NEWS HEADLINES




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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The Official WipeOut HD Picture Thread - NeoGAF

Sunday, October 05, 2008 6:23:54 AM (GMT Daylight Time, UTC+01:00)





























The Official WipeOut HD Picture Thread - NeoGAF

   
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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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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.

News Source : Here
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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.”

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“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.”

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

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Crysis - New DX10 Screenshots

Tuesday, September 25, 2007 11:53:58 AM (GMT Daylight Time, UTC+01:00)

01

EA has just revealed the new DX10 screenshots showing off more of Crysis, the first game announced to run on the advanced DirectX 10 architecture and on the new CryENGINE 2 technology.

02

Crysis features an epic three-act story of alien invasion where players are able to customize their armor and weapons in real time to confront an ever-changing enemy and a harsh, dynamic environment.

03

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Crysis CORE Level Movie & Impressions

Monday, September 24, 2007 7:09:36 PM (GMT Daylight Time, UTC+01:00)

CORE Introduction

Last week we wrote up a article with some hands-on impressions of ICE, one of the many levels in Crysis, the upcoming and highly anticipated first person shooter from developer Crytek and publisher Electronic Arts. We played through the level at a recent EA press event; however that's not the only level we got to see and play at the gathering. Tonight we can finally talk about the other single player Crysis level we got our hands on a few weeks ago. Titled CORE, it actually takes place before the ICE level in the game and is very different than any other Crysis level we have played and indeed is one of the more unique settings we have ever seen in a first person shooter.
The level has your character approaching the alien vessel that has crash landed on the tropical island that we have seen in many other Crysis demos. The level starts out normally as we reached the massive door of the ship and see it open up. From then on, however, things get a little odd. First is the fact that as we walked inside the alien ship it was clear that visually this would be one of the big highlights in the game. The alien vessel definitely has a techno-organic look to it with structures that seem to be based on underwater coral than the typical hard metal look of a imagined ship. Blue, yellow, red and purple light effects seem to be glowing out of the walls in our demo and blue force field like energy sheild were seen as well. It reminded us of flying through the V'Ger ship in Star Trek: The Motion Picture.

That's not all, however. Once you get inside the alien ship the typical laws of physics are not around anymore. As you proceed inside you stop walking and start floating inside the ship. Yep, that means that at least for this level Crysis takes place in a zero gravity enviroment. Your normal movement keys on the keypad still work; you are just flying around the level rather than just walking. It's not just you who floats around, either. The ship has what looks like crystal shards coming out of sections of the level. You can actually shoot these shards and see them break up and float away rather than fall down.

The level then entered a vast portion of the ship where we got to see a new alien creature we had not seen before in previous Crysis demos. Think of a blue mermaid (or meralien as the case may be) flying at great speed inside the large alien chamber. The creatures look about human sized but they are not friendly; they will swoop around in the zero-g enviroment to try and take you out. Inside the alien chamber is a structure where we saw some glowing yellow containers that are apparently some kind of energy source. We were directed to shoot at the containers to shut down the energy so we could then proceed deeper inside the ship. Battling the alien mercreatures and shooting at the energy structures got to be pretty tricky because of our zero-g situation but we managed to complete our mission and destroy the structure.
We then explored more inside the alien ship, encountering various alien mercreatures along the way. The level had us exploring a vast tunnel system. Normally we would be worried about which direction to go in, especially in a zero-g environment. However the Crytek level designers have done an excellent job in given subtle but noticeable clues in the level design that allowed us to figure how which way to proceed inside the level. All the while we were pretty much going "Ohhhh" and "Ahhhhh" while exploring the alien ship tunnels. Crysis blows us away with its graphics and art design every time we see it and the alien ship is by far the most impressive single player level we have checked out so far. Again the terrific graphics were all DirectX9 based so that Crytek could show that people with just Windows XP and a DirectX9 based graphics card will get one of the best looking first person shooters ever made (which will likely make the DirectX10/Vista version even more impressive to check out).

The CORE level actually ends with you exiting the ship which is where the ICE level (the portion of Crysis that we wrote about last Thursday) begins. Both these levels are in the middle section of the game which means that there could be even more surprises awaiting us when the full version of the game arrives in mid-November. Meanwhile you may have heard that Crytek and EA have started beta testing for the multiplayer portion of Crysis. We hope to have some hands-on impressions of that portion of the game in the very near future.

