NEWS HEADLINES




Xbox Live launch titles for Windows Phone 7 finally revealed, we've got the full preview.......

Tuesday, August 17, 2010 8:53:06 AM (GMT Daylight Time, UTC+01:00)







We've known that proper Xbox Live gaming (powered by XNA) was coming to Windows Phone 7 devices, but we'd yet to see any of that thumb-spraining goodness in action besides a brief demo and a few developer videos. Well, Microsoft has finally come clean with details about its launch strategy for the platform, and from where we sit, it's definitely looking pretty promising. First off, the company has announced a full list of launch titles for WP7 handsets, including some familiar names and franchises like Castlevania, Halo: Waypoint, Star Wars, Crackdown, and Guitar Hero, alongside a handful of newer properties like the ultra-cute ilomilo, produced in-house by Microsoft Game Studios. In total, the company will launch with over 60 game titles, with new offerings appearing every week in the Xbox Live Marketplace, just like its big brother console version. We've got all the details, a full list of the launch titles, and our hands-on preview after the break -- so read on to get the scoop!






Besides just announcing some games today, Microsoft has also shown off the full feature set of Xbox Live integration in Windows Phone 7, and users of the service should be pleased to discover that there's not much missing from the version they know and love. Live on WP7 will allow for full avatar integration (we're talking fully rendered, interactive avatars) along with customization (clothes, accessories, and more). The company has even crafted an avatar-centric version of familiar phone utilities like flashlight apps and levels, adding some whimsy to what would normally be pretty staid affairs. Additionally, messaging, friend lists / status, achievements, and leaderboards (with friend comparisons) are all here as well, making for a pretty complete mobile Xbox Live experience. And also just like the console, every game will have a try-before-you buy demo to check out before spending your hard-earned cash.




We had a chance to sit down and play some of the new games (Rocket Riot, Crackdown 2: Project Sunburst, The Harvest, ilomilo, Bejeweled, Max and the Magic Marker, and Uno) as well as check out the Live feature-set, and here are our first impressions:

We'll preface this by saying that both the hardware and software we demoed was still unfinished (the latter being the Samsung Taylor dev phone and the LG QWERTY model we broke news of on the Engadget Show). Regardless, the gameplay for the arcade titles seemed excellent, with frame rates holding fast even during graphically intensive 3D sequences (such as the chaotic, scattered-pixel play of Rocket Riot). The Harvest, while a bit familiar to our eyes, still showed the graphic promise of the platform. Gameplay was definitely well suited to a touchscreen device, though Microsoft's Kevin Unangst told us that developers could target controls for both touch and QWERTY-equipped phones (provided that a touch version was always present). The screen response seemed accurate and sensitive, reacting quickly to our input. Particularly in the Crackdown title -- a tower defense game "set in the Crackdown universe" -- pinch zooming, rotation, and finger tracking was excellent.

Besides just standard gaming, it looks like Microsoft will try and leverage some other components of the platform. In the aforementioned Crackdown 2: Project Sunburst, the game utilizes Bing maps to create levels (not unlike the PSN title The Last Guy), and logic in the software is able to recognize things like roads for enemies to make their way down. A unique concept for sure, and the kind of thinking we hope we'll see more of on this platform. Though we didn't get to see a lot of titles (we particularly would have liked to see something like Castlevania), the polish and speed of the games we played was definitely competitive with iPhone or Palm Pre gaming.





We didn't get a chance to peruse the Live Marketplace because the phones were offline, but we did get to play around with cached elements, and we felt right at home. Updating and tweaking your avatar was fast and straightforward, as was finding friends and checking up on achievements or messages. Unfortunately, for the launch of Windows Phone 7 there won't be any true multiplayer options besides turn-based games, though Kevin seemed to indicate that head-to-head gaming (whether over a local or wide network) was in the roadmap. It only makes sense considering this is Xbox Live we're talking about, and it seems like something that would have been baked in from the beginning. We may be a little spoiled from the variety of multiplayer titles on the iOS platform, but that was one knock against Microsoft here. One other small issue we noticed was that game load times seemed long -- a little too long. Again, Microsoft says things are still unfinished, so we're hoping this is a side effect of debugging and non-optimized builds.




All in all, it's a promising picture for Microsoft. The company has the clout, the community, and most importantly the cash to pull this off, but as with all modern smartphone platforms, success can't be judged on one aspect alone. To make Windows Phone 7 really work, the folks in Redmond will have to hit the right note on not just gaming, but the basic user experience, hardware, applications, and carrier partnerships. Based on what we've seen of Xbox Live on these devices, we think the company can check at least one of those boxes off


Source:Engadget
   
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Posted by : Stoney

Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone.....

Thursday, August 12, 2010 2:49:02 PM (GMT Daylight Time, UTC+01:00)

Sony Ericsson to introduce Android 3.0 gaming platform and PSP Go-like smartphone





There's no question that gaming on the Android platform has heretofore been relatively underwhelming, but that looks like it's all about to change. It seems that Sony Ericsson -- a company that has yet to even introduce an Android 2.0 device -- is at work on a project to redefine gaming on Google's mobile platform. We now know (via a trusted source) that the company is actively and heavily developing a brand new gaming platform, ecosystem, and device (possibly alongside Google) which are already in the late stages of planning. And we've got the goods on it. 

Here's what we can tell you about the hardware: if you're a gaming fan, this is exactly the kind of phone you've been waiting for. The device is described as cross between the Samsung Captivate and the PSP Go-- in other words, it's a landscape slider with game controls in place of the typical QWERTY keyboard. The D-pad is here, but instead of the small joystick, the device will have what was described as a "long touch pad" for analog controls, along with standard PSP buttons and shoulder buttons. The phone has a large display, described as being between 3.7 and 4.1 inches with WVGA or better resolution, a 5 megapixel camera that we're told might not be final, and it'll likely have a 1GHz Snapdragon CPU on board. The phone is mostly black with some silver highlights, and the gamepad area is white / silver in color. Apparently it's currently branded as a Xperia device, but it looks like it will carry PlayStationbranding as well. Those who've seen the phone say it looks "pretty damn sexy." The mockup above probably doesn't do the actual hardware justice, but it should give you an idea of what you'll be dealing with.






On the software side, it looks like the device will be running Gingerbread (Android 3.0) with a phone-specific skin, and there will be a new area of the Android Market specifically for the games. That content will be initially accessible only by the halo device, but from the sounds of things, these titles might be made available to other Android phones if their specs and button layouts meet requirements. Games will be graphically in the range of PSX or PSP games, meaning true 3D gaming is headed to Android. Titles currently being shown off seem to be focused around some older PSX as well as new PSP offerings, withGod of War, Call of Duty: Modern Warfare, and LittleBigPlanet possibly on tap, and future plans for titles which incorporate augmented reality features.

In terms of release, it's possible that the phone and ecosystem could be introduced as early as October of this year, but we have yet to confirm.

Right now we're working on getting even more detail about the phone and partnership, but we can tell you now that this is not a random rumor -- we have reason to believe that what we've heard and seen is real and coming to market. It makes perfect sense in a way -- Google gets a much-needed push into the gaming and entertainment space for Android, while Sony (via its partnership with Ericsson) finally delivers the PlayStation phone users have been wanting. We see it as a major win for both companies and the consumer... and we always need another distraction. Stay tuned to this space for updates as we get them, and in the meantime, start socking away the pennies.

Source: Engadget
   
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Posted by : Stoney

Are Microsoft quietly opening up a Kinect beta program?

Tuesday, August 10, 2010 10:34:24 AM (GMT Daylight Time, UTC+01:00)

Well what do we have here?

It appears our friends over at Joystiq have received word from diligent tipsters that Microsoft's Connect customer feedback service is sending out Kinect beta program invites. Details are predictably sparse, but naming ironies aside, the note does specify that chat will be limited only to those involved in the preview program.

While this isn't really surprising given the context,Joystiq surmises that this choice clarification could hint invitees will have the chance to sample the video chat app available through the Kinect's new dashboard, which was shown off at E3. Unfortunately, Ballmer and crew have yet to lend any official credence to these murmurs, though apparently the email address behind these notes is valid.

It's also not that outrageous to imagine Microsoft wanting to spin Kinect's wheels in the wild before releasing it to the unwashed gaming masses on its official November 4th launch date. Considering the program would have to put hardware in the hands of testers though to pull something like this off, we're counting on more than a few overly excited gamers shining additional light on the situation should things get serious.



Source: Joystiq
   
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Posted by : Stoney

NEX Trailer for iPhone & iPod Touch. Starbyte Software.

Tuesday, July 28, 2009 4:40:27 AM (GMT Daylight Time, UTC+01:00)

Today we reveal NEX to the world. This is the culmination of nearly a years work by the team. There has been some very long nights and lots of hard work along the way by everyone involved. Finally release day is in sight. We have submitted the game to Apple today for Q&A testing. Providing no issues are found during testing, we are less than 2 weeks away from a global release on iTunes and the App Store. Game On !! Let's Rock !

NEX Website : Here

   
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Posted by : Gunny

Battlestations: Pacific dev diary

Tuesday, February 10, 2009 11:52:45 AM (GMT Standard Time, UTC+00:00)

It focuses on the studio's bid to be authentic in the re-creation of the game's locations and units, so it's one history buffs will enjoy

The upcoming 360 and PC tactical-action game sees you taking control of either Japanese or American WWII forces and fighting in battles from Pearl Harbour right through to Okinawa in 1945.
Its two single player campaigns span 28-plus missions featuring air, sea and underwater combat, plus the tactical landing of troops in battle.
Battlestations: Pacific is "coming soon".

News: Battlestations: Pacific dev diary - ComputerAndVideoGames.com

   
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Posted by : Gunny

Burnout: First 'Cops and Robbers' shots

Tuesday, February 10, 2009 11:46:56 AM (GMT Standard Time, UTC+00:00)

  

Source : News: Burnout: First 'Cops and Robbers' shots - ComputerAndVideoGames.com

   
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Posted by : Gunny

HAWX demo barrel rolls onto Xbox Live Feb. 11

Monday, February 09, 2009 10:07:25 PM (GMT Standard Time, UTC+00:00)

 

As the late, great, Kenny Loggins once sang, "Ride into the Danger Zone!" What? Kenny Loggins isn't dead? Awkward. Moving on... On February 11, a demo for Tom Clancy's H.A.W.X. will hit the Xbox Live Marketplace for Live Gold members.
The demo, which tracks experience and includes three unlockable fighters to test drive fly, allow up to four Mavericks to play cooperatively. It sports two missions for the upcoming air-combat game: In Operation - Off Certification, one of the game's training missions that showcases maneuvers and tactics used throughout the adventure, and In Operation - Glass Hammer, another training mission that teaches pilots how to blow stuff up in the air and on land. Tom Clancy's H.A.W.X. lands in stores this March.

Source : HAWX demo barrel rolls onto Xbox Live Feb. 11 - Joystiq

   
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Posted by : Gunny

Vitals: Tom Clancy’s HAWX

Friday, January 09, 2009 6:43:31 AM (GMT Standard Time, UTC+00:00)

hawx_helmet_and_logo

SR-71 USAF base (Kadena, Japan)-

“Though I fly through the Valley of Death, I shall fear no evil. For I am at 80,000 feet and climbing.”

The year is 2012, as the era of the nation-state draws quickly to a close, the rules of warfare evolve even more rabidly. More and more nations are becoming increasingly dependent on Private Military Companies (PMCs)- elite mercenaries with a lax view of the law. The Reykjavik Accords further legitimize their existence by authorizing their right to serve in every aspect of military operations.

Tom Clancy’s HAWX allows players to become a part of the mayhem, by becoming an elite pilot of the future.  Utilizing cutting edge technology, devastating firepower, and intense dogfights will just be the tip of the tomahawk. Players will be able to jump in the cockpit of over 50 of the world’s most famous aircraft and take flight over super realistic terrain that has been thrown together using advanced satellite mapping technology that is commercially available, providing an authentic look and amazing views.

“High-resolution satellite imaging is moving from the black world of intelligence to the white world of commerce and Tom Clancy’s H.A.W.X will bring that reality to gamers,” said Mark Brender, vice president, corporate communications and marketing at GeoEye. “With video game graphics becoming more realistic, the use of high-quality photographic ground textures in H.A.W.X adds true photo-realism to the air combat experience.”

HAWX will also utilize the Enhanced Reality System (ERS). ERS is in-game technology that helps turn novice aviators into elite pilots of the future and will be the backbone of players flight experience, allowing players to use radars and incoming missile detection, damage control systems, a tactical map, information relay, and weapons trajectory control. ERS will also allow players to issue commands to your squadron. Just think, the airborne version of the Cross-Com system that was implemented in Ghost Recon: Advanced Warfighter.

Also jumping on the Co-op bandwagon, HAWX will allow the entire solo campaign to be experienced in 4 player “Jump-in/Jump-out” co-op mode. This marks the first time ever for the air combat genre, officially placing HAWX in the running for the coolest air combat game around. There will also be an 8-player Team Deathmatch that can be played online, to see who’s truly the top gun.

This is Tom Clancy’s first stab at air combat, and from the looks of it, he’s got it down pretty good. We’ll be keeping a very close eye on this as we near take-off.

 
 
 

Vitals: Tom Clancy’s HAWX | Games Are Evil: 360, PS3, Wii, iPhone, Portable Gaming Magazine

   
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Posted by : Gunny

Massive Tomb Raider Underworld - Game Renders

Tuesday, November 25, 2008 5:27:46 PM (GMT Standard Time, UTC+00:00)

The promo renders for Tomb Raider Underworld from Eidos are massive. Check out the full resolution images. Firefox user can right click and select view image. IE users right click, Save as.... Enjoy.

HD 3841x3912 

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HD 5351x6502

HD 3300x5100

HD 2700x3266

   
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Posted by : Gunny

JumpGate Site Live, and Beta Open for Signup.

Sunday, June 29, 2008 5:20:15 AM (GMT Daylight Time, UTC+01:00)

jumpgate

The new Jumpgate site is live, and there is a limited number of places open for the Beta Sign Up. BETA SIGN UP.

Features

Nothing can prepare you for the journey that is unfolding... The Galaxy is in a fragile state, balancing on the brink of War and Peace. New threats are emerging from the untouched regions of space that threaten with an iron grip to bring the known inhabitants to their knees.
Will you aid your faction when duty calls? Or will you serve your own needs?
Will you fight side by side with your comrades in an epic struggle against a hardened, blood-thirsty foe or will you go it alone, facing the imperil dangers as they approach?
Do you long for the thrill of combat or do you prefer the call of merchant - always on the look out for a quick, opportune trade.

Your decisions are your own, and the rewards are yours for the taking.
Jumpgate Evolution is a Massively Multiplayer Online Game set in the open expanse of space. With breath-taking visuals and an innovative twitch-based space combat, Jumpgate is the definitive space combat MMO, putting you at the heart of the action as you embark on your mission to explore the galaxy and progress from space rookie to elite commander.

*Engage in Dog-Fights*

*

Engage in Dog-Fights 

Jumpgate Evolution offers a unique twitch-based combat system which allows you to challenge thousands of foes with your own skill and determination, offering the most exhilarating, jaw-dropping experience in online gaming to date.

*Explore a huge and varied universe*

*

Explore a huge and varied universe 

Each jump will take you to exotic new locations with exciting new adventures. The universe is a vast and dangerous place and as old threats never die you’d be wise to remember this. Pirates, brigands, and opposing faction members are just some of the dangers present in the Jumpgate universe.

*Highly Accessible*

*

Highly Accessible 

Although graphically stunning, Jumpgate is highly scaleable, allowing the game to run flawlessly on low end PCs. Jumpgate also offers joystick and peripheral support, adding to the immersive online experience.

*Huge Space Battles*

*

Huge Space Battles 

Fight against thousands of players online in epic large-scale player vs. player real-time battles.

*Three Playable Nations*

*

Three Playable Nations 

Become a pilot for any of the three playable nations. Join the corrupt, power-hungry Solrain Commonwealth, the disciplined, combat ready Octavian Empire or the spiritually-led Quantar Paths.

*Advanced Gameplay Systems*

*

Advanced Gameplay Systems 

Jumpgate Evolution offers limitless game play and content with a unique mission generator capable of generating thousands of fresh and immersive missions for players to embark on.

*Player driven world*

*

Player driven world 

Players are given ultimate power as Jumpgate offers a fully immersive player driven economy. Protect a merchant vessel on its trade route by intercepting enemy players or answer a battle stations call for help by delivering them much needed supplies.

   
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Posted by : Gunny

Perfect Score for Grand Theft Auto IV IGN UK Review

Saturday, April 26, 2008 7:53:33 AM (GMT Daylight Time, UTC+01:00)

 

"Expectations were so high for Grand Theft Auto IV that one of the biggest surprises is that it’s managed to meet them. That it’s also gone on to confound these is truly a marvel, and the game’s Liberty City is nothing less than one of the greatest videogame worlds yet conceived. With this game, Rockstar has set out to free itself from the excesses of the series past to emphasise the character of its world, and in doing so has created a high watermark in the relationship between narrative and play. It’s no less than the definitive open world game, and by that measure the definitive interactive experience of this generation to date."

10/10 !!!!

Click here for full review.

   
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Posted by : Gunny

COD4 Goes Counterstrike

Thursday, March 27, 2008 12:02:45 AM (GMT Standard Time, UTC+00:00)

 

COD4 DE_DUST
Version: Beta
Map size: Medium
Game type: DM, TDM, SD, DOM, SAB

Download:http://www.codutility.com/index.php?...ion&dl_id=2898

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

COD 4 New Map

Tuesday, March 25, 2008 7:37:00 PM (GMT Standard Time, UTC+00:00)
Burgundy Bulls
A recreation and an exact replica of CoD2 Burgundy but with more open buildings and more open space.
Map size: Large ( Lots of spawn points )
Game type: DM, TDM, SD, HQ, DOM, SAB
Authors: [b]_ThunderBull and [b]_FlashBull


Download:Here

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

COD4:NEW MAP

Thursday, March 20, 2008 12:52:13 AM (GMT Standard Time, UTC+00:00)

 

MP_FACTORY
This is a very nice urban map.
Version: Beta
Map size: Large
Game type: DM, TDM, SD, HQ, CTF, DOM, SAB
Author: OSZ.LoSt.BoY


Installation Instructions:
Place all your files in the "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\usermaps\mp_factory" directory.
If the folder does not exist, create it
Download

COD 4 New Maps and Feedback - Page 3 - T.O.C. Clan Forums

   
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Posted by : Eggy

MatchMaster: Sheffield United, Man Utd....

Sunday, March 16, 2008 7:18:40 AM (GMT Standard Time, UTC+00:00)
Match Master For all of us who like Gaming and going to watch our Favourite team. Here's a great little game. MatchMaster.MatchMaster is available for all the big clubs including Chelsea, Newcastle, Man Utd, and Arsenal.
   
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Posted by : Rich

Call of Duty 4 DLC Map Pack Hands-On

Friday, March 14, 2008 1:40:15 PM (GMT Standard Time, UTC+00:00)

 

Call of Duty 4 DLC Map Pack Hands-On

If you're tired of Middle Eastern villages and Russian forests, take heart: Infinity Ward has some shiny new battlefields on the way soon.

 

Last year was exceptionally strong for first-person shooters. Yet despite being one of the latest genre releases in the year, Call of Duty 4 towered over its competition. There are so many shooters released these days that it's hard to stick with an online community for more than a few weeks, but even months later, we're still obsessively playing COD4's addictive online mode with no end in sight. So we counted ourselves among the incredibly fortunate when we headed down to developer Infinity Ward's Southern California offices recently to check out the game's first downloadable map pack, which is coming later this spring.

Broadcast is taken from and expanded upon the Iraqi TV station mission in COD4's single-player campaign.

We got a chance to chat with IW community relations manager Robert Bowling--better known to COD4 diehards by his online handle, "fourzerotwo"--about the pending downloadable maps. The first thing he told us was the first thing we wanted to hear about this pack: The Middle Eastern and Russian environments will no longer comprise the entirety of the retail game's lineup. Now that the team has moved on from the single-player campaign (and has time to work up some new art assets), we can expect to see new Call of Duty 4 maps set in entirely new locations separate from the original game.

Well, except one of the maps in this pack. It's called Broadcast and is lifted from the Iraqi campaign "Charlie Don't Surf," in which you assault a television station where the enemy is holed up. Don't think the team just copied and pasted the campaign map into this multiplayer pack, though. It does contain the iconic, cavernous main room with its dozens of computer monitors and TV screens, as well as a big map of the world on the wall. We can tell you from experience that that's a great place for multiplayer firefights, with all those cubicles to duck down behind and all that equipment just waiting to get shot up by you or your opponents. A large-scale multiplayer match concentrated in that room is going to be serious calamity.

But Broadcast has been expanded significantly throughout its incarnation in the campaign. There are multiple routes into and out of that main room. Some routes lead up to the building's second floor, replete with smaller rooms and hallways. The map is mostly indoors, so air strikes and helicopters will be largely ineffectual--except up on the roof, which you can access from the second floor, as well as in the expanded parking lot area outside the main building. On the other side of that parking lot is another new, smaller building that you can hide out in as well.

The second map we played is entirely new, and it's named Creek. But there's a lot more to it than a simple babbling brook. This is a very large-scale outdoor map with a small cluster of houses on one side of it. In the middle, there's a huge ravine circling the perimeter with multiple levels of pathways up its side. Down below, the trail leads along the eponymous creek bed to a waterfall. Elsewhere along the base of the ravine, there's a lengthy and winding cave that cuts underneath the hill then out to the other side. As big as it is, there are a lot of places to go on this map; from prone sniping atop the cliff face to hiding out behind a rock in the tunnel, you never know where an opponent will be attacking you.

Creek is a massive original map with a high ravine, cliffside pathways, and a tunnel through the base of the hill.

Broadcast naturally looks exactly like COD4's campaign, but Infinity Ward's artists have done a nice pass on Creek to give it a distinctive look, with rocky terrain and various sorts of foliage that are more verdant than what you've seen in the previous Russian maps. It all feels a little sunnier and more pleasant than the game's other forested maps, too--at least until you catch a slug between your teeth. Because there's so much underbrush and shrubbery on top of the cliffs here, Bowling pointed out that it's a great map for you to use the sniper's ghillie suit for blending in while going for some sneaky kills.

There will actually be four maps in the final pack, though we can only really tell you about these two. The other two will be Chinatown, which is pretty self-explanatory, and Killhouse, which is a "bonus" map that we didn't get any hard details on (though we were told to think of the single-player campaign's initial training level as a reference). The map pack will be available on the Xbox 360 and PlayStation 3 in the coming months for an unspecified price. But interestingly, Infinity Ward hasn't decided how the maps will be distributed on the PC, where players are much more expectant of postrelease bonus content being released for free. Realistically, Call of Duty 4's multiplayer is so absurdly good that would have gladly handed over cash for whatever maps the designers could have phoned in--so we're especially glad to see them putting so much time and care into this first release.

Call of Duty 4 DLC Map Pack Hands-On - PC News at GameSpot

   
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Posted by : Eggy

Assassin's Creed PC Q&A

Tuesday, March 11, 2008 12:49:20 AM (GMT Standard Time, UTC+00:00)

Developer Charles Beauchemin answers questions on the PC version of Assassin's Creed.

Assassin's Creed was one of our personal favourites here at PALGN when it was released for the PlayStation 3 and Xbox 360 late last year, now the game has been confirmed for the PC and Ubisoft has been kind enough to send through a Q&A on the game with one of the developers of the game on the PC, Charles Beauchemin. So, without delay, let's get into it.

PALGN: The game is being released four months after the console versions. How did you use this extra development time?
Charles Beauchemin:
Based on the feedback we got after the release of the console versions, we decided to add even more variety by developing a total of 4 new investigation types (Archer assassination, rooftop race challenge, merchant stand destruction challenge and escort challenge). The archer assassination requires the player to assassinate the archers in a dedicated zone without being seen. In the rooftop race challenge, the player will meet an informer and will have a set amount of time to reach a second informer. In the merchant stand destruction, some merchants have ties to the assassination target and their activities must be stopped by Altaïr. Finally, in the escort challenge, the player needs to securely escort a fellow Assassin from point A to point B.


Is your PC crying yet?

PALGN: Will the game exploit DX 9 and DX10?
CB: The game comes with both DX9 and DX10 executables. If you own a DX10 card running on a Vista system, the game will use the full capabilities of the board to optimize the performances of the 3D graphics. You'll be able to play the game at high resolutions with minimal impact on your framerate.
PALGN: In your opinion, what is the average machine needed to play the game ?
CB: Any dual-core machine running at 2.2GHz and over with a decent graphic card (such as a ATi HD2600 or a NVidia 8600) will give great performances.
Our minimum requirement is a Pentium D 2.4GHz or a AMD X2 Athlon 3800+, equipped with a Shader Model 3.0 card (ATi X1300 and better, NVidia 6600 and better).


What about now?

PALGN: AC has been perceived as a new milestone on consoles but pretty repetitive at times – did you try to tune this on the PC version ?
CB: As mentioned in the first question, we included 4 new investigation missions to increase the variety so in total, we now have a total of 9 investigation missions. Also, you can now skip from one city to another without going through the kingdom once you visited every city.
PALGN: How did you manage to adapt the gameplay to the PC and to the PC controls in particular?
CB: Even though we support the Xbox 360 controller just like the console version, the user can choose to play with the keyboard and mouse for a more direct control over the camera and access to the menus. There are 4 default keyboard and mouse configurations that can all be customized to the player's needs.


Good old Altair..

PALGN: It’s been said quite a few times that the AI on guards and on the crowd was not always as “ideal” as promised, have you managed to, improve this on the PC version?
CB: We modified the reaction of guards in certain occasions. Blending when close to a dead body doesn’t work anymore; guards will spot you if you stay too close. Also, the reaction of the guards to stealth assassination is now based on the number of NPC's around you making it more realistic. If there is no one around you, guards will spot you much faster and if the crowd is bigger, you won’t be spotted that fast.
PALGN: How are the Xbox 360 achievements translated to the PC version?
CB: You can still collect flags and templars but there are no achievements in the PC version.
PALGN: When is the game due to be released?
CB: The game will ship in the early days of April.

Assassin's Creed PC Q&A - PC Gaming Interview - Australia's PAL Gaming Network

   
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Posted by : Gunny

Alien Arena 2008 v7.0 Free Full Game

Monday, March 10, 2008 12:54:38 AM (GMT Standard Time, UTC+00:00)

 

A new series is born: Alien Arena 2008

COR Entertainment LLC has announced the release of Alien Arena 2008 which features nearly all new game media, gameplay improvements, and a client that has been signifigantly upgraded for improved visual effects as well as major optimizations that greatly improve the fluidity and performance.

Alien Arena 2008 also offers a change to it's overall theme, moving towards a slightler darker, more serious tone, while still retaining a good bit of it's retro style, creating an interesting marriage between classic and modern sci-fi.

This resulted in completely new player models, many new weapon models and textures, and seventeen new levels. There are major improvements in weapon effects, per-pixel lighting, texture resolution, and resource usage, as well as the addition of a cross platform server browser, FUSE. Weapons have been tweaked for better balance, and movement has been enhanced with the addition of dodging abilities.

