Author - Jerry Paxton

Pre-Halloween Season Review of The Empty Grave

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Halloween comes early to Southern California as The Empty Grave haunted house is now open at the Anaheim GardenWalk outdoor mall – located in Anaheim, CA. The Empty Grave has been a Southern California haunted house staple for many, many years and is the brainchild of Mike Talarico. Why is this haunted house open so early? According to Talarico, The Empty Grave moved locations within the GardenWalk (which is now under new management) and was offered a coveted space at the former Hollister Co. store if they opened up early in an effort to garner the center some additional end-of-Summer foot traffic. The Empty Grave is open Fridays through Sundays from now until November 2nd (the last two weeks have some additional nights as well).

Upon visiting The Empty Grave’s new location, we were very impressed with its exterior. Utilizing the remains of the former Hollister Co. store, the store front has been turned into a rundown, abandoned family mortuary. We went inside the front doors to pick up our tickets, and then proceeded to the area near the maze entrance. The line was already filling up and I am glad we got there relatively early. Ticket prices for the introductory night were only $7 dollars each – however, ticket prices are now at their normal $13 dollar price point. Additionally, you can buy two tickets at a deal of $20 dollars for the pair.

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We entered the maze entrance of The Empty Grave and were escorted into a dark room. Here, we were treated to the story of the maze via an audio track. In our walk-through, this audio track was a bit low on the volume, but we were informed that this issue will be correct soon with a louder audio track. Once completed, a pair of curtains ominously parted for us to continue our journey and off we went into The Empty Grave.

The maze’s new location is simply stunning – not only with the amount of internal space but, also, the amenities. The former Hollister Co. store had some seriously-efficient air conditioning and that kept us all very cool during our walk-through.  It also added to the overall experience as a rundown, abandoned mortuary shouldn’t be all warm and cozy, should it? In terms of art design and layout, The Empty Grave makes great use of space, sprinkling interesting set decorations and structures throughout. Additionally, the maze corridors are very friendly to those who require special access, and never seemed to get too suffocating. Scent effected used throughout the maze were set to just the right levels so that they didn’t stick with me for the rest of the night – a fact I appreciate greatly.

The various monsters inhabiting the event were visibly excited at getting the chance to scare again before the Halloween season usually begins, and I hope they can keep up that level of energy throughout the maze’s upcoming, lengthy-run. Upon exiting the maze, we were sufficiently spooked and very glad to see the excited crowd again, waiting outside to get in.

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While we have tons of good things to say about The Empty Grave, the maze still has some kinks to work out. First, and previously-mentioned, is the initial audio voice-over. It needs to be a lot louder to be clearly audible for guests. Also, Mike Talarico told us that there were a few “BIG” effects that still need to be added to the maze. My party really didn’t notice anything missing, so I am excited to see what these big effects are. Talarico informed us that these effects would steadily be introduced in the maze running up to mid-September or so. This way, the experience changes over time, giving return customers new stuff to see and experience. The second thing that stuck out to our party was that, while they had a lot of energy, the volunteer talent inside the maze seemed “off” at times in terms of timing their scares or entrances. This is something that only gets better with time, however, as we attended their first night of operation and it was new to everyone.

If you are interested in volunteering at The Empty Grave as a monster, take note that the event is planning to hold auditions sometime in September, depending on how their cast is holding up. Check their official Facebook page for more information when auditions will be held. Also, be sure to checkout the Anaheim GardenWalk’s website for information on food and restaurants so you can plan some dinner after your scare experience.

Overall, we can’t wait to visit The Empty Grave again. Its cast and crew have consistently impressed us over the years and this time was no exception. Checkout The Empty Grave’s official website to pre-order your tickets now. The Halloween season begins!

[easyreview title=”The Empty Grave Pre-Season Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]
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Universal Monsters Remix: Resurrection Announced for Halloween Horror Nights

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Universal City, California — The addition of all-original monsters inspired by fan-generated character competitions marks the first time that horror fans have contributed to a haunted maze experience for “Halloween Horror Nights.” The winning creatures will exist in the twisted confines of the “Universal Monsters Remix: Resurrection” maze alongside classic Universal Monsters, entombed in a shroud of heavy bass sounds by acclaimed dubstep artist, Figure. “Halloween Horror Nights” at Universal Studios Hollywood begins Friday, September 20, 2013.