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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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Crysis Multiplayer Update from Crytek

Saturday, September 15, 2007 3:02:09 PM (GMT Daylight Time, UTC+01:00)

Two messages from Crytek on the same day! This kind of a thing surely does not happen very often. The guys at Crytek offices must be now busier than ever. But enough of the chitchat, let's get down to business: this message gives an extensive update on Crysis multiplayer and it is a must read for all of those who are particularly interested in the development of Crysis multiplayer. Thanks Alex :)

Global Crysis Multiplayer Update

Greetings Community!

We would like to take the time and give you a global update on the multiplayer part of Crysis. Since last years’ Games Convention 2006 in Leipzig many things have been changed. Lots of content has been updated, the game play style of the remaining game modes has been modified and quite a few questions from the community are still left to be answered.

This note should give you a solid overview about the current status of our multiplayer and might even prepare you for the upcoming Crysis Beta.

The Expert’s Club

Crytek has set up an “Expert’s Club” to get the most possible feedback about Crysis multiplayer without having the necessity to start a beta. Over 20 hardcore and pro-gamers have been invited to Crytek’s office in Frankfurt once a week over a few months to play-test our multiplayer modes. Their direct feedback and the discussions with the developers after each match gave Crytek and EA an impression what aspects of the multiplayer part needed to be improved and adjusted.

Thanks to the guys from Qantm Institute in Munich, 360.eSports and all the other gamers that participated we were able to make a significant progress and deliver something very unique to the gaming community.

PowerStruggle

This game mode is all about team play and tactics. Capture factories and buildings to gain prestige points which can be spent on weaponry and vehicles. Fight together with your team mates on the server for the ultimate glory and victory which can be accomplished by destroying the enemy headquarter with endgame high-tech weaponry like tactical nukes or Alien technology. To access these endgame weapons you need to have the generator of the research facility loaded at 100% which can be achieved by capturing and holding several Alien crash sites.

PowerStruggle, our main multiplayer mode, has experienced the most dramatic changes since the Games Convention 2006 and the Community Summit in Spring 2007. Thanks to all the feedback from the community we have reworked the very complex mode and tried to make it as accessible as possible without removing the tactical depth.

To give you a small overview here are the most important changes:

* Captured Alien Crash sites automatically transfer energy to the captured Research Facility.
* Energy only charges when the Research Facility and at least one Alien Crash site is captured by one team.
* Overall two stages of charging the reactor are available. At 50% you have basic Alien technology available and at 100% you have the endgame technology available for your team.
* The enemy HQ can be destroyed by TAC Gun, TAC Tank or Singularity Tank only.
* Defensive Turrets do attack enemy infantry and vehicles but do not destroy shells of endgame weaponry anymore.
* HUD has been completely re-designed for a much better overview.
* Overall economy has been modified and improved to guarantee a constant game flow.
* Camouflage Nanosuit mode has been replaced with the Alien cloak mode.

Instant Action

This game mode can be compared to classic death match in general. Due to the Nanosuit being available in multiplayer as well the player will experience a whole new variety of this mode. It is more dramatic, intense and includes a lot more action.

Actually Instant Action has not changed very much. The pace and the variety of how to play this mode are still granted by the Nanosuit functionality. Enough weaponry, attachments and equipment placed throughout the maps encourage players to experience different tactics. Small, medium and large map sizes allow multiplayer fun for each team size.

Team Action

After having the Expert’s Club and many internal sessions with TA we felt that this game mode is not as challenging as we wanted it to be. With the major focus on PowerStruggle we decided to better leave out Team Action since it could not compete in quality anymore. This may be disappointing for some of you, but we can ensure that with PowerStruggle and Instant Action we deliver two high quality multiplayer modes that support both small player numbers and huge battles.

DX9 vs. DX10 - The endless question

To shed some light into one of the most discussed topics regarding Crysis multiplayer I would like to explain you the differences between Crysis MP DX9 and DX10.

As for the DX9 version we won’t have physics and day and night cycle in-game. That means you won’t be able to shoot down trees and/or alter any other objects than vehicles on the map. Additionally the time of day setting doesn’t change dynamically. This is caused due to the tremendous server load such physics might cause on crowded gaming servers. Still you will be able to experience maps with different time of day settings since the maps can be altered in the Sandbox2 Editor.

Rather than providing the community partially working features we limit this for the DX10 version only. Due to the strong hardware available with DX10, server load is less and performance is increased. This ensures the pure physics and day and night cycle experience without any limitation.

Gamers with a DX10 card are able to play on DX9 servers, but with the limitation of the respective server. Vice versa it is not possible for gamers with DX9 cards to play on DX10 servers due to the limited features.

