NEWS HEADLINES




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

Call of Duty, World at War 1.6 Patch

Sunday, September 13, 2009 8:28:52 PM (GMT Daylight Time, UTC+01:00)

Friday, September 11 2009
Patch 1.6 will be released next week! More details to come.
Have a great weekend!
Friday, August 28 2009
Hey PC fans!
Great news - Patch 1.6 (w/ Map Pack 3) is finished & now in test over at Activision! Barring any problems popping up, it should be released in accordance with the PC Patching Process sticky atop this forum =).
Below is a list of what is included in the patch:

  • 3 new Multiplayer maps: Battery (mp_drum), Breach (mp_bgate), Revolution (mp_vodka)!
  • New Nazi Zombie map: Der Riese (nazi_zombie_factory), an all-new Zombie map set in a secret Nazi research facility featuring the Pack A Punch Machine, Teleporters, and many more undead hordes!
  • Exploits pertaining to Demo playback.
  • Favorites list now ignores filter settings.
  • Fixed S&D round counting error when roundlimit is reached.
  • New feature: in-game Add to Favorites.
  • Friends list: green online indicator.
  • Starting the game in Safe Mode will no longer toggle the “Soften Smoke Edges” graphic option.
  • Fixed various crashes.
  • Mods: Client will no longer join a modded Co-op server via Game Invite unless they have that mod loaded.
  • Mods: Client running a mod will be asked to unload the mod if they attempt to join an unmodded server.
  • Mods: All singleplayer levels can now be run with a mod loaded.

Additionally, we do expect a concurrent release of the Mod Tools 1.4 package, Linux dedicated 1.6 bins, and the Steam 1.6 day-of-date with this patch. More details on those will be made available once they get cleared through testing.
So touch up on those Zombies skills; Der Riese is on its way!
Regards,
-JD

Call of Duty, World at War

   
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Posted by : Gunny

News: COD: Map Pack 3 - first screens

Wednesday, July 22, 2009 1:23:23 AM (GMT Daylight Time, UTC+01:00)

Call of Duty: World at War Map Pack 3 is coming in August featuring three multiplayer maps (Battery, Revolution and Breach), co-developed with partner Certain Affinity and one new Zombie map (Der Riese).
Update: Like the hunters we are, we've managed to locate the first screens and info on the new maps. Our Google skills are second to none. Here's the intel:
Battery: An armored island surrounded by anti-ship mines and shore to ship cannons, "Battery" places soldiers on a mid-sized map based on Fort Drum (El Fraile Island) in the Philippines. Expect plenty of areas to hide and heavy close quarters combat.

Breach: Overwhelm the enemy in Breach, set in Berlin's overcast and crowded city streets surrounding the historic Brandenburg Gate. Only the fittest will survive in this fast-paced, dense battlefield.
Revolution: Revolution pits soldiers against each other in Russia's cold city streets and large factory environment. Keep your fingers warm, your gun loaded, and your head low through this sniper-friendly territory.
Der Riese (Zombie Factory): Fight for your life in Der Riese (Zombie Factory), an all-new Zombie map set in a secret Nazi research facility featuring the Pack A Punch Machine, a device capable of upgrading weapons at the touch of a button. Use the teleporters to escape the vicious Hell Hounds and pray that the Wunderwaffe will appear before it's too late. This map includes 10 new Achievements/Trophies.

   

News: COD: Map Pack 3 - first screens - ComputerAndVideoGames.com

   
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Posted by : Gunny

Call of Duty: World at War patch will include new maps

Sunday, July 12, 2009 2:07:05 PM (GMT Daylight Time, UTC+01:00)

Further to details posted last month for Call of Duty: World at War patch v1.5, Treyarch have confirmed map pack 2 will be included.

In a brief post on the Call of Duty forums, Treyarch's community manager confirmed that the second map pack will be included with the next update:

Hey PC fans, I just wanted to give a brief update to let you know that Map Pack 2 will be included in patch 1.5! It's in test right now, and is looking great – I will have more information next week.

