Archive - 2016

Through the Woods Halloween Time Release Date and Screenshots

October 11, 2016 – 1C Company is thrilled to announce that the award-winning third-person Norse horror adventure Through the Woods will be ready to launch on PC on October 27th via SteamTM and other digital platforms, just in time for the weekend before the annual holiday of fear and horror! Anyone looking for  a game to put them in the perfect mood for Halloween has no further to look than Through the Woods, “one of the most anticipated horror games of 2016” (IGN).

10 new screenshots depict the grim atmosphere of Through the Woods and show more of its forest creatures and locations.

Play Through the Woods and win! The launch will be accompanied by a contest with dozens of prizes. Top prize is the ultimate gaming machine – an MSI VORTEX! A VR-ready, high-performance PC and the world’s smallest gaming cylinder. Follow us on Facebook for the latest information!

Through the Woods: Collector’s Edition comes with a digital artbook and the original soundtrack, and is ideal for those wanting to find out more about the Norse mythology that was the developers’ main inspiration. Open the artbook and see the game world through concepts, sketches and artwork; listen to the original game soundtrack and engulf yourself in the eerie atmosphere of the forest…¨

Review code for Through the Woods will be available on October 24th.

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Titanfall 2 : Single Player Gameplay Vision Trailer

October 11, 2016 – Today, Respawn Entertainment released the Titanfall 2 Single Player Vision Trailer, where players get their first look at how Jack Cooper and BT-7274 must combine their abilities to survive together, and sometimes apart. Bred from a team that has worked on great single player campaigns, including Modern Warfare and Modern Warfare 2, Respawn sets the bar for a high quality campaign in Titanfall 2. Check out the video here to learn how the team developed the process of making action blocks and established the core of what Titanfall 2’s story is all about: the relationship and bond between Pilot and Titan.

Clowntown DVD Signing Event in Burbank

LOS ANGELES (Oct. 11, 2016) –  Join the actors and filmmakers for the horror film CLOWNTOWN from ITN Distribution on Saturday, Oct. 15, 2016 at 2:00pm at Dark Delicacies in Burbank ( 3512 W Magnolia Blvd.) for an in-store signing on behalf of the film’s DVD release. Writer Jeff Miller (Axe Giant: The Wrath of Paul Bunyan) and director Tom Nagel (The Retrieval”) will be on hand along with the film’s stars: Brian Nagel (Katy Perry’s “Roar”), Lauren Elise (Justin Lin’s “Help”), Andrew Staton (“Relentless”), Katie Keene (Union Furnace), Jeff Denton (The Beast of Bray Road) and Ryan Pilz.  CLOWNTOWN is now available on Video on Demand and on DVD for an SRP of $15.00.

In CLOWNTOWN, a group of friends get stranded in a seemingly abandoned town and find themselves stalked by a gang of violent psychopaths dressed as clowns. The film is loosely inspired by the clowns who terrorized Bakersfield, Calif. in 2014.

For additional details:

http://www.darkdel.com/store/p559/Sat%2C_Oct_15th_2_pm%3A_Clowntown_DVD.html

Mordheim: City of the Damned Console Gameplay Trailer

October 11, 2016 – After seducing a large number of players on PC with its brutal and tactical gameplay, Mordheim: City of the Damned is coming for download on PlayStation 4 and Xbox One on the 18th of October. Mordheim: City of the Damned, the video game adaptation of Games Workshop’s cult classic, is a turn-based tactical game in which you lead your Warband into bloody and lethal skirmishes. As you can see in today’s Consoles Gameplay Trailer, the game blends RPG elements, fast-paced tactical combat and intricate unit customization in a time wrought by chaos and rivalry where only the strongest survive.

Mordheim: City of the Damned takes place during a grim conflict where factions, empires, and mercenaries fight for gems, called Wyrdstone, created by a comet impact that destroyed the depraved city of Mordheim. It will be your responsibility, amidst this chaos, to take command of your Warband and storm the ruins to battle other parties, avoid abominable monsters, and gather Wyrdstone. Each nail-biting decision has its consequences: permanent death or crippling injury that could leave your recruits without a limb or an eye.

Take to the desolate war-torn streets of Mordheim to battle for fame and fortune with ranged weapons, swords, daggers, spells, and more! Witness the game’s various gameplay features, such as a unique story driven campaign for each of the four Warbands and lethal skirmishes both offline against the AI and online versus other players.