Conclusion

Features come and go - that’s the usual development of a game. With the cut of Team Action we can fully focus on two very strong and competitive game modes. We hope this note provides a good overview and prepares for the upcoming Crysis beta everyone is looking forward to!

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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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Auto assault - the tank runs dry.

Sunday, September 02, 2007 3:59:36 PM (GMT Daylight Time, UTC+01:00)

As of today, any player currently in the service with an active billed account will not be billed again. If players have previously purchased time via multi-month billing or time cards that extends their service past July 31, NCsoft will reconcile these accounts appropriately. There will be more announcements coming soon regarding the shut down of Auto Assault and its impact on current accounts.

Auto Assault combines vehicular combat with RPG elements, putting players against each other in race vs. race wars for control of the regions in a post-apocalyptic devastated Earth in customizable cars, motorcycles, semis and even tanks. As we mentioned back in July, as of last night NCsoft has closed down service for Auto Assault. It was fun while it lasted.

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Unreal Tournament III - Preview

Saturday, September 01, 2007 6:19:30 PM (GMT Daylight Time, UTC+01:00)

"Someone just tried to combo me with the Shock Rifle. Awesome."
A small pang of pride settles in as Epic Games' Jeff Morris announces to the room his respect for the unknown assailant. If you're reading this, Jeff, it was me. Yes, I was 'epic_test3', the one pulling off the old-school FPS tricks (wall-jumps, double-tap dodges, combos) in our little soiree in your multiplayer shooter, Unreal Tournament 3. I have some history here: when the first UT came out in 1999, I spent four hours downloading the demo over dial-up, and even chose it over Quake III. When 2004 came out, I was there shouting "Use the Link Gun" to the newbs on the server, ducking as the recently added vehicles barrelled past. And the old skills are still relevant: UT3 may be shiny and new, but there's a classic deathmatch game under the sheen. Epic have always been conscious about the fun factor: no spawn queues, no reloading and no expanding target reticule. Getting the player to the fight and giving them the biggest, baddest guns is their priority. It's a model that's stuck since the dawn of UT, but they're tweaking it further for UT3. There's a new addition; a deployable hoverboard that whizzes the player across the vast maps they've crafted. It has no offensive or defensive capabilities, because having people fight on it changes the combat dynamic too much. Its main use is to help get the players to the fight as swiftly as possible.
In addition to being a nippy way to cross the terrain, it also enables you to tether up to any friendly vehicle and hitch a ride. This includes things like the Viper, a gravity-defying hoverbike that can jump ungodly heights. String three or four people on to this and you practically have a dropship. My kind of tactics. Epic estimate that roughly half of the people who bought UT2004 never took it online, preferring instead to take on Epic's brilliant bots. For that group, they're adding a campaign mode that takes place across a large number of the multiplayer maps, where you and a team of three AIs will take on a server full of bots. It's slightly more involved than their previous singleplayer addition in UT2004, which took place in a tournament setting. The campaign is made up of a series of fights on a branching mission tree, where you choose a fight - say, picking a side mission that'll net you a bit of Necris technology. The choices you make will affect future missions as well, so there's a slight layer of tactical decision-making to it all. For those of us who do want to play with people, you can replace the teammate bots with up to three other people on the fly, and take on the missions co-operatively.


Click Image to see Full Size Version

Back to multiplayer: there's a new mode, Warfare, which is a mash-up of the old Onslaught and Assault modes, where two teams are fighting over linked nodes. There are only two nodes live at any point, in order to force the teams to clash over them. The ultimate goal is to get to the other team's power supply, using captured nodes to your advantage. They may give you extra vehicles or provide a spawn point for the orbs - the powerful globes that make capturing further nodes easier. Within the battle, you can pick a role: orb runners, for example, are tasked with getting the orb into the next node on the chain; special ops will be flitting between all the sundry items on the map, hitting unlinked nodes for potential upgrades (not all nodes are linked) and destroying barricades. The power supplies are protected with Epic's take on the hoary old favourite: the mounted gun. The defensive spam cannons in UT3 are mounted on rails, so you can move their position and better protect the vast area the power supplies cover, as well as chase the annoying, sneaky players who think they have a sitting duck. Warfare's strength is bringing teams into battle: even with the vast maps, multiple routes, having the nodes as flashpoints and people on the other team assuming roles you have, personal little battles still form. As an orb runner there were constant battles with other runners right at the glowing neon nodes as we each tried to get the orb into the node.
That's not to say those who want to just get fragging won't be well served. The big picture in UT3 is that fighting is fun, be it in little one-on-one encounters or a Dark Walker vs Scorpion tank. The Walker is truly a sight to behold: tripedal, spitting out a cutting laser beam that instantly kills anyone underneath its intense gaze.