This means that in addition to the fixes and changes detailed here, there will also be four new maps which were previously detailed for the console versions:
Shi No Numa (Zombie Swamp)
Keep moving to survive the unending Zombie horde in "Shi No Numa", the all new addition to the four player co-op fan favorite. Imperial Zombies rise from the misty swamps and flaming Hell Hounds blaze through the jungle as players struggle to find Perk machines and the deadly new Wunderwaffe DG-2 to stay alive.

Banzai
Deep in the jungles of Japanese controlled territory, battle to control the tall river bridge in "Banzai" a bright, medium sized jungle map featuring a waterfall, villages and hidden caves well suited for deadly snipers, surprise attacks and all out gun battles.

Click to Enlarge
Click to Enlarge
Click to Enlarge

Corrosion
In "Corrosion" face down your enemy in a deteriorated Russian train yard. Sprint under, over and through the shattered pipelines and war-torn train cars in this mid sized map great for full out team combat. Keep your head on a swivel as your enemy could be above or below you!

Click to Enlarge
Click to Enlarge
Click to Enlarge

Sub Pens
"Sub Pens" offers a close-quarter bombed-out Japanese submarine base littered with live ammunition, breached subs and idle fighter planes. Wipe the monsoon rains from your eyes and struggle to control key choke points in this tight map designed for exciting and deadly battles.

Click to Enlarge
Click to Enlarge
Click to Enlarge

There's no release date given as yet, but as the patch is currently in testing, we doubt the wait will be too long.

ClanBase - Call of Duty: World at War patch will include new maps - Saturday 11 July

   
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Posted by : Gunny

New Battlefield 1943 Wallpapers.

Thursday, July 09, 2009 5:57:36 PM (GMT Daylight Time, UTC+01:00)

 

 

News, Downloads, Screenshots, Previews, Reviews, Guides

   
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Posted by : Gunny

Call of Duty: World at War Map Pack Trailer

Monday, March 09, 2009 5:01:12 PM (GMT Standard Time, UTC+00:00)

Here is a new video from Gametrailers TV of the Call of Duty World at War Map Pack. Maps include Knee Deep, Nightfire, and Station. Also included in the map pack is a zombie map called Verrückt (Zombie Asylum). The release date is sometime this month.

N4G.com : Call of Duty: World at War Map Pack Trailer

   
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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

NYCC 09: Battlefield 1943 Pacific hands-on (XBLA) - Joystiq

Sunday, February 08, 2009 2:06:39 PM (GMT Standard Time, UTC+00:00)

 

Battlefield 1943 Pacific is just like ... well, other Battlefields. That's a compliment, by the way. 1943 is no janky spinoff. It's small in scope, sure, but it offers (and even improves upon -- read: no more health packs!) the core experience of its disc-based brethren. This is visible -- even playable -- in a pre-alpha build (XBLA version) on the New York Comic Con show floor.


We got our hands on the Wake Island map, one of three in the downloadable game, which is modeled on the actual geographic location with a few gameplay-enhancing improvements. 1943's color palette is distinctly vibrant, clashing against the epic destruction that ensues once a match begins. As featured in Bad Company last year, the Frostbite game engine's destructible environments are exploding and imploding in 1943 as well, with buildings reduced to mere foundations as players carelessly toss grenades, launch rockets and even bomb from the skies (bombers can be somewhat controlled from within specially-marked, protected bombing HQs). Destruction is a gimmick -- but a good one.

1943 is limited to Battlefield's now classic Conquest Mode, where teams must capture all the flagged territories around the map. Once captured, these territories become spawn points, with one designated as the "frontline," indicating where the most action is taking place. More calculating players can choose to spawn closer to home base (say, an aircraft carrier) and ride a boat to shore or hop in a fighter plane.
Calling to mind Warhawk (on PSN), 1943 features two layers of play: first-person shooting and air combat. Admittedly, our only flight ended in a quick, spiraling dive into the sea, but, theoretically, a squad of fighter planes could do some major damage to an opposing team. We stuck to the ground, though, sniping, rat-tat-tatting, or simply tanking through the enemy. You know the drill.
And that's 1943. A familiar kind of fun, served small -- an appetizer portion of a game. At $15-20 (we're told), 1943 will fall into the pricier tier of downloadable titles (on PSN, XBLA and PC), but justified by its inherent replayability -- supported by a "stamp and postcard" rewards system -- in addition to Trophies and Achievements. But the real draw is a social one. 1943 is team-based, and developer DICE promises to improve upon the squad system featured in Bad Company. In this sense, teams are split into three, four-player squads (24 total match players), surely a perfect opportunity for several friends to get together, if just for a few rounds. DICE is also focused on developing a functional "party" system, essential for any respectable team shooter; but that technology is not complete in this stage of development.
Still, Battlefield 1943 Pacific looks to be on track for its scheduled summer release. Not a blockbuster by any stretch of the imagination, but a solid featurette to enjoy before you launch whatever you have in your disc drive. Keep your radars locked.

