time I hear someone in my vicinity claim that the point and click adventure game genre is dead, I chuckle. Within the last year or so, I have played at least a dozen point and click adventure games, most of which have been at least above average. This leads me to my second point and click adventure game review within the last month, as Deck13 has released a sequel to their 2007 game, Jack Keane. Set during the turn of the 19th Century in Shanghai, Jack Keane 2: The Fire Within is a solid and fun to play point and click adventure game. Unfortunately, it also had the poor timing to come out after Night of the Rabbit. While a solid point and click adventure game in its own right, Jack Keane 2: The Fire Within does not quite reach the same heights that Night of the Rabbit does.

Story

Jack Keane 2: The Fire Within is centered around the exploits of Jack Keane. Jack is an adventurer in the same vein of an Indiana Jones or a Doc Savage, that finds himself in horrendous situations, mostly due to his own lack of planning. The game begins in Shanghai in 1899, with our hero Jack in a Chinese prison, looking for clues to lead him to another fabled pile of gold. Unfortunately, getting into the prison was easier then getting out. After Jack has gotten pieces of the information he was after from a fellow prisoner, he must escape from the prison with the aid of his companion, Amanda. Unknown to either Jack or Amanda, they have a rival that is also in pursuit of the fabled lost gold in Professor Umbati. The rest of the story becomes a race to find all the pieces to an amulet and to discover the final location of the treasure.

The story progresses quite nicely through various locals around the world. Jack will also pick up other characters along the way, including a woman named Eve. Eve becomes a rival for Amanda for Jack’s attention, and adds a little love triangle to the story line. The story-telling itself is solid and the characters stay interesting, but the overall plot is a little too generic for my taste. The story feels borrowed from many different sources that told the same style of story better then what Deck13 is doing in this game. Even the beginning of the game feels like it was borrowed too heavily from “Pirates of the Caribbean 2” with the prison sequence. Ultimately, Jack Keane 2: The Fire Within is a solid game that feels just a bit too generic because of where the developers pulled their story ideas from.

Game Play

This game falls squarely into the generic point and click adventure model, with nothing much new to make the experience feel different from other games on the market. The player uses the mouse to hover around the screen, looking for clues and pieces to interact with to progress the story further. The heads up display/UI is very minimal and shows just a few icons, one of which will help identify what items you can pick up on the screen. There is not a separate inventory screen in the game, which is an odd choice. Instead, items you pick up will appear at the top of your screen. You can just click and drag the items onto the screen to interact with your environment, or right click them for a closer view.

The puzzles are fairly standard fare for a point and click adventure game. Most of your time will be spent hunting down the right item and using it on the right environment piece. Most of these puzzles are straight forward and logical, but take some time to get used to not having a separate inventory screen. For example, it took me a good five minutes in the beginning to realize that my rifle icon was at the top before I could figure out how to shoot out the barrels to escape the gunmen on the ship. Once you get used to the locations of these icons, then the game becomes much easier to interact with.

The game does everything it needs to in order to work as a point and click adventure game, but that is not enough these days. In conjunction with a solid, but generic story line, the game play does nothing to raise Jack Keane 2: The Fire Within above the other generic point and click adventure games on the market.

Aesthetics

Definitely the strongest feature of the game, its overall visual style and the character’s voice acting bring life to an otherwise generic experience. The game’s visual style is slightly cartoonish, reminiscent of The Secrets of Monkey Island. The environments are interesting to look at as you progress through the game, and I love the color palette that the developers chose to use. The colors help to increase the cartoon feel of the game, making the environments stand out and makes the world of Jack Keane a place you feel like you want to explore.

The sound and voice acting also do a great job in making this world come alive. The voice acting lends itself to rounding out the characters quite well. I never played the first Jack Keane game, so I was fairly surprised when Jack came across as a little more whiny and weak in his speech then I was expecting. This choice of voice acting, though, changed the character of Jack Keane from a typical pulp hero to someone who gets in way over his head more times then not.

The game’s visual and aural experience is enough to make it interesting and fun to play, but not enough to really set it aside from other games of the same genre. While I love the color palette that the developers chose to use and feel that the environments are very interesting to look at, I feel that it just isn’t enough to raise it above other games, such as Night of the Rabbit or last year’s Sam and Max series.