We ended a playthrough early by getting into one in a game that was mostly deathmatch, except for when the Walker was dropped into the map and the fight became a dash to grab it. The three-legged beast is slow moving, but as every gob of laser spits out, you drag it across the world. Leaving a glowing trail of plasma wherever it touches, it incinerates everything. If your enemies do make it past the laser and get underneath, the alt-fire drops a bomb right between your legs. My favourite vehicle is the aforementioned Viper. It's that perfect distillation of fun that Epic are trying to ram down our throats. Its worth is demonstrated in a CTF map called Sandstorm: a U-shaped desert map where the two home bases are blocked off with a huge cliff between. For the most part the fight is funnelled through a choke point, where the cliff ends, and where both teams pass through a tunnel to get to the bases. The Viper can take off thanks to two wind-catching fins that stick out of the back when you hit the jump button, although it depends on speed. So, instead of zipping through the tunnel, I speed the bike straight at the cliff and launch into the air over the cliff. But it gets better. The enemy has a Dark Walker at their disposal, which is a great defensive weapon if you choose to just park in one spot and spam the end of the tunnel with the laser. But the Viper has an alternate fire, where if you hold the button down you'll get a zoomed-in viewing reticule and a countdown. The bike launches from under me, leaving me to drop a huge height, but it's now a missile that's powerful enough to take out the Walker. As I land, the map's twist hits; a sandstorm that cloaks the level and the flag bearer can make it back to his base under cover. As I'm near the opposition's flag, it'd be rude not to.

There's a beauty to Unreal's maps, with the designers unafraid to fit a theme into their lore. If it works, it's in. You'll move from neon streets to towering bridges to fighting on high rises and space ships, and this time the levels are being designed to complement the vehicles. For example there's a demonstration of the Paladin, a sort of defensive bus that can deploy a shield in front. The shape of the shield fits into certain points of the chosen level, like in the doorways that house the nodes of a Warfare game. The shields fit precisely, the perfect meshing of form and design. Of course if that's too sensible, you can always use a slow-mo cube.It's the reason I chose UT2004 over the Quake series way back when; UT has a sense of silliness, and it's never better illustrated than by the big jelly cube of slow time that you can deploy from an engineer vehicle. Anything entering it - people, vehicles, projectiles - will slow to a crawl. You can fire rockets into it and then circle to watch them come out the other side. Plopped over a flag it makes a perfect defensive deployable: there's nothing scarier than having fought through a pile of guys to get to their flag only to have the world slow to a crawl as you're about to hit paydirt. And within the cube the beauty of UT3 is revealed; you can move about, time cloying at your body, the rockets scoring through the gel. UT3 is fighting neck and neck with Crysis for the prettiest game this year. And while Crysis has gorgeous vistas to behold, there's nothing finer than watching the slow animation of someone caught in a time bubble, dodging the rockets like a magician's assistant dodges swords. So many FPS games tack on online shooting as an afterthought. It's good to know Epic are focusing on an area that's often hardly given a second glance. A good, solid multiplayer game will last you far longer than a single-player, and UT3 looks like it has the staying power.

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'Huxley' (X360/PC) - New Screens

Friday, August 31, 2007 10:54:37 PM (GMT Daylight Time, UTC+01:00)

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Click the images for full size versions.

Features :

  • Huxley delivers the excitement and rich gameplay experience of an MMORPG while combining the knuckle-whitening action of an FPS.

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  • Players can communicate with each other in a virtual online city, and participate in side battles with the intuitive PvP (player vs. player) system.

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  • Everything a character does in the Huxley world directly affects the success of not only the individual, but also of their race and party; from battles to behaviors, all interactions are linked to the survival of a character’s entire race.

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  • Huxley goes past traditional death match FPS gameplay by challenging players to adapt to new forms of combat to protect the interests of the camp. Servers will be solely dedicated to accommodate millions of users engaged in fast paced, large-scale combat.

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  • Players will require strategy and cooperation to achieve victory. Extensive multiplayer battle modes are available each with a variety of unique fighting techniques and special characteristics.

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  • Huxley has advanced A.I. that rivals other online games. Enemies in Huxley demonstrate remarkable intelligence, which can be used to a player’s advantage or demise.

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  • Quests in Huxley will take players on paths of intrigue to uncover conspiracies resulting in confrontations. Each quest is continually updated so players feel as though they are enjoying a new story mode every time they play.