NYCC 09: Battlefield 1943 Pacific hands-on (XBLA) - Joystiq

   
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Posted by : Gunny

ToC SERVER INFO. CoD : WORLD AT WAR SERVER LAUNCHED.

Friday, November 14, 2008 12:18:04 AM (GMT Standard Time, UTC+00:00)

 

ToC SERVERS INFO. WORLD AT WAR SERVER LAUNCH. - T.O.C. Clan Forums

   
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Posted by : Gunny

Call of Duty World at War Multiplayer Map Overviews.

Thursday, November 13, 2008 11:19:27 AM (GMT Standard Time, UTC+00:00)

Call of Duty World at War Multiplayer Map Overviews.











Call of Duty World at War Multiplayer Map Overviews. - T.O.C. Clan Forums

   
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Posted by : Gunny

Weapons Locker - Call of Duty: World at War

Wednesday, November 12, 2008 10:59:02 AM (GMT Standard Time, UTC+00:00)

US, November 11, 2008 - Some were delighted to find that the Call of Duty series was returning to World War II in Call of Duty: World at War, others were infuriated. But regardless of which side you turned a sympathetic ear to, Call of Duty: World at War is here and could prove to be one of the most intense World War II shooters available. Ultimately it's up to you decide, but in the meantime, before you go rushing into battle, we felt it was important to give you all the info on the in-game weapons. Some weapons are new to the Call of Duty series, such as the M2 flamethrower, others are more familiar, like the M1 Garand. Whether you prefer to hang back and snipe or get right into the thick of it, Call of Duty: World at War gives gamers a broad arsenal to get their kill on. So, without any further ado, IGN Gear presents the weapons of Call of Duty: World at War.


Rifles

M1A1 Carbine

  • Caliber Ammunition: .30 Carbine
  • Action: Gas-operated, rotating bolt
  • Weight: 5.2 Lbs.
  • Magazine Capacity: 15 or 30-round detachable box magazine
  • Rate of Fire: Semi-automatic

M1 Garand

  • Caliber Ammunition: .30-06 Springfield
  • Action: Gas-operated, rotating bolt
  • Weight: 9.5 Lbs.
  • Magazine Capacity: 8-round "en bloc" clip internal magazine
  • Rate of Fire: Semi-automatic

SVT-40

  • Caliber Ammunition: 7.62x54mmR
  • Action: Gas-operated, tilting bolt
  • Weight: 8.5 Lbs.
  • Magazine Capacity: 10-round detachable box magazine
  • Rate of Fire: Semi-automatic

Gewehr 43

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Gas-operated
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 10-round detachable box magazine
  • Rate of Fire: Semi-automatic

STG-44

  • Caliber Ammunition: 7.92x33mm Kurz
  • Action: Gas-operated, tilting bolt
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 30-round detachable box magazine
  • Rate of Fire: 500-600 rounds-per-minute

Bolt-action Rifles

Springfield M1903

  • Caliber Ammunition: .30-03 Springfield; .30-06 Springfield
  • Action: Bolt-action
  • Weight: 8.7 Lbs.
  • Magazine Capacity: 5-round, 25-round(Air Service variant) stripper clip, internal box magazine

Mosin Nagant

  • Caliber Ammunition: 7.62x54mmR
  • Action: Bolt-action
  • Weight: 8.8 Lbs.
  • Magazine Capacity: 5-round magazine

Arisaka Type 99

  • Caliber Ammunition: 7.7x58mm Arisaka
  • Action: Bolt-action
  • Weight: 8.16 Lbs
  • Magazine Capacity: 5-round internal box magazine