Align yourself with one of four factions: The Sisters of Sigmar, the Human Mercenaries, the Cult of the Possessed, or the Skaven of Clan Eshin. Each comes with unique warriors that can be hired, trained, and customized with a plethora of skills and gear, creating squad synergy suitable for any strategy. You’ll even be able to take your Warband from the single player campaign to pillage the city online against other players!

Overpower enemies with a group of heavily armed soldiers, master trickery and deceit with assassins, or use magic to blow away any opposition – the choice is yours. Ambush your foes, provide covering fire for allies, scale walls, and jump between crevasses. Anything it takes to survive and conquer. Mordheim is yours to discover: will you survive long enough to master the cursed city and gather it’s limitless treasures?

Battle for honor and glory in Mordheim: The City of the Damned, coming to PlayStation 4 and Xbox One on the 18th of October 2016! Already available on PC.

Escape from Tarkov Interview

Recently, we got the chance to ask the COO of Battlestate Games, Nikita Buyanov, some questions regarding their upcoming game, Escape From Tarkov. We’d like to thank both Nikita Buyanov and PR guru Ted Brockwood for making this possible.

Q) Hello and thanks for talking with us! Can you tell us a bit about yourself – your favorite games, etc?

A) My name is Nikita Buyanov, I’m the COO and Lead Designer at Battlestate Games. I’ve been making games for eight years now; before that, I worked in advertising, but have always been an active member of modding community, and making games has been my aspiration as long as I can remember. Naturally, the range of my interests in games is very wide – from space simulators to FPS and much more- but, obviously, as far as genres go, FPS is my favorite. Considering this, it may sound unusual, but my personal top-of-the-list is Soma, followed by the Metal Gear series and the first two Modern Warfare games.

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Q) What were some of the challenges in creating Escape from Tarkov?

A) The biggest challenge is pretty common – planning, keeping within the schedule, avoiding issues that could stretch the development stages – basically, properly managing time. Of course, from time to time we also have technical difficulties related to the engine specifics, but nothing unmanageable.

Q) How would you say that Russian gamer culture is different or similar when compared to the United States?

A) Lately the two cultures have been drawing closer, but the difference is still obvious. US gaming seems to be dominated by the console games and the concept of playing for fun and less realism. In Russia (and, in some other countries as well), players tend to draw their fun from achieving and overcoming, leaning towards PC and more realistic and complex games. It’s in our blood, so to say. Hence our undertaking to create a game universe that would closely imitate reality, and, rest assured, if our players get some “fun”, it will be hard-earned and well-deserved.

Q) Is Escape from Tarkov a sandbox game, campaign driven game, or something else entirely?

A) It’s both a sandbox and story-driven game, all mixed together with various mechanics that make the game closer to what we call a “hazardous environment combat simulator”, which includes elements of survival, exploration, and RPG-style skill upgrades.

Q) One of the things that a lot of gamers are talking about is your extensive and realistic weapon customization system. Are you guys using real world manufactures and equipment in the game or mods inspired by real world stuff?

A) We only include existing weapons and modifications in our game, there’s no “made up” gear or guns whatsoever. We purchase or rent lots of training weapon replicas, and have many friends who are happy to provide us with specimens for research, as well as ongoing contacts with manufacturers. So, well, this is our concept for weapons – lifelike realism.

Q) Speaking of weapons, how much research did the team do to get their realistic handling replicated so well?

A) For that purpose, we regularly visit shooting ranges. Although here in Russia we can’t simply take a machinegun and fire away like in some of the US states, we still give the key weapons specialists an opportunity to try them out live in all kinds of situations, and record reference videos in ultra-slow motion for research, and then replicate this experience.

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Q) Can you tell us a little about how the civilian savage scavenger (“SCAV”) system works in the game with regards to the player playing as one of them? Is that separate from the main experience?

A) Scav is basically a separate game mode. Our main character is a PMC operator, who progresses through the game story, levels up, upgrades skills, loses equipment if dead, etc. Scavs, however, can spawn on random location even if it’s locked, or in the middle of the raid, and most importantly, on spawning they have random predefined sets of weapons and equipment, hence, there’s no need to fear losing them. If you survive as Scav, you can hand the loot over to the main character’s inventory. Basically, playing as Scav is an option for having some easy fun in game, but very limited. You can’t just play as Scav. They don’t level up or make progress, they are just raiders making everybody’s life harder – or teaming up with other Scav players. Also, you’ll have to be aware of the AI-controlled Scavs as well.