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  • The characters in Huxley are continuously growing, which is rare in FPS games. Players are able to enhance their own combat styles by obtaining out-of-this-world weapons and new skills, which in turn continuously challenges players to adopt different gameplay styles as they progress.

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Exclusive ToC Kwari Preview for PC. Coming Soon

Friday, August 31, 2007 5:28:30 PM (GMT Daylight Time, UTC+01:00)

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On the surface Kwari is a superior rapid-action first person shooter with all the sci-fi setting weapons and trappings you’d ever need. However there is a whole lot more going on.

Kwari has been designed with a singular purpose in mind – to give you the opportunity to translate your shooter skills into some serious cash. Everything about the game has been tailored to that effect, so much so that even an average player should be able to get ahead in the game quickly.

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Every time you hit another player in Kwari you make money. Every time you are hit by another player it costs you. Every shot counts. How much is down to the stake level you play in. But this is not the only way to win.

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Doing damage to yourself, breaking crates, use of certain map features or picking up additional weapons, pickups and health packs may have a fractional cost attached. This cost is transferred between a series of jackpots, prizes and awards available in the game, all of which can be won by any player, regardless of the skill or stake level of game they prefer to play.

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At no point, however does Kwari take any of this money. 100% of the cash generated through playing the game goes back to the players in the form of prizes.

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The most frequent of these prizes is the Pill Jackpot, which is split between the player who carries the Pill the longest, and the player who finishes the round with the Pill.
At no point does the house take any of this cash – if you win it, it’s yours. You can get your winnings back to your real bank balance easily and quickly.

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The game is free to download, you’ll need ammunition and this is the only place Kwari charges for anything. Think of us as your virtual arms dealer – we supply you with ammo (which works in all weapons) for a fixed cost. Depending on your style of play, the amount of ammo you need will vary.

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You'll get paid in KWARI Blooddollars which you can exchange for real money and spend in the real world.

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Check back here soon for more previews and updates.

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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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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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Star Trek Online - New Images

Wednesday, August 29, 2007 3:57:19 PM (GMT Daylight Time, UTC+01:00)

Here are the 5 new images showing off more of Star Trek Online, a massively-multiplayer online game for PC set in the federation and outer galaxies of the Star Trek universe.

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20 minutes of Crysis

Monday, August 27, 2007 6:15:59 PM (GMT Daylight Time, UTC+01:00)

Here is some expert illustrative gameplay footage from the Games Convention 2007 demo. This is a 20 minute clip from German GIGA TV who had a Crysis feature on their late night Giga Games show. The demo is played by Q&A Manager Sebastian Spatzek and guided, in German, by Community Manager Alexander Marschal a.k.a. Cry-Alex.

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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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WORLD EXCLUSIVE : Crytek shows off Crysis' Nanosuit

Saturday, August 25, 2007 1:32:10 PM (GMT Daylight Time, UTC+01:00)

Crytek certainly sounds a lot like the name for an advanced weapons research company rather than the name of a game developer. Of course, if you're in the business of engaging gamers and blowing away their minds with awesome visuals and great gameplay, then you could say that Crytek really is in the business of making powerful weapons.
One of the many "weapons" Crytek has developed is the Nanosuit, which will be a main part of your arsenal in the game Crysis. The nanosuit, by virtue of simply being a piece of hightech machinery, imbues your body with nanomachines that augment your strength, speed, and reflexes. Furthermore, the entire suit is bulletproof, with bullets meeting so much resistance from the nanofibers that bullets shatter from the impact.
Of course, it wouldn't simply do to tell you about it. You can watch the video below to get a closer look at the nanosuit, as well as see it in action as it decimates foes.

 


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BlackSite: Area 51Hands-On

Friday, August 24, 2007 3:55:59 AM (GMT Daylight Time, UTC+01:00)

At the Leipzig Games Convention 2007, Midway showed two new levels of its upcoming shooter, BlackSite: Area 51, which got us even more excited for its November 5 ship date. The first level was called Rachel because it took place in the suburbs of Rachel, Nevada. According to the briefing, it's also an epicenter in the conflict among man, altered soldier, and alien beast.

In case you aren't familiar with BlackSite's premise, a team stumbles upon alien technology on a routine weapons search in Iraq. Meanwhile, the US government has been experimenting on human beings as part of a creepy supersoldier project. The experiments get loose, unleash the weird alien organisms found in Iraq, and lash out against the shady government, as well as the society that cost them their humanity.