Download:

Alien Arena 2008 v7.0 Free Full Game for Windows (163.06MB)

Alien Arena 2008 v7.0 Free Full Game for Linux (212.99MB)

   
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Posted by : Gunny

COD 4:New Custom map The Breakout

Thursday, March 06, 2008 11:10:00 PM (GMT Standard Time, UTC+00:00)

 

Release The Breakout,looks very nice





Download links
http://www.megaupload.com/?d=AS43LO9V
http://files.totalgamingnetwork.com/...+The+Breakout/
http://www.megaupload.com/?d=AS43LO9V

COD 4 New Maps and Feedback - Page 2 - T.O.C. Clan Forums

   
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LEGO Batman: Human Weapon of Mass Destruction Trailer

Saturday, March 01, 2008 9:08:50 AM (GMT Standard Time, UTC+00:00)

Take back the night as The Dark Knight – one block at a time.

   
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Posted by : Gunny

GTA IV pre-orders go live at PC World

Saturday, March 01, 2008 2:21:52 AM (GMT Standard Time, UTC+00:00)

 

Gamers can order online now for delivery on the April 29th

Consumers can now pre-order Grand Theft Auto IV online for £37.99 on both PS3 and 360 from PC World.
Customers can also reserve their copy in store for £5, with midnight openings planned for the game’s release.
"The team here at PC World are hugely excited about the forthcoming release,” said René Wright, senior category manager - console and games at DSGi.

GTA IV pre-orders go live at PC World - www.mcvuk.com

   
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Play 'Tomb Raider Anniversary' for free

Thursday, February 28, 2008 5:29:47 AM (GMT Standard Time, UTC+00:00)

b-10 Lara in Tomb Raider Anniversary (current)

Click image for full size (large image)

To celebrate Lara Croft's 12th anniversary as the heroine hottie who raids tombs, video game publisher Eidos and TrialPlay, an alternative online payment company, have temed up to deliver the Tomb Raider Anniversary PC game for free.

Using TrialPay, players get a free subscription to the game for signing up and trying an email offer from blue-chip advertisers such as eBay, Gap, McAfee, American Express, and others.

Tomb Raider Anniversary is an updated version of the celebrated 1996 adventure featuring the well-endowed Lara Croft (later to be realized on the silver screen by Angelina Jolie). This newly made-over game returns players back to Egypt, Peru and other locations as our heroine jumps, climbs and fights her way through treacherous caves and alongside cliffs in search of rare artifacts. A few extra features were thrown in, too, including new areas and enemies. Some nagging camera issues still remain, but overall this puzzle-filled action title won’t disappoint – especially for those with a sentimental tie to the original.

Click here to get Tomb Raider Anniversary for free through TrialPay.

sync: Play 'Tomb Raider Anniversary' for free

   
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Assassin's Creed: DX10 confirmed, faster than DX9

Tuesday, February 26, 2008 6:20:23 AM (GMT Standard Time, UTC+00:00)

Vista users may have a performance advantage

In an interview with Ubisoft's Charles Beauchemin, Technical Lead, Assassin's Creed PC, PCGH got the confirmation that Assassin's Creed will use Direct X 10 features.

Assassin's Creed PC: DX10-Version is confirmed now

Now it's confirmed: Assassin's Creed will support Direct X 10 in the PC variant. But you won't see any visual difference between DX9 and DX10. Assassin's Creed solely uses the shader model 4 so that performance gains are realistic.

The DX10 version of Assassin's Creed für PC is supposed to be faster under Vista than the DX9 variant.

Here is a snippet from a lenghty interview with Charles Beauchemin, Technical Lead, Assassin's Creed PC.
PCGH: When porting for the PC have you thought about integrating support for DirectX 10 into the engine? Will there be a version of Assassin's Creed that will utilize the new Vista API?
Charles Beauchemin: Yes, Assassin's Creed supports DX10 as well as DX9.
PCGH: What are the technical advantages of that API?
Charles Beauchemin: DirectX 10 enables us to make fewer calls to the API to perform the same actions. Therefore, it will be possible for the drivers to make optimizations making the game faster without any change to the game engine. Since most of the DX10 drivers are still young, we can expect a lot of gain to come from the optimization of these drivers.
PCGH: Do you use advanced features of Direct X 10/Shader Model 4 like Geometry Shader, Virtual Texture Management etc.? Can you please give examples how they are utilized? In what way do these features improve or simplify the rendering process?

Charles Beauchemin: No. Most of the porting to DX10 involves optimizations of the existing calls, without any new content.
PCGH: Will the DX 10 visualization differ substantially from the graphics that are rendered with DX 9 hardware? What are the visuals that can only be rendered with shader model 4 hardware? Can you supply us with a visual proof via screenshot too?
Charles Beauchemin: No new content has been added to the DX10 version.
PCGH: How much of a performance hit will the improved optics of DX 10 incur? With all details maxed out is a typical first gen DX 10 card already running at its limits?
Charles Beauchemin: No performance hit occurs, since no improved optics are implemented. However, when running on Vista, DirectX 10 version speed will be much faster than its DirectX 9 counterpart (also running on Vista).

PCGH - News: Assassin's Creed: DX10 confirmed, faster than DX9

   
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ToC Gaming UltraRealMod v1.1 - Live on Server Now.

Sunday, January 27, 2008 5:00:57 PM (GMT Standard Time, UTC+00:00)


There is a new version of the URM on the server now. v1.1.


New Features & Fixes:
# Fixed the Main Logo size issue so that it should work on all machines, including ATI. (Fingers crossed)
# Completly replaced the multi layered Main Menu Image with a cool new Multi layered version of the ToC URM Screen. (Shit loads of work to do this, but I'm very happy with the results)
# New Menu Music : From Black Hawk Down.
# Support for custom maps
# Random Map rotation


Please connect to the server to automatically download the new version.

please note : the new version is much larger than the last version and takes a few moments to download. During the download, your display may revert back to the Main Menu screen (the download will continue in the background), this is normal, be patient, wait a few seconds (60 seconds max) and the game will start once the download has finished in the background.

URM IP : 85.236.103.10:28962

   
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Crysis Shark Attack Movie.

Sunday, January 20, 2008 6:34:01 PM (GMT Standard Time, UTC+00:00)

Here sharky sharky…What better way to stop players from going out of bounds and meeting game walls than getting them eaten by a shark. Crysis takes an engaging game world a step further with impressive animation and A.I.

shark-attack-copy.jpg 

Perhaps Crysis doesn’t even have game walls, instead being an endless labyrinth of possibilities where you can play with Sharky the friendly shark (but not too friendly).


Crysis Shark Attack | ripten

   
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ToC Clan Call of Duty 4 Ultra Real Mod Server Launch.

Saturday, January 19, 2008 8:20:28 AM (GMT Standard Time, UTC+00:00)

URM0

ToC Gaming are proud to present the New ToC-Clan URM (Ultra Real Mod) Server. Its based on the Awe4 mod with custom extra's and a highly tweaked server config designed to bring you something a bit different, and encourage squad play. The server will go live this evening (Saturday 19th Jan) at 19:00 hrs GMT. Everyone welcome !!

URM4

Realism Mod Details:

  • Even less HUD elements than Hardcore mode.(Almost no player aids.)
  • No Bomb Carrier Icons. (Now you really can sneak round behind the enemy.)
  • No Bomb Target Icons. (you did all learn where they were didn't you.)
  • Small HQ and other game mode Target Icons.
  • Spawn Protection added : 3 seconds.
  • UAV, Airstrikes and Chopper support are harder to acquire.
  • Noob Tube Disabled. (Not the RPG)
  • Martyr Nade Disabled.
  • No multi nade percs: You can pick up a nade from a dead player though.
  • Custom ToC URM Server Logo, Main Menu Logo, and Loading Screen.
  • Next Map and Next Game Type Messages.
  • and much more.

URM3

Server Details:

IP Address : 85.236.103.10:28962

The Server will go live accepting players at 19:00 GMT, See you there soldier.

URM : So Real It Hurts !!

   
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Highlander The Game Trailer (2008)

Sunday, January 13, 2008 4:02:01 PM (GMT Standard Time, UTC+00:00)

For all the Highlander fans out there is a game coming out in 2008 for PC, Xbox 360 and Playstation 3.

Looks Interesting for sure. We'll have to wait and see later this year.

   
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Call Of Duty 4 Modern Warfare v 1.2

Wednesday, November 21, 2007 10:02:14 AM (GMT Standard Time, UTC+00:00)

Size: 13.86MB


Description:
This patch optimizes the Lean view offset issue, addressing the glitch reported by several community members and documented and sent in directly by community member GaretJax which is commonly referred to as the �Left / Vertical Lean� Glitch, in addition to preparing files for compatibility with the future release of the Call of Duty 4: Modern Warfare™ Mod Tools. This patch will update all previous versions of Call of Duty 4: Modern Warfare™ to v1.2

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MOHA Disable EA intro and Quick Quit

Tuesday, October 09, 2007 12:33:09 PM (GMT Daylight Time, UTC+01:00)

How to skip the EA intro video.

Open My Computer and head to the directory where you installed Airborne.

Once in the directory look for UnrealEngine3\MOHAGame\CookedMovies\MOHA_Shell_EAID.vp6

Rename this file to MOH_Shell_EAID.vp6.bak


How to quick quit

Right click the MOHA.exe Shortcut

Put -enableconsole after your location in the target box of your shortcut

When ingame pull down the console using the tilde key then type quit and it will take you back to desktop.

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Eggchaser posted by Eggchaser

   
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Crysis Multiplayer Beta Impressions

Tuesday, October 02, 2007 7:47:56 PM (GMT Daylight Time, UTC+01:00)

by Chris Remo Oct 02, 2007 11:21am CST

With Crytek nearing its release of what is arguably the most graphically intensive video game yet developed, hardware manufacturers (as well as Windows owner Microsoft) are hoping Crysis will fuel interest in PC gaming and high-end gaming hardware. Over the last couple of years, the game's visually groundbreaking single-player mode has been showcased extensively, making the game one of the most exciting upcoming PC exclusives. Less publicized, however, has been Crysis' multiplayer mode--and, as I recently found during the multiplayer beta currently being operated, there's a lot more to it than one might have guessed.

Crytek's debut effort, Far Cry, didn't generate a long-lasting, robust multiplayer community, so with Crysis the company has gone back to the drawing board, crafting an ambitious Battlefield-esque mode called "Power Struggle" that encapsulates large-scale teamplay with land-sea-and-air dynamics and plenty of control points.

Essentially, each team vies for control of a factory, which allows production of a nuke-equipped tank capable of destroying the enemy team's headquarters. To make the battle more interesting, players can also gain control of defensive bunkers as well as optional factories producing helicopter-like aircraft, boats, and other such useful equipment. On top of all that, alien crash sites litter the map; they must be controlled in order to create advanced alien technology to aid in the battle against the opposing team.

As in Counter-Strike, players are not assigned to specific classes but are rather able to buy new equipment and weapons at the beginning of every round, with more kills and captures conferring more money with which to suit up in purchase zones. All of this is combined with Crysis' nanosuit featured in its single-player game. With the suit, players can apply one enhanced effect to themselves at any given time: great speed, enhanced strength, toughened armor, or a personal cloak. Particularly useful in multiplayer is the ability to augment weaponry with various types of zoom scopes and other attachments.

Cloaking seems like the most useful nanosuit ability to employ in multiplayer, since it provides obvious advantages when attempting to infiltrate and acquire an enemy-controlled structure, while speed is useful simply for traversing the large map included in the multiplayer beta, particularly early in the game.

As teams capture more bunkers, which contain forward spawn points, they are better able to push the enemy back from the crucial central factory and spread outward to grab the peripheral factories. Crysis' Power Struggle mode is very much dependent on teamwork, and requires each player to have a fairly good understanding of what is going on and where it is useful to be at any given time in order to be most effective. If playing against an uncoordinated team (or one not up to a sufficient player count), it can be fairly easy to capture territories with little resistance, since there are so many to capture.

In general, the game demands a lot of coordination to really work. It is not enormously difficult to sidestep most of the game's large scale dynamics and simply go straight for the nuke tank, which is possible for teams earning a lot of money through kills and less ambitious captures. Of course, if your opponents have been doing their jobs, they will have plenty of their own equipment to stop you in your tracks.

The bottom line is that, from my experience, Crysis' multiplayer is certainly enormously full-featured, but it requires a lot of effort and coordination put in for it to really give all those features back. Compared to a somewhat similar game like Enemy Territories: Quake Wars, with its dynamic per-player mission system, Crysis' multiplayer may simply be too complex for its own good.

Considering the game is already targeting a niche audience with its fairly steep system requirements (on my slightly out of date GeForce 7800GTX and Athlon 64 X2 4200+ with 1.5GB of RAM, the game recommended the lowest graphical settings across the board, with a resolution of 800x600; trying to boost that resulted in chugging framerates), it may have a tough road ahead of it, with such notable multiplayer offerings as Team Fortress 2, Quake Wars, Halo 3, and more jeopardizing gamers' free time.

Gamers with machines able to do the game justice and a love for large-scale team-based gameplay may find exactly what they want in Crysis' Power Struggle, which is undoubtedly extensive, but for most gamers, the showcase will continue to be Crysis' single-player game--which, it cannot be understated, is truly incredible. Check back later this week for hands-on impressions.

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'Prototype' (PS3/X360/PC) - New Screens

Saturday, September 29, 2007 6:11:47 PM (GMT Daylight Time, UTC+01:00)

Prototype_Logo

Prototype tells the story of Alex Mercer - a man haunted by his past, fighting a secret war in New York City. As the action spirals out of control, a conspiracy tied to his origins threatens the future of mankind itself. Mercer’s amazing shapeshifting powers allow him to become an exact replica and steal the skills or powers of anyone who crosses his path.

Prototype_025

“Radical Entertainment has a strong pedigree of critically acclaimed, best-selling open-world games, and Sierra Entertainment is excited to see them craft an original game that has already fired-up the imaginations of press and gamers alike,” said Martin Tremblay, president, Worldwide Studios for Sierra Entertainment. “PROTOTYPE represents the strength of Sierra Entertainment’s internal studios and our commitment to creating original and exciting games.”

Prototype_026

“Radical Entertainment set out to create the most dynamic video game character ever imagined. From free-form movement to over-the-top combat action; PROTOTYPE can climb or wall-run across any surface, jump 30 stories high, and destroy anything that crosses his path,” said Kelly Zmak, president of Radical Entertainment. “Our team at Radical has built upon the technology that drove our previous best-selling games and now has the freedom to dream big and imagine a powerful character in a sprawling city like New York, cloaked in a conspiracy and ripped from today’s headlines.”

Prototype_027

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PROTOTYPE debuts on the PS3, X box 360 and PC in summer 2008.

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Gunny posted by Gunny

   
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Ubisoft reveals new Clancy franchise

Tuesday, September 25, 2007 7:10:54 PM (GMT Daylight Time, UTC+01:00)

Ubisoft has revealed a new franchise under its Tom Clancy banner, the not so snappily-named Tom Clancy's Air Combat, coming to next-gen consoles and PC.
Set in the near future, the game puts you in a world where - yep, you guessed it, the US is under attack. As a hotshot pilot you're put inside powerful and technologically advanced jet fighters, where hi-tech piloting assistance can help you shoot down the baddies, Top Gun style.
Apparently as you progress through the game you can choose to shed the assistance, taking a risk and choosing performance over security.
"We are confident that this new brand will become the new benchmark for flight combat games and will be, like other Tom Clancy based games, an instant online multiplayer hit," says Sebastien Delen, managing director of Ubisoft's Bucharest studio, which is taking up dev duties.

"The player will experience all the action and excitement of modern air combat, from intense dog fighting to tactical strikes."

News Source : Here
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Is your PC up to Crysis - EA release minimum specs 'by accident'

Sunday, September 23, 2007 4:37:36 PM (GMT Daylight Time, UTC+01:00)

Is a mortgage-busting PC upgrade the only way to play Crysis? Will your humble rig handle Crytek's hugely ambitious shooterfest? Well, according to EA, who "accidentally" let slip the game's minimum system requirements, few people will struggle to get the game running.

We're pretty shocked, given that just the thought of installing Crysis on our house Alienware has been giving us indigestion, worried as we are that the stunning visuals, environment effects and fluid action gameplay won't survive the traslation from super-powered dev setup to home PC system.

For your info, we've included the leaked specs below. Bear in mind, though, that as EA deems these accidentally released specs as "unofficial" they are subject to change. Even so, to get an informed expert view on what the predictions could mean - and what sort of experience you might get at that level - we've enlisted the help of PC Gamer's intrepid news editor, Craig Pearson. His verdict follows the specs.

Crysis minimum requirements

CPU: Intel P4 2.8Ghz or AMD equivalent
RAM: 1GB
Video Card: 6800GT (256mb) or ATI/AMD Radeon 9800 Pro (256mb)
HDD Space: 16GB
OS: Microsoft Windows
Sound Card: DirectX 9.0c Compatible

Craig Pearson: "If this truly reflects Crysis's minimum requirements, those are perfectly reasonable specs for a modern PC to live up to, although 16GB of Hard-drive space is a huge amount.

"However, there's a definite question mark over what Crysis will look like on a PC matching them: the minimum required Radeon graphics card is over four years old, many generations of technology out of date for running a modern shooter with all the effects you'd expect. And Crysis is a very modern shooter.

"Let's put it this way: you can be sure that all the incredible screenshots and gorgeous videos we've seen so far were taken on a PC way above these specs. You're gonna need a bigger boat."

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'World in Conflict' (X360/PC) Developer Q&A

Sunday, September 16, 2007 11:10:18 AM (GMT Daylight Time, UTC+01:00)

 

Q: How long will the single player campaign be? How many missions?

DP: The single-player campaign reaches over 14 missions in three different acts, so you’ll experience some jumps in time between the different battlefronts.

Q: World in Conflict’s multiplayer is pretty intense, how does the singleplayer match up, was it just added as an afterthought?

DP: Well, we always wanted to have a single-player mode in World in Conflict, but the way this looked changed greatly during development. Initially, we wanted to keep it simple, to have something that could prepare players for the multiplayer – kind of like a very advanced tutorial.

Over time, both we and Vivendi realized that it was a huge waste of the setting, and that we should aim to really tell the story of these events. So we worked out a number of characters and a story line, with the help of Larry Bond, and we ended up with a very moving single-player story that stands very good on its own merits.

Q: Aside from the World in Conflict single player campaign, will there be the skirmish feature?

DP: Yes, we’d be crazy not to!

Q: Will all maps be able to be played in Skirmish mode (offline mode against bots)?

DP: Yup!

Q: Will World in Conflict ship with a map editor? Would I be able to make a Soviet single player campaign?

DP: At the moment, we’re looking to release the mod tools and map editor online just around release. What exactly these tools will contain is still not finalized, so we can’t really comment on that yet.

Q: The storyline is supposed to be based around Seattle, correct? Is this the first invasion point? If so, then will be playing at all in the heart of the city? Like in the World in Conflict videos?

DP: No, the Soviets first attack Europe, and later make a secondary attack overseas on the American west coast, i.e. Seattle. And yes, you will be playing in the very heart of Seattle, with all the familiar landmarks and everything.

Q: How many difficulty settings are there for the single player campaign?

DP: We kept it at three – easy, normal and hard. And hard is quite challenging!

Q: Is it wise to go after the secondary objectives? Will they give you the edge in the mission if you go out of your way to complete them?

DP: The secondary objectives will sometimes give you some very nice rewards in the mission. Sometimes they’ll grant you new units and sometimes it’ll stop some of the Soviet fronts. For the collector-minded player, it’ll also award you specific medals after the mission is cleared. If you want all the medals, you have to finish all the objectives.

Q: Are there time limits in single player? (Like in multiplayer)

DP: That depends entirely on the mission. Some missions have time limits while others don’t. We’ve tried to create a varied single-player campaign with a lot of different approaches and objectives.

Q: Will there be an 'Army Creator' feature where you can create your own faction with your own units in-game, define bonuses etc?

DP: That’s a pretty neat idea, but it’s not something we included in the game. We wanted to keep the multiplayer very balanced between the factions, kind of like letting both sides have the same weapons in an online team shooter, so the factions and their units are fixed.

While it could’ve made for an interesting idea for the single-player campaign, we didn’t want to break away too much from the original multiplayer concept. Whenever you include customization to the game, it instantly gets much more complex and harder to control. So we’ll keep those ideas in mind for future projects instead.

News Source : Here

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Were Excited To Announce The Availability Of An All new Call Of Duty 4 Modern Warfare Media Widget

Thursday, September 13, 2007 8:54:25 AM (GMT Daylight Time, UTC+01:00)

We're excited to announce the availability of an all new Call of Duty 4: Modern Warfare Media Widget! The Media Widget is a live feed to the latest screenshots, videos and bonus content. It also includes a countdown clock to Deployment Week, as well as buttons for you to send the widget to friends, download code, join the Buzz Brigade and more! They have provided the Media Widget in two formats - HTML and Desktop.
The HTML widget is contest-based, and can live on any website in the world. There are two ways to get involved! Join the Buzz Brigade and you could win two (2) Roundtrip flights to visit developer Infinity Ward, limited edition swag and games, and much, much more! Don't have a blog but want to use the widget? Download the desktop version for your PC or Mac and access the latest CoD4:MW assets anytime you want!

They have built a special Desktop Media Widget, available for download below. The Desktop Media Widget is available for both PC and Mac, and includes all the cool functionality from the HTML widget - from live feeds of the latest trailers and artwork to a countdown clock to the day you can pick up a copy of Call of Duty 4: Modern Warfare in stores!
So if you don't want to join the Buzz Brigade, or don’t have a website to place the widget upon, click the button and install it onto your desktop!

Charlie Oscar Delta

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Call of Duty 4: Modern Warfare Limited Collector's Editions Revealed

Wednesday, September 12, 2007 7:13:24 AM (GMT Daylight Time, UTC+01:00)

Activision and Infinity Ward are excited to announce that Call of Duty 4: Modern Warfare will be deploying to United States retailers this November with two Limited Collector's Edition sets - one for Xbox 360 and another for PC.
The Xbox 360 Limited Collector's Edition includes a Bonus DVD and exclusive Hardcover Art Book.
The DVD includes a series of "Making Of" Call of Duty 4: Modern Warfare vignettes that explore how the game was created from four perspectives - Research, Technology, Story and Multiplayer. The DVD also includes a documentary on one of Call of Duty 4: Modern Warfare's main characters, the British S.A.S. The documentary explores everything from how the S.A.S. was born to its role in WWII and Desert Storm. Rounding out the Limited Collector's Edition Bonus DVD is a level walk-through by developer Infinity Ward, as well as some of the campaign's best trailers. All in all, the DVD contains nearly 4 hours of content!
In addition to the Bonus DVD, the Xbox 360 Limited Collector's Edition also includes an exclusive Hardcover Art Book. Narrated by Infinity Ward's developers and artists, the Art Book features never-before-seen concept, development and final in-game artwork, as told from the unique perspective of the team that has won two consecutive "Game of the Year" awards. We've included two excerpts and the cover below!
The PC Limited Collector's Edition includes the Hardcover Art Book described above, as well as a digital copy of the Brady Games Official Strategy Guide.
The digital guide includes comprehensive walkthroughs of the entire Single-player campaign, as well as Multiplayer Maps and strategies for victory. The Strategy Guide is a perfect supplement for gamers that want exclusive and valuable information- from weapon load-outs to top-down maps, the guide is a must-have for any hardcore fan that wants an edge!
The Xbox 360 and PC Limited Collector's Editions will be available at launch at most retailers while supplies last. With great content like the SAS Documentary, Strategy Guide and Art Book, be sure to reserve your copy early!

(click to enlarge)




Charlie Oscar Delta

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LEAKED: Possible COD4 PC Screenshots

Thursday, September 06, 2007 10:48:51 PM (GMT Daylight Time, UTC+01:00)

5 new screenshots have emerged on the Infinity Ward forums. The menu interface in these supposed PC screenshots is almost exactly like its console counterpart except there is one more notable feature that cannot be found in the console version -- there is a "Mods" button right under options in screenshot 2.


Could be one of the features that fourtwozero claimed would be exclusive to the PC?
Could this mean extensive support for third party modders on the PC?


If these screenshots are legitimate this is great news for the modding community and it will certainly spark more interest in the game

 

 

 

 

 

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Enemy Territory: QUAKE Wars PC Demo Soon

Thursday, September 06, 2007 10:23:05 PM (GMT Daylight Time, UTC+01:00)

 

So Enemy Territory: QUAKE Wars is done and off to manufacturing! Here at the Splash Damage World Headquarters we started working on the Demo right after the game went gold - we really wanted to get the Demo out there before release to give all of you the chance to see what ETQW is all about. The best part is that the Demo is wrapped up and ready to go; it's set to hit the internet this coming Monday - September 10, 2007 - just a few days from now! Read on to find out the system requirements, what the Demo will contain, and all the cool stuff we've got planned to celebrate the Demo launch.

What You'll Get

The Enemy Territory: QUAKE Wars PC Demo comes with the final version of Valley, one of the larger battlegrounds in the game. Set in Yosemite, California, Valley has the Global Defense Force on the attack, as they attempt to foil a Strogg contamination plot centering on a water treatment facility. Valley features a great blend of close quarters infantry action, vehicle battles and aircraft dogfights, and the varied terrain combining mountains, waterways, tunnels and industrial structures allows for many different playing styles. To top it all off, there's a multitude of optional side missions and plenty of opportunities to try out the various defense turrets, artillery and radar deployables - Valley is a prime example of the frantic and diverse action you'll find in Enemy Territory: QUAKE Wars.

For those who already played Valley in the Public Beta, the map has undergone further balance improvements based on your feedback. Most notably, the GDF can now capture the Contaminator Forward Spawn before the Shield Generator is hacked, which really cranks up the action around that objective. On top of that, the Demo contains the final XP and weapon balance, player movement, and vehicle handling.

The Demo also features ETQW's bots, so you can explore the map and gameplay in single player mode with computer-controlled opponents, or use the bots to fill up empty slots on multiplayer servers. We are also including the standalone server as well as the server launcher tool, so you can host your own online and LAN games.

Where You'll Get It

We're working with a large number of file hosting websites in order to make the Demo available to as many people as possible. These include Yahoo, Nvidia, FilePlanet, and Fileshack among many others - we'll be keeping an up-to-date list of mirrors right here on the Community Site, so you can pick the one that's best for you.

What You'll Need

With Enemy Territory: QUAKE Wars finished, we've got the system requirements locked down and finalized. Here's what you need in order to run the Demo:

    SOFTWARE REQUIREMENTS
  • Microsoft(R) Windows(R) XP/Vista (Windows 95/98/ME/2000 are unsupported)
  • Microsoft DirectX(R) 9.0c (included)
    HARDWARE REQUIREMENTS
  • CPU: Intel(R) Pentium(R) 4 2.8 GHz or AMD(R) Athlon(TM) XP 2800+
    processor (Pentium 4 3.0GHz or equivalent for Windows Vista)
  • RAM: 512MB RAM (768MB for Windows Vista)
  • Video Card: 128MB NVIDIA(R) Geforce(TM) 5700 or ATI(TM) Radeon(TM) 9700 (full list of supported chipsets below)
  • Sound Card: 100% DirectX 9.0c compatible sound card
  • HDD Space: 750MB of free hard drive space, plus 200MB for Windows swap file
  • Internet: Broadband connection and service required for full gameplay and downloads. Features may change without notice.
    SUPPORTED VIDEO CHIPSETS
  • NVIDIA GeforceFX Series (5700 or higher, not including 5700LE and 5700VE)
  • NVIDIA Geforce 6 Series (6200 or higher)
  • NVIDIA Geforce 7 Series (7300 or higher)
  • NVIDIA Geforce 8 Series
  • ATI Radeon 9700 or higher
  • ATI Radeon X700 or higher
  • ATI Radeon X1650 or higher

What Else You Can Look Forward To

To celebrate the launch of the ETQW Demo, we've got a number of cool activities planned. On September 10, we'll be having an IRC Demo launch party in the official Enemy Territory: QUAKE Wars IRC channel. This is your chance to chat with members of Splash Damage, id Software, and Activision and play a few rounds of the ETQW Demo with them afterwards.