“The Universal Studios classic monster movies of the 1920s, ‘30s and ‘40s defined the horror genre and inspired generations of filmmakers,” said John Murdy, Creative Director, “Halloween Horror Nights.” “For ‘Halloween Horror Nights,’ we reimagined classic characters and placed them in a rave-like environment – a present day ‘Monster Mash.’ It proved to be a fan favorite last year, and in 2013 there will be some exciting new twists.”

In addition to the music of Figure, the maze will also include winning designs from Universal Studios Hollywood’s “Design a Character Contest” as well as SyFy’s “Face Off” – a reality competition exploring the world of special effects make-up artists. “Design a Character” winner Christopher Oosting’s imagining of “The Invisible Man” will join a futuristic Frankenstein and his bride, created by the winner of a “Future Frankenstein” episode of “Face Off,” airing August 20 on SyFy.

Set within the antechambers of an eerily gothic castle, the new “Universal Monsters Remix: Resurrection” maze will unleash a cast of legendary creatures including “Frankenstein” and his bride, “Dracula,” “The Wolf Man” and “The Mummy.” From deep within the stone fortress, accompanied by ominous strobe lighting effects, guests will traverse dark and dank arteries of rotting catacombs laced with horror-inspired music by Figure.

Thief Gets Official Release Date

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Montréal (16, August 2013) – Square Enix® and Eidos-Montréal®, the award winning studio behind the critically acclaimed Deus Ex: Human Revolution® today announced that THIEF™ will be released for Windows PC, PlayStation®3, PlayStation®4, Xbox One, the all-in-one games and entertainment system from Microsoft and the Xbox 360 games and entertainment system from Microsoft on February 25, 2014 in North America and February 28, 2014 in Europe and PAL territories.

“This city will not die with the old and the poor holding it back. The time has come for a new future” -Baron Northcrest

“No more will our homes be taken and our families starved. This City belongs to the people. We must seize it back.” -Orion

Garrett the Master Thief is entangled in the growing layers of conflict between Baron Northcrest and the oppressed masses led by Orion, the voice of the people. In a City on the brink of revolution, Garrett’s skills are all he can trust as he walks the fine line between politics and the people.

  • View the new THIEF – “Uprising” (gamescom 2013) Trailer on YouTube [here]

For more details about THIEF – visit the Square Enix booth (B21/C20) in hall 9 at this year’s Gamescom.

2K Drive Announced with Trailer

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New York, NY – August 16, 2013 – 2K and Lucid Games, a boutique studio founded by creators of the Blur and the Project Gotham Racing series, announced today that 2K Drive, a new racing simulation game for the iPhone and iPad, will be launching as a premium iOS title this fall. Featuring high-quality licensed and original cars, 2K Drive takes players to iconic locations around the globe as a world-class competitive driver.

With a wide variety of racing modes for both single and multiplayer, including track racing, drag racing, street racing, off-road racing and more than 20 challenging mini-games, 2K Drivepromises a dynamic gameplay experience for car enthusiasts of all levels.  Players will also enjoy customizing their experience with the use of the game’s “RaceFace” feature, allowing each driver to put themselves behind the wheel of more than 25 licensed cars, from manufacturers including Dodge, Fiat, Ford, GM, Icon, Local Motors, Mazda, McLaren, Nissan and So-Cal. In addition, players will be able to see their friends behind the wheels of their own cars when they race against them in asynchronous multiplayer mode.

Car fans also will find a live newsfeed on 2K Drive’s cover page inside the app, delivering the world of automotive culture to their iOS device. Here, gamers will have the opportunity to view video and photo galleries, and read, “like” and “share” the latest news from popular automotive blogs and outlets, such as Car & Driver, Road & Track, AutoBlog, Between The White Lines (BTWL), CaniBeat, Cars X Hype, Distraction Control, DUB Magazine, E Garage, Electric Cars Report, Fatlace, The Lowdown, Hemmings Motor News, Hooniverse, My Life @ Speed, and My Ride Is Me.