Final Thoughts

Jack Keane 2: The Fire Within by Deck13 is a solid and fun point and click adventure game to play. While the story line and game play mechanics feel rather generic and used, the visuals and voice acting help deliver that story line in an interesting way. This game, unfortunately, cannot compare to the other point and click adventure games on the market in terms of story and game play, and ultimately ends up being a fairly average and mediocre point and click adventure game. If you played the first Jack Keane game, then the second one would be worth checking out. However, if you are searching for a new point and click adventure game to play, I would highly recommend checking out Night of the Rabbit instead of Jack Keane 2: The Fire Within for its original story and different game play mechanics.

[easyreview title=”Jack Keane 2: The Fire Within Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”3″ ]
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Mad Max Will Have an Australian Accent

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While at last month’s E3 Expo in Los Angeles, we were curious as to why the voice over actor for “Mad” Max in Avalanche’s upcoming Mad Max title didn’t have an Australian accent. Apparently, fan concern has been noted and he will indeed have one in the finished product. Here is the tweet from CCO Christofer Sundberg at Avalanche Studios:

Saints Row IV Independence Day Trailer

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Larkspur, Calif., July 3, 2013 – Earth has fallen into the hands of @EmperorZinyak and his evil alien empire. Its citizens have been imprisoned inside hellish simulations. Humanity’s only hope is the former head of the Third Street Saints — the President of the United States. Reclaim life, defend liberty, and pursue happiness at all costs with superpowers, a giant mech, a celebrity Vice President, a dubstep gun, and all the melodrama you can cram into an open world extravaganza.

Saints Row IV launches August 20th, 2013 across North and Latin America and August 23rd worldwide for Xbox 360, PlayStation 3 and PC.

For more information please visit:
Web: http://www.saintsrow.com
Facebook: 
http://www.facebook.com/saintsrow
Twitter: 
http://www.twitter.com/saintsrow
YouTube: 
http://www.youtube.com/saintsrow

Trailer

Air Conflicts: Vietnam

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July 03, 2013, Ridgewood, NJ – Today we are pleased to release a new collection of assets from Air Conflicts: Vietnam, the upcoming Vietnam-war era air-combat title. In the new asset pack, you’ll find not only new images from the arcade dogfighting title coming for console and PC, but also a brief “War Journal” of the game’s protagonist, Joe Thompson.

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Vietnam. 1965. A long-simmering conflict escalates into a full-fledged war, and you are about to become a big part of it

Jump into the cockpit of some of the finest combat aircraft as young Joe Thompson, a newly minted U.S. Air Force pilot. He is brave, talented and ready to do his duty, but his experiences during this war will change him forever.

MWO Announces Launch Date, 1.1 Million Registered Pilots

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VANCOUVER – July 3, 2013 – MechWarrior Online developer Piranha Games announced today that the epic BattleTech-inspired online game has exceeded one million registered pilots in its Open Beta and publisher Infinite Game Publishing has pulled back the curtain to reveal some Mech-tastic statistics from the popular free-to-play online game – including the long-awaited 1.0 launch date: September 17th, 2013.

Since the launch of Open Beta, players have spent more than 9.6 million hours or 1100 years playing MechWarrior Online, resulting in the annihilation of more than 46,941,487 Mechs. These loyal fans have lovingly destroyed 3 billion tons of metal on the battlefield, which is 8,359 Empire State Buildings, resulting in devastating carnage across the Inner Sphere, MechWarrior-style. Stacked end to end, these destroyed Mechs would reach to the moon and back 1,221 times. The total cost of this damage is a staggering 18,316,519,465 C-bills.

As far as the economy of the Inner Sphere, the MechWarrior Online player base has earned a whopping 10.1 trillion C-Bills. By comparison, the U.S. GDP is 14.99 trillion USD. The Inner Sphere fires far more missiles than the U.S., however, as 12,623,214,618 missiles have been fired since Open Beta.

This month alone the amount of lasers fired by pilots is a “mere” 2,451,270,519, but who said that Mech power can’t be used for good? That’s enough raw energy to power 87 million homes for one month.

Join the cause in this AAA free-to-play online game here: www.mwomercs.com.