We've also teamed up with a number of partners to bring you several Enemy Territory: QUAKE Wars Demo tournaments, so you can try out the game, put your skills to the test and win Cool Stuff. Our partners here include Total Gaming League, Xfire, Eurogamer, and IGUK. Look for more information on these and other Demo events in the coming days!

Phew, that was quite a lot of stuff. We hope to see you on the Demo servers next week

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TOMB RAIDER UPDATE AND FUTURE PLANS

Monday, September 03, 2007 3:44:16 AM (GMT Daylight Time, UTC+01:00)

Micro update for our readers on what to expect in the coming months. Eidos recently attended Leipzig Games Convention in Germany to showcase many upcoming titles including Tomb Raider Anniversary on Nintendo Wii. Media from Leipzig can be collected from our Eidos Press Vault courtesy of UIQO.com.

During a recent visit to Eidos HQ, we got a chance to take Lara Croft for a spin on the Nintendo Wii platform. The experience was novel in many aspects, from additional features embedded into the game through alternative routes to completing levels, all taking advantage of the unique Wii control system. We'll have a full review of Lara's Nintendo outing online soon, and a fresh look at the Microsoft Xbox 360 version in the coming weeks.

We don't anticipate Eidos making any announcement on Tomb Raider 8 this year. Our sources are speculating a January announcement is most likely at this time. However, in the coming months we will continue to furnish you with goodness from Anniversary. We'll also be taking time out to improve and update older sections of our web site and will post updates accordingly.

On the whole, we've been delighted with player response to Tomb Raider Anniversary. You can use Earth's biggest Tomb Raider Forums to document your own thoughts on the game, along with using our platform to chat with over 28,000 fans of Lara Croft. Share tips, have fun and play games. Our forum is moderated ensuring a safe environment for all age groups.


Click to View Full Size Image Gallery

No word from Paramount Pictures on a final Tomb Raider motion picture. As we earlier reported, Angelina Jolie has signed on for three movies based on the Tomb Raider video-game and box office receipts from The Cradle Of Life - while not spectacular - do warrant investment in a third picture.

Eidos Director Ian Livingstone has indicated a third movie is in the pipeline and we'll keep our eyes and ears planted in a number of industry hotspots in the hope of bringing you more on this project as it transpires.

Lara Croft TV will continue to offer fans unmarked, full size images of Lara Croft from the entire Tomb Raider series and we will be endeavouring to bring online more media in GIANT resolution in our Pictography microsite previously only available via our magazine, along with expanding our Show Reel microsite with unmarked, HQ movies and footage from Tomb Raider.

Tomb Raider music and soundtracks remain offline while we continue to negotiate with Eidos on licensing arrangements and fees where applicable. Be sure to regularly check Lara Croft TV for updates.

Thank you for your continued support of our magazine, and be sure to check back regularly for new media, updates and a few surprises.

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Medal of Honor: Airborne Precision Sniping Gameplay

Saturday, September 01, 2007 5:48:31 PM (GMT Daylight Time, UTC+01:00)

A new video at Gametrailers.com demonstrates how to get to the highpoint of the battlefield and support your troops with a little precision sniping.


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Quake Wars gets golden

Thursday, August 30, 2007 11:02:14 PM (GMT Daylight Time, UTC+01:00)

At the 2005 Electronic Entertainment Expo, Activision first revealed Enemy Territory: Quake Wars, showing a minute-and-a-half-long teaser trailer with a 2006 release date. The game missed that date, as well as two other release windows given by Activision, but now it appears the Quake Wars are finally ready to ignite.

Activision and id Software today announced that Enemy Territory: Quake Wars for the PC has gone gold, and will be released October 2 in North America, and September 28 in Europe and Australia. The Xbox 360 and PlayStation 3 versions of the game will ship at a later, as-yet unannounced date.

Set before the events of Quake II, Enemy Territory: Quake Wars drops players in the middle of the beastly Strogg's initial invasion, when they went head-to-head with the Global Defense Force. Players can join either side as one of five character classes and play online or offline with the help of computer-controlled teammates and opponents. The game also lets players grow their characters over time and offers submissions to help new players contribute to the battle without needing to understand the big picture.

Enemy Territory: Quake Wars is a rare entry in the Quake series, as it carries a rating of T for Teen. The only other installment to avoid an M for Mature rating was the Sega Saturn version of the original Quake, which was also bestowed a T rating.

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Call Of Duty 4 Challenges and Weaponry Interview

Thursday, August 30, 2007 10:45:32 PM (GMT Daylight Time, UTC+01:00)

Call Of Duty 4 Challenges and Weaponry Interview

GameTrailers.com learns a little bit about the challenges and how you'll complete them to unlock upgrades to your arsenal.

 

 

 
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Call of Duty 4 Final Packaging Revealed - Thank you Charlie Oscar Delta!

Thursday, August 30, 2007 6:37:21 PM (GMT Daylight Time, UTC+01:00)
Final Packaging Revealed - Thank you Charlie Oscar Delta!

In late July we shared with you some of our ideas for the Call of Duty 4: Modern Warfare packaging.
As you remember, we posted five ideas here on Charlie Oscar Delta. The initiative isn't all that different from what we do when designing our games. When crafting levels, modes and scripts, we often bring gamers into our office to obtain honest, unbiased feedback. It made sense that we should do it with our packaging as well. And it made even more sense to bring you guys into the fold.
We didn't expect the amount of feedback that was given. We appreciate your opinions. We spent the last month refining the package that we are calling "Charlie" around the office. And, while, yes, it looks like the "Charlie" comp, it actually combines some of the feedback that we received from you - particularly combining the lighting of "Echo" with the intensity of "Charlie".
Thanks for your feedback! This is your package. You guys helped choose it, refine it, and make it reality. No small task.

Charlie Oscar Delta

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Calling all Extreme Gamers - Get Your Gaming shorts now

Thursday, August 30, 2007 10:00:47 AM (GMT Daylight Time, UTC+01:00)

Calling all extreme gamers!
Satisfy your innate addiction to adrenaline while outfitting your body in the coolest extreme gaming shorts this season! Extreme gamers have distinctive tastes in dress and lifestyle. Don’t settle for anything than the best in game-wear. Maui Rippers and NVIDIA have teamed up to provide you with the soon to be unambiguous choice for gamers. Designed for the extreme surfer, these shorts are as tough as the game itself. Whether on the beach or at a LAN party you’ll be comfortably casual. As tough as the game itself these shorts are of the highest quality, durable and will keep you cool during the game or downtime.
Click for detail views.


Men’s Camogreen – long

  • 100% microfiber polyester (suede feel to the touch)
  • Cargo pockets on either side
  • Olive green panel on the back and sides
  • Tan piping
  • NVIDIA logo and “Bring It” slogan on the left leg, Maui Rippers on the right
  • Tripled stitched for strength
  • Double drawstring waist
  • Velcro® fly

Nvidia Online Store - Product Information

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The Countdown to Crysis Continues: Single Player Demo - 25.09.07

Wednesday, August 29, 2007 7:21:32 PM (GMT Daylight Time, UTC+01:00)

PC gamers now have a reason to mark a big circle around September 25th on their calendars as the single player demo for Crysis will be lighting up rigs worldwide in just 27 days.

Consisting of the entire first level in Crysis’ epic single player campaign, “Contact,” gamers will get to finally experience first-hand the stunning visuals, revolutionary Nanosuit gameplay and open-ended level design that make Crysis one of the most anticipated shooters and PC games of all time. The demo is also poised to include a huge surprise from Crytek, but for now you’ll just have to wait and check out the latest Crysis Nanosuit trailer by following the link below.


DOWNLOAD THE HD TRAILER HERE

Crysis is coming off award-winning showings at the German Games Convention, picking up Best PC of GC honors from the panel of experts judging the show and from E3, where it also won the Game Critics Awards Best PC Game of E3 2007. The countdown to Crysis ends on November 16, 2007.

For more Crysis news, stay tuned to www.nanosuit.com.

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PAX 2007: exploring Jerusalem in Assassin's Creed

Wednesday, August 29, 2007 5:54:19 AM (GMT Daylight Time, UTC+01:00)

Among the huge number of games that were on exhibit at the Penny Arcade Expo (PAX) 2007, Assassin's Creed (PS3, Xbox 360, PC) definitely took the crowd. The video we've got here is a portion of the lengthy demo showcased during the big event.
Those keeping tabs on Ubisoft's hottest upcoming video game will find the setting familiar, because it's the same stage Jade Raymond revealed last E3. What's new here is how Altair takes different paths this time around, showing off the game's open-ended nature and fully interactive environments.
Plenty of platforming allowed Altair to reach various places in Jerusalem, before finally climbing a mighty tower then doing a "leap of faith" to the bale of hay down below. Check it out yourself by watching the embed below.

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Kane & Lynch :The Dead Men will walk into stores this November.

Wednesday, August 29, 2007 3:45:39 AM (GMT Daylight Time, UTC+01:00)

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Atari, the local distributor of Eidos, has revealed that Io’s upcoming action game Kane & Lynch: Dead Men will go on sale in Australia on November 2.

Asset

The game is being developed by Io Interactive, the Danish developer responsible for the Hitman series, as well as the critically acclaimed tactical shooter Freedom Fighters. Designed for single or co-op play, it will tell the story of a seedy pair of international mercenaries: one a disgraced traitor, the other a medicated psychopath.

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Intuitive squad-based tactical combat and vast, realistic crowds will feature in both the single-player game and innovative multi-player modes.

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It’s mature theme, slick visuals, and gritty music are poised to set it apart from this year’s other top Christmas releases.

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More information is available in our preview, and at the official Kane & Lynch website.

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World in Conflict Demo Impressions.

Monday, August 27, 2007 3:28:41 PM (GMT Daylight Time, UTC+01:00)

I've long been a fan of RTS games, from way back enjoying the original Command & Conquer games, right up to the present day offerings of games like Company of Hero's. Well all I can say is move over, there's a new daddy in town, a new top dog, king of hill. Click the images to below to see the full size versions.

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This game is simply stunning. Using a familar control system to other RTS games you'll soon feel at ease giving orders, and the visuals and cinematic's are spectacular.

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The level of polish that has gone into this game is obvious, from camera movement to voice talent, it all just works beautifully.

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The game worlds are so detailed I often found myself wandering off following a group of helicopters as they went about their business rather that doing what I was supposed to be. Everything in this game is on another level to what we've seen before.

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Even something as simple as the common airdrop/resupply action is a joy to watch with its movie like cinematic's as the transport galaxy/starlifter transport aircraft swoops in and delivers its payload.

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It all feels fantastically real, with aircraft seeming to have correct real world physics, and pyrotechnics to rival that of even the most expensive Hollywood blockbusters. 

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The game feels like a blend of Battlefield 2 meets Command & Conquer, and as you can tell I was absolutely blown away by World in Conflict.

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I guarantee you at several points during playing the demo you will actually be saying "oh wow" and "jeez" out loud, I know I did.

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Download the World in Conflict Demo now and check it out, you wont be disappointed. I'm off to get my pre-order sorted, you can too by clicking the game cover below.

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Crytek talks New IP, Crysis to be a trilogy and Demo coming soon, Consoles and More.

Sunday, August 26, 2007 12:28:41 PM (GMT Daylight Time, UTC+01:00)

 In an exclusive interview with Gamespot, the developers give new details on what Crytek is working on. He hints that, there is a pending announcement soon to be made which involves the unveiling of a new IP which might be possibly mutiplatform, Crysis demo..
..which will come at the end of this month or early next month.

Highlights
* Crytek are working overtime polishing the game.
* Will run well and look great on single core CPUs + 6800GT.
* Crysis is designed as a trilogy.
* New IP announcement soon; Possibly multi-platform.
* Demo may come at the end of September; Expect an announcement soon.

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Highlander (PS3/X360/PC) Announced

Sunday, August 26, 2007 12:23:23 PM (GMT Daylight Time, UTC+01:00)

 

SCi signed the Highlander license a few years ago, and finally the first results are revealed. Highlander is a third person action adventure set in the Highlander universe – control an Immortal embroiled in a battle against rival Immortals in an adventure spanning over 2000 years.
Highlander, developed by Widescreen, is a third person action adventure set in the Highlander universe – control an Immortal embroiled in a battle against rival Immortals in an adventure spanning over 2000 years.

Explore and battle your way through epic historical locations. (NY, Pompeii, Japan and the Highlands). Featuring familiar characters from the Highlander series, stunning sword combat, epic battles and high adventure in lush, historical locations.

Features :

* 4 distinct environments and 18 missions - Play in NY (near future), Pompeii before the eruption, Highlands in the medieval ages and Japan during the Samurai era - Epic Engine for high quality graphics
* 3 weapons to master - Katana, Claymore and Double Sword
* 9 navigations features - Dagger climbing, Ropes, Dynamic ladders, Swan dive, Freefall, Traverse climbing, Cannonball, Beams, Ziplines
* Quickening techniques - Resurrection, Chi balance (stamina), Weapon Mastery (Fireblade, Wind Fury, Stone Armor), Channelling the Source (charge up for powerful attacks)
* 77 characters - New main character – Owen Macleod, Familiar characters from series/movies (Methos)

Release: 2008

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Warhound PC Preview

Friday, August 24, 2007 4:25:26 AM (GMT Daylight Time, UTC+01:00)

media8 

Warhound might not have a publisher, but that doesn't mean it isn't one of the most interesting shooters we've seen at Games Convention 2007. How many shooters properly incorporate a Gears of War-style cover system into a first-person perspective, or allow you to set up dual grappling hooks to produce a tightrope, giving players the chance to sit, wait and stealth kill from above? That's what makes Warhound a mercenary-for-hire shooter all it's own, even if it's a little rough around the edges on the tech side.

media3

So far, there's no real story to Warhound. As already mentioned, you play a mercenary trying to work your way from the bottom of the food chain to the top. In order to do that, you need to manage resources, earn new licenses (i.e. perform tasks of accuracy) that unlock additional weapons and gadget options and work through sandbox-style missions that encourage you to approach them with varying strategies.

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The sandbox missions aren't exactly typical, either. Before a mission starts, you get your overall objectives and choose what time of day you start the campaign (which then cycles dynamically as you play) and via what mode of transportation. Coming in on helicopter means you're closer to the action from the start, but costs you significantly more than walking (which costs nothing) or driving (cheaper). Balancing these decisions depends on what kind of gamer you are. Arriving in a helicopter might mean less disposable income for guns, so stealth is needed.

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Undeniably, one of Gears of Wars' greatest accomplishments is its cover system. The ability to weave in and out of battle at the press of a contextual button has proven especially influential to the genre, but has mostly remained limited to a third-person perspective. Warhound introduces that from a strictly first-person perspective, triggered by context-sensitive on-screen actions that demonstrate different options for cover, depending on which shoulder buttons are pressed. It seems to need some refinement, but the concept is solid and feels much more natural when aligned with a visual interface that represents which cover will occur in that situation, rather than just assuming.

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What made us completely giggle out loud, however, was the grappling hook. On its own, nothing special, but Warhound takes the concept a step further by allowing players to weave together two separate grappling hook shots into a walkable tightrope. The game detects that two have been shot with the intention of linking, so once players reel into the first hook, they automatically jump on the tight line and have the (slightly unrealistic) opportunity to silently kill from above. The developers were visibly excited about the multiplayer possibilities and even said they'd played with the idea of allowing players to produce even more hooks for swinging around à la Spider-Man.

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Right now, Techland is a little more interested in nailing down a publisher than letting us know when Warhound is going to be finished, but you can't blame them. Hopefully, their exposure at E3 -- we saw a number of publishers coming in to check out both this and Dead Island -- will ensure Warhound gets the proper financial care it needs.

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Medal of Honor: Airborne Demo

Thursday, August 23, 2007 10:02:35 AM (GMT Daylight Time, UTC+01:00)

The demo has been released. The Medal of Honor: Airborne demo is now available all across FileShack on public and Mercury servers. This is the single player demo. QuickSilver for Mercury members is also available for those of you using download accelerators. What's it like? Well go find out for yourself.  Download your  Medal of Honor: Airborne demo here

Other Download Location's HERE

Discussion and Opinions HERE
 


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Prototype bests GTA IV

Wednesday, August 22, 2007 6:12:00 AM (GMT Daylight Time, UTC+01:00)

We're not saying that Grand Theft Auto IV will suck. In fact, we think it’ll be one of next year’s must have titles. It's just that there's another awesome open-world action title set in New York (the real one) in the works that might make Rockstar take the backseat in 2008. The game's called Prototype, and even in its early stages of development, it looks ready to outshine GTA IV in almost every way. Yes, we're being serious.

1. It's new
And we’re not talking Roman numeral four new, we mean brand new. Sure, GTA IV has a new main character and all the extra bells and whistles we’d expect from the next GTA. But we’ve jacked cars, assassinated lowlifes, and climbed the crime ladder before.
Prototype offers something fresh with its protagonist Alex Mercer, who finds himself wrapped in a web of mysteries. Mercer wakes up with no memories and almost unlimited powers that allow him to shape shift, consume the memories and abilities of victims, and of course, ram a fist through someone’s throat. A dangerous virus infecting the populace of New York that turns people into monstrous mutants, and a government conspiracy to cover it all up spices things up further.

1 - Consumed--screenshot_large

2. You can feel the dark side flowing through every one of Mercer’s moves
The Rockstar Advanced Game Engine (or RAGE) will allow - among other things - GTA IV’s Niko to change the way he moves as he travels over different terrain to make movement more realistic.
But before you get all excited over the subtleties of walking over grass instead of asphalt, understand that Niko will never look anywhere near as crazy as the way mad man Mercer flings himself about the streets of New York in Prototype.
Every one of Mercer’s motions is soaked in pure aggression. Whether he’s digging his heels into the pavement as he sprints past traffic or flailing his arms as he catapults himself into the sky, Mercer’s movements indicate real rage, the kind that can’t be captured by a nice sounding acronym for a game engine.

3. Mercer is dressed to kill
Look, we like playing Barbie with our game characters as much as the next guy - and make no mistake, that’s what you’ll be doing every time you doll Niko up with a new set of threads.
But when it comes to altering our avatar’s appearance, we’d prefer something more utilitarian, like a pair of giant claws for shredding flesh, or a thick biological suit of armor that soaks up bullets. These are just a few of the shape shifting powers that Mercer will gain access to throughout Prototype.

6Crowd--screenshot_large

4. Mercer makes Marcus Fenix look like Mickey Mouse
We have fond memories of slapping dead pedestrians over the head with a rubber dildo. But while the GTA series has always been known for its violent nature, be prepared for guts and gore like you’ve never seen in Prototype.
“We want to use this next-gen opportunity to create new ways to kick some f*cking ass,” explained lead game designer, Eric Holmes. Expect Mercer to deliver brutal beat downs to his foes that make Gears of War’s curb stomps and chainsaws look tame in comparison.

5. Mercer travels in style
After tearing through the streets of San Andreas with the fuzz hot on your tail, the prospect of hailing a taxi and sitting in the backseat in GTA IV sounds a little anticlimactic.
But you won’t need to bother with catching cabs or jacking cars in Prototype to get around New York. With incredible strength and cat-like agility, Mercer can outrun traffic, scale walls, and leap from buildings without wasting any time.
If we’ve got to choose between waiting through rush hour traffic from the backseat of a cab in GTA IV and using cars as stepping stones as we charge down the street as Alex Mercer, we’ve got to go with Prototype.

6. Consuming people gets the job done
You can’t solve all your problems with guns or fists to the face. Both GTA IV and Prototype will feature problems that require a bit more finesse. But while GTA IV will have you filling out resumes at internet cafes for the game’s more subtle missions, Prototype charges you with consuming people.
When you consume someone, Mercer absorbs that person’s abilities and memories. Consume a high-level officer, and you could wreak havoc on a military controlled checkpoint by issuing phony orders. Consume an important character and their memories may fill in pieces to the puzzle behind Mercer’s mysterious past.
It’s not a pretty sight. After Mercer destroys his victim, he dissolves them into a bloody mess of muscle tissue and veins before sucking the gory goop back into his body.

7. The infected are scarier than mobsters
Mobsters are scary. In GTA IV’s crime-ridden streets, you’re always moments away from getting “whacked,” “snuffed,” or “taken care of.” But if you think you’d stand a chance against Prototype’s frenzied infected with anything less than Mercer’s superhuman powers, then “fuhgetaboutit.”
During a brief demo, we saw Mercer fleeing from a group of infected – who look like a cross between an ape, a boar, and your high school gym teacher. The infected are frightening and much more than any wise guy could hope to handle on his own.

10 - Point Blank--screenshot_large

8. New York won’t just have character, it will be a character
GTA IV’s representation of New York looks amazing. But Prototype’s developers aren’t settling for a realistic recreation of the Big Apple. They want Prototype’s New York to be a living breathing character that will evolve over the course of the game.
Expect the territories to change hands between the military and the infected as you use Mercer to play both sides against each other. These conflicts will leave their mark, so expect the character of New York to show severe scars of battle over time.

9. Board helicopters like the T-1000 on crack
You can fly helicopters in both GTA IV and Prototype. Niko will probably need to take his Ovaltine before boarding a chopper in a calm and orderly fashion. But Mercer just doesn’t have the time for that. He only likes to board helicopters that are in the air and firing missiles at him.

4 - Jacked--screenshot_large

10. It’s fantastic and realistic

We can’t wait to play both GTA IV and Prototype. But despite our love for Rockstar’s road raging franchise, we can’t help having more interest in playing Prototype. Can you blame us for wanted to suck bloody bits of marrow and meat into our bodies instead of filling out resumes or wanting to wall run and soar across the skyline instead of catching cabs?
It may seem like our greater interest in Prototype is a simple matter of preference for fantasy over reality, for a superhero over a hero. But it’s the way, Prototype’s plot, which promises to draw on current issues like natural disasters, epidemics, the over extension of government power, abuse of the media, and civil unrest that gives the game both a fantastic and realistic draw.
“It’s really important that we situate [Prototype] in a reality and add this one fantastic element of this real-time shape-shifting power. Not set it on the planet Mars in 2050, but to actually make it real to people,” explained producer, Tim Bennison.
We’ve got a lot more to say about both [GTA IV] and [Prototype], don’t forget to check out the latest screens by giving the Images tab above a click.

Source : Here

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IGN Brings Hammer Down On BioShock Queue Jumpers

Tuesday, August 21, 2007 10:47:17 PM (GMT Daylight Time, UTC+01:00)

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People are keen for the PC version of BioShock. They're gagging for it. This being the internet, some were bound to try and bend the rules to get hold of it early. That's what happened on IGN's Direct2Drive, where a bunch of people found a way to pre-purchase the game AND start playing it, without waiting for the game's official release date. Some may have pulled it off, but most had their downloads cut off when IGN detected the loophole. End of story, right? These were all paying customers, this is the internet, Direct2Drive improve their security and we move on. Right? Nope! IGN have tried to bring the hammer down, sending the following email to all users they detected jumping the queue and trying to get the game early.

Dear ******:

I am legal counsel for IGN Entertainment, Inc. ("IGN"), a subsidiary of Fox Interactive Media, Inc. and owner of the Direct2Drive.com digital store. We understand that on or about August 19, 2007, you accessed IGN's private database and servers (the "Servers") to obtain an unauthorized copy of the videogame BioShock (the "Title") without IGN's permission. As you know, the Title is a copyrighted work that is protected by the laws of the United States, including 17 U.S.C. §101, et seq., and your unauthorized copying of the Title is a clear violation of copyright law and may subject you to civil and criminal penalties, including possible monetary damages .

Notwithstanding any payment you may have made to IGN, you did not obtain any right to receive or copy the Title other than as specifically authorized by IGN, and your copying of the Title from an unauthorized location prior to the time of distribution was clearly beyond the scope of rights that you may have received. The limited license to use the Direct2Drive.com service and to receive a copy of the Title was subject to limitations, and you have violated your license. Moreover, the Servers are not intended for public access, and your accessing and copying of material from them violates the Direct2Drive Terms of Service 1. Either of these actions may subject you to legal action for breach of contract, including possible monetary damages to IGN and/or its licensors.

IGN views your conduct as a serious violation of our and our licensor's rights. In order to avoid further, and even more egregious and willful infringement, IGN hereby demands that you refrain from any reproduction, distribution, or transmission of the Title, or any components of the Title, such as screen shots, images or videos of or from the Title, to any third parties, including to any forum, discussion board, web sites or peer-to-peer networks. In addition, you must delete any copies of the Title already in your possession. You are on notice to retain any and all documents (including electronic documents, e-mails, and any correspondence) that are or may be related to this matter, and w e trust that you will advise others involved of our position on this matter and their document retention obligations.

Please confirm in writing by August 21, 2007 that you have, and will, comply with the above. This letter is not a complete statement of the relevant facts or of IGN's civil or criminal claims with respect to this matter, all of which are reserved.

Sincerely,

Todd Murtha
Vice President, Business and Legal Affairs
IGN Entertainment, Inc.


In other words, even though they paid for it, IGN are now threatening these users with legal action if they don't delete the game. Their defence? That using Direct2Drive subjects you to certain conditions, of which jumping the queue violates. Which may be legally sound, I don't know, I'm not a lawyer. But as an exercise in customer relations? Yeah, not so hot.

Source: http://kotaku.com/gaming/

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Medal of Honor: Airborne Demo Out Thursday

Tuesday, August 21, 2007 10:13:38 PM (GMT Daylight Time, UTC+01:00)

Get ready to get airborne! On August 23, parachute into combat with EA’s demo release of Medal of Honor Airborne™ for the PC and Xbox 360™ videogame and entertainment system. The Xbox 360 demo will be available on Xbox LIVE™* Marketplace and the PC version will be available on the official Medal of Honor website.

Demo Mission: Operation Husky

A joint allied operation into the island of Sicily, Operation Husky follows Boyd Travers and the 82nd Airborne on their first combat jump on July 11, 1943. After securing and sabotaging four anti-aircraft guns, Boyd is sent to rendezvous with a group of Airborne paratroopers at the edge of the village. Here, they run into the German Heer army, who is attempting to recapture the village from the Airborne. Boyd must push to the end of this small hamlet, eliminating Germans along the way, then find a sniper rifle and eliminate the German commander. He’s successful, but not before the commander has successfully called in reinforcements.