Q) Are there any features, etc that you guys wanted to have in Escape from Tarkov but just didn’t have time or budget to add?

A) We haven’t dismissed any features completely for time or budget reasons. There were some that have been postponed till after release, but sooner or later we’ll implement everything we wanted to. However, we had to dismiss some things for the reasons of pure playability – it’s hard to make a great game by adding more minor features at the expense of unwieldy controls or over complicated interfaces.

Q) Will Escape from Tarkov support head turning in VR headsets?

A) That’s one of the features that have been postponed. We have prototyped the support of VR controls, but getting them to work properly is whole another story, and it can wait until we have completed the essentials.

Q) Is there anything else you’d like to tell our readers about Escape from Tarkov?

A) Escape from Tarkov is a game that appeals most to the fans of hardcore, or even simulator games. The most important thing to understand is that this game is not about casual “fun”, but rather hard work and toil and learning. The closest feeling to fun will be relief after surviving a raid and maybe even getting some confirmed kills while at it. The gameplay will be completely different from other shooters, so the best way to go is to play cautiously and thoughtfully

Drop Dead Samsung Gear VR Trailer

October 10, 2016 – Pixel Toys has released a new gameplay trailer for its upcoming VR zombie-shooter, Drop Dead, showing off the immersive intensity of staying alive against the monstrous hordes of the undead. The studio also announced that Drop Dead will feature real-time multiplayer for up to four players simultaneously when it arrives on Oct. 26 for Samsung Gear VR Powered by Oculus.

Drop Dead is a first-person VR shooter that blends light horror, humor and action into a thrilling adventure for both casual and hardcore players. At launch, the game will include 13 single-player missions, delivering highly detailed 3D graphics and character models with rich, interactive environments for an arcade experience unlike anything else on Gear VR. Pixel Toys is planning to expand this offering even further with two additional chapters provided as free updates later this year.

Drop Dead will launch worldwide on Gear VR for $9.99 on Oct. 26, just in time for Halloween. Pixel Toys is also actively developing the game for Oculus Rift in the future.

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Epic Roll: Eclipse Reaches Kickstarter Half Way Point

October 10, 2016 – With over two weeks still to go in its Kickstarter campaign (Back Us Here), Epic Roll: Eclipse has passed 50% funding, and the owners are optimistic about the future of their first crowdfunding project. Jon and Matt Nord from Summon Entertainment talked about the project thus far, and their plans going forward.

Matt: “So far we’re seeing a lot of support from Epic Roll owners, and players we’ve met at game conventions over the past year – Gen Con for sure, but also KublaCon and Strategicon. It’s pretty cool when backers tell you they played a round or saw a demo of Eclipse months ago, and they’ve been waiting for the Kickstarter to pop up. The campaign is putting Eclipse and Epic Roll in front of new audiences as well. We’re seeing a strong number of Canadian and European backers that we otherwise would have had a hard time reaching.”

To date there have been three stretch goals announced – one social stretch goal giving backers a bag in which to carry the game or draw tokens from, and two more lurking beyond the project’s funding goal. The first of these provides backers with “Magic Item” cards they are able to choose for their characters at the beginning of each game. The second stretch goal unlocks two additional characters – a zombie called “William the Undying” and “Bundi”, a hammer-wielding Dwarf. Both characters include their own die and ability cards, along with unique magic item cards.

Jon: “Eclipse got great reactions from attendees at Gen Con. Players were most excited about the ways it expands the original game, with a higher player count and more direct effects against opponents. That’s the plan with Eclipse and our future Epic Roll expansions – providing fun new content, as well as more ways to play with your existing collection. The initial stretch goals we chose allow players to customize games with additional strategy and complexity, and challenge players with unusual characters existing outside the dynamic of the core champions. The result is more replay value for veteran board gamers.”

We’ll keep an eye on this project as it develops. By the time we’re watching horror movie marathons and handing out candy, Epic Roll: Eclipse may give gamers one more reason to celebrate.