2K Drive is joining 2K’s lineup of high-quality mobile titles, which currently includes popular games such as XCOM®: Enemy Unknown iOSNBA 2K13Civilization Revolution and Sid Meier’s Ace Patrol. 

For the latest news in the world of 2K Drive, please keep an eye out for updates on the game on Facebook and Twitter, and at 2K’s booth at PAX Prime, in Seattle, WA (August 30 – September 2, 2013).

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

All trademarks and copyrights contained herein are the property of their respective holders.

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Interview with Jim Walls and Robert Lindsley on Precinct

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Recently, we got the chance to ask Jim Walls and Robert Lindsley, the two men behind the upcoming police adventure title “PRECINCT”, some questions about its gameplay, mission structure, and more. We would like to thank Jim Walls, Robert Lindsley, and Jon Ramsey from FTW! PR for making this Q&A possible.

Q) How does it feel to be at the helm of a video game’s design again?

A) – Jim: It feels fantastic, especially after reading some of the feedback from the fans. They seem to be just as excited as we are. It’s also great to be working with folks such as Robert Lindsley and Jason Crawford.

Q) Will precinct feature an open-world style patrol mode?

A) – Jim: Precinct will be police work. Your open world will be the beat you are assigned to. You will start as a rookie officer on foot patrol, and work your way into traffic, where your beat will expand accordingly. The game won’t be a full open-world style game, but there will definitely be times where it feels very open.

Q) Will traffic stops be dynamic, random events or are all the game’s events/encounters scripted?

A) – Jim: A little of both. We will be building a “crimes database” where random events are generated to make the Precinct world seem more alive. There will also be scripted events that are tied to the main thread of the story.

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Q) Will using deadly force be handled by RPG-like, push-button controls or with more traditional “shooter” control methods?

A) – Jim: We are in the concept level of the interface control. That said, I don’t think the game will ever feel like a ‘shooter’. We want to keep the game as realistic as possible and retain the spirit of the old Police Quest games.

Q) Have you guys looked to any past, real-life events for plot points in the game’s story like the Norco Bank Robbery, North Hollywood Shootout, or Rodney King incident, etc?

A) – Robert: The missions have been designed loosely based on past police cases, but so far we’re not basing any missions specifically on real-life events.

Q) In terms of equipment and gear, are you guys licensing any real-world firearms, tools, or equipment brands for use in the game?

A) – Robert: We don’t currently plan on using licensed weapons or equipment in the game.

Q) Will Precinct feature any high speed pursuit sequences?

A) – Jim: This is one of the areas that thrills me the most about making Precinct. We will do our best to put the player into pursuit sequences that are as real as we can possibly make them. This is the purpose of Precinct. To give the player a true to life police experience.

Q) What are the plans for Precinct with regards to multiplayer modes?

A) – Jim: None at the moment. However, Precinct is a planned five game series, so if there are interesting ways we can integrate it, you could see multiplayer in a later game.

Q) How accurate will Precinct be with regards to penal codes, health & safety codes, etc?

A) – Jim: Very. When we were making the original Police Quest our goal was to be as accurate as possible and we are carrying that idea into Precinct.

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Q) What is your greatest challenge in creating Precinct’s gameplay experience?

A) – Jim: The realism. And I think the first person perspective will go a long way towards helping us do just that.

Q) Will players need to do any report writing or court appearances?

A) – Jim: Yes, Precinct is a police oriented adventure game. It will have many aspects of police work including court appearances.

Q) Will player’s be able to call for backup and/or a supervisor car?

A) – Jim: Calling for backup, paddy wagon, supervisor’s car, traffic unit, tow truck etc. will all be part of the game.

Q) Just what IS the difference between an oral and rectal thermometer? Sorry – that Police Quest 1 joke always cracked me up. 😉

A) – Jim: The taste?

Q) Is there anything else you would like our readers to know about Precinct?

A) – Jim: Police Quest was born when I first met Ken Williams, back in the mid 1980’s. If we could bring that time forward to the present, Police Quest would look very much like what Precinct is today.