And they're really lashing out with a vengeance in the backyards of Rachel, Nevada. As the level opens, a scared child regards you and your cohorts from an open fence. But as you draw near, he's nabbed and spirited away by a monstrous enemy. From there, you shoot up a bunch of deformed enemies before running up a slide and into another backyard. Here, a frightened civilian pulls a gun on you before informing you that he's up to his neck in...but he never finishes the sentence because the house behind him rumbles, a giant worm/snake/alien beast emerges from his living room, and eats him whole. Then the creature begins spitting exploding globs of phlegm, which you must hit with grenades and shoot to end its particular invasion once and for all.

While the boss was cool, and the gameplay in BlackSite is always a treat, it was interesting to see such a mundane setting in a first-person shooter. And we mean mundane in a good way. Most studios set their games in utterly unbelievable locals or foreign theaters of war far away from the cares of everyday life. But not BlackSite; here, you literally face the menace in your own backyard for a truly unique blend of the unearthly and the everyday.

However, there was nothing everyday about the next stage we saw, where a giant, angry beetle known as a Fire Brute was taking on an entire army of soldiers. The beetle lived up to its name with its fiery death ray, which could cut through most cover and blow up walls with its brute size. This thing was bigger than a McDonalds and nearly as hazardous to your health. To defeat it, our presenter ran through a bombed-out building and grabbed a rocket launcher from the rubble because the beast blasted lasers through the windows and walls. The effect on the laser looks so good, by the way, you almost want it to hit you. With the launcher, our player hid until the bug was distracted and he could line up a shot at the vulnerable spot on its back. After three well-placed rockets, the mighty beetle finally fell, ending the level.

While these are just two snapshots from a game worth at least a thousand pictures (and who knows how many words), BlackSite is shaping up to be one of the hottest shooters of the holiday season. With two-player cooperative play, online multiplayer, and a cool blend of reality with science fiction elements, we're looking forward to several close encounters with BlackSite when it ships on November 5.

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Unreal Tournament III Preview

Friday, August 24, 2007 3:23:29 AM (GMT Daylight Time, UTC+01:00)

US, August 23, 2007 - Midway gave us an extended look at the latest build of Unreal Tournament 3 at this year's Leipzig Games Conference. On display were a variety of vehicles, weapons, and a new multiplayer mode called Warfare. Both the PS3 and PC versions were on hand and we got a look at both along with a bit of hands-on time with the PS3 build.
First up we saw the PS3 build and got a tour of Necropolis. The mode of play was capture the flag in a vehicle rich area, which makes the fast game of Unreal Tournament 3 even faster. Or at least it would have been fast paced if there was any opposition present in this opening part of the demo. The map was empty for a purpose though: We were about to get a look at several sweet looking vehicles and weapons.
On a vehicle enabled map, those without a ride can hop on a hoverboard at any time to up the speed. You can't attack in this mode, but it evens the playing field a bit in terms of speed at least, or for more speed a friendly vehicle moving by can be latched on to for a free tug. For those playing on PS3, six-axis control can be used to direct the hoverboards. A hoverboard probably isn't a match for the first vehicle shown. The Viper is a fast moving, hover ride that can send out energy shots which bounce around the environment. For a utilitarian, the Viper might be enough. For our taste, we liked the Scavenger more. This energy orb with three long tendrils attached runs along using the tentacles a bit like a spider. The arms can be pulled in to start rolling and then whipped out to attack. It may not be the most effective ride, but it looks quite swanky.
The last vehicle shown to us was the Nightshade. This stealth vehicle can go invisible while it moves around and has access to several seriously cool weapons. By uncloaking, the Nightshade gains the ability to drop spider mines and stasis fields. The spider mines do just what their name implies; unleash a series of mobile spiders that track enemies and detonate themselves. The stasis field unleashes a large, green tinted cube that slows anything inside of it down to a crawl. Choke points become death traps, flags can be given added protection, and things generally look cool when the stasis field is put up.

Then there is the redeemer. It's a personal nuclear weapon that only spawns in multiplayer maps every few minutes, but you'd do well to watch closely for its presence. Six-axis controllers can steer the nuke in mid-air, or you can just use the standard flight controls. You don't have to be too accurate with it though to take out a whole swarm of enemies. It is a nuke after all.
After this look at the weapons of war, the demo switched over to the PC version for a first look at the Warfare mode. This new team based objective mode that involves a series of nodes that concentrate the action. The goal is to take out the opposing team's power core while protecting your own. That's the main goal, but getting there requires a bit of work. Scattered through out the map are a series of nodes that can be captured. A tactical map can be brought up to see your progress as well as outlining how the nodes are connected. Capturing connected nodes extends your power link with the goal of reaching the enemies main base, thus rendering their power core vulnerable to attack. If the enemy regains control of an orb while you're attacking the power core, the core once again becomes shielded from your attack until you reconnect your series of nodes. However, any damage that you may have dealt while the shield was down is permanent, ensuring a slow but steady drain on at least one of the bases.
Neutral nodes can be captured instantly by carrying orbs, or they can be converted using link guns. Orbs can also protect you when you're near a friendly node, or in other maps may be used for other tasks such as raising bridges. Once an enemy takes a node, they become entrenched and you'll have to take out a shield around the node before you can take it yourself. In addition to primary nodes, secondary nodes that don't lead to back to the main grid can also be captured though they'll only provide new weapons or vehicles.