Karabiner 98k

  • Caliber Ammunition: 7.92x57mm IS
  • Action: Bolt-action
  • Weight: 9.0 Lbs
  • Magazine Capacity: 5-round stripper clip magazine
  • Max. Range: 800 m

PTRS-41

  • Caliber Ammunition: 14.5x114mm
  • Action: Bolt-action
  • Weight: 9.0 Lbs
  • Magazine Capacity: 5-round stripper clip magazine
  • Max. Range: 800 m

Submachine Guns

Thompson M1A1

  • Caliber Ammunition: .45 ACP (11.43 × 23 mm)
  • Action: Blowback
  • Weight: 10.6 Lbs
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 600-1200 rounds-per-minute

PPSH-41

  • Caliber Ammunition: 7.62x25mm Tokarev
  • Action: Blowback, open bolt
  • Weight: N/A
  • Magazine Capacity: 35-round magazine
  • Rate of Fire: 900 rounds-per-minute

Type 100

  • Caliber Ammunition: 8x22mm Nambu
  • Action: Blowback
  • Weight: 9.7 Lbs.
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 800 rounds-per-minute

MP40

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Blowback, open bolt
  • Weight: 8.8 Lbs
  • Magazine Capacity: 32-round magazine
  • Rate of Fire: 500 rounds-per-minute

Shotguns

M1897 Trench Gun

  • Caliber Ammunition: 12 gauge
  • Action: Pump-action
  • Weight: 8 Lbs
  • Magazine Capacity: 5 round tubular magazine

Double-Barraled Shotgun

  • Caliber Ammunition: 12 gauge
  • Weight: 9 Lbs
  • Magazine Capacity: 2 rounds

 

Machine Guns

M1919A6 Browning

  • Caliber Ammunition: .30-06 Springfield
  • Action: Recoil-operated/short-recoil operation
  • Weight: 31 Lbs.
  • Magazine Capacity: 250-round belt
  • Rate of Fire: 400-600 rounds-per-minute
  • Max. Range: 1,500 yards

MG42

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Recoil-operated/roller-locked bolt
  • Weight: 25.5 Lbs.
  • Magazine Capacity: 250-round belt
  • Rate of Fire: 1,200 rounds-per-minute
  • Max. Range: 1,100 yards

Degtyaryov D-28

  • Caliber Ammunition: 7.62x54mmR
  • Action: Gas-actuated
  • Weight: 9.12 Kgs
  • Magazine Capacity: 49-round drum
  • Rate of Fire: 500-600 rounds-per-minute

FG42

  • Caliber Ammunition: 7.92x57mm Mauser
  • Action: Gas-operated, rotating bolt
  • Weight: 9.9 Lbs
  • Magazine Capacity: 20-round magazine
  • Rate of Fire: 900 rounds-per-minute
  • Max. Range: 550m

Type 99

  • Caliber Ammunition: 7.7x58mm Arisaka
  • Action: Gas-operated
  • Weight: 11.4 Kgs.
  • Magazine Capacity: 30-round magazine
  • Rate of Fire: 900 rounds-per-minute

Browning M1918 (B.A.R)

  • Caliber Ammunition: .30-06 Springfield (7.62x63mm)
  • Action: Gas-operated, tilting breech block
  • Weight: 15.9 Lbs.
  • Magazine Capacity: 20-round magazine
  • Rate of Fire: 500-650 rounds-per-minute
  • Max. Range: 550m

Pistols

Colt M1911

  • Caliber Ammunition: .45 ACP
  • Action: Short recoil operation
  • Weight: 2.5 Lbs.
  • Magazine Capacity: 7-round magazine
  • Max. Range: 75 yards

Tokarev TT-33

  • Caliber Ammunition: 7.62x25mm Tokarev
  • Action: Recoil-actuated
  • Weight: 840 grams
  • Magazine Capacity: 8-round magazine

Nambu 14

  • Caliber Ammunition: 8x22mm Nambu
  • Magazine Capacity: 8-round magazine

Walther P38

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Short recoil, locked breech
  • Weight: 800 grams
  • Magazine Capacity: 8-round magazine

.357 Magnum

  • Caliber Ammunition: 9x19mm Parabellum
  • Action: Revolver
  • Magazine Capacity: 6-round magazine

Perk Weapons

M9A1 Bazooka

  • Caliber Ammunition: 60 Bazooka rocket
  • Action: Rocket propelled
  • Weight: 15 Lbs.
  • Effective Range: 120 yards

M2 Flamethrower

  • Caliber Ammunition: 2 gallons of gas, 1 gallon of nitrogen propellant
  • Weight: 43 Lbs.
  • Effective Range: 132 ft.