For more information on the Epic Roll series, artwork, and product photos, visit the http://www.epicroll.com/

Stellaris: Leviathans Launch Date

Stockholm – October 10th, 2016 Paradox Interactive today announced the release date and retail price for Leviathans, the upcoming Story Pack for their critically acclaimed strategy game Stellaris (PEGI 7).  Featuring a host of new content such as Guardians, Enclaves, and the fearsome “War in Heaven”, Leviathans is the first Story Pack to be released for one of 2016’s biggest strategy hits.  Leviathans will be available on Windows, Mac and Linux PCs on October 20th 2016, priced at $9.99 or local equivalent.

As a small taster of what to expect when Leviathans arrives on October 20th, see the below previously unreleased screenshot:

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Coupled with the release of Leviathans will be the traditional free update, dubbed “Heinlein”.  Containing upgrades and improvements for all players, just some of the highlights include:

  • A convenient Auto-Explore feature.
  • Rally points for your freshly-assembled Navy.
  • The Expansion Planner Interface.
  • An overhaul of Strategic Resources.
  • Clearer specialization/role for ship types.
  • More options for customizing new galaxies.
  • New smarter Sector Governors.

For more information on either Leviathans or the Heinlein patch Paradox Development Studio releases regular developer diaries on their forums.

The Bunker Review

It is 5:00 AM and  I am showered with my clothes laid out for the day and I’m in my pitch black media room.  Well almost pitch black, before me my gaming rig is fired up with The Bunker about to start.  Why so early in the morning? The same reason I started it in the dark of night and that is because we here at http://GamingShogun.com are dedicated to getting you a review of the proper experience of a choice based horror game in the vein of Until Dawn or, to us, really old school games like Dragon’s Lair and Night Trap.  So with my headset on, blinds drawn, and no lights save for the screen it was time for The Bunker.

Hands On:

The Bunker starts with your birth in a British nuclear bunker right as the bombs hits.  You are born nice and healthy, but you’ve got 30 years of bunker time to look forward to with yourself being the last survivor.  This isn’t a spoiler, it is the first couple of minutes and you then spend a few minutes after that with a very point and click “on rails” narrative.  That is kind of how it continues for quite a while, you have to be careful in cutscenes because sometimes it will want you to take action to show you are still paying attention and every once in a while you also get a strange jump scare.  There doesn’t feel like a real sense of urgency though at the beginning, and that is kind of why the suspense winds up catching up to you without you noticing.  Little flashbacks hint to possible problems other than radiation in the bunker’s history and maybe not everyone died of old age.

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Most of the point and clicks aren’t too bad even though they wind up breaking up what begins to feel like a well done movie, but others are click as fast as you can which can be difficult getting fast enough with a mouse.  A couple times I held the mouse in the place it needed to be on the screen while I took my other hand and clicked the button like crazy.  It was a bit awkward and took me out of an otherwise suspense filled moment.  During one cut-scene, I made the mistake of taking a drink from my beverage and died for my trouble, having to go back a couple of those click happy moments.  I wish I could say the point and click and fast clicking went away but it follows you right up to whatever ending you wind up living, it stays mostly on the rails the whole way despite clicking with only a couple choices made.

The one thought that got stuck in my head early on though was how they managed to have only one baby in the bunker, why didn’t they have more? How had it come to be that the first born baby was also the last survivor?  It’s not a pick up line to say “we need to make babies to save Britain” if it is obviously true.  There is a sort of reason given in the plot but I still think the old phrase “children are our future” especially applies when you think you might be the last folks on Earth.

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Final Credits:

I wish I could say that the point and click gameplay just engaged you in the action rather than distracted from it and that you felt you were actually making choices rather than riding the rails of a preset narrative but that’s not the case.  This is a wonderfully acted suspense thriller movie that lasts a few hours because it does the equivalent of hitting pause regularly.  I think if they had made it into an independent movie and put it on the festival circuit it would have been an acclaimed hit from the score and cinematography to acting and directing.  Both endings are solid too.  It even had Adam Brown (Ori in The Hobbit) and Sarah Greene (Hecate Poole in Penny Dreadful) starring in it.  In the end though it did remind me of the old school games like Dragon’s Lair where you didn’t have a choice of what you did just a time in which to do it.  I’m actually double rating this review as a game and what I would have rated it as just a movie.

[easyreview title=”The Bunker Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”3.5″ ]

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