As you just noticed, it's a bit difficult to succinctly describe the Warfare mode, but seeing it in action gives it a simple sort of beauty. Attacking and capturing nodes as you work towards an enemy's base is a simple enough set of tasks to follow, but the way they create a series of frontlines concentrates the action on specific points of interest on an otherwise open map.
With the Warfare demo done, we got a chance to play against some AI bots on the PS3 version while fishing for a few more details. Here are a few of those choice details:
The single player game has a story full of branching paths as you choose how to behave towards each of the two sides. As you move through the story, created by the Gears of War author, you'll gain access to different weapons and vehicles depending upon your decisions. You'll also unlock new ways to customize your character. These carry over to the multiplayer game, though they are only cosmetic and offer no change in stats or size of hit box.

The map editor will only exist on the PC, though PS3 gamers will be able to import content created on the PC to their console. At the very least, you'll be able to bring the maps onto the console by loading a memory stick full of content onto the PS3. Midway is looking at ways to share content using the Internet and/or Home (which Unreal Tournament 3 may or may not be functional with). Likewise, the company is still looking at having cross platform play between the PS3 and PC. Unlike some other games, the issue of having one dominant platform wouldn't be present here. You can plug a keyboard and mouse into the PS3 to play UT3.
The PS3 version is nearly identical to the PC release that will come at the same time. You can even install the PS3 version to the hard drive, though you won't be able to adjust video settings to optimize performance as you can on PC. Right now, the PS3 version is running in 720p. It looks good, though a PC can support higher resolutions and look even smoother.

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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.

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

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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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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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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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'Supreme Commander: Forged Alliance' - 5 New Screens

Saturday, August 11, 2007 6:28:43 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.

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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.

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

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Supreme Commander: The biggest RTS just got bigger

Friday, August 10, 2007 1:32:54 AM (GMT Daylight Time, UTC+01:00)

A universe... at war. In videogames, it almost goes without saying. A universe in blissful unity isn't exactly a well-explored fictional backdrop. This is a science-fiction wargame. The universe is going to be at war.
The problem facing Gas Powered Games is that it needs to feel like that. Supreme Commander had the sort of mechanized destruction that made other RTS games look like a slap-fight. To make the add-on pack mean anything, they need to raise the stakes. How do you raise the stakes when you already have a trio of huge, genocidal factions?

By introducing something even bigger. Big enough to make the Cybran, UEF and Aeon Illuminate combine against the new threat. Enter the Seraphim, the antagonists in Alliance's main campaign and a fully playable faction in multiplayer. Veterans of Supreme Commader will remember the Aeon gained their technology from an alien race who were wiped out. These are the Seraphim, except what was wiped out was actually a tiny colony, not the entire race. They're back, looking for revenge, and not the pacifists the Aeon were inspired by, but warrior-monks dedicated to victory or death. And they've got the sort of technology that makes your average UEF tank look like a pop-up toaster.

"They use powerful units that are slightly similar to the Aeon," says Producer Jeremy Ables, "but the Seraphim units are less specialized, which lets them handle a variety of combat situations with a single unit."

The decision to make them unplayable in the main campaign may seem strange, but comes from the devotion Gas Powered games has seen among supreme commanders. "We felt that players would be upset if they started Forged Alliance and then were tasked with killing off the faction that they'd grown attached to," explains Jeremy.

The established leaders get plenty of new toys to play with too, with 110 new units especially designed for entertainment rather than balancing (those they release as free downloads). Essentially, these units stress the uniqueness of each faction.

"The new units are designed to really show off the core strengths of each of the factions," Jeremy explains. "Our goal is to make the might of the UEF, sneakiness of Cybran, and the single-minded focus of Aeon come to light." Navies have been singled out for special attention - for example, Shield Boats, more agile battleships and sub-hunters.
Also, fitting terribly well with the game's apocalyptic feel, suicide units who throw themselves away in a blaze of pixel-glory.