 

IGN: Weapons Locker - Call of Duty: World at War

   
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Posted by : Gunny

Call of Duty World at War : Multiplayer Maps

Sunday, November 02, 2008 4:31:46 AM (GMT Standard Time, UTC+00:00)

While these aren't official there is a strong chance they will all be in the Retail Game.

Image:airfield.jpg

Asylum

Abandoned hospital/Cod4 Vacant style. Russian/German?

Image:asylum.jpg

Castle

In Beta, Japanese/Marines

Image:castle.jpg

Cliffside

Wrecks, community member author of COD4 Map "Vertical" has worked on the map. Japanese/Marines

Image:cliffside.jpg

Courtyard

Possibly an urban Japanese style map. Japanese/Marines

Image:Courtyard.jpg

Dome

Shipment-like map? Russian/Marines

Image:Courtyard.jpg

Downfall

Reichstag in Berlin?. Russian/German

Image:Downfall.jpg

Hangar

Small map, Killhouse revisited? Japanese/Marines

Image:Hangar.jpg

Makin

In Beta, Japanese/Marines

Image:makin.jpg

Outskirts

Large map in Russian or German town? Russian/German

Image:Outskirts.jpg

Roundhouse

In Beta, Russian/German

Image:roundhouse.jpg

Seelow

Large Japenese Camp, Japanese/Marines

Image:Seelow.jpg

Upheaval

Destroyed Village. Russian/German

Image:Upheaval.jpg

Call of Duty 5: Multiplayer Maps - RGN Wiki

   
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Posted by : Gunny

Call of Duty World at War Magazine Scans and Editorial.

Thursday, October 16, 2008 7:05:16 AM (GMT Daylight Time, UTC+01:00)

 Call of Duty: World at War COD COD WW Call of Duty: World at War COD WaW

CoD World at War News - CoD Map Mod News

   
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Posted by : Gunny

ToC Call of Duty World at War URM Server - Coming Soon.

Thursday, October 16, 2008 6:50:06 AM (GMT Daylight Time, UTC+01:00)

 
New ToC Wallpapers to mark the occasion.
1920x1200
1680x1050
1440x900
1280x1024
1920x1080

Coming Soon... - T.O.C. Clan Forums

   
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Posted by : Gunny

Call of Duty World at War PC Demo

Thursday, October 16, 2008 6:46:51 AM (GMT Daylight Time, UTC+01:00)

I found some confirmation on a German site that the PC demo is due for this weekend. Read the translated text below. Gunz.

Some time ago it was announced to Duty 5 to the PC version of call OF: World RK was an open beta phase to give is. This beta phase will give it now also, but unfortunately without Germany. This announced now Publisher Activision officially. The reason for that do not appear in Germany is simply explained, because in the alluding version anticonstitutional symbols are to see in Germany are forbidden.
For remaining Europe the PC beta will probably begin to 16 or 17 October.

Short info.:
In call OF Duty: World RK was it deeply into the south Pacific and to Europe is sent, around against opponents to begin there those not give up and no grace. You as US-marine or as a Russian soldier new features like cooperative Gameplay and new weapons such as flame throwers will experience. COD: World OF was wants the category of the Second World War to redefine and show which it is called in the Second World War to fight.

http://babelfish.yahoo.com/translate_url?doit=done&tt=url&intl=1&fr=bf-home&trurl=http%3A%2F%2Fwww.mapmodnews.com%2Farticle.php%2FKeine-PC-Demo-Deutschland-cod-waw&lp=de_en&btnTrUrl=Translate

Translation result for http://www.mapmodnews.com/article.php/Keine-PC-Demo-Deutschland-cod-waw

   
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Posted by : Gunny

Call of Duty: World at War, Latest News.