Source:  http://www.n4g.com/

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MEDAL OF HONOR: AIRBORNE - PC MULTIPLAYER PREVIEW & EXCLUSIVE UPDATE by Whiskey from Planet Medal Of Honor

Monday, August 20, 2007 2:01:03 PM (GMT Daylight Time, UTC+01:00)


MEDAL OF HONOR: AIRBORNE - PC MULTIPLAYER PREVIEW & EXCLUSIVE UPDATE

INTRO
In mid-July of 2007, members of the PC and Console communities were invited to Ft. Bragg, NC, home of the 82nd Airborne Division of the US Army, to get a hands-on preview of the multi-player (MP) modes of EA's upcoming game, Medal of Honor: Airborne (currently targeted to ship on Sept 4, 2007 in North America for PC & Xbox360; November for PS3). This preview will focus on the PC platform only. While the PC version showed a lot of promise and potential, there were a few nagging issues that hindered the full gameplay experience and enjoyment of the game. Through a bit of luck and good timing, I was fortunate enough to be able to drop into the EALA studios a few weeks later and get another look at the game after these issues had been addressed. I will write this article as a culmination of the two sessions, with some call-outs to where things have changed.

MP is often largely based upon the single-player (SP) framework, so for a refresher on some items, you can read my earlier SP preview. I'll do my best to only skim over items/features that were already talked about in that article.

MULTI-PLAYER
There's a lot to cover in discussing the MP mode of a game, so I'll try to break it down into smaller headings to keep this from getting out of control and for better organization. You can also use them to skip to the sections that interest you the most, instead of having to read the whole thing.

Graphics/Environment; Audio; Physics
The game flat-out looks great. For whatever reason, still screenshots just don't seem to do it justice. Textures everywhere (walls, weapons, character models, etc) are rich and detailed, and make everything stand out more. Lighting is quite good as well, especially the stark contrasts between the bright outdoor environments, and the dimmer, often-shadowed indoor venues. Again many of the still screenshots so far show a strange "glow" on some objects, but I didn't notice this, or at least didn't notice it as much, when in-game and playing live. Your character's body-type/gear are determined by the primary weapon class you choose to spawn with…a sniper will look different from an smg'er, for example. The game will then assign a random head/face to your character from the database of textures it has for each team; one set for Axis, one set for Allies. Unfortunately, at this time there is no built-in method to customize your character's look. As always, you will need a powerful video card if you want to run everything on max graphics settings, but things will still look good, and the game still enjoyable, on the more mid-range settings.

The sounds in this game are terrific; this is something almost everyone has commented on. From the more subtle background noises of movement/footsteps and shells going off in the distance, to the "big" sounds of the weapons and close-by explosions, it all really adds to the realism/immersion factor. I've never fired these weapons in real life personally, but those who had commented on how authentic those in the game sounded. One of the members at the MP summit also confirmed that a question he had back during the SP event regarding sound directionality was in fact working properly once the correct audio/headphone settings were applied. If audio is a big selling point to you, I think you'll enjoy this experience quite a bit.

During some of the E3 videos, many people were concerned with what appeared to be some over-the-top physics, particularly in the way bodies reacted to being shot. Thankfully, this has either been largely solved, or at least toned way down in PC multi-player. I personally saw no out-of-place cartwheels or dead bodies moving/flying around unnaturally. One community member did comment that he saw an instance of a body part being stretched out during an explosion, and another where the momentum of a high-explosive round carried a player off a rooftop to explode in mid-air (this, however, does seem somewhat reasonable to me). So, while the situation may not be perfect, and you may encounter some extreme physics moments, again for the most part things seem to behave in a more or less realistic fashion.

Weapons & Upgrades
Here are the weapons that are in the game at this time, and should most likely still be there upon release. Note: I'm not a weapons-guru, so I'm using general terms for some of these so that a majority of people will understand what's what:

Allies
- M1 Garand semi-auto rifle
- Springfield sniper rifle
- Thompson sub-machine gun
- B.A.R (Browning Automatic Rifle) (machine gun)
- M18 Recoilless rifle (rocket launcher)
- Colt .45 pistol


Axis
- Kar98 bolt-action rifle
- G43 sniper rifle
- MP40 sub-machine gun
- STG44 machine gun
- Panzerschreck (rocket launcher)
- C96 Mauser pistol

As said before, the weapons sound very good, and more importantly "feel" very good. The smg's are deadly at close-range, and with the Garand or K98 in your hands, you have the confidence that if you take the time to line up your shot properly, you will take your target down. Rocket launchers are powerful and have a lot of "splash damage" when the round explodes, but they are slow to reload, and can only be fired in ironsights (aim-down-the-sight) mode. At this point, there are no smoke grenades; only fragmentation ones. Sniper scopes are now adjustable, giving various levels of zoom and focus capability (using the mouse wheel as default), depending on the range of your target and how precise a shot you need to make. Holding your breath will steady your aim as well. New to Airborne are brief smoke trails from a sniper's bullet that remain onscreen briefly (I estimate around 1 sec or so) when a shot is fired. If you're not looking directly at it, it is almost a flash of movement onscreen out of the corner of your eye, and when you turn around, it's gone. A cold fear then washes over you as your brain recognizes that there's a sniper in the area, and his bullet just missed you. This feature was added due to the more vertical nature of Airborne gameplay, which testing revealed could give snipers a greater advantage, making them much harder to spot. While I don't recall anyone at the summit complaining about this, we could see some folks in the community, especially on sniper-only servers, not being too fond of the smoke trails, so a recommendation was made to allow it to be a server-side option.

Each weapon, including grenades, have the familiar melee/bash feature. In close-quarters, you can club your opponent with your weapon to hurt or kill him. Back in SP, a sprinting-melee would be an instant-kill, but I didn't get a chance to try it out in MP.

Each weapon will have 3 available upgrades; the same ones from SP. A description of the various weapons and their upgrades, along with their official names/model numbers has now been posted on the main Airborne website. Clicking on a weapon will bring up Image, Details, and Upgrades tabs where you can get more information. As of this article, the Axis upgrades are still "classified". You can still get an idea of some of the upgrades by viewing the before/after image of each weapon, however. You can also listen to the sounds of the weapons on the Details tab.

At release, servers will be able to run with either all upgrades on, or all upgrades disabled. For weapons such as the Kar98 rifle whose upgrade is a grenade launcher, or the STG44 that has a scope, using the key assigned to Alt-Fire will attach/detach the upgrade for use. Some upgrades will also add to the melee damage inflicted upon an opponent.

At the time of our hands-on, the M12 shotgun was not available as a selectable weapon in MP. This will please some people, and disappoint others. Feedback was given to the Dev Team, with a fairly high priority, to implement a system to limit the weapons allowed on a server (ie. no rocket launchers, or rifles-only). If such a system is eventually put in, then perhaps Dev will allow the shotgun to be used at a server admin's discretion. Suggestions were also made to allow a bolt-action rifle for the Allies, and a semi-auto rifle for the Axis for proper balance, as rifles-only servers were quite popular in previous MOH's.

NEW - I can't give out specific details at this point, however I have seen some of the plans and work-in-progress models for new content to be released post-launch, and some additional weapons are part of that plan. Hopefully we'll be using them in-game as soon as possible after the game hits the shelves.

Maps
There are 6 MP maps slated to be available out-of-the-box at launch. 3 of these are re-done versions from Allied Assault: Destroyed Village, one of the best rifle maps of all time;


Remagen, the small-town site of many epic battles in the streets and over control of the central hotel/building;


and The Hunt, a classic objective map featuring a bombed-out main street of death and a huge church and courtyard.


The other 3 are maps converted from Airborne's SP operations: Husky, a night map in a small Sicilian town;


Avalanche, another night map set in Italy amid some Greek ruins;


and Neptune, the inland portion of the Utah Beach invasion during D-Day.


While the 3 re-done maps are faithful representations of the MOHAA originals, they also have their own twists. Most noticeable upon first glance are the textures; they're gorgeous. The rubble looks very realistic. Plain walls now have cracks, exposed pipes, and tattered coverings. More trees and foliage can also be seen. The overall detail, intricacy, and quality of textures really stands out. As another member at the summit wrote, it's like watching regular TV, then switching over to HD.



The maps are relatively similar in horizontal size as the originals, but some new routes/alleys/paths have been opened up here and there, as in The Hunt, to reduce bottlenecks and promote movement. Flanking maneuvers are now possible where they weren't before. Some old hidey-holes and camping spots are no longer as safe as they used to be, as there are some planks and objects that will allow more access points to them, as in Destroyed Village. Old areas that were just for show before are now useable, like the clock tower in Remagen. Windows that were only decoration before can now be shot through. The "verticality" of Airborne also now plays a part in these maps. Rooftops are totally accessible to Allies airdropping in, and many if not all of these also available to Axis by climbing up. So while the horizontal playing field is roughly the same or slightly bigger, the vertical component adds quite a bit to each map. And it's an important component too, allowing players to quickly cross areas that may be hostile on the ground, or provide sniper cover for their team-mates below, or just to survey the battlefield and track movement of the enemy.

The 3 SP conversion maps are no slouches either, but I don’t want to give away too many details on those just yet. Again, verticality will be an important factor in all of them, as you will now have to be very aware of what is above and below you, not just to the left and right, front and back. Husky's small-town setting will have many rooftops and narrow alleyways to battle in. Avalanche has an abundance of ruins to use for cover, and an aqueduct system to quickly traverse distances and fire on unsuspecting opponents below. Neptune features a fortified bunker system with several levels, as well as a more open field with trenches and obstacles in front of it. Great graphical detail on these maps as well.

A small, but important visual aspect to these maps are the "fairways" - the area surrounding/outside of the playable map area. Instead of plain, boring textures or a really blurry, foggy space outside of the border, the Airborne Dev Team has found a way to make these areas look as if they were part of the map. They are quite detailed, and help to give everything a larger, more realistic feel.


You can only get a partial feel for them in screenshots, but you really notice them when airdropping in. It all adds to the immersion, and they're very well done. It's a really nice touch, and whoever figured this out did a great job.

NEW - Although quality is almost always better than quantity, 6 maps, no matter how well done, will only keep people entertained for so long. Everyone, including the Airborne Dev Team recognizes this. I'm happy to report that along with new weapons, some new maps are also already in development, and part of the plan to be released sometime post-launch. Again, I can't give away specifics, but they are there and are scheduled to be rolled out in waves as they are completed. One of them in particular has some very exciting implications. No timelines are available yet, but some will come sooner than others. Keep your fingers crossed.

Game-Types
Airborne will ship with 3 game-types out-of-the-box at release: Team Deathmatch (TDM), "Airborne" TDM, and "Airborne" Objective.

The first two are very similar. In Team Deathmatch, both teams spawn on the ground and compete for kills. The winning team is the one with the most kills at the end of the time limit, or the first team to reach a pre-determined kill (frag) limit. In Airborne TDM, the twist is that while the Axis still spawn on the ground, the Allies now spawn in the air, and parachute in to wherever they choose on the map. Axis forces will be able to shoot at the Allies as they drop in, however there is a form of protection logic in the game. More about that in the Gameplay section.

Airborne Objective is poorly named, as it has very little to do with the classic Objective (OBJ) mode we all know from previous MOH's on PC. It is instead more like BF2's method of flag-capturing, or COD's Domination mode. In Airborne Objective, there are 3 flags on the map, the Axis spawn on the ground, and the Allies spawn in the air. 1 flag is in the Axis spawn, 1 is on the other side of the map (referred to as the Allied spawn/flag for simplicity), and 1 is centrally located. The flags at either end of the map only need 1 player to capture them, by standing in close proximity for several seconds. The flag will change colour (red for Axis, blue for Allies) depending on who controls it, and there are 3 circular indicator icons at the top of the screen which change colour in the same way to show progress/ownership of the flags. The middle flag requires 2 players to be there at the same time to capture it. The winning team is the one to capture and hold all 3 flags simultaneously. With players working properly as a team, and the Allies' ability to airdrop into whatever area they desire, this mode can be a lot of fun. Teamwork is essential however, as you won't survive long as a lone-wolf.

NEW - Although the "Airborne"/spawning-in-the-air feature is a great addition to the game and will serve to give a new twist on tactics and teamwork, as with the limited number of maps, having only 3 game-types will get stale for many players relatively soon. Especially those whose favourite gametypes from the older MOH versions were not included in Airborne. Once again, there is some good news on the horizon. New game-types are also part of the plan to add additional new content to Airborne through future patches and updates. Details and timelines can't be given out, but again will roll out over the course of the first few patches. I can tell you that work on some of the modes has already begun. I think that a lot of people will be very pleased with the results. I got pretty enthused thinking about all the possibilities of these new game-types, and how they would interact with the new maps.

Health-System
I'll be brief on this one - it's basically the same as in SP. Your health indicator has 4 segments/bars, each representing 25%, and blue colour fills up each segment to indicate how much health is left. If you get injured and lose only part of a segment, then you can take cover to rest, and that segment will fully regenerate and fill up again. If you take enough damage to lose an entire segment's worth of health, that segment will not regenerate. To get that segment back, you need to grab a health pack from another player who was killed (when a player dies, he drops a health pack). Again, lose part of a segment, and you can regenerate it by taking cover; lose an entire segment, and you need to find a health pack to get it back. This health system seemed to work well in the limited play time we had with the game. It will be interesting to see what players think of it once the game is released.

The Airdrop
Back in my SP preview, I wrote that the Airdrop/non-linear gameplay along with the Affordance AI was a revolutionary combination that would greatly affect how Airborne's SP was played (and probably other games as well). Well the Airdrop also has some significant potential to impact how MP will be played as well. No longer are you bound to a single spawnpoint; or a set of selectable spawnpoints; or a living "team leader" spawnpoint who just as often as not turns out to be a total n00b. Now, you've got some real freedom to make choices in your attack.

When playing in the "Airborne" game modes, the Allies no longer spawn on the ground, but instead in the air. The very first spawn of the round is aboard the C-47 transport aircraft. The interior lights go from red to green, and you get the audio cue to "Go! Go! Go!" to exit the plane. Although I didn't try it myself, other members reported that you could switch places with other players while in the plane, thus jumping earlier or later depending on your position in line. After this initial jump out of the plane, all future jumps in that round take place with you spawning in the air to save time. Some have asked exactly where in the sky you will spawn…the answer is that there is a "jump window" area, and you will start somewhere within that area. It is somewhat random as to where you will appear, but there is also some game logic working behind the scenes that will affect your position.

On the way down in your parachute, you have a lot of control over your steering. I found that you had more control in MP than I remembered back at the SP preview. As before, you can drift lazily down, speed up, flare to slow down, turn Left and Right. I don't recommend drifting slowly down in a straight line, however, because the Axis team on the ground can and will shoot up at you, and yes, they can kill you while in the air. But, it's not that easy. First of all, you can take evasive action while descending, changing speed, making sharp turns, etc, etc. This makes you much harder to hit. In addition, there is a form of spawn protection for the Allies dropping in. Basically, the higher you are, and the further away from an opponent you are, the less damage you will take. This helps give the Allies a chance to survey the battlefield from above to decide where they would like to try to land before being killed too quickly, and also helps prevent cheap kills by Axis snipers who would only like to sit back and pick off people in the air. As the Allied player gets closer to the ground, and to an enemy, then they become more vulnerable to damage. One of the reasons for this is the Allied ability to perform a melee-drop-kick on an opponent (or more than one opponent at the same time!) for an instant-kill while descending. This is, and should be a somewhat risky maneuver, so the Allied player is susceptible to being shot while attempting it with no artificial protection.

While descending, the Allied player will have an expansive view of the battlefield below:


He'll be able to see both Axis and Allied players moving from place to place, see who is massing at which flag, see if any of his players are pinned down and need help, etc, and be able to take action on it. He can come screaming in behind some Axis troops and shoot them in the back before they can finish off his team-mate. He can land on a rooftop, rifle the Axis below, then slide down and capture a flag. He can land in a tower and take out an Axis player who is owning the battlefield sniping from a high position. He can quickly reverse a flag that was just captured. You get the idea. Your tactics can now change both as an individual and as a team, as you now have this increased freedom to not only land where you want, but to get there quickly (while being careful not to get shot).

Because of the power of this feature, it might need some balancing once a large number of people are playing it in the real world. Several suggestions have already been given to the Dev Team regarding this as well.

I personally really enjoy the Airdrop, both descending as Allies, and shooting back at them as Axis. And from all the hooting and hollering I heard both at the MP summit and EALA, I think a lot of people are also going to have fun with this feature as well. As I also said in the SP preview, this feature just can't be done proper justice with words; once players try it for themselves, they'll see just how many applications and how powerful it is. And as a little teaser…when I think about how the Airdrop will interact with some of the new content planned post-release, then things get very interesting indeed.

In-Game Features
First, let's get some of the basics out of the way. When walking, the familiar "head-bob" motion of past MOH's returns instead of your character just "floating" across the landscape. It's there, but it's not too extreme. At the MP summit, we noticed significant motion blur onscreen when you made a quick mouse movement across a wide field, but this had either been removed or toned down significantly by the time I saw the game again at EALA. This is a good thing, as most of us felt it was too much/too distracting. When sprinting, your weapon lowers/is held across your body, your crosshairs disappear, and the screen zooms in a bit narrowing the field of view (FOV). The screen will bounce more than the normal head-bob as your character jogs across the landscape, complete with louder breathing. Sprinting was still unlimited when I saw the game last. Although some may like this, some good arguments were also made against it as well from the MP summit, and that feedback given to the Dev Team. Again in SP, a sprinting melee hit would be an instant-kill, but I wasn't able to try this out in MP. After being killed, the screen goes black and white, the camera hovers and then rotates above your character's body, then moves toward the location of your killer in a sort of death-view. This isn't from the first-person perspective of your killer, however, so it won't necessarily directly give away his position. In-game taunts, commands, goal messages, etc, return as in previous versions of MOH, along with their corresponding audio. At this point, there is no VOIP built into the game. Those interested in recording their playing adventures can still use FRAPS to do so, however there isn't a demo/gameplay recorder built into the software. The popularity of such a feature was mentioned to the Dev Team, and they took note of it; it may or may not make it into a future patch or update. There is currently no spectator mode enabled in Airborne. This was again mentioned to, and noted by the Dev Team as something useful for in-game recording for those who enjoy that sort of thing. It stands to reason that if the classic OBJ game-type was ever implemented in Airborne, then spectator mode would be a necessary feature along with it for those who are killed early in the match, and then need a place from which to watch the rest of the battle.

Gameplay
During the MP summit at Ft. Bragg, there were unfortunately a couple of issues that cast a shadow on Airborne's gameplay. One of them was a mouse-lag delay in movement/aiming, the other was generally low frames-per-second (fps). I have seen the fixes personally, and can report that these have now both been resolved. In my hands-on test at EALA recently, mouse movement was crisp and accurate, as it should be. I had no issues at all in quickly acquiring the target I wanted. The frame-rate issue was largely improved, and I'll go into a bit more detail on that in the Performance section.

With these 2 issues out of the way, and no excuses, the question can now be asked - is the game fun? You bet it is.

The game moves along briskly, but not overly fast. Similar to Allied Assault, I'd say, and a bit faster than Spearhead. If the sprint is toned down, or made adjustable server-side, then I think that could affect the game speed quite a bit.

The Airdrop, as said before, is a BIG factor adding to the enjoyment of this game as well. This video was taken during the MP summit back at Ft. Bragg. The 2nd half of the vid shows gameplay in action, and the majority of folks you see talking on camera were from the PC crew, particularly those at the very beginning of that segment, and at the very end. Even with the hindering issues present, the players adapted and were still enjoying the game, largely due to the Airdrop features.

At EALA a few weeks later, it was even more so. Matt Pruitt from PlanetMedalofHonor was also there to check out the updated version, and we heard the yelling and trash talking before we even got into the room, and once we were in-game, it was on. I was surprised to spot Patrick Gilmore on the other side of the table with a huge smile on his face as he was concentrating on his fragging. You can try to fake having a good time, but it's easy to spot. These folks weren't faking anything.

After being a good reporter and checking out the issues that needed verification (while being mercilessly killed left and right, I might add), I grabbed a trusty Kar98 rifle and went into battle for real. There were no issues at all in acquiring and quickly dispatching my targets on the ground and in buildings. I wanted to see for myself how hard it was shooting down the Allies dropping in, so that was my next test. I quickly spotted one that appeared a medium distance away and was drifting more or less in a straight angled line to the ground. Even with a simple drift downward, the target is still in motion and not a given to hit. Also remember that there is a height/distance protection factor in play. It took me 4 hits from the Kar to kill her, the last one just before she would've disappeared behind a large tree. In another attempt later on, I was able to kill one in 3 shots, getting very lucky with a headshot to finish them off. Even so, I had to hurry to do so. This player didn't seem to be making much of an attempt to take evasive action either, thus leading to his (or her) doom. Neither of these targets was very far away, thus not having as much protection; and I had to hurry or I would've not been able to take them out. I was pretty satisfied with these results, based on the distance, time I had, their "soft" descent, and number of hits. Once people become more proficient at this, the tables may turn, however the Allies will also become better at taking a more varied path to the ground as well. Server-side options could also help smooth out any balance issues. Red "X" icons still appear to indicate a successful hit on an enemy. These don't bother me personally, although they could perhaps be a bit smaller. I believe this was another item put on the list to eventually be made a toggle, either server or client side.

We played on a server that had all upgrades enabled, so I then pressed Alt-Fire (middle mouse button) to put on my grenade launcher attachment. My crosshair now changed to a familiar gradient/tree-like icon in order to judge distance/elevation and pressing fire now lobbed a nade at my hapless opponent, blowing him to smithereens. Damn, that felt good. One of the other fellows at Bragg mentioned that he had some difficulty adjusting to the regular hand-thrown grenades, so I tried those out next. Now, I've never been a nade whor, uh…master, so I just kept it a simple test of throwing a nade through a window a short-med distance away. Seemed OK; they didn't seem to sail on me or anything. I find most games give a different "weight" to grenades, so perhaps it's just a matter of getting used to it.

There wasn't a lot of time left, so I switched to the MP40 for a bit of smg action before the night was up. At close range, that thing's a killer. It was easy to control and fired in a tight pattern. Matt was making good progress with a sniper rifle, racking up a number of kills quite quickly from a rooftop. Seems his opponents didn't look for the smoke trails.

I wasn't able to find any cover to shoot under using the peek/lean system, but I did use it over and to the side of a small object I was hiding behind, and it worked quite well. I don't know if my opponents saw me or not, but if they did, they didn't seem to show it and they were dispatched forthwith.

Those of us at the MP summit back in July saw little moments of fun here and there, as was written in several of the reviews at the time, but weren't quite sure of what the game had to really offer due to the problems with shooting. Even though the session at EALA was brief, it was enough to show that with these issues resolved, Airborne's MP gameplay could properly shine through. For those who haven't yet seen it, here's an HD video of actual PC MP gameplay in action (with scenes from Destroyed Village, Remagen, The Hunt, and Neptune to name a few).

Scoreboard
At the end of each round is now a more expansive scoreboard. Stats tracked will depend on game-type, but some of the numbers now logged are kills, deaths, headshots, total points, team points, as well as a summary/awards screen showing the most accurate player, best teamplayer, deadliest player, etc, etc. It's a relatively small thing that other games have as well, but encouraged a lot of chatter and yes, more trash talk at the end of each match.

Performance
For those curious as to the performance difference in fps between the Ft. Bragg MP summit and my second look at EALA, here's the lowdown. At Bragg, the lowest spec PC was an AMD +3800 (2.0 GHz) Dual core, with 2 GB RAM, and an Nvidia 7800GTX 512MB video card. Frame-rate was mostly in the mid 20's to low-30's range. Most of the other PC's were a bit of a step up using 7900GTX 512MB cards (similar RAM and processor), and did a little better cruising at a mid-30's range.

Two of the exact PC's from Bragg were shipped to EALA for further testing. Optimization code was checked in, as well as more investigation into proper settings. At my visit to EALA, the 7800GTX now ran at a steady 40-50 fps, with the 7900GTX running above 50 fps. The Dev Team mentioned that they were actually still working on this, and were hoping to squeeze out a few more fps on these cards if things went well.

The rest of the PC's at EALA were Intel 2.66 GHz duo's, 2 GB RAM, and on 8800GTX 768MB cards, and ran smoothly at 60 fps with maxed out settings.

Servers
At the MP summit, 12-player "listen" servers (ie. your PC is the server, and you play on it as well) were used to demonstrate the game, as the dedicated servers were not yet functional. A few weeks later at EALA, we were shooting it out on full 16-player dedicated servers (ie. the PC running the server is only dedicated to running the server itself). In speaking with the Dev Team, higher numbers had already been tested with some success, and they were still working to get as many players as possible functional for release. They wanted us to make it clear, however, that specifics would not be released until both the number of players and the necessary supporting functions (which many of us forget about, such as changing scoreboards, database sizes, information transfer issues, etc) were implemented and fully tested. The game ran smoothly with no problems in a pseudo "real-world" environment. Basically, the dedicated server and all the PC's were in the EALA building, but were all connected to each other through the Internet (ie. not a LAN setup). Latency testing has also been done with other locations across the USA, with good results even against higher ping numbers, and is continuing in true "real-world" environments on the Internet.

There is an in-game server browser that will allow you to scan for various LAN or Internet games to play, along with filters to help narrow down your choices.

In regards to dedicated server install, the plan right now looks as if the entire game (both client and server files) will need to be installed in order to run a dedicated server (approx 7 GB total during the MP summit). However, since this often causes extra work for server admins during the patching process in having to determine which files have been updated, the Dev Team's goal is to have separate client and server-only patches available for download whenever an update is ready. While the initial setup will still take awhile, this should help make things smoother down the road for updates.

As for setting up a server configuration, a GUI application has been built to which different options can be selected. It is a very simple app with tick-boxes, text entry fields, and dropdowns to quickly create and configure a server file for launch. Options/selections are still being finalized and tested, but a list of these options will be released to the public as soon as they are more-or-less locked for the initial launch. It will be possible to add more options later through patches.

A separate, stand-alone remote (rcon) server app has also been created. This is a simple, command text entry app that will function very similarly to the console rcon of previous MOH's.

For those interested in Linux, work on this is in progress and looks quite promising for the near future.

Ranked vs. Unranked
There will not be any ranked servers on PC at release, and specific EA-partnered GSP's will not be necessary. Servers will be able to freely run with either all weapon upgrades enabled for use, or all upgrades disabled, with more options possibly investigated for future. Ranked servers will continue to be investigated and researched for possible inclusion sometime down the road in a later patch/update.

Anti-Cheat
There are currently plans for 2 forms of anti-cheat. Punkbuster will ship with the game out-of-the-box, and be available at launch. EA is also working with another A/C company, DMW, in order to have them be able to integrate with Airborne and also provide support. Once complete, admins will have their choice of the two.

We have also learned that users will have to set up a unique account name for use with EA in order to play. No two account names can be the same - each must be unique, and each specific account name will be linked to the user's CD Key and cannot be changed.

Modding
Not much information on this is available at this time. An SDK/MDK/toolset is a high priority item, along with HTTP redirect and auto-download functionality. Much of this will be dependent on future releases/updates of the Unreal3 engine by Epic. With UT2007 targeted for release in late fall/early winter, it is believed that more of the information needed will be available in the coming months. For anyone not keeping up on the news about this, it is a bit of a muddy situation. However, the Unreal 2.x versions of the engine have proven to be very mod-friendly in the past, so there is reason to be optimistic, but it may take a bit longer than we all want.