It's not all careful expansion, though. Each side also gets a new towering Experimental unit to play with. "Because really," Jeremy laughs, "who doesn't love to show up at any enemy base with something 150 meters tall that then trashes the place?" Who indeed. Rather than compromise its unique vision of the modern RTS game, Forged Alliance looks set to just turn its volume dial another notch to the right.

Source : http://www.gamesradar.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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Spore playable at Leipzig

Tuesday, August 07, 2007 6:52:42 PM (GMT Daylight Time, UTC+01:00)
When Electronic Arts held its press conference at this year's E3 Media and Business Summit in Santa Monica, one title was notably absent--Will Wright's Spore.


Seven years in the making so far, the epic game from the creator of the madly successful Sims series will be a life-simulation game where players grow a creature from a single-celled organism, create the creature's society, explore its world, and ultimately venture to other planets. It is currently set for a 2008 release, although EA CEO John Riccitiello recently said that, "its release will be right up [to] the bubble in Q4 [of fiscal '08], if not some time in early fiscal '09, so we don't feel comfortable in forecasting it."


While it won't be readily available for some time yet, Spore will have the chance to entertain Games Convention attendees. A slate of EA's titles at the Games Convention 2007 in Leipzig shows Spore will be playable by journalists for the first time at the event.


The Liepzig Games Convention is set for August 23-26.
Source:Gamespot

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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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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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John Carmack talks Doom 4, DX10, Rage, Quake Zero & More

Sunday, August 05, 2007 12:23:53 PM (GMT Daylight Time, UTC+01:00)
QuakeCon’s big event is Friday night – John Carmack’s keynote speech. GameInformer had the opportunity to catch up with things since the CES interview and get the important details about id Tech 5. Will it work with DX10? Wii? What is Rage? What’s going on with Doom 4? What the heck is Quake Zero? Carmack spills the beans on the next Quake Arena project and a whole lot more in this extensive QuakeCon interview!
   
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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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New Quake Wars Screens

Saturday, August 04, 2007 10:37:09 PM (GMT Daylight Time, UTC+01:00)
Here are some newly released Quake Wars screens.In development for the Windows PC platform at Splash Damage, co-creators of the award winning Wolfenstein: Enemy Territory, and in conjunction with id Software, Enemy Territory: QUAKE Wars employs id Software’s new MegaTexture graphics technology, delivering large outdoor battlefields of unrivaled detail.

These lifelike recreations of real-world environments are designed specifically for objective-based team combat and include realistic terrain, lighting, special effects and atmospheric conditions.










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

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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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The Precursors Site Goes Live

Friday, August 03, 2007 4:53:33 PM (GMT Daylight Time, UTC+01:00)
The new site for in development RPG/FPS for Xbox360 and PC from Deep Shadows is now live









Precursors, predecessors, the legend of galaxy… Who are carrying the forebear’s genes among existing races, we can suppose only…
Worlds of galaxy are everlasting, beautiful, unique and dangerous. Some of them are inhabited, some ruined and deserted, others - just a smugglers trans-shipment stations.
Some world are only at the beginning of evolution, others are falling into decay. Only when you’ll pass through all these worlds, sense a heat of blazing lava-seas and chilling cold of abysses, see the stark heavens, you will realize, how capable the natural forces. Only when you’ll meet corrupt judges, mendacious politicians, unselfish protectors and cruel tyrants you’ll understand passions of society. When you’ll reach an unexplored sectors of galaxy and come across a mysterious natural phenomenon, fly through the tail of the comet or dive into the casual portal, only then you’ll perceive the infinite depth and diversity of the universe.
But this is just a prospection and nobody knows what exactly this journey will be, we can only assure you that it will be unforgettable…


Read and see more at www.precursors-game.com

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Left 4 Dead HD Footage

Friday, August 03, 2007 12:26:24 AM (GMT Daylight Time, UTC+01:00)


Straight from QuakeCon today comes some Left4Dead HD footage at FileShack. The PC and Xbox 360-bound game is actually playable on the floor of QuakeCon right now and we hope to have some impressions for you guys to read later during the show. You can check out Remo's first preview of Left4Dead here. You can also use the Flash player below but of course it's kind of hard to see stuff in a game like this.
 


Source : http://www.shacknews.com/

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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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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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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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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 >>

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MX Air™ Rechargeable Cordless Air Mouse

Tuesday, July 31, 2007 6:37:57 PM (GMT Daylight Time, UTC+01:00)
Logitech introduce the matless mouse !
   
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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/
 

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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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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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