Halloween Horror Nights Orlando Reveals An American Werewolf in London Maze

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One of my favorite horror flicks of all time, John Landis’ An American Werewolf in London, is being made into a haunted maze which will be experienced only at Universal Studios Orlando’s “Halloween Horror Nights 23” event. The only details released regarding the experience were sent out on the event’s Facebook page and state:

“Based on the John Landis horror classic, An American Werewolf in London, you’ll come face-to-face with the bloody chaos of werewolf attacks in this horrifying house. ‪#‎HHNRevealWeek‬

Mists of Pandaria Patch 5.4: Siege of Orgrimmar Trailer

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Blizzard Entertainment has released the official trailer for their Mists of Pandaria – Patch 5.4: Siege of Orgrimmar, which is set to release “soon”.

The story so far…

Garrosh Hellscream’s treacherous excavation of the Vale of Eternal Blossoms has finished with sinister results – not just for Pandaria, but for all Azeroth.

In a compound beneath Ragefire Chasm, Garrosh has infused his followers – the ‘true Horde’ – with the pilfered essence of the Old God Y’shaarj. With the power of a primordial world-twisting force at his command, Garrosh can rebuild the Horde in his image: strong, obedient, and, most importantly, ‘pure’.

Vol’jin’s attempts to lead Horde rebels into the capital of Orgrimmar haven’t gone unnoticed – and the mightiest heroes of the Alliance have stepped in to siege one of their enemies’ most prized cities.

Will the Alliance be content with overthrowing a despot, or will they crush the Horde at one of the most vulnerable points in its history?

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Razer Announces the Tartarus Gaming Keypad

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CARLSBAD, Calif. – Aug. 15, 2013 – Razer™, the world leader in high-performance gaming hardware, software and systems, today announced the release of the Razer Tartarus, a membrane gaming keypad created with ergonomic comfort and infinite customization options.

Successor to the widely popular and award-winning Razer Nostromo, the Razer Tartarus features an increasingly comfortable form factor and 25 programmable keys including an eight-way directional thumb pad. The thumb pad allows gamers to move with more precision, while also acting as modifier keys, multiplying the keyset count by eight, providing 128 different command options.

With unlimited macro lengths and unlimited game profiles, the Razer Tartarus also provides users instantaneous switching between eight key maps. The Razer Tartarus features full anti-ghosting, with backlit keys that give users total control in dark conditions.

”The Razer Tartarus places an infinite amount of control into a single hand—literally—affording immense flexibility, power and an ultimately free other hand, which is a deadly competitive advantage,” says Min-Liang Tan, Razer co-founder, CEO and creative director. “For serious gamers, this keypad can make the difference between victory and defeat.”

The Razer Tartarus is enabled to be configured with Razer Synapse 2.0, the proprietary software that functions as the brain of the keypad. Razer Synapse 2.0 allows users of Razer products to save custom profiles and sync them from anywhere in the world through the cloud system to be accessed from any computer anytime, anywhere.

About the Razer Tartarus expert gaming keypad

Control an infinite number of commands at your fingertips with the Razer Tartarus expert gaming keypad, featuring 25 membrane keys including a programmable eight-way thumb-pad. The Razer Tartarus is designed to deliver absolute comfort during extended play with an adjustable soft-touch wrist pad. Use Razer Synapse 2.0 to save your custom settings and update from anywhere in the world.

Price:

U.S. $79.99 / EU €79.99

Availability: 15TH August 2013

Razerzone.com – 15TH August 2013

Worldwide – 15TH August 2013

Product features:

  •          25 fully programmable keys including an
  •          8-way directional thumb-pad
  •          Instantaneous switching between 8 key maps
  •          Improved ergonomic form factor
  •          Adjustable soft-touch wrist pad for remarkable comfort
  •          Full anti-ghosting
  •          Unlimited macro lengths
  •          Unlimited game profiles
  •          Backlit keys for total control even in dark conditions
  •          Braided fiber cable
  •          Razer Synapse 2.0 enabled

For more information about the Razer Tartarus, please visit www.razerzone.com/tartarus.