New Content
To recap what's in some of the above sections, I've seen both work-in-progress, and future plans for new weapons, new game-types, and new maps. In my opinion, many of these things are really exciting, and will make a lot of players happy.

Nothing has been finalized as of yet, however, and the Dev Team is taking a very cautious approach, not wanting to promise what they can't deliver on for certain. They are well aware of the failures of Pacific Assault, and the damage that has caused their reputation. An aggressive patch plan is already in place, with items/features/content prioritized accordingly, and would roll out in waves over a period of time.

Conclusion
This dev team itself is unquestioningly committed to providing robust post-release patch support to Airborne and its community. If EA Exec gives them the support they need in terms of time and manpower, and the MOH community also supports the game, then with a little patience I think we'll see some very impressive things in the not-too-distant future, making Airborne the game we all want it to be, and setting it up nicely for continued future success.

The SP demo is now just around the corner (Aug 23). Here's a taste of what's in store.

So until then, there's only one thing left to do…

"GET READY TO GET AIRBORNE!"


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Crysis Media Blowout

Monday, August 20, 2007 7:28:09 AM (GMT Daylight Time, UTC+01:00)
Almost 15 minutes of new Crysis gameplay in 5 videos taken at the Gen Con Indy 2007. The videos containing basic training, features the turtle and crab, trees falling, stealth mode, blood in water, throwing the Koreans...
   
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World of Warcraft's Spectral Tiger sells for $2000

Sunday, August 19, 2007 6:09:08 PM (GMT Daylight Time, UTC+01:00)

A Spectral Tiger from the World of Warcraft: Trading Card Game recently sold on eBay for $2000. If we'd have known that the Spectral Tiger that WoW Insider gave away last month would sell for $2000, we would have said. "Contest be damned! We're going to Vegas baby!" The reason the card is so special is because it also gives you a rare mount inside of WoW once you input a code.
Another reason the card sold for so much is that the card set it comes form, Fires of Outland, won't even be out until August 22nd. Beyond that, it's still apparently a rare card. As WoW Insider points out, $2000 is 11 years of game time -- and yes, that's the way they think about these things. Of course, like all things WoW, people go nuts and spend all this money and time on something to only have to be made completely uncool and pointless by something else a month later. But, you know, you're still World of Warcraft cool for a whole month.

Source: http://www.n4g.com/

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EA Games Medal of Honor Airborne announces - PATHFINDERS

Sunday, August 19, 2007 10:49:15 AM (GMT Daylight Time, UTC+01:00)



EA has teamed with Machinima.com to create a completely original mini-series based on Medal of Honor Airborne. Recorded completely in-game, PATHFINDERS tells the story of the 82nd Airborne Pathfinders and the heroic choices they faced deep behind enemy lines.



The six episode series reveals the tense moments before each of the major Airborne invasions represented in Medal of Honor Airborne. Sent in to secure drop zones, Pathfinders were the sharpened tip of the Airborne sword, and were called upon to undertake missions that no other units would even consider. Their actions ensured that Airborne infantry troops would have a greater chance for survival after bringing the war to the enemy's front doorstep.



To create this new series, a team of Machinima artists, writers, and directors are working closely with Airborne's development team. Once creative decisions are plotted out, episodes are "filmed" just like a real movie would be, but completely in the virtual sets of Medal of Honor Airborne's gameplay maps. With actors playing their roles, and a director using his first person view as a camera, the creative team at Machinima record the story shot for shot, tracking each others motions, playing their roles as stealthy 82nd Airborne Pathfinders or as lethal Axis soldiers. Action sequences are meticulously assembled, often times recording a single shot dozens of times to get just the desired effect.

When everyone's pleased with their performances, all of the footage is pulled together and edited into a final movie. Machinima artists add credits, dialogue, and give the episode custom audio mixing, which includes music from the breathtaking Medal of Honor Airborne score, composed by Michael Giacchino.



The final result is a dramatic story-telling series that presents an immediate prologue to each of the operations in Medal of Honor Airborne, and tells the story of these heroic Pathfinder paratroopers and the choices they must make when alone behind enemy lines.

The first episode of PATHFINDERS premieres on Machinima.com on August 22nd, and tells chronicles the recon mission in Adanti, just minutes before Operations Husky. You can play Operation Husky for yourself in the Medal of Honor Airborne demo, available for download August 23rd.

See you on the ground...

- BlackHat

Discuss at the official MoH forums

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Call of Duty 4: Modern Warfare Exclusive Single-Player Hands-On

Saturday, August 18, 2007 9:34:45 AM (GMT Daylight Time, UTC+01:00)
Developer Infinity Ward has literally built its good name on World War II. The studio's core team first crafted the superb Medal of Honor: Allied Assault at Tulsa-based development house 2015 before going on to found Infinity Ward and create Call of Duty, arguably the most popular WWII shooter franchise running. But after the group undertook a marathon development cycle to produce Call of Duty 2 in time for the Xbox 360's late 2005 launch, Infinity Ward was ready for something newer: something present-day, to be specific. The company immediately went into production on Call of Duty 4: Modern Warfare, the most ambitious and narrative-driven shooter from Infinity Ward to date. We were lucky enough to hit the ground running with two of the game's campaign missions to find out how the team is expanding Call of Duty's scope with this latest game's new design and technology.

As producer Mark Rubin mentions, the events of World War II have been set in stone for decades now; there's only so much room for game creators to maneuver fictitiously within that established timeline. But Modern Warfare has gone modern-day, naturally, and Infinity Ward has thus been able to create a cohesive, original narrative that will see you traveling to far-flung locations around the globe, and bearing witness to military conflict and political intrigue that's just a little bit larger than life. Call of Duty 4 is sticking to its heritage in some key areas that returning players will find familiar, though. As in previous games, you'll take up multiple roles as members of multiple international special forces. In Modern Warfare, you'll play a character in the US Marine Corps' elite Force Recon unit, and on the British side, you'll be in the Special Air Service, or SAS, with whom Call of Duty fans should already be quite familiar.

Don't think of these two groups as representing two distinctive campaigns. The American and British special forces may operate in different geographical regions in the game, but they'll be embroiled in and fighting against the same high-pressure plot against world security. Understandably, Infinity Ward is playing the game's story close to the vest, but so far we know you'll be fighting against a nefarious group led by a couple of shady characters called Al-Asad and Zakhaev, who are stirring up international unrest to further their own aims. We know that Al-Asad is masterminding a political coup somewhere in the Middle East--but that coup is primarily a diversion from Zakhaev's real plan to topple the Russian government, possibly through nuclear means. The Americans will operate primarily in the Middle East, while the SAS will take up arms mostly in Russia. As we saw during our time with the game, you'll switch between the two factions from mission to mission as the story dictates.

To present all this international intrigue, Infinity Ward is employing a number of narrative devices not seen in past Call of Duty games. The game will use a number of semi-interactive cutscenes to convey some key story points, wherein you'll be able to look around and observe events but not necessarily interact with them. We saw one cutscene in which a government official was violently thrown into the backseat of a car--after receiving a rifle's butt to the face--and then whisked through the streets, where bands of insurgents were firing their weapons into the air and executing prisoners at various points along the route. Did we mention you're in the shoes of this unfortunate official and seeing these events (and taking these blows) from his perspective? Yeah, that made things a little more brutal and immediate. This scene culminated in our character being tied to a post as Zakhaev and Al-Asad deliberated over a pistol. That pistol was eventually pointed directly at our perspective, and the scene ended with the distinctive crack of a gunshot.

In addition to switching between the Marines and SAS as the plot necessitates, the campaign will sometimes divert from present-day events to tell more of Modern Warfare's backstory. One mission will actually occur in flashback, taking place in the quarantined Chernobyl zone some 15 years before the game begins. We're told that upon completing this mission, players will gain greater insight into Zakhaev's far-reaching plans, his quest to obtain nuclear materials, and why he only has one arm in the present day. For those interested, a segment of this level can be seen deep within our video from Microsoft's E3 press conference, though we didn't get to see an updated version ourselves.

Enough about the big-picture stuff; we did actually play two of Modern Warfare's missions from start to finish. The first was called "The Bog," which we got to take a look at during our E3 stage demo of the game back in July. This mission tasked us, as Force Recon, with fighting our way through a Middle Eastern town in order to secure an embattled tank trapped in a bog (where else?). That involved a lot of house-to-house fighting, popping up from below windowsills, and easing around corners. The gameplay here felt like pure Call of Duty, except we got to replace the old M1911s and M1 Garands with M4A1s equipped with under-mounted grenade launchers, as well as big, mean SAW machine guns. We were frankly stunned at the speed and smoothness of the gameplay, given the game's overwhelming visuals, but we'll elaborate on that later.

Though we'd seen this level before, our hands-on opportunity gave studio head Vince Zampella a chance to illuminate some of the more subtle gameplay features as we played. Enemy forces fired at us unseen as we fought our way through the streets, and we were nevertheless able to suppress them by simply firing at the windows they were attacking from. In fact, this will work against all enemies in the game; we had a real Rambo moment where we leapt into the open and sprayed down a bunch of enemies with a SAW, just so we could get across to find new cover. Occasionally an enemy flare would go up into the sky, bathing our surroundings in a harsh red glow. Zampella said this will actually allow nearby enemies to see us better, which in turn will make it easier for them to take aim on our position.

Lastly, we have to point out our favorite part of this level, which you can see in the video demo. You'll get the chance to use a Javelin antitank weapon to zoom in and lock onto enemy armor, and then launch a rocket directly upward a couple hundred feet into the air. The satisfaction of seeing the projectile plummet straight down and obliterate the tank that's threatening you a few yards away must be enjoyed firsthand.

We then got to jump into "Hunted," the next sequential mission in the campaign, and one in which you'll play as the SAS. Though the between-mission cinematic wasn't in the game yet, we gathered that our team had been conducting a nighttime VIP escort via helicopter in Russia--before our chopper was shot down, that is. So we carefully picked up next to the wreckage and set off quietly with our compatriots across the Russian countryside, ducking and crawling our way through fields of crops and around farmhouses to avoid the sentries patrolling the area. Upon reaching the perimeter of the small village nearby, we saw a couple of paramilitary dudes harassing a local resident, and we had a chance to attack them by surprise and save the guy's life. Zampella mentioned not-so-cryptically that achievements in the Xbox 360 version may be tied to optional heroic moments like this.

We pushed through the village in the dead of night, but we pretty much had to abandon any pretense of stealth after we'd engaged our first round of bad guys; there were plenty more where that came from, naturally. Some of our most dramatic firefights happened within a couple of greenhouses, which Zampella pointed out aren't the best place to take cover. Glass exploded all around us as we tried to fight to the center of town without getting mowed down by the helicopter circling overhead. The mission culminated when we reached a barn where the baddies had stashed some Stinger missiles. We had a jolly time launching those heat-seekers at the chopper, but of course it wasn't ready to go down without a fight. It dropped some chaff to confuse a couple of our missiles before we finally brought it down.

Clearly, Call of Duty 4 is the sort of game for which mere words do an injustice. You need to play it on a big screen with roaring surround sound to get the full impact, but we can say this is easily one of the most intense military-themed shooters we've had the pleasure of getting our hands on. Absolutely integral to that experience, from our perspective, is the game's performance level, which Infinity Ward has committed to keeping at 60 frames per second throughout both single- and multiplayer modes. So few developers have prioritized a high frame rate this generation that we'd almost forgotten how much it can impact gameplay. The incredibly smooth performance in our demo really gave the controls a precision and the action an intensity that we couldn't help getting excited about.

What arcane rites Infinity Ward has performed to get this game running so smoothly and looking so good are anybody's guess. Zampella attributes the game's high visual bar less to technical improvements and more to experienced artists and programmers simply making better use of the tools they have at their disposal. However, he did concede that developers are having to fake fewer effects than they did on previous hardware; games are using more generalized lighting models, characters are self-shadowing properly, and so on. These cumulative elements have all added up to an extremely impressive-looking game that even those jaded with modern-day military shooters will want to keep an eye out for when it ships toward the end of the year. We'll do our best to bring you more on Call of Duty 4 before that time.

Source: http://uk.gamespot.com/

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Jericho Gets Release Date, Original Score, And New Video

Friday, August 17, 2007 10:37:32 PM (GMT Daylight Time, UTC+01:00)

Codemasters announced today that multiple award-winning videogame composer Cris Velasco (God of War, God of War II) has scored an original soundtrack exclusively for Clive Barker's Jericho™, the eagerly anticipated squad-based horror FPS.


Gamers can witness the phantasmagoria that lies ahead in the introductory gameplay trailer video by following the link below.

Clive Barker's Jericho will unleash its supernatural assault in late October, just in time for Halloween, for the PLAYSTATION®3 computer entertainment system, the Xbox 360™ video game and entertainment system from Microsoft® and Games for Windows®.

Click link for video http://www.codemasters.co.uk/

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Bioshock - Now on Steam

Thursday, August 16, 2007 10:26:21 PM (GMT Daylight Time, UTC+01:00)
Valve today announced that BioShock, the highly-anticipated and award-winning first-person shooter by 2K Games is available for pre-purchase now via Steam. Starting today, gamers can pre-order BioShock on Steam (www.steamgames.com) for $49.95, and begin playing the moment the game is made available.

One of the most anticipated games of 2007, BioShock is the "genetically enhanced" first person shooter that lets players do things never before possible in the genre - turn everything into a weapon, biologically modify your body with plasmids, hack devices and systems, upgrade weapons and craft new ammo variants, and experiment with different battle techniques.

Gamers enter the game as a cast-away in Rapture, an underwater Utopia torn apart by civil war. Caught between powerful forces and hunted down by genetically modified "splicers" and deadly security systems, players have to come to grips with a deadly, mysterious world filled with powerful technology and fascinating characters. No encounter ever plays out the same and no two gamers will play BioShock the same way.

"Over the next six months, gamers will be hit with a barrage of highly-anticipated titles," said Gabe Newell, president and co-founder of Valve. "The lion's share of these great new releases will be PC games. And with the gameplay and graphic innovations featured in BioShock, it promises to be one of the most important games released in 2007."

BioShock is currently scheduled to be available via Steam and at retail on August 21 in the U.S. and August 24 in Europe. For more information or to pre-purchase BioShock, please visit www.steamgames.com

The game is also available via IGN's Direct2Drive service.

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S&D Match Sunday 19th. - T.O.C. Clan Forums

Thursday, August 16, 2007 7:39:30 PM (GMT Daylight Time, UTC+01:00)

ToC Call of Duty 2 S&D Match


Sunday 19th August
Gametype : Search and Destroy
Maps : TBA
Server Start: 19:30
Match Start : 20:00
Match Finish : 22:00
S&D Server IP : 85.236.100.9:28963

Click Here to read more details : S&D Match Sunday 19th. - T.O.C. Clan Forums

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Bioshock review 10/10

Thursday, August 16, 2007 12:31:20 PM (GMT Daylight Time, UTC+01:00)
Promise is possibly the most powerful weapon in videogames. The promise and possibilities that a title like BioShock dangles tantalisingly in front of us keeps us all hanging on in there, keeps us believing, keeps us pre-ordering. Even when the shelves are awash with me-too pap, cheap knock-off licensed fodder and hyped sequels, a title like this stands out like a beacon of hope amid a sea of mediocrity. No pressure.
   
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Call Of Duty 4 Multiplayer Hands-On Impressions

Wednesday, August 15, 2007 11:20:55 PM (GMT Daylight Time, UTC+01:00)

Infinity Ward's Call of Duty 4: Modern Warfare was one of E3 2007's darlings, generating some of the loudest buzz among the gathered press and scoring the "Best Action Game" Game Critics Award post show. The Activision published shooter made waves not only for its gorgeous graphics but for its fresh, modern setting, finally sounding the duty call in the present day.

If you watched Microsoft's E3 press conference, you were treated to a few minutes of the game's co-op experience, courtesy of Infinity Ward lead developer Jason West. While that demo focused on more covert, tactical gameplay and the E3 demo was strictly single player, Call of Duty 4 also features a robust online multiplayer experience, now in beta form.

Recently, I had a chance to finally go hands-on with Call of Duty 4's multiplayer portion, shooting and shanking dozens of gamers via Xbox Live in team deathmatch. At this point, most online multiplayer efforts feel like a been there, done that obligatory inclusion, but Infinity Ward has added plenty to the feature set to make the game stand out among a sea of realistic shooters.

Unfortunately, the hands-on event, held at Hollywood hotspot Cinespace, was marred by technical difficulties. After waiting hours for multiplayer matches to be set up, then consistently being dropped from games and kicked off Xbox 360s for the next 45 minutes, we were collectively grumbly. There was pissing, there was moaning, there was last minute rescheduling. A handful of expletives may have been uttered.

Most of that bitching can be chalked up to simply wanting to get our damn hands on the thing and alternately kill infidels, terrorists, rebels... whatever. I just wanted to put a virtual bullet in something.

Thankfully, the game did not disappoint.

Yes, CoD4 is a gorgeous title. You've most likely seen the screenshots and witnessed the game in motion, so the game's visual merits don't require much fawning over here. The only hands-on impression I can add to that discussion is that the game runs at a near-perfect clip, meaning no stuttering or inconsistencies in presentation soured my experience. (Nor did they give me a scapegoat for getting stabbed in the back multiple times.)

Where the game shines, play-wise, is in its additions to run of the mill head-to-head action. The game's class system starts you off simply, giving you access to player types like Heavy Gunner or Sniper, each with its own load out and weapon types. If you grow tired of your current rifle or sidearm, you can always switch to a dropped weapon from a fallen foe or teammate.

Unlockable class types are available, but only after you've earned enough experience. Experience is earned from actions that you'd expect, from regular kills, knife-only takedowns and even assists, but you'll also earn points for other, less obvious actions, like various self inflicted deaths.

Gaining experience will also unlock aspects outside of classes, including new weapons, grenades, challenges, and promotions. The most intriguing aspects of these unlocked items is combining them in Call of Duty 4's "create a class" system. These custom classes, which you can tweak with your weapons of choice are made deeper by the game's "perks."

These perks, three of which you can apply at one time—one of which is strictly dedicated to adding items to your arsenal—include effects like increased splash damage, better stamina, the ability to shoot through walls, extra health, and even a skill that will allow you eavesdrop on your opponent's voice chat, if they're nearby.

Far more interesting than those rather mundane perks are more unique attributes like the ability to squeeze off one last shot when your health has expired or the option to pull the pin on your last grenade at time of death.

With some twenty perks planned for the final release of the game, I expect that custom classes will be wildly varied—and hopefully well balanced.

While Call of Duty 4: Modern Warfare may be one of the breakout shooters of 2007, it's still sure to get somewhat lost in the noise. Anyone who doesn't currently have the game on their personal radar would be well served to give it a second look. Based solely on the multiplayer aspect alone, it's shaping up to be a return to FPS glory for Infinity Ward and Activision.

 Source: http://kotaku.com/gaming/

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Bioshock is NOT being released early

Wednesday, August 15, 2007 11:14:41 PM (GMT Daylight Time, UTC+01:00)
No matter how great the game looks or how jealous we are of the people who got lucky due to Toys R Us messing up and selling it before the 21st, the fact of the matter is Bioshock is NOT being released early.

I just got off the phone with one of the PR guys over at 2K. According to him, this whole situation was just a broken street date by some Toys R Us employees who didn't know Bioshock had a street date (or didn't care), and the resulting snowball effect that caused. At this point 2K isn't entirely sure why so many Toys R Us stores went and sold the game early ("It's not like street dates are a new concept"), but they are going to look into it once they put out this fire. (Check the update below for one reason why the street date may have been broken so widely.)

He also mentioned that they've been trying to control this whole thing all morning ("It is getting a little ridiculous"), and that they really didn't know why so many people were convinced the release date would be moved up a week when they haven't announced anything.

Look for an official press release from 2K fairly soon, as they were working on it when I finally got hold of them.

 

*UPDATE* I've been getting a lot of emails from people who work at TRU, or who have spoken to the managers. From what they're saying, there's no real clear indication on the packaging, boxes, or in their computer system that Bioshock has a street date of August 21. Which company is at fault for that? Right now, I don't know. I'll post more as I hear back from other sources.

Source: http://www.gamernode.com/

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BioShock Exclusive Weapons of Genetic Destruction Feature

Tuesday, August 14, 2007 10:48:04 PM (GMT Daylight Time, UTC+01:00)

Even more exclusive gameplay proving that the hand is indeed mightier than the sword.

 

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New BlackSite: Area 51 screens

Tuesday, August 14, 2007 4:56:31 AM (GMT Daylight Time, UTC+01:00)

Some new BlackSite: Area 51 screens. BlackSite: Area 51 takes next-gen gaming to an all-new level integrating cutting edge technology, game design and story writing to create the ultimate entertainment experience.

black6

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New BlackSite: Area 51 screens | GC - Daily Gaming News Updates

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Conan featuring full Nudity in New Images

Monday, August 13, 2007 11:24:57 PM (GMT Daylight Time, UTC+01:00)

THQ releases four screenshots of their action game Conan. It looks quite fine, and we hope the combat system will be as good. Anyway, the Conan universe seems to be very well transcripted. Kraken and sexy women people !

 


Source: http://www.gamersyde.com/

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BioShock - Plasmid Powers Trailer

Monday, August 13, 2007 10:05:33 PM (GMT Daylight Time, UTC+01:00)

Game Trailer posted a new trailer of BioShock for PC and Xbox 360

 

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BioShock Demo: First Impressions

Monday, August 13, 2007 9:35:23 PM (GMT Daylight Time, UTC+01:00)

 

The Bioshock demo starts us off with a slick, yet simple opening cinematic - pretty much a first-person view of you looking at the back of someone's chair. You pull out your wallet, you glance at a photo of your own family waiting for you down at terra firma. Everything's cosy, everything's peaceful on the passenger plane you're on. Nothing unusual.

Then, a curve ball. Your airplane crashes into the sea.

A moment later, we're waterlogged - your character is gasping and coughing as he watches the airplane he's been comfortably sitting in burn in a fiery blaze. Control is given to us at this point, and we can move across the water pretty quickly. It's to note that the graphics, even right at the beginning, pull no punches to astound you - the water looks absolutely beautiful, and the blaze that burns from what's left of the sinking airplane is reflected magnificently off the surface. The airplane itself is sinking, so we swim towards what appears to be a small island.

Gasp, cough, hack, wheeze. Our character's thankful we got out of the water quickly enough. We pull ourselves up onto the island, walk up its stairs, and into an entrance that seems to lead to something else deep underwater. We find a bathysphere, and, being the curious feline about to flirt with death - we activate it with a pull of a lever (done by pressing A, the context-sensitive interact button) and we wait as we're sent deep into the unknown.

10 fathoms. 18 fathoms. Looking out the Bathysphere's porthole, we get a glimpse of Rapture - and it's a gigantic, bustling metropolis flourishing under the sea. Buildings with inviting neon lights stretch out from the ocean floor while a giant whale swims past us, seemingly unperturbed by the encroachment of human civilization upon its habitat.

The graphics wow us more over here - it's really something to see something as massive and as detailed as the exterior of Rapture glowering at you from the Bathysphere. Really awesome.

Just when we're starting to feel comfortable, though, things go downhill the very moment we get to the end of our Bathysphere journey. We witness in real-time a cold-blooded murder of a civilian - the murderer a bloody, mutated creature that was once a man, and with hooks instead of hands. A clever use of lightning and darkness plays here and amplifies the tension, so much that I reflexively looked around for a way to escape. No such luck, we're trapped in a freaking metal ball!

The creature then turns its attention to us, and it tries to get at us. Fortunately, it only manages to give us a scare, and soon gets tired of us. We take a moment to collect ourselves - and change any soiled underwear if need be - and continue on our journey, taking with us a radio that might probably be our only sane companion in this twisted tour of Rapture.

The radio crackles and speaks to us. The bloke on the other end seems to be named Atlas, and from what we could gather he's one of the few people left sane in Rapture. He's pretty much the game's way of giving us tips and mission objectives - the first of which is to get to a location in the city, where he believes his wife and son are trapped. Our character is his last hope on finding them - and as such, he'll be helping us along the way.

That's the first few minutes of the Bioshock demo - and it'd be criminal of me to spoil the entire thing for you, as it really needs to be played. The visuals are breathtaking, and very high-end. Sound and lighting are all used to create one of the most frightening atmospheres ever, and you'll find yourself being all too sensitive from the smallest peep you hear as you trek the halls of Rapture.

The AI here is also ridiculously smart, with your enemies using a number of different tactics every time you try and take them down. They'll flank, use cover, dive out of your range - and most disturbingly, lunge at you in a deadly melee attack, even after you've set them on fire with an Incineration attack. This little quirk of theirs always got me into a panic myself, with me emptying the machine gun I managed to recover into a splicer even though it's already been put down. No, my ammo!

If you've been looking for a demo to play, the Bioshock demo is IT. There's so much to this game than meets the eye, and that's a whole lot. Great visuals, mind-screwing special effects, a dark anti-establishment undertone reminiscent of Fallout, it's all here. The moment you see the game's logo float up into the screen, dripping with the seawater it rose up from - it's going to be one hell of a ride from that point forward, until you're left gasping and shaking from the demo's tension-filled cliffhanger ending.

As for this writer, while I'm certainly glad to get out of Rapture for the time being, I can't help but feel excited for the day when we're not only given a taste of Irrational Games' Bioshock, but we're given full access to the whole smorgasbord. Rapture may not be a very good place to live in right about now, but it sure as hell is fun - the scares and frights included - to visit.

Source: http://xbox360.qj.net/

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Medal of Honor Airborne - PCZone review

Monday, August 13, 2007 6:39:48 PM (GMT Daylight Time, UTC+01:00)

Been waiting for this one for a while haven't we ? Here is a brief synopsis of the PCZone magazine review of the release code for the pc version of  MOH Airborne.



"Pardon me for sounding like a hippy,but Airborne is in a strange graphical place.The locations are lovely and you'll never see a nicer scaffolding around an Acropolis,but the character models have a dated air about them,despite this the game is a demanding one for machines with lesser graphics cards."



"New to Airborne is the weapons upgrade system,each of the 13 weapons has three upgrades,and just using a weapon increases its experience meter.taking out three or four bad guys in quick succession boosts it even faster.The German G43 undergoes perhaps the most radical transformation,its second upgrade is avariable zoom scope allowing for a touch of sniping,while its final upgrade allows you to fire grenades"



"Each level has an initial group of missions,which can be completed in any order.If you die at this time,you'll be given the chance to drop in again,and guide yourself to another more appropriate place.However,in what feels like a strong compromise of the game's freeform approach,once you have completed these missions,your spawn point becomes fixed.You'll often have a number of paths available but it still become linear again.Your choices of drop are pretty straightforward,Green Zones(nice and safe), Rooftops(the sneaky option) Skill Drop(there are five of these for each campaign) or In the thick of it(die and restart ?)"



Positives "Innovations are interesting and they work,rewards effort and experimentation,fun multiplayer experience that is a great meld of old Medal of Honor and Airborne features"
Negatives "Short single player campaign,not always the prettiest" 83%

You can discuss this in our forums HERE
Source: PCZone magazine
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'SEGA Rally: Revo' - 16 New Screens

Monday, August 13, 2007 6:09:51 AM (GMT Daylight Time, UTC+01:00)

SEGA Rally Revo is the new benchmark in next-gen off-road racing, turning every lap into a new experience. Experience truly deformable tracks for the first time, using proprietary GeoDeformation™ technology. Bumper-to-bumper races in single-player and multiplayer modes on a constantly changing track surface, using fully customizable licensed cars. The genre-defining SEGA Rally arcade brand sets a new off-road racing benchmark with SEGA Rally Revo, made possible by the processing power of next-generation platforms.

Key Features:

Bullet 3GeoDeformation – a unique feature which dynamically changes the course during each lap with revolutionary surface & environment deformation.

Bullet 3Vehicles – over 30 in total across 4WD, 2WD, Classic and Bonus types, most with three variants each (Road, Rally & All Terrain).

Bullet 3Environments – wide range of hyper-realistic next-generation deformable environments including Safari, Artic, Canyon and Lakeside.

Bullet 3Tracks – a range of off-road and on-road tracks, with a variety of surface types and creative track designs.

Bullet 3Multiplayer – speedy online and offline multiplayer modes for up to six people.

Bullet 3Action-Oriented Arcade Heritage – in contrast to other simulation-themed rally racers, SEGA Rally Revo features action-oriented next-gen arcade racing unlike any other game.

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Release: Winter 2007

Source : http://www.worthplaying.com/

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Enemy Territory: Quake Wars Beta 2 impressions

Monday, August 13, 2007 5:53:20 AM (GMT Daylight Time, UTC+01:00)

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Due for an early Australian & European release on September 28th, Enemy Territory: Quake Wars has recently opened Beta 2 play. We made a beeline to FilePlanet as soon as we got word that Beta 2 was out, to find out what to expect in the final release of this lightning-speed, objective-focused FPS.

Enemy Territory: Quake Wars is a prequel of sorts to Quake 2 and Quake 4, with the levels representing key historic battles in the future Strogg invasion of Earth. While only one of those maps was playable in Beta 2, it was more than enough to keep me hooked.

Beta 2’s Valley map is a great map to get grounded in the fast pace of the game. It sees the Global Defense Force (GDF) launching an offensive against the alien Strogg, who are planning on contaminating a major water supply system. There is plenty of open area to take respite from the action and figure what is going on, but you can jump back in without delay. While there is not much indoor combat, you get access to all the vehicles in the game.

HUD messages which immediately begin popping up make you kick yourself for not at least glancing at the documentation before starting - but you can easily piece together that the game is objective driven, with each of the five unique classes working together to progress through the map.

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At first glance the classes in Quake Wars will appear familiar to those with experience in other class-based shooters. There’s an assault, medic, heavy support, engineer and sniper classes, albeit with slight twists. When playing as GDF, for example, Covert-Ops (sniper) can assume the identity of a downed Strogg.

Strogg units possess even more unique abilities, further exemplifying the intricacy of the game. Lowly assault classes can self-heal at the expense of weapon energy, for example. Technicians can transform a GDF corpse into a spawn point. Instead of repairing vehicles like a typical engineer, the Strogg’s Constructor class can deploy a small AI-controlled bot that will do the job for him.

The GDF side has the core vehicles you’d expect - a one-man quad bike, a lightly armed 3-man jeep, an APC, a tank, a personnel copter with room for a pilot and gunner and an assault chopper. The cybernetically equipped Strogg side has some more interesting units, like a heavy mech walker that can aim in 360 degrees independent of movement, a jet-pack for extremely mobile attacks, and a deadly bio-mechanical flying-thingy.

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Straight off the bat, you will notice the pace of this game. Perhaps not quite matching the speed of Quake 4, this is definitely keeping within the same vein as the original Enemy Territory. Instead of trudging through terrain to get to the first objective, you are there in seconds. There is no stamina meter, so plenty of running and bunny hopping abounds.

As long as you tweak your vehicle controls beyond default settings, their maneuverability is great. But alarmingly, there appears to be no acceleration at all – its 0 to full speed immediately.

At the moment there appears to be a slight advantage in favour of the Strogg, with their weaponry packing a more powerful punch. For one, the railgun blows its sniper rifle equivalent out of the water in terms of accuracy.

Assault machine guns also appear to have a little undesirable spread to them, even when firing in controlled bursts. Despite this, infantry combat is hectic and intense, with the decent 1-4 second encounters you would expect.

Throughout campaign and online play, experience points (XP) are rewarded for successful actions in combat. Accruing enough XP will give you rewards, typically boosted abilities. Independent of XP however, are the persistent military ranks received from team play. Besides letting you know if the guy in your crosshairs is a danger-man, you can also check out the proficiency paths of others at the mission end screen.

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Following the lead of the Battlefield series, Quake Wars also includes fire teams, where you can assemble a squad comprising of different classes to move through waypoints and attack objectives efficiently. Players in a fire team gain experience points whenever any FireTeam member completes a mission. But disappointingly, during online play not much of this was used to its full potential. The inclusion of VoIP would improve the situation, however its not clear whether Splash Damage have any plans for it.

But the most beautifully executed aspect of the game is the objective-driven map play, which sees all the elements mentioned above coming together. In the Valley map, this consists of the GDF pushing forward to eliminate the Strogg contamination facility. Along the way, critical mission objectives, such as building a bridge, escorting a command post and disabling shield generators, call for serious teamwork.

You’ll find yourself deploying defense turrets and heavy artillery to gain a stronghold on your position while other team members frantically try to clear the ground. Ultra-heavy bombardment devices (such as Strogg’s Dark Matter Cannon) keep the ground shaking as troops move in. Secondary mission objectives allow for even more tactical maneuvering, by making primary objectives easier.

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It’s gameplay like this that makes you forget about the visual element of the game. The character and vehicle models are brilliant to look at, and the explosions (which reportedly got a facelift since Beta 1) are spot-on. While Valley is fairly bland open map with little vegetation, it also showcases the incredibly deep draw distance in Quake Wars – making it possible to take out an enemy hundreds of meters away.

Conclusion

For such a complex game, id have had to balance a multitude of gameplay issues to keep everyone happy. The huge range of unit abilities have meant that weapon damage needs to be tuned to perfection. There’s plenty of noise being made on the Beta forums about this issue in particular, but aside from this, Quake Wars Beta 2 is right on the money.

Enemy Territory: Quake Wars Beta 2 impressions

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Hellgate: London Co-op Gameplay Trailer

Sunday, August 12, 2007 2:24:08 PM (GMT Daylight Time, UTC+01:00)

Source: http://www.gametrailers.com

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New Timepslitters 4 Info

Sunday, August 12, 2007 6:30:06 AM (GMT Daylight Time, UTC+01:00)

UK studio Free Radical Design has confirmed that development of TimeSplitters 4 is well underway and anything is possible regarding the platforms it’ll launch on.
“Yes,

is happening. At the moment it’s in the very early concept stages, and as yet it’s unsigned to any publisher,” Free Radical Design’s screenwriter Rob Yescombe told us.

Regarding a platform it looks like there are no specific exclusive plans although that could change when the game’s gets picked up by a publisher. You’ve got to think that PS3 would be a prim(ate) target given the series’ history and success on PS2. “Anything and everything is currently a possibility. We’re not saying no to anything,” added Yescombe.

It’s a bit early to talk specifics regarding gameplay and story but Yescombe did tell us that, “TimeSplitters 4 will be a great big joke at the expense of the world of games - ourselves included. God, that’s a terrible sound bite. Can you just make one up and make me sound hilarious? No, wait, just say that I /*have*/ a hilarious sound bite, but it’s still in the very early concept stage.”

Don’t expect a release this side of Christmas though: “The game’s not a very long way away but it’s not a very short way away either. It’s somewhere in the middle. Is that non-specific enough?”

Luckily we’ve got the awesome-looking Haze to deal with this year and the prospect of a new TimeSplitters game next year.

Source : http://gamers-creed.com/

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Call of Duty 4: Beta Blowout: Huge Preview and 20 Images

Saturday, August 11, 2007 3:50:29 AM (GMT Daylight Time, UTC+01:00)
Last night Infinity Ward and Activision held an event in Hollywood, CA for Call of Duty 4's multiplayer. I was on hand to check out the game for myself and see if the multiplayer aspect of the game is worth the hype. What you'll find out playing Call of Duty 4 is that it's one the deepest and funnest MP games ever to grace gaming. Forget what you've seen in the videos or read on the net. Nothing compares to playing the game first hand. The quality of gameplay, visuals, and sound are so well done that Call of Duty 4's multiplayer on the field is going to define what next-gen multiplayer gameplay is all about.
   
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Call of Duty 4 Beta passed Micorsoft certifaction

Saturday, August 11, 2007 12:28:17 AM (GMT Daylight Time, UTC+01:00)

Every downloadable content that features on Xbox Live be it a gamer picture or a demo has to be certified and approved by Microsoft to make sure there are no bugs or problems. Well gamespot were happy to announce that the BETA has been approved.

This means that IW could put it up rite now if they wanted to. So its now down to how much longer they want to keep us waiting!
Original post by gamespot:

Sure, it's August now, but Infinity Ward says we should realistically expect the release toward the end of the month, and notes optimistically that the beta just passed certification with Microsoft. Keep your eyes on Xbox Live for the chance to play all this madness for yourself. -Gamespot

Gamespot Preview

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COD4 Beta passed Micorsoft certifaction - COD4Forums.com

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Call of Duty 4 - Multiplayer Beta Hands-On

Friday, August 10, 2007 4:06:55 PM (GMT Daylight Time, UTC+01:00)
Look out, Halo 3. Infinity Ward has its own beefy online offering coming for shooter fans this November, and gamespot got to try out a test version.
   
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Explosive new Stranglehold footage

Friday, August 10, 2007 9:55:56 AM (GMT Daylight Time, UTC+01:00)

If you’ve ever wondered just how much damage two pistols and a shotgun can do to a Chinese market stall then you’d need look no further than the video...

Source: http://www.n4g.com

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Splinter Cell: Conviction The super spy has become America’s most wanted!

Friday, August 10, 2007 7:47:24 AM (GMT Daylight Time, UTC+01:00)
From the very first Splinter Cell, lighting technology has been integral to both the look of the game and how it played. Now that Sam’s hiding in plain sight, things are a little more subtle. The technology is, of course, cutting edge. “We have a dynamic radiance algorithm that changes when any item is moved. It took us 18 months.” Incorporating ‘Ambient Occlusion,’ it takes into account how light bounces off every surface and object in a room, casting little shadows all over the place. To demonstrate how this worked in real time, they showed a detailed indoor setting with all colour and textures removed; the realism was astounding.
   
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Mercenaries 2: World in Flames - 99 Ways to Die: Heavy Weapons Video

Friday, August 10, 2007 7:18:02 AM (GMT Daylight Time, UTC+01:00)

A new video of Mercenaries 2: World in Flames proves that size matters.

Source : http://uk.media.ps3.ign.com/

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Top 5 Reasons Why You Will Want To Play BioShock

Friday, August 10, 2007 3:46:45 AM (GMT Daylight Time, UTC+01:00)

Bioshock, the long awaited sequel to System Shock 2, is within our reach. By August 21st, we will finally be able to visit the city of Rapture, an underwater world that would have been a utopia if genetic alteration hadn’t become the in-thing for the season. Here is my list of why this won’t be just another FPS to get dusty in your game collection.

 
1. The Story
When you first start the game you’ll be shown the city of Rapture and you might get the hint that genetic alteration has mutated the residents, and that’s all. There is no explanation as to why these genetically-altered people are attacking you or what happened here that collapsed the city into the ruins that you’re faced with. And if you don’t care about those things then you never have to worry about them. But if you do care then you can find out. Messages have been left for you by residents, smeared along walls in their own blood. You can decipher them all or just focus on beating the game, leaving it up to you how much you want to know.


2. The A.I.
Yes, each type of enemy will attack you in its own way. And yes, there will be plenty of enemies for you to kill. But the important piece here is that the enemies will add realism to the game that has been seen in few other titles to date.
Enemies who are set on fire will run for water (which is plentiful in the underwater city). It is a nice touch which allows the player to understand that your enemies are people and not just angry puppets. They have nerves and at least enough rationality to understand that water will put out fire. Something so simple is also so brilliant.
Some enemies won’t attack you if you don’t bother them. Did you ever play a game where you entered a room and were bombarded by a man to whom you did nothing to deserve such ire? Did you ever ask yourself Why is this guy attacking me? I didn’t do anything to him. Well, you’ll still get some of those guys because in Bioshock, those guys are clearly insane. But some of them will just leave you alone, because they’re on their own private mission just like you are.

 
3. The Setting
It’s really creepy in Rapture. Imagine going back to the 1950s, when art deco was all the rage. Now imagine that the city you visit has been ravaged by a nuclear holocaust, leaving only a few insane survivors and a half-working neon sign advertising Moxie cola. There’s something about the juxtaposition of the remnants of a civilized society with the attacking residents of said society that sends shivers up my spine.


4. The Gameplay
I suppose, once you get through all those things, you might be excited by the first-person shooting elements too. The fact that you get powers by genetically altering yourself just as the people you are fighting did before you, may make you feel just a little more tied in with the game...since you are in some ways becoming what you are fighting. All in all, you are going to be totally involved with every aspect of the playing. You will get to make moral choices, decisions on how to alter yourself or even if you should alter yourself at all.


5. The guns.
You will get plenty of guns. Don’t worry.

Source : http://www.cinemablend.com/

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Call of Duty 4 - Beta Details

Thursday, August 09, 2007 11:34:54 PM (GMT Daylight Time, UTC+01:00)
After weeks of anticipating the COD4 beta, the official site have finally unveiled details to the multiplayer which will be exclusive to the Xbox 360 gaming console. Rumors have it that, US might get their beta this week and this will be based on first come, first served basis.

Experience points: “In game you are going to see pretty yellow numbers pop up when you complete objectives, get kills, etc. These are your Experience Points. Experience Points add to your overall ranking during the match. Depending on the matchtype, you will get a different number of points for different actions. And no, you will not be able to carry your rank over into the final game”

Does it have a party system? Yes. “Select ‘Xbox Live’ from the main menu and then choose ‘Find Game’. If you want to party up with your friends, select ‘Party Invite’ from the same menu. You can also jump into matches your friends are playing by selecting their gamertag through the Xbox 360 dashboard, Friend’s List and the option ‘Join Session in Progress”.

Weapons:

Attachments: ACOG Scope, Grenade Launcher, Grip, Red Dot Sight, Silencer
Grenades: Flash, Smoke, Stun
Sniper Rifles: Dragunov SVG, M21, M40A3
Shotguns: W1200
SMG’s: Mini-Uzi, MP5, Skorpion
Side-Arms: M9, M1991.45, USP.45
Assault Rifles: AK-47, G3, M4 Carbine, M16A4
LMG’s: M60E4, M249 S.A.W., RPD

Classes:

Create -a-Class: “Reach the rank of Private (rank 4) and you will unlock Create a Class. Here you can customize a class lead-out that fits your specific play-style. Create a Class is all about options - pick your primary weapons, side arms, grenades, attachments, weapon camouflages, and, maybe most importantly, Perks.”

The default classes are:

Assault (M16A4/Grenade launcher, M9, Stopping Power, Extreme Conditioning, Frag/Stun Grenades)
Demolitions ( W1200, M9, RPG-7 x2, Sonic Boom, Extreme Conditioning, Frag/Smoke)
Heavy Gunner ( M249 S.A.W., USP.45, Stun x3, Juggernaut, Deep Impact, Frag)
Sniper (M40A3, M9, Flash x3, Stopping Power, Deep Impact, Frag)
Spec Ops(MP5, USP.45, C4 x2, Sonic Boom, Steady Aim, Frag/Flash)

Perks: (Note: you can only select one Perk from each category in building your Create a Class)


Perk 1: Bomb Squad( can seek out enemy explosives), C4 x2, Claymore x2, RPG-7 x2, Special Grenades x3( no smoke)
Perk 2: Juggernaut( increased health), Sleight of Hand( faster reloading), Sonic Boom( Higher explosive weapon damage), UAV Jammer( radar scrambler)
Perk 3: Deep Impact( deeper bullet penetration), Extreme Conditioning( sprinting), Last Stand( pull out pistol before dying), Martyrdom( drop a live grenade when killed), Steady Aim( increased hip-fire accuracy)

Modes:

Free-for-All ( players: 6-12, Score Limit: 300, Points for Kill:5)
Team Deathmatch ( Players:6-12, Score Limit:750, Points for Kill: 10)
Team Objective ( Players: 6-12, Scorw Limit: 150, Points for Kill:5)
Team Tactical (Players: 4-6, Score Limit: 500, Points for Kill:10

Maps:

Overgrown ( Large overgrown, rural Russian area, Sniper ghillie suits make good cover)
Vacant ( Deserted Russian office, intense corridor firefights)
Crash ( Downed Sea Knight chopper in a desert town, made for team games)
——
Frequently asked questions:

How Do I get a Token Invite? “Tokens to download the Beta will be distributed on a first come first serve basis. To be eligible to receive a token, you must be 18 years of age or older, as well as answer three trivia questions correctly. The Beta will be available on Xbox 360. The Beta will begin in the United States. We’re still finalizing what territories it will be available in, so please check back in for updates.” Then of course you redeem the code through the dashboard, as usual.

How large is the beta file Size? 1.7 GB (2GB free recommended)

Is there Split-screen or System link? What about Co-op? No split-screen/system link in the beta, there will be in the retail version though. No co-op at all.

How can I give feeback? Go to charlieoscardelta.com and go to the “public beta forum“.

I lost my code before I downloaded the Public Beta. What now? “Click into the Beta Section and then “Enter Now”. Your code will appear. We’re pretty sure it’s magic. That, or some damn good interns.”

Finally, the question EVERYONE needs to pay attention to. Is this representative of the final CoD4 retail product? “It’s a beta. Everything is subject to change. The full game will have more maps, and functionality, not to mention it will also have an extensive Single Player campaign. Also, any grayed out section that you see is either yet to be unlocked, or is locked for the Beta”.

Source: charlieoscardelta.com

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Bioshock Goes Gold

Thursday, August 09, 2007 3:49:13 PM (GMT Daylight Time, UTC+01:00)
BioShock will forever change the expectations for the FPS going beyond run and gun corridors, monster-closet AIs and static worlds, BioShock creates a living, unique and unpredictable FPS experience. Irrational's Ken Levine reveals that Bioshock has gone gold.



Source: N4G.COM

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Medal of Honor: Airborne Video Interview

Wednesday, August 08, 2007 10:29:28 PM (GMT Daylight Time, UTC+01:00)
Patrick Gilmore covers everything you want to know about the environment and the customization in the game.


Source : http://www.n4g.com/

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Call of Duty 4: Modern Warfare - Ghillie in the Mist Video

Wednesday, August 08, 2007 10:21:29 PM (GMT Daylight Time, UTC+01:00)
A new video of Call of Duty 4: Modern Warfare demonstrates stealthing in multiplayer.



Source : http://www.n4g.com/

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Dead Island comes to PC and Xbox 360...Concept art

Wednesday, August 08, 2007 6:17:51 PM (GMT Daylight Time, UTC+01:00)
Dead Island, expected to ship for the PC and 360 next year, takes place on a mysterious island. After a plane crash, you have to hunt through the zombie-infested paradise looking for your wife... I hope they make that wife or husband. Annnnyway, the game is said to have amazing damage modeling (think torn flesh, exposed muscles, broken bones), an "artificial life system" that will allow you to take advantage of the instinctive behavior of groups and individuals, an open, non-linear world and the ability to use the world around you as weapons... though I don't expect the island to be packed with the sort of goodies you'd find in a shopping mall





Source: N4G.COM

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How do the shooters in Medal of Honor: Airborne stack up against the real thing? We head into the desert to find out

Wednesday, August 08, 2007 5:31:58 PM (GMT Daylight Time, UTC+01:00)

In adding his two cents to the videogame-violence debate, scientist Christoph Klimmt once said that "not everyone who plays a 'killer' game would be able to stand the stress of a real murder." We'd take it one step further and say that violent games don't even prepare would-be murderers for the stress of a real gun. It's something we found out firsthand when we sent two of our editors - one of whom had never shot a real gun despite being American, and one whose dad kept a "shootin' car" in the yard - down to Los Angeles for a Medal of Honor: Airborne preview event.

The highlight? Being trucked out to a desert firing range in a fleet of black Hummers to test-fire a selection of actual World War II-era firearms. After years of just playing games, we finally found out how it feels to carefully aim and fire a trusty M1 Garand rifle, squeeze off a burst of shells with a Tommy Gun and rip up a target with one of those German MG42s we've always been so fond of commandeering. We came away bruised, burned and deafened, but with a profound respect for what firearms can do.

Of course, after trying the real thing, any gun in a videogame - no matter how carefully patterned after the genuine item - is going to seem lackluster by comparison. But how lackluster? To determine how well Airborne approximates the real thing, we've compiled video evidence of six firearms in action, as well as a few relevant facts and our own personal reactions to the guns. Oh, and before you even ask, the answer is no - pulling off headshots in Counter-Strike will not make you a better real-life marksman. Sorry. But let's begin:

The gun: M1 Garand rifle

The history: Fans of World War II games should be intimately familiar with the Garand by now, seeing as it's been a staple of the genre for years. The semiautomatic rifle was formally adopted by the US military in 1936, but didn't see widespread use in Europe until 1943, when it almost completely supplanted the bolt-action Springfield M1903 as the standard service rifle for American infantry.

How it feels: Heavy and unwieldy. It's hard to imagine trying to run around on a battlefield toting this thing, let alone leaping out of a plane with it. Actually firing it, meanwhile, is like being punched in the shoulder by your asshole older brother as a supersonic hunk of sharp metal pops right the hell through whatever creature you were pointing it at.

Reality vs game: The M1's most striking feature is the way it roughly and repeatedly slams into your shoulder with each painful shot, and there's no way a limp rumble motor is going to replicate that. On the other hand, it feels just as accurate in real life as it has throughout the Medal of Honor series, and Airborne in particular at least does a good job of animating the recoil and accurately replicating the firing speed. And while it's impossible for a game to replicate the ear-splitting thunderclap the real gun makes, the signature metallic springing noise the Garand makes when ejecting its empty clip is at least faithfully reproduced, just as it's been in every Medal of Honor since the first one.

How well is it replicated? About as well as it can be without the sensation of hefting a big lump of wood and metal and then getting into a shoving match with someone twice your size.

Source : http://www.gamesradar.com/

posted by Gunny

   
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Call of Duty 4: Collector's Edition? IGN Think So

Tuesday, August 07, 2007 6:43:15 PM (GMT Daylight Time, UTC+01:00)

IGN have recently added a Call of Duty 4: Modern Warfare (Collector's Edition) page to their site

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PS3 UT III Cross Platform Play

Tuesday, August 07, 2007 3:04:46 PM (GMT Daylight Time, UTC+01:00)


According to Mark Rein from Epic Games, the PC and PS3 versions of Unreal Tournament 3 will be cross platform enabled.

In addition to this cross platform question, PSU asked Rein if the PS3 would be the only console to support cross platform play for the UTIII title, the answer was that they "seem to believe so."

Now UT III has cross platform play, including mouse and keyboard support thanks to the beautifully crafted FragFx. Can't wait to see the mayhem of PS3 players and PC players duking it out this coming November.

Source: www.n4g.com
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World in Conflict - 11 New Screens

Tuesday, August 07, 2007 1:48:03 PM (GMT Daylight Time, UTC+01:00)
Sierra has released eleven new screens from its upcoming title World in Conflict, scheduled for September on PC, and later this autumn on Xbox 360.













Head over to Worthplaying.com for more screens and info.

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Enemy Territory: Quake Wars release date revealed

Monday, August 06, 2007 8:07:28 PM (GMT Daylight Time, UTC+01:00)


Activision and id Software have announced the release date for the eagerly-anticipated multiplayer shooter, Enemy Territory: Quake Wars. The PC version of the game will hit the shelves in Europe on 28 September this year, although release dates for the PlayStation 3 and Xbox 360 versions have yet to be announced.

Enemy Territory: Quake Wars is set in 2065, and allows players to play as humans or aliens (Strogg). The game will also include vehicles, and promises to ‘reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.’

The release date was announced over the weekend at QuakeCon, where the game was demonstrated in action.



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Halloween release for Hellgate: London

Monday, August 06, 2007 7:46:59 PM (GMT Daylight Time, UTC+01:00)
EA has tagged Hellgate: London with an official release date of October 31 in North America and November 2 for Europe.

Hellgate: London is the long awaited title from ex-Blizzard man Bill Roper's new outfit, Flagship studios. It's being billed as the next leap as far as action RPGs go, don't you know?

"We wanted to hit the sweet-spot for release in terms of the development schedule and delivering the highest-quality game to our players," said Roper. "Halloween was the perfect fit as it ensures that Hellgate: London will have an appropriate amount of beta testing, while also being an incredibly fun time to unleash the game."

You could also argue that it's the perfect time for launch because it scoops the release of Crysis by just over a week. That said, both games are coming from the publishing stable of EA though.


Source computerandvideogames

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Medal of Honor Airborne PC : 32 Players Confirmed !!

Sunday, August 05, 2007 12:49:31 PM (GMT Daylight Time, UTC+01:00)
I was looking at the MOHA server options just now for our clan, and I thought this would help clear up any confusion and worries people may be having about the number of player slots the PC version will support. The PC version is clearly listed here as supporting 32 player slots.





Source : http://artofwarcentral.com/

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First Rage trailer from QuakeCon 2007

Sunday, August 05, 2007 2:39:04 AM (GMT Daylight Time, UTC+01:00)
All the rage is on id Software's new title, Rage, but what is it exactly? Hardcore version of Mario Kart, or traditional sci-fi FPS with a slight mix of racing action? Well, pressure from killing all those people can pile up so a change in pace is always a good idea. Whatever's in store, we can say that id's Tech 5 engine made the game look hot.

QuakeCon 2007 had lots of goodies for attendees, and one of the crowd favorites would have to be Rage's trailer that raised eyebrows, stimulated intrigue, and made action fans hunger for more. We do see some racing and first-person shooting, but we're sure there's more than meets the eye.

Word has it that Rage will go multi-platform, and we'll keep you posted when any confirmations drop the press wire. Just put on your seat belt for now, here's the trailer:



Source : http://pc.qj.net/

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Meet Sega Rally Revo's modified class cars

Sunday, August 05, 2007 12:24:25 AM (GMT Daylight Time, UTC+01:00)

Sega Rally Revo - Image 1 Sega Rally Revo - Image 2



Sega Rally Revo (PC, Xbox 360, PlayStation 3, PSP) is shaping up as one of the better racers across platforms. The IGN blogs featured this week a couple of "modified class" cars in the title. The Peugeot 207 Super 2000 and the Citroen C2 Super 1600 are in the garage, so let's go in there and meet them.



The modified class cars in Sega Rally Revo and those in the real world rally for that matter are similar to the original manufacturer designs for the World Rally Championship except for one major distinction: All Super 2000s use a common control gearbox and drive train. This makes them easier on the pockets to keep running well with the 'thoroughbreds,' but doesn't sacrifice much velocity as speed remains the same in most cases.



The same goes for the Citroen C2, which is often seen in 1600 rallies. It's very reliable and not too pricey to keep running. Sega tells us to keep a sharp eye on the unlock livery 3 as we may spot a popular Sega icon. In any case, enjoy the car models above and get ready to rev up your engines for Sega Rally Revo.


Source : http://pc.qj.net/

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Turning Point: Fall of Liberty - New York in shambles screenshots

Saturday, August 04, 2007 11:40:33 PM (GMT Daylight Time, UTC+01:00)

Turning Point: Fall of Liberty screenshots - Image 1


You've seen the trailer and screenshots of Turning Point: Fall of Liberty, and today, we've got another batch of screenshots from the upcoming video game from Codemasters and Spark Unlimited for your eyes only.

In case you haven't got the slightest idea what Turning Point: Fall of Liberty is, we'll give you a bit of a primer. This first person shooter revolves around an alternate history where Winston Churchill dies when he got hit by a cab back in 1931 (he survived in real history), and never got to rally his countrymen to oppose the Nazi invasion.


Fast forward to 1952 and the Nazis unleash a surprise attack on the eastern seaboard, New York in particular. So what can Average Joe do in such an attack? Take to arms, of course. That's where Turning Point: Fall of Liberty (PlayStation 3, Xbox 360, and PC) all begins. In the screenshots, we see New York in shambles, quite literally. Yup, that is the Chrysler Building above.

Check out the new screenshots. We'll bring you more news and info about this title so stay glued.

Turning Point: Fall of Liberty screenshots - Image 1 Turning Point: Fall of Liberty screenshots - Image 5 Turning Point: Fall of Liberty screenshots - Image 6
Turning Point: Fall of Liberty screenshots - Image 2 Turning Point: Fall of Liberty screenshots - Image 4 Turning Point: Fall of Liberty screenshots - Image 12
Turning Point: Fall of Liberty screenshots - Image 7 Turning Point: Fall of Liberty screenshots - Image 8 Turning Point: Fall of Liberty screenshots - Image 10
Turning Point: Fall of Liberty screenshots - Image 3 Turning Point: Fall of Liberty screenshots - Image 11
Turning Point: Fall of Liberty screenshots - Image 9 Turning Point: Fall of Liberty screenshots - Image 13

Source : http://pc.qj.net/

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World in Conflict closed beta over: demo to follow

Saturday, August 04, 2007 11:28:01 PM (GMT Daylight Time, UTC+01:00)

World in Conflict closed beta over: demo to follow - Image 1

If you've been lucky to join in on the beta test of Sierra and Massive Entertainment's World in Conflict (PC, Xbox 360), then you probably wouldn't be here in QJ to read this bit of news: the closed beta period has ended on July 31, and you'd all have probably picked up this news after the developers dropped a development update on the final day.

But those who haven't been fortunate enough to partake in the fun won't need to fret. Massive Entertainment, creators of the exceptional Ground Control, have announced that a demo of World in Conflict will follow shortly after the closing of the Beta phase. Although no date and no target platforms have been stated as of press time, downloads for the PC are more than a certainty at this point.

Xbox 360 gamers will have to follow up with Swordfish Studios to inquire about the Xbox 360 version of the demo, where the developers are busy creating a more intuitive real-time strategy interface for Xbox 360 controls. Expect the demo within the weeks to follow, before the game's PC debut on September 18 for North America, September 21 for Europe, and Fall 2007 for the Xbox 360 versions.

Source : http://pc.qj.net/

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The countdown begins: Crysis gets November 16 release date

Saturday, August 04, 2007 11:20:55 PM (GMT Daylight Time, UTC+01:00)
Got your PC pimped out yet? If you've been wanting to finally get your hands on Crysis, three months are all that's left to gear up; Electronic Arts just announced that the much anticipated title, Crysis, will be reaching shelves come November 16.

As we all know, Crytek made full use of CryENGINE 2 to deliver graphics that will make your eyes (and machine) bleed. Featuring open-ended gameplay, a huge variety of weapons, and fresh multiplayer mechanics, hardcore FPS and action fans alike would do themselves good by checking this game out - granted, of course, that your system is powerful enough.

Speaking of multiplayer, Crysis will host the PowerStruggle game mode - up to 32 players will battle it out in a team-based strategic mode to seize control of weapons or vehicles to gain an edge over the competition. Instant Action mode will also be available for those who want to do some fragging right off the bat.

Well, let the countdown begin! Here's the trailer EA coupled with the announcement:



Source : http://pc.qj.net/

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Medal of Honor Airborne : Parachute straight into a deathmatch

Saturday, August 04, 2007 9:28:53 AM (GMT Daylight Time, UTC+01:00)
A fresh supply drop to the GR bunker revealed a box loaded with mutiplayer screens of Medal of Honor Airborne, so we rushed them by armoured car to this post for your eyes only. Get a load of the detail in the highly polished visuals, imagine capturing the flags and lighting the icons at the top of the screen, then tell yourself it's only a month away - at least on Xbox 360 and PC. The PS3 version's date is yet to be announced, but it shouldn't be too far behind.






















Source : http://www.gamesradar.com/

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Call of Duty 4 - Multiplayer Perk #6: Dead Silence

Saturday, August 04, 2007 9:10:14 AM (GMT Daylight Time, UTC+01:00)
With the Dead Silence perk, you'll make less noise when you move, which means you'll be able to easily sneak up on unsuspecting enemies for a swift knife melee. Dead Silence is great for stealthy style players who want to flank around or sneak in behind their enemies undetected. For the true, ghost player, Dead Silence combined with a customized weapon load out with a suppressor and UAV Jammer, allows for some serious stealth action. This perk is useful in just about every situation and game type, because getting the jump on the enemy always works out in your favor.


Source HD Version: http://www.gametrailers.com/

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3 Medal of Honor: Airborne - Multiplayer Gameplay Videos

Friday, August 03, 2007 7:49:21 PM (GMT Daylight Time, UTC+01:00)
Drop in from above and let your presence be known with a few well placed bullets.
   
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Enemy Territory: QUAKE Wars Public Beta 2.0 Launches Today

Friday, August 03, 2007 6:47:07 PM (GMT Daylight Time, UTC+01:00)



If you want to get into the beta, swing by FilePlanet to apply for a key to get in. For more information on the game, check out the Enemy Territory: QUAKE Wars community site at: http://community.enemyterritory.com.

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We bring you the conclusion of our revealing two-part preview of this sizzling sequel

Friday, August 03, 2007 1:19:34 AM (GMT Daylight Time, UTC+01:00)


Below is the second and concluding half of our look at Far Cry 2. Click here if you missed the first part.

Far Cry wouldn't be Far Cry without a heavy dose of jungle. While you will be crawling on your belly through the forest, it's not all-consuming like before. The canopy opens up and there are large expanses of open ground where there's hardly a piece of bark in sight.

"It was an absolute requirement that Far Cry 2 maintain the exoticism [of the original game]," explains Pharand. "The African savannah was a natural choice because there are several different kinds of plain in Africa. The grasslands are only one, and [allow] long draw distances, off-road vehicle pursuits and long-range shooting and sniping.

"Savannah woodlands, on the other hand, actually come to approximate the levels of density you saw in the jungles of the original Far Cry, but in some ways it can feel like urban fighting with small but dense clusters of trees behaving like small buildings. Of course, you can't typically shoot through buildings, while if you think the enemy is on the other side of a stand of trees you can hose it down with a light machinegun to find out."

Ubisoft is hoping that the game will satisfy those looking for the original's jungle combat, while still allowing the series to cover new styles of play.

Yet large outdoor expanses feel empty unless you have the people and wildlife to inhabit them, which is where the game becomes yet more ambitious.

"Our AI is needs-driven, and the main needs are Rest, Duty and Social," explains Pharand. "Scattered all around the world are what we call SmartTerrain Points - locations where NPCs can perform actions that fulfil those needs. For example, a Sleep point will fulfil the Rest need as long as the NPC is sleeping."

As an example, we're told how gazelles will trek to watering holes each morning, drinking water before heading out to eat and sleep in the plains in the afternoon. Enemy patrols, meanwhile, will converge upon their base-camps at night, which means that the experience of raiding a camp at night or during the day will be drastically different. Planning your assault is now about more than just spotting your enemies. It's about choosing your moment, too.

Of course, there's still a 300-pound gazelle in the room that we haven't mentioned. If you're wondering how the game compares to Crysis, the semi-sequel to Far Cry by the original developers, know that Pharand isn't worried. "From what we know the games are virtually incomparable, which is great. We expect PC gamers will be more than happy to have two incredible titles to play instead of only one."


And we certainly will. Just so long as they can pull this off.


Source : http://www.gamesradar.com/

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Call of Duty 4 Earns More Than 40 Awards and Honours

Friday, August 03, 2007 12:15:09 AM (GMT Daylight Time, UTC+01:00)
Activision announced today that Call of Duty 4: Modern Warfare has earned more than 40 honors and awards including “Best Game of E3 2007” by G4 Television and TeamXbox; and “Best First Person Shooter” by IGN, Gamespot, TeamXbox, and Gametrailers.
   
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Clive Barker's Jericho Screens

Thursday, August 02, 2007 10:29:40 PM (GMT Daylight Time, UTC+01:00)
Here are 4 news screenshots of Clive Barker's Jericho which Codemasters sent exclusively to N4G this morning.Looks fantastic









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Call Of Duty 4: Confirmed Beta for US only + PC Demo coming soon

Thursday, August 02, 2007 10:16:58 PM (GMT Daylight Time, UTC+01:00)
Its been confirmed by 402 Infinity Wards communications manager that the rumours are true and that the COD4 beta is for the US only. Along with this announcement 402 has also said they are working on a PC demo.

However soon after came this announcement from 402

QUOTE
Hey Everyone;
I know there has been an uproar regarding the fact that the Public Beta may be restricted only to US residents. I wanted to give you guys an update and let you know that this is currently an unconfirmed statement, as details on Beta limitations are still in the works.

I will update you PERSONALLY when we have an official confirmation on Beta Limitations so bare with me while I get this all sorted out for you guys.

More info coming soon.

Info updated daily at www.cod4 forums.com

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Newly released BlackSite: Area 51 screens

Thursday, August 02, 2007 6:50:26 PM (GMT Daylight Time, UTC+01:00)
Some new released BlackSite: Area 51 screens courtesy of Blakguy. BlackSite: Area 51 developed by Midway Studios Austin, is a next-generation game that will redefine the first person shooter (FPS) genre.

While other FPS titles claim to feature “action-packed, highly realistic gameplay,” BlackSite: Area 51 takes next-gen gaming to an all-new level integrating cutting edge technology, game design and story writing to create the ultimate entertainment experience.














Source : http://gamers-creed.com/

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Far Cry 2 - First Official Screens from Ubisoft

Thursday, August 02, 2007 5:27:12 PM (GMT Daylight Time, UTC+01:00)
Here are the first official in game images of Far Cry 2 released directly from Ubisoft via Gamesradar. The game is still far from development but these screens show promise.























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New Medal of Honor Airborne Screens - Anti-Aliasing Added

Thursday, August 02, 2007 5:00:49 PM (GMT Daylight Time, UTC+01:00)
EA has released brand new Medal of Honor screens. First thing you notice from these new screens is that Anti-Aliasing have been added and the game’s overall graphics has been hugely improved since we last saw it.





























Discuss in our Forum : Here

Source : http://gamers-creed.com/

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S.T.A.L.K.E.R.: Clear Sky

Thursday, August 02, 2007 5:00:26 PM (GMT Daylight Time, UTC+01:00)
While the original S.T.A.L.K.E.R. title Shadow of Chernobyl had a rather bumpy time in development, the new prequel S.T.A.L.K.E.R.: Clear Sky is shaping up much faster than its delay-plagued older brother. Officially announced on the first day of E3, GSC Game World was ready to show the new title to the press in the form of a short demonstration of a level of game play, highlighting the improvements made over the previous release. As you may have heard this game takes place roughly a year before the events in SoC, following the story of another Stalker as he climbs the ranks of various factions, seeks out the power plant deep in the middle of the zone, and ultimately finds himself at odds with the protagonist of the first game.
   
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Official: Crysis due on November 16

Thursday, August 02, 2007 4:39:33 PM (GMT Daylight Time, UTC+01:00)
EA has now confirmed that Crysis will release on November 16.



Halo 3, Gears of War (PC), Call of Duty 4: Modern Warfare and Unreal Tournament III... the end of 2007 was already going to end with a major bang. Now EA has gone and said Crysis is due this side of Christmas.



During a recent conference call EA's CFO Warren Jenson spilled the news during a financial conference call. "We are now planning to launch Crysis in early November," he said.

We're a little concerned about the use of the word "planning", because that has 'Oh, it might actually not make that date' written all over it, but fingers crossed, eh?

The second PC first-person shooter from German developer Crytek is surrounded by a mass of anticipation and we've all drooled over what we've seen of the game to date.

Don't let us down Crytek, or you'll have a riot on your hands.

Source : http://computerandvideogames.com/

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Medal Of Honor Airborne Multiplayer Summit Review

Thursday, August 02, 2007 2:04:55 PM (GMT Daylight Time, UTC+01:00)
This is the first of two parts of my review of the MOH:Airborne Multiplayer Summit I attended recently at Fort Bragg, North Carolina. This first part focuses on the reason for attending - the multiplayer game. This is a rather extensive review (8 pages in Word!), so dig in when you have time.
   
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Rockstar officially appeals the Manhunt 2 banning

Wednesday, August 01, 2007 10:00:22 PM (GMT Daylight Time, UTC+01:00)



Rockstar Games made an official plea with the Video Appeals Committee, hoping to overturn the BBFC's banning of Manhunt 2 in Britain. As you all know by now, Manhunt 2 went unrated in the UK, singled out for its violent overtones. Many agreed it was unfair and now Rockstar wishes to confirm it by seeing the title hit British shelves in spite of the BBFC's wishes.

If Rockstar's appeal succeeds with the VAC, the game will finally be made legal to purchase, meaning we can decide for ourselves whether or not we're emotionally mature enough to handle the brutality of this controversial game.
The hearing's official date is yet to be announced.

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10tacle Studios AG to present six world premieres at GC

Wednesday, August 01, 2007 7:26:28 PM (GMT Daylight Time, UTC+01:00)
This year's Games Convention will play host to six world premieres from 10tacle Studios AG. The company will be showcasing their upcoming line-up at Booth 150, Hall 1. Here's the list of..
   
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New Red Faction Confirmed

Wednesday, August 01, 2007 6:40:14 PM (GMT Daylight Time, UTC+01:00)
During THQ’s quarterly earnings call Wednesday, the company confirmed that a new Red Faction game is in the works. “Last quarter, we announced Saints Row 2. Today, we are confirming the next Red Faction game,” said THQ boss Brian Farrell in a conference call today.


The game apparently won’t be available until THQ’s next fiscal year.

Red Faction has seen two entries, both developed by THQ-owned studio Volition, the same developer behind Saints Row. Both FPS games were well-received by press when they released in 2001 and 2002, respectively.

No more details on the new game have been revealed.

Source : http://www.next-gen.biz/

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Dirt Damage Physics

Wednesday, August 01, 2007 6:17:06 PM (GMT Daylight Time, UTC+01:00)
Codemasters Producer Alex Grimbley shows off some of the damage modeling in Colin McRae Dirt.


View Video >>

Source : http://www.n4g.com/

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It's the prestigious Golden Joysticks' jubilee year

Wednesday, August 01, 2007 6:08:58 PM (GMT Daylight Time, UTC+01:00)
The Golden Joysticks are, without doubt, the most important gaming awards around. It's the award every developer wants to win. Why? Because its winners are decided entirely on YOUR votes. Developers, journalists, publishers... none of them get a say in it. You do. Last year, there were 540,000 votes cast, and now, for the 25th year, it's time to vote again - and you can do so right here at the official Golden Joysticks website.
   
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Medal of Honor: Airborne Exclusive Multiplayer Hands-On

Wednesday, August 01, 2007 4:18:26 AM (GMT Daylight Time, UTC+01:00)

The test of longevity for most first-person shooters is not usually found in their single-player campaigns. Rather, it's in how addictive or engrossing their multiplayer suites can be. This is doubly tough for World War II games, as the Call of Duty series has established a high bar in terms of multiplayer popularity. However, EA is no stranger to World War II shooters itself; indeed, its Medal of Honor series is older than Call of Duty. With Medal of Honor: Airborne, the company hopes to breathe new life into the genre with a dynamic style of gameplay that's possible because you can parachute into battle, in both the single-player and multiplayer games. And we hit the virtual silk against EA's finest to see what the online gameplay is like.

First, here are some key basics on the multiplayer game. Airborne will support up to 12 players in all three multiplayer modes. It's a team-based game, so there are no one-against-all modes. Instead, you'll belong to one of two teams. There are the Allies, which is basically the American Airborne, and the Axis, which can vary between the German and the Italian forces. Two of the three multiplayer modes feature the Allied side parachuting into action; the Axis never parachute since they were on the defensive during all the battles depicted in the game. There are some pros and cons to parachuting, which we'll get to a bit later on.

At the beginning of each battle you select a primary weapon to carry (you can switch to a different selection while waiting to respawn). There's a rifle, which translates into the familiar M1 Garand for the Allies and the bolt-action German infantry rifle. Next is the submachine gun, which is either a Thompson or an MP40. Heavier firepower is provided by the auto-rifle, either a Browning Automatic Rifle or an StG44. Then there are sniper rifles, and for fun with high explosives, an antitank weapon. Then are no vehicles in the game to use the antitank weapons against, but they are useful for taking out clusters of infantry. You can also carry a second weapon, which can be scavenged from dead enemies, for extra firepower. And everyone gets a pistol and some grenades, as well.

As you'd expect, there's a balancing act going on between all the weapon types, so there's no "perfect" weapon. The rifle is accurate and has a decent range but is relatively slow firing. The SMG can spew out rounds in a hurry, but it's most effective up close. The auto-rifles are powerful, but their recoils make them difficult to control, and they eat through their magazines in no time. The sniper rifle is deadly accurate with a long range, but agonizingly slow. Then there are the antitank weapons, which can be fired only when aimed through their iron sights. This makes them slow to aim and fire, and even slower to reload, but the blast radius of their warheads basically makes them mini-artillery.

With all this firepower exploding around you, it's no big surprise that you'll die a lot, probably on par with other shooters. The game uses a regenerating health system. The health bar is divided into four squares. If you're wounded, health drains from a square. Avoid fire for a few seconds and it will refill. If a square is fully drained, it won't regenerate unless you pick up a health pack. If you're killed, you're out of action for a few seconds until you respawn.



All this is pretty standard for a World War II multiplayer shooter, though. We've come to expect the BARs and the bazookas. Where Airborne differentiates itself from the pack is in its modes, two of which depend on the parachute system to make the action pretty unpredictable. After all, in most games both teams start at the same place every time, which makes everything after that a bit predictable. In Airborne, one team is usually drifting down onto the map, landing all over the place. An Allied paratrooper can land almost anywhere on a level, from a rooftop to the objective itself to even on top of an enemy trooper, killing him instantly. On the other hand, the Axis can have a blast picking off the slowly descending Allies.

The first mode is objective airborne, which is basically a seize-the-objective mode that uses three flags. The Allies parachute into the level in this mode, and each team has its own flag at opposing ends of the map with a neutral middle flag in between. To seize one of the team flags requires a single player, but to seize the middle flag requires two teammates working in conjunction. If a team manages to control all three flags simultaneously it wins the round. The first team to win two of three rounds wins the match. Then there's team deathmatch airborne mode, which does away with the flags altogether and focuses on killing the other team. Again, the Allies parachute into the battle in this mode. The third (and most conventional) mode is regular team deathmatch; this does away with the entire parachuting bit, so both teams start out on the ground.

All three modes are supported on all six maps. These aren't particularly huge maps--if they were too large, they'd simply be too big for just 12 players--but they're designed so that there are plenty of ways to get around each level. Their names are pretty self-explanatory. Destroyed village is set amid a gutted village not unlike the one seen in Saving Private Ryan. Neptune is set amid the Norman hedgerow country and a German radar bunker. There's a small trench network in front of the bunker, as well as a tunnel that bores through a small hillside. You can go through the tunnel, or up and over the hill. Husky is a scaled-down version of the Operation Husky level in the single-player campaign, and you'll parachute into a circular Sicilian town. This is a brutal level thanks to the narrow alleyways and streets, as well as the ubiquitous rooftops, which makes it easy for the airborne to rain down death. Three of the maps are taken from the single-player campaign, while the remaining three have been adapted from previous Medal of Honor games.

Finally, Airborne will feature both ranked and unranked matches. Unranked matches are basically unofficial, so players can tinker with the various server settings, allowing access to unlockable upgrades. The ranked servers will basically be official, and you'll be able to build a persistent character over time, gaining access to various unlockables. These are mainly weapon upgrades, similar to those seen in the single-player game. For instance, you can unlock rifle grenades, which lets you launch grenades a lot farther than you can throw them. This persistent mode will reward long-term play, which is the obvious hope.

Even without the parachute system Airborne's multiplayer mode looks to be pretty solid. But throw in the ability to rain men upon the battlefield, and it becomes wilder than most World War II multiplayer battles. Medal of Honor: Airborne ships at the end of the month.

Source : http://uk.gamespot.com/

posted by Gunny

   
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Hot chicks and fast cars, oh baby!

Wednesday, August 01, 2007 4:13:08 AM (GMT Daylight Time, UTC+01:00)

After the ever so slight disappointment of the last NFS, Carbon (where was the drag racing?), EA Black Box has got some work to do to make this next iteration of its racing franchise stand up against stiff competition from the likes of PGR4, Burnout Paradise and Forza 2. After talking to the developer, however, we’ve got a feeling that it might just surprise a few people.


Worries that EA may be rushing to get ProStreet out the door so soon after Carbon can be dismissed. It has been developed by a core development team, mostly from scratch, since the end of work on Most Wanted, while the rest of the team went off to create Carbon. ProStreet has therefore been in development for some time, and it certainly shows.

Black Box is once again tapping into the shifts in tuner culture, this time from lawless street racing to an all together more organised structure. Don’t worry, NFS hasn’t become all about 40-year-old men preening themselves in the pit lanes of yet another oval track. Oh no, this is still all about balls-to-the-wall racing. With attitude (and none of that dated, Fast and the Furious nonsense).


Gone are the freeroaming cityscapes, gone are the speed-spoiling traffic cops and gone are the neon-tinted night races. In come the all-weekend race meets and wind-tunnel, performance customisation. “What we do have is a lot of real locations on the street side and a lot of licensed tracks,” John Doyle, line producer on NFS ProStreet, told us on a recent visit to the Black Box studios.


“It’s not standard motorsports,” he explains. “This is about a particular attitude, a mix of rock concert, rave and race weekend all in one. The idea is that you’re immersed there as a player; this is where the front end is, this is where you’ll spend most of your time when not racing. You’re there not to run a single event, but to be the best multi-discipline racer in the world.”

The arcade styling of previous Need For Speeds is almost forgotten; what we’re looking at now is street racing grown up. Not strictly a sim, but definitely not a throwaway arcade racer.

Although Black Box was unwilling to divulge any of ProStreet’s multiplayer elements, we reckon John Doyle might have dropped a few hints. “When people show up to these track events, they’re not interested in the traditional rulebooks that have existed around racing before,” he said. “Bring your cars to the track, run against everyone else there, set up a series of rules, make them your rules, do whatever you want on the track, but get out there and race.” Player-created Xbox Live race meets, anyone?



The Autosculpt feature from the last game is very much in evidence in ProStreet’s customisation model, but it has been heavily tweaked to take advantage of the new physics engine. The goal of customisation is to have every change, cosmetic or performance-orientated, to have an effect on the track. This deep tweaking of your car is made accessible through the wind tunnel that gives feedback on every change. This version of NFS also marks the first time we’re allowed to customise the BMWs in the game. And crash them...



The new physics engine is really the building block for the entire game. One whole team from the studio spent over a year perfecting the engine, making sure the player feels the raw power of the car, that there’s a heightened sense of speed and yet not overly punishing. The resulting engine allows the cars to react the way they should, damage to be created procedurally in real time, and the player to soil themselves. Says Doyle: “It’s more realistic and authentic than you’ve seen a Need For Speed game in a long time. Probably ever.”


The race weekends are the front end of the game, where you’ll spend your time tuning your cars to get the most out of them for each discipline. There are the typical NFS street races, drag and drift races and the new grip, or track, races. Each type will require a different setup to get the most out of your car, but to make things easier you’ll be able to download other people’s setups thanks to the blueprint system. This allows you to save and upload particular setups or swap with other players.

As if all of this wasn’t enough, Black Box has also confirmed that the drag racing – criminally absent from last year’s Carbon – will indeed make its white-knuckled return in ProStreet, only now the consequences for overtaking too recklessly will be far more deadly thanks to the new damage model that will leave your car primed for the scrap heap in the blink of an eye. The damage system factors in things like speed, individual car parts and environmental obstructions when calculating the crashes, and the damage is also persistent, meaning that you carry paint scrapes and fender dents like badges of honour throughout your racing career.

There’s plenty more to come, and we’ll keep you up-to-date as news unfolds and code is released.


Source : http://www.gameplayer.com.au/

posted by Gunny

   
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Posted by : Gunny

Galactic Assault - Gameplay Trailer

Wednesday, August 01, 2007 4:06:05 AM (GMT Daylight Time, UTC+01:00)
Battle across various terrains in epic scale combat against a multitude of enemies and factions.


View Trailer >>

posted by Gunny

   
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Posted by : Gunny

Tequila's arsenal revealed in new trailer

Tuesday, July 31, 2007 4:24:17 PM (GMT Daylight Time, UTC+01:00)
Bam! Drrrrtttt! Ka-pow! Ah, how we love these sounds of destruction. Stranglehold knows this, and - as you can see in this new weaponry-based trailer - the game is an almost non-stop aural orgy of explosive noise, combined with the loosing of an alarming amount of ammunition. Brilliantly, though, Stranglehold's fatalities aren't limited to bullet-points. The crumbling scenery that surrounds you can be blasted into shrapnel, used to crush enemies or simply exploderised with a well placed shot. Just point your pupils at the footage below and enjoy the effects.


Source : http://www.gamesradar.com/

posted by Gunny

   
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Far Cry 2 reveal - first details here!

Tuesday, July 31, 2007 12:47:36 PM (GMT Daylight Time, UTC+01:00)
Gone is Jack Carver. Gone are the Trigens. And gone is the tropical paradise. In short, Ubisoft has ripped up Far Cry, chewed on it, and spat out a game that to be sure retains certain hallmarks of its predecessor but at the same time one that bears little resemblance to the surprise hit from Crytek.



Revealed in the latest edition of PC Gamer UK, Far Cry 2 tears us out of our cosy desk chairs and throws us onto the sprawling plains of the African savannah.

Ubisoft is maintaining the exoticism of the original Far Cry game, but has decided to play it straight - enemies, for example, are humans and wildlife, and no genetic mutations. Nothing fantastical.

Far Cry 2's action takes place in two large fully open worlds, and features a non-linear, dynamic storyline that uses "a simple drama management engine to populate the story with key characters and facilitate the convergence of the story toward major climatic events", the sequel's producer Louis-Pierre Pharand has explained.

In the nutshell, the game's story finds you out to kill a bloke who's allegedly responsible for selling arms to both sides of a conflict in a failed state.

Ubisoft's drama management engine has raised one eyebrow. Our second eyebrow has been raised by an AI system that sounds similar to GSC's A-Life in S.T.A.L.K.E.R.

Pharand's explained that the AI in Far Cry 2 is "needs-driven", and that the main needs governing the behaviour of the artificial intelligence are rest, duty and social.

"Scattered all around the world are what we call SmartTerrain Points - locations where NPCs can perform actions that fulfil those needs". The AI system naturally covers wildlife as well.

PC Gamer describes Far Cry 2 as "hugely, impossibly ambitious" and... Well, we're not going to give away everything in the preview here. You can already read the first instalment online, and we'll be brining you the second and concluding part of the reveal tomorrow.


posted by Gunny

   
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"What the hell is that?!"

Tuesday, July 31, 2007 12:05:55 PM (GMT Daylight Time, UTC+01:00)

We've spent a great deal of time talking about this blood 'n' guts shooter, including interviews and hands-on reports. Right now our opinions stand squarely in the "wow, that's really gross" area, impressed by the horrific visuals that waste no time earning their "M" rating. Even the straightforward gameplay, reminiscent of Doom 3, is enticing in part because of the disturbing graphics and macabre enemy designs.

What initially seems like another ho-hum shooter with leathered-up main characters quickly turns into a body-swapping trip through multiple layers of hell. That should in and of itself be pretty frightening, but when the entire six-man squad of Jericho is armed to the teeth with heavy weapons and occult-based voodoo powers, the edge is taken down a notch. On the other hand, all these whirly-crazy powers do make for great gaming, and we've packed some of the best into one video, then broken down each character's abilities below. Take a peek for yourself and see why Jericho is so damn fun to play.

Black (sniper rifle)

Psychic sniping: Fire a bullet from her sniper rifle and then guide the bullet to its meaty destination with the analog stick. If your aim is true, you can pop multiple heads with one free-flying bullet.

Pyrokinesis: Jedi-push the enemy back and set it on fire at the same time.

Rawlings (twin pistols)

Exorcism: Attack the undead beasties with some kind of red fire-based move.

Raise dead: Bring fallen team members back to life. Not sure how useful this is, seeing as any team member can revive another Gears of War-style.

Church (machine gun and sword)

Tentacles: By slicing open your hand and splattering blood on the floor, you can create a tentacled ball of goo that latches on to enemies.

Fireball: This time, slicing your hand creates a flaming ball of goo that illuminates the area as well ignites any enemies in the vicinity.

Cole (machine gun)

Temporal distortion: Slow time via some kind of electronic device. Gives you a brief period of superspeed that you can use to get the drop on monsters.

Firestorm: Gives the entire team fire-based attacks. In other words, when you shoot something, it catches on fire. Very handy.

Delgado (chain gun)

Fire dragon: Unleash a flying, serpentine dragon that soars around the area, attacking monsters and setting them ablaze.

Fire shield: Near as we can tell, this makes fire appear at the bottom of the screen. Not sure what else it's good fire. Maybe close-quarters ignition?

Jones (machine gun and shotgun)

Possession: Search the area with a 360 degree view and inhabit the bodies of living enemies. Once inside you can set them on fire or slow them down. Jones can also use this ability to solve puzzles, body swapping from one vessel to the next.

Keep moving for videos of every playable thus far, including shots of obese man-baby hanging from hooks that pisses blood. Can't miss that, can you?

Source : http://www.gamesradar.com/

posted by Gunny

   
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Plotting a cinematic FPS revolution

Tuesday, July 31, 2007 11:32:25 AM (GMT Daylight Time, UTC+01:00)
Bid welcome to Earth No More - a game that’s an awful long way away (we’re talking 2009 here, people), but has a mission statement that makes it damn hard to ignore. From a development house splintered from Remedy (of Max Payne fame) and 3D Realms, it’s all part of a concept known as the “cinegame.”
   
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Posted by : Gunny

Call Of Duty 4: Multiplayer Factions.

Monday, July 30, 2007 10:04:49 PM (GMT Daylight Time, UTC+01:00)
Factions USMC: Middle East Extremist Group: Both found in the new C4 Perk video. British SAS:
   
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Posted by : Gunny

C&C3 Producer Addresses Plot Inconsistencies

Monday, July 30, 2007 10:01:12 PM (GMT Daylight Time, UTC+01:00)
Command & Conquer 3 isn't exactly what most people would call great literature. Nevertheless, as one of Electronic Arts's more narrative-driven franchises, the story is something fans take note of. 1UP knows as well as anyone fans can get a bit hardcore with their nitpicking -- so can we.


Over on the official C&C3 forums, folks have been critical over various plot inconsistencies in the series. Command & Conquer 3 executive producer Mike Verdu took a timeout to address the concerns:

"We readily acknowledge that there are some inconsistencies in the fiction, and we agree that these need to be resolved over time. To some degree, these issues are a byproduct of something really good: The enduring nature of C&C. The world of the C&C Tiberium games is a wonderfully compelling place; the richness and complexity of that world is a result of many different creative contributors who have developed and extended the world for more than a decade (since the release of the original game). The community has even had a role in that process.

We tend to view these fiction problems in that context -- errors that have crept in as the universe has evolved, the result of a shared creative endeavor between multiple game teams and other creative contributors. Our vision of this amazing world continues to expand and evolve& a process that isn't going to stop any time soon. However, we do acknowledge the need to keep the canon as consistent as possible so we're all building on a sound foundation.

Bottom line: We admit there are discrepancies and we acknowledge that we need to address those issues over time. However, all that being said, our community forums are not the best place to fix these fictional differences over the long haul. Ultimately we have to understand what we need to address and then we'll tackle these topics in future installments of Tiberium game fiction, bringing the fiction into alignment over time."

Interestingly, Verdu admits that creating and maintaining the game's fiction is similar to how they handle gameplay and features -- forum complaints raise a flag that causes them to go back and consider certain areas that may need changes or tweaking in the future. That seems to be a fairly unique way of creating a story, although it might compare well to the world of comic books, where fan complaints run rampant on internet forums, often answered by writers, artists, or editors.

C&C3 community manager APOC also provides an example of the types of inconsistencies they're receiving complaints about in that same thread. One popular problematic point is the discovery of the Tacitus, a powerful object of Command & Conquer lore. According to a briefing in C&C3 it was found in 2028, but the time stamp of the game in which it was found (the Tiberian Sun expansion pack, Firestorm) sets it at 2030.

Seemingly minor? You bet. Important to the true fans? Deadly so. We'll wait and see whether or not the guys at EA actually take the time to patch up plot holes that are so unnoticeable to most players.

Source : http://www.1up.com/
 

posted by Gunny

   
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New Project Offset trailer

Monday, July 30, 2007 9:56:16 PM (GMT Daylight Time, UTC+01:00)
Epic beasts, exciting combat, and stunning visuals awaits in the video. See the source for the HD version.
View Video >>

   
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Posted by : Gunny

8 characters we'd want to play in Lego Indiana Jones

Monday, July 30, 2007 9:47:20 PM (GMT Daylight Time, UTC+01:00)
And that's not including Indy. speechless.gif



LucasArts has announced that everyone's favourite obtainer of rare antiquities, Indiana Jones, is receiving the Lego treatment and will be making his way to as yet unconfirmed consoles in Summer 2008. The game's first trailer shows that Lego Indy will use the drop-in drop-out feature for co-op gameplay that made the Lego Star Wars series so enjoyable. But who else besides Indy would we really want to play as?

Here in no particular order, then, are eight characters from the Indiana Jones movie trilogy that we think would make the best 'buddies' in the fedora-wearing hero's brick-based adventure...

Adolf Hitler (The Last Crusade)
Admittedly, der Fuhrer's appearance was only fleeting, but the prospect of playing as the Nazi leader in Legofied form is surely too amusing to resist. Isn't it? 

Grail knight (The Last Crusade)
Not only is he kitted out with chain-mail armour, sword and shield, the guardian of the Holy Grail is also immortal when inside the temple where the antique goblet is kept. The ideal character to play as at the end of the game, then.

Major Arnold Toht (Raiders of the Lost Ark)
We'd love to get the chance to play as the evil Nazi interrogator, especially if we could actually use his coat hanger as a nunchaku. Failing that, we're sure brandishing his red hot poker would be a lot of fun.

Marketplace swordsman (Raiders of the Lost Ark)
Ruthlessly cut down by Indy in one of the trilogy's most memorable moments, we know he's got bad-ass sword skills, so it would be great to put them to use and slice up some bricks.

Marion Ravenwood (Raiders of the Lost Ark)
She's fast on her feet and handy with a bread knife, but the real reason we'd like to play as Marion is simply because we've had the hots for her since 1981. Thinking about her on the deck of Captain Katanga's boat in that silk dress still shivers our timber.

Mola Ram (The Temple of Doom)
Evil leader of the Thuggee cult and collector of still-beating hearts. Let's hope he can use his popular 'black sleep of Kali' cocktail to stupefy enemies. Plus, we'd love to hear his "Kali Ma" chant translated into muted Lego speak.

Sallah (Raiders of the Lost Ark and The Last Crusade)
Big, jolly and, according to Indy, the best digger in Egypt. Bound to come in handy if there's heavy stuff that needs shifting and/or smashing up.

Short Round (The Temple of Doom)
An irritating little twat, certainly, but nimble on his feet and handy at Tae Kwon Do, which makes him much more effective than the majority of 'goodies' in the Jones movie trilogy.

   
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Posted by : Gunny

Call of Duty 4 - packaging artwork

Monday, July 30, 2007 8:52:16 PM (GMT Daylight Time, UTC+01:00)

Official artwork released from Infinity Ward on their community website www.charlieoscardelta.com Community members are being asked to rate it with a possible view to actually being used on the boxes.




                


posted by Eggchaser

   
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Posted by : Eggy

10 New Virtua Fighter 5 Screens. PC/360

Monday, July 30, 2007 6:41:30 PM (GMT Daylight Time, UTC+01:00)
Sega has released ten new screens from the latest build of Virtua Fighter running on the XBOX360. At a quick glance, you see well the lightening has been improved in the game since it’s PS3’s debut. The game will also have an online component for the XBOX360 version which is launching this October.
   
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Posted by : Gunny

BioShock receives 95% from PC Gamer

Monday, July 30, 2007 6:24:42 PM (GMT Daylight Time, UTC+01:00)
Here's what PC Gamer says about Bioshock: A dark and astonishing masterpiece. Disturbing and spectacular.
   
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Posted by : Gunny

COD4 Info Blowout!

Monday, July 30, 2007 6:15:04 PM (GMT Daylight Time, UTC+01:00)
Single Player: Confirmed and unconfirmed details in singleplayer for Call of Duty 4: Modern Warfare. Anything with a [C] before it means it has been made official by Infinity Ward that it will be in the game and anything with a [UC] before it means it unconfirmed as of now.
   
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Posted by : Gunny

Medal Of Honour Airborne release delayed ?

Monday, July 30, 2007 5:11:39 PM (GMT Daylight Time, UTC+01:00)
Official release date for the PC from EA is 24th of August for Europe yet Play.com and several other online retailers have it as released on the 7th of September,delayed already ? We shall see.



Medal Of Honor: Airborne

Customer rating: Not yet rated (Not yet rated) |

£24.99 Delivered

RRP: £34.99 | You save: £10.00 (28%)

Pre-order | Due for release on 07/09/2007


   
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Posted by : Gunny

Voltage Announced

Monday, July 30, 2007 5:08:11 PM (GMT Daylight Time, UTC+01:00)
Lexicon Entertainment today announced Voltage for PlayStation 3, XBOX360 and PC. Voltage is a futuristic racing game with real-time strategy elements, which is being developed by IBA Group, situated in Czech Republic. Voltage takes the rush and thrill of speed racing to a new level. Races take place far in the future on the planets of the Solar system, where players compete in the fastest and most technologically advanced races, to acquire the supreme title of the Solar System’s Best Racer. Players can choose from a number of vehicles powered by anti-gravity engines that run on electricity, nuclear and tachyon fuel and can jump to reach special sections of the track for a more advantageous position. Once the players have chosen their cars, the exhilaration begins……….
   
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Posted by : Gunny

Enemy Territory: Quake Wars Interview

Monday, July 30, 2007 2:20:35 PM (GMT Daylight Time, UTC+01:00)
Enemy Territory: Quake Wars wasn't originally planned for any platform other than PC but at some point developer Splash Damage got the Xbox 360 controller talking to the PC, noted how accessible the game had been designed, and thought, Why not?
   
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Posted by : Gunny

Call of Duty 4: Multiplayer footage shows off reward system.

Monday, July 30, 2007 2:04:35 PM (GMT Daylight Time, UTC+01:00)
First up, this new dose of footage treats us to some wondefully explosive gameplay from Call of Duty 4: Modern Warfare, specifically its exciting looking multiplayer mode. But what most grabbed our interest most was the reward granted when you hit seven successive kills. It seems that, once you've blatted enough enemies, you'll gain access to battlefield support. Smash three opponents, and you can request reconnaisance help to update your team's radar with enemy locations. Hit five and you'll be able to lay down an airstrike. Annihilate seven foes and you can, brilliantly, call in a helicopter gunship to blaze its firepower at the opposition - earning you even more kills.
   
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Posted by : Gunny

Lego Indy Jones Announced For 2008.

Monday, July 30, 2007 11:04:38 AM (GMT Daylight Time, UTC+01:00)


Following widespread success with Lego Star Wars, Traveller's Tales is hard at work on Lego Indiana Jones, due out on consoles in 2008. We wouldn't be surprised to see it on PC and handhelds, either - the official website currently lists platforms as "TBA".

Announced at Comic-Con in San Diego, the new title will parody Indiana Jones and the Temple of Doom, Indiana Jones and the Raiders of the Lost Ark and Indiana Jones and the Last Crusade. It doesn't sound like it will touch on the new Indiana Jones film, probably because making fun of old people is wrong.

Publisher LucasArts told Comic-Con that the Lego Indy game would boast the same quirky sense of humour, largely thanks to having the same team as the Star Wars games behind it, while TT director Tom Stone also sounds keen. "Indy also presents us with wonderful and memorable cinematic moments," he said. "The boulder scene of Raiders of the Lost Ark [done] in Lego is hilarious!"

TT is also working on a Lego Batman game, while Indiana Jones films still await proper news on LucasArts' own, George Lucas-aided Jones project, currently in development and due to deal with events a year after those in Last Crusade.

   
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Posted by : Gunny

World In Conflict: AU Technology Interview

Monday, July 30, 2007 9:46:07 AM (GMT Daylight Time, UTC+01:00)
Australia, July 29, 2007 - Watching entire towns get razed by a tactical nuke should be a disturbing scene, but in World in Conflict it's one of the prettiest sights we've seen in a game. Built on one of the most impressive graphics engines around, this RTS has a level of detail that would make a first person shooter weep. The game's lead designer, Magnus Jansen - aka Sound Boy, thanks to his history as the sound guy at Massive - took the time out of his busy schedule to delve into the technology that drives the game.
   
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Posted by : Gunny

Splinter Cell Conviction Delayed

Monday, July 30, 2007 4:32:07 AM (GMT Daylight Time, UTC+01:00)


The latest edition to Ubisoft's stellar Splinter Cell series will be delayed according to gamespot.com.  Splinter Cell: Conviction, originally slated for a release sometime in either October or November is now reported to be pushed back to March of 2008.  This shouldn't be all bad news for gamers though, with all the AAA titles due out in the next few months, it's good to see one of them pushed back to the slow time of the year for gaming.

Splinter Cell: Conviction is in development for the Xbox 360 and PC.

   
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Posted by : Gunny

'Supreme Commander: Forged Alliance' - New Screens

Sunday, July 29, 2007 11:20:38 PM (GMT Daylight Time, UTC+01:00)

Supreme Commander: Forged Alliance is the next chapter in the Supreme Commander franchise that set the standard for scope and scale in the RTS genre. The game continues the epic story following the Infinite War, featuring an all-new single-player campaign, a new faction and a myriad of innovative multiplayer features. More than one hundred new units will give players access to cutting-edge strategic options, including fully realized navies, orbital weaponry and advanced counter intelligence technologies.


 

Developed by Chris Taylor and Gas Powered Games, Supreme Commander: Forged Alliance will be available as a standalone title offering full compatibility with the original game, enabling all-new strategic options, and is expected to be available in retail outlets worldwide in Nov. 2007.

   
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Posted by : Gunny

Soldier of Fortune: Payback Revealed

Sunday, July 29, 2007 11:15:29 PM (GMT Daylight Time, UTC+01:00)
Soldier of Fortune: Payback Revealed

If you’re a fan of hardcore shooters, you’ll be happy to hear that Soldier of Fortune 3 has been revealed for the Xbox 360, PlayStation 3, and PC.

Rumor has it to release this fall…

Making its first appearance since Soldier of Fortune II: Double Helix back in 2002, SoF: Pay Back will also make its next-gen console debut. Whether Raven Soft will once again make limbs fly all over our screen was not revealed, so hopefully more will become clear in a few weeks time at E3. As it stands now, Soldier of Fortune: Pay Back is scheduled for a November release, but that is most likely to change.

I distinctly remember Soldier of Fortune due to the feature that allowed realistic limb detachment. Blowing up an enemy never felt as good as it did when you saw a forearm flying past your head!

Expect Jack Thompson to start babbling up a storm if this feature remains in the new edition. I, on the other hand, will be too busy making large-scale explosions with piles and piles of dead enemies over Xbox Live…

Soldier of Fortune 3 Revealed (PS3/X360/PC) [WorthPlaying]

   
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Posted by : Gunny

New Frontlines: Fuel of War Screenshots (Xbox 360, PS3, and PC)

Sunday, July 29, 2007 10:31:51 PM (GMT Daylight Time, UTC+01:00)

   
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Posted by : Gunny

Far Cry2 Concept art shows numerous locations and Buddies. Buddies?!

Sunday, July 29, 2007 5:28:17 PM (GMT Daylight Time, UTC+01:00)
The first hints of the setting - or settings - that Ubisoft is using as the backdrop for the action in FPS Far Cry 2 have arrived via concept art that's slipped out onto the internet.

And judging by what's on display, the follow-up is going to take us to numerous locations around the globe.

You'll also notice the concept art includes characters or "Buddies," which are surely people who join up and fight alongside you during the adventure, although we imagine they won't do so all at once.

Whether it's indication of a more squad-based direction for Far Cry 2 or these Buddies will be more sidekicks in the vein of Alyx in Half-Life 2, we'll just have to wait and see.


Above: Your "Buddies" Hakim and Warren hanging out in concept art form

To see the rest of the leaked concept art click on the Images link.

Source : http://www.gamesradar.com/

   
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Posted by : Gunny

Previews: Gears of War PC

Sunday, July 29, 2007 3:04:29 PM (GMT Daylight Time, UTC+01:00)
Epic's outspoken VP talks about bringing Gears of War to PC.



In the August 2007 issue of Games for Windows: The Official Magazine (hitting subscribers now), GFW's Shawn Elliott spoke with Epic vice president Mark Rein about the PC version of Gears of War, Games for Windows Live, and lots more. Mark had plenty to say -- more than we could fit into the magazine. Here's the full conversation.

GFW: As far as you can, give me details about the Live content and how it breaks down between the Silver and Gold tiers. Not content so much as functionality, you know? Matchmaking and all that.

Mark Rein: OK, sure. So with Silver you get the ability to go to a server -- everybody gets Silver, right, and it's unlimited. With Silver you get the ability to go to a server, like, basically from a server chooser, and play multiplayer games. That's the main thing. With Gold you get the ability to then also go matchmake with your buddies and invite people to games and a few other things like that. But Silvers can still host servers, they can host dedicated servers, and they can join dedicated servers.


GFW: So you were skeptical about some aspect of Games for Windows Live -- what specifically has changed that's made you happier with it overall?

MR: I guess...so we did get confirmation that voice was...so you'll have to check and make sure that's for public knowledge. That was a big help; that was one of our big things. We...I think we're going to get a pretty generous trial period, so that helps as well. We love Live; we've never been against Live. If you listen to that podcast we did, I think we came off pretty balanced, saying that we think it's a really good service, obviously. It's what drives the success of Xbox 360, and there's millions of users on it. So we're not against it. We just want it to be free for our customers. But we understand why it isn't.


Full Preview : http://www.1up.com/

   
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Posted by : Gunny

Brothers in Arms: Hells Highway story

Sunday, July 29, 2007 2:52:48 PM (GMT Daylight Time, UTC+01:00)
June 6, 1944, D-Day in Normandy France, was a turning point in WWII. The American, British, Canadian forces cracked open Hitler's Atlantic Wall and poured ashore. In days the beachheads were secure and the Allied Armies firmly established on the European Continent.

Hard fighting ensued in France. By August, Hitler's forces were defeated and raced back to the safety of their defenses in Holland and the Siegfried Line in Germany. The Allies realized that a great opportunity existed to exploit the German defeat in France and end the war by Christmas 1944. The problem, however, was that their supply lines - still supported from the beaches at Normandy - were long and getting longer as the Allied Armies marched toward Germany. With supplies low, the forward movement slowed.

Many Allied generals believed that one strong push could bring about the collapse of Nazi Germany and the end of the war. This possibility seemed too good to pass up.

To exploit the enemy's dislocation, British General Bernard Montgomery came up with a daring plan that was code named Market Garden. In his plan, the 1st Allied Airborne Army, consisting of three Airborne Divisions - the U.S. 101st and 82d Airborne Divisions, the British 1st Airborne Division and the free Polish Parachute Brigade - would drop into Holland to secure a narrow road that would become the axis of attack for the powerful British XXXth Armored Corps.

An American paratrooper from the 101st Airborne Division in Eindhoven, Netherlands, in September 1944

The Allies had air superiority, a powerful armored corps ready to strike, and a new Airborne Army that was anxious to get into the battle and get the war over with. In short, the Allies were sure of success.

On September 17, 1944, in broad daylight, the Allies launched the largest airborne operation ever conducted. The 101st Airborne had the critical job of securing the base of the penetration. They seized the bridges in and around Eindhoven, Netherlands. The 82d Airborne was jumped to the north to seize the bridges in and around Nijmegen, Netherlands. The British 1st Airborne and the Poles jumped near Arnhem, Netherlands, to secure the bridge across the Rhine.

The Screaming Eagles of the 101st Airborne Division secured their objectives and fought desperate battles against determined German counter-attacks to block XXX Corps route. The fighting along this area became known as the fight for "Hell's Highway" and the courage of the soldiers on both sides is the stuff of legends. The story of the battle for Hell's Highway is one of the most dramatic of WWII.

The 82d Airborne, after hard fighting, also secured their objectives. XXX Corps met fierce opposition as it attacked along the 60 mile long single road to link up with the British 1st Airborne at Arnhem. It was a race against time.

At Arnhem, time and the Germans worked against the British. The British Airborne ran in to a buzz saw of German counter-attacks. Outnumbered and outgunned, the British paras captured one end of the bridge crossing the Rhine, but XXX Corps did not arrive in time and the elements of several German SS Panzer divisions captured thousands of British paratroopers and forced the rest to evacuate south of the Rhine.

Operation Market Garden nearly succeeded and is one of the great "what if's" of WWII. If the bold plan had succeeded, the war might have been ended by Christmas 1944 and millions of lives could have been saved. As it was, the war dragged on and did not end until May 8, 1945.

Colonel John Antal, US Army (Retired) of Gearbox Software near the bridge at Zon (Son) in September 2005
Colonel John Antal, US Army (Retired) of Gearbox Software
near the bridge at Zon (Son) in September 2005. This area
was secured by the 101st Airborne Division on September 17,
1944. You will be able to experience the true-to-life action,
firsthand, in Gearbox Software's new game
Brothers in Arms: Hell's Highway.

Source : http://www.hellshighwaygame.com/

   
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Posted by : Gunny

Transformers: The Game - PC Demo

Saturday, July 28, 2007 5:04:52 PM (GMT Daylight Time, UTC+01:00)
Activision today released a demo of Transformers: The Game including the first three chapters of the game, which you can play as Bumblebee.



Source : http://www.gamershell.com/


   
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John Woo Presents: Stranglehold : Review

Saturday, July 28, 2007 2:51:08 AM (GMT Daylight Time, UTC+01:00)


When it comes to Asian action flicks, you can bet your ass that videogame geekboys make up the vast majority of the genre’s Western fans; so in developing a game that picks up where John Woo’s kinetic classic Hard Boiled left off, Midway’s Stranglehold is a stroke of genius and shoo-in for chart-shattering success.

But even though the game’s licence alone would be enough to shift copies, Stranglehold’s take on the director’s choreographed ultra-violence is credible, captivating and exceptionally good fun.

Developed in association with Woo - who was present at every stage of development, and was allegedly a harsh taskmaster when it came to the approval process and getting things just so - Stranglehold is billed as a genuine sequel to Hard Boiled.

Moreover, actor Chow Yun-Fat came on board to reprise his role as Hong Kong cop Inspector Tequila, providing the voice and motion-captured moves for his spookily-convincing digital double.

And with a bombastic soundtrack, slick visuals and dynamic action that never lets up, Stranglehold comes closer than any cinematic spin-off in recent memory to capturing the spirit of the movie that inspired it.

Using Stranglehold’s gloriously simple controls, even the most ham-fisted player will look like a gaming god within seconds; leaping through the air in slow motion, sliding down banisters with twin guns blazing, and picking off scowling enemies with perfect headshots. To keep things interesting, new moves become available as the twisted story unfolds, allowing Tequila to zoom-in on remote targets and blow them away with a single shot, or become gripped by a maniacal gun-rage where he unloads a maelstrom of bullets and cuts his rivals to ribbons.

Earning new attacks and maximising the periods you can spend in Tequila Time (read: Bullet Time) is also dependent on earning points through stylish slaughter, encouraging players to use their imagination and rewarding those who use the most daring combination of moves.

Aside from its delirious gun-fu, explosive environments also help make Stranglehold a gripping experience. Almost everything you see in the bustling levels can be destroyed, and during gun battles the worlds become strewn with broken glass, crumbling masonry and other smoking detritus, adding tremendous energy to even the smallest skirmish.

Crucially, the interactive levels also play an important role in completing the game, with players able to blast parts of the environment to trigger avalanches and crush any enemies loitering below, or topple telegraph poles and make bridges to previously out-of-reach rooftops.

Fans of Woo’s work will also be enthralled by Stranglehold as it’s packed with familiar motifs and set pieces from the director’s pictures, including those celebrated dual pistols and incongruous flocks of doves heralding the arrival of climatic shootouts. Woo’s love for Mexican standoffs is also beautifully captured, with the action occasionally switching to a close-up view where players use one control stick to target enemies and the other to dodge the bullets streaking towards them.

If there’s any criticism here it’s that Stranglehold’s combat is relentless and ferociously intense, making the game a stressful experience that will alienate players who want a little more brain stimulation and variety from their virtual escapades. But for kill-crazy gamers who get their kicks from pumping the trigger, Stranglehold is an irresistible, digit-blistering thrill ride.

Reviewed by David McComb

Source : IGN.com


   
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Fury - Exclusive Cinematic Trailer and Free Preview Weekend

Friday, July 27, 2007 11:18:42 PM (GMT Daylight Time, UTC+01:00)
Two warriors battle in an ancient ruin filled with mystical powers in this stunning cinematic.

A free preview weekend of Fury is starting today. You can sign up at the official site. See the link below.


View Trailer >>

   
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Posted by : Gunny