Saturday, September 13, 2008 6:20:15 PM (GMT Daylight Time, UTC+01:00)

 

Berlin, not looking too flash

It was this very week last year when we told the world that co-op was coming to Call of Duty. At the time we’d been on the piss with then Infinity Ward head honcho Grant Collier, who had given us the heads-up that plans were afoot to bring a co-op mode to Call of Duty 4: Modern Warfare via DLC. We told you, you said ‘yay’ and it never happened. We’ll probably never know why, although kickass sales and an avid online community no doubt took the pressure of Infinity Ward’s bank balance enough that they could do without a co-op DLC cash injection six months after launch.
The thing is, Grant wasn’t lying. Co-op was definitely part of Infinity Ward’s vision for their Call of Duty 4 engine, but rather than refine it themselves for a DLC release, they’ve passed on the challenge to developer Treyarch. Treyarch, using the CoD4 engine, will deliver four-player co-op in this Christmas’ Call of Duty: World at War. We’ve just been bashing about in this very mode, and we’re here to tell you it’s just as good as we hoped it would be.
But before we advance, let’s examine the lay of the land.
For the latecomers, developer Infinity Ward – the creators of Call of Duty – demand two years of time for each game they produce, which clashes with publisher Activision’s want of a yearly CoD cash-cow. As a result Treyarch tackles the in-between year iterations, such as 2006’s CoD 3 and this year’s World at War. Despite the less than great results of CoD3, Infinity Ward and Activision obviously have plenty of faith in Treyarch. We recall Grant also throwing his support behind the developer, claiming that Infinity Ward had two years to work on CoD 4, while Treyarch was given a mere eight months for CoD 3. Certainly the disparity in quality of the two games wasn’t as great as that timeline would’ve suggested.
This time around, Treyarch has had much longer to work on their instalment. Unlike last year’s Modern Warfare, the game takes us back to World War II, although this time at the backend of the conflict and on completely different fronts. There are two campaigns, one set in the Pacific, as American forces tackle the Japanese as they island hop from one tropical paradise to the next, and the other on the Eastern Front as Russia moved in on the final capture of Berlin. We played through levels from both.

It’s pretty bloody spectacular. As we’ve come to expect from the Call of Duty series, you really do get immersed in the world through a non-stop barrage of sound-effects, explosions, bullet-fire and well executed action set-pieces. Yeah it plays straighter than Ron Jeremy’s cock, but it is sensory overload of the highest order and it facilitates such tension that your butt cheeks will creep ever forward, clinging onto the edge of your couch as a clam would latch onto a diver’s ankle.
In the Pacific its kamikaze warriors rushing out of the trees, mortar raids and planes dropping from the sky while you scurry around in trenches, staying out of the line-of-sight of roaming tanks. In the urban landscape of Berlin, its heated corridor combat in abandoned houses which suddenly open up through collapsed walls to show you a dilapidated city at night, lit up by air-raids as you dodge falling rubble and constant bombs. We’d even go as far as to say it does a better job than CoD4 at brining the war to life – some call we know, but Treyarch aren’t taking a backwards step in taking Infinity Ward’s engine forward.
That said, it is a different type of game. The weaponry is old-school, and while new additions like the flamethrower provide plenty of comedic value – that’s right kiddies, watching foes light up like kerosene covered hay bales is worth the price of admission alone – if you love your red-dot enabled M16A4, you might be more than a little put-off. The graphics too, while impressive, aren’t as good as CoD4. Both games may use the same engine, but very few assets were able to transcend from modern day to the forties and the attention to detail, as well as the sharpness of the A.I – where Infinity Ward’s talent really shines – aren’t as impressive. At least in the build we saw.
But of course it’s the co-op which is World at War’s hadouken – its power play. Co-op is available as split-screen for two players (thank the Gods!), or as two-to-four players online. We played four player online.
The rules are pretty harsh. If someone dies, the game ends and it’s back to the last checkpoint. If there is mortal friendly fire, the same dealio. But it makes for more engaging gameplay as it forces you to think more about moving the frontline forward as a unit and watching each other’s backs. And while there is no leeway when it comes to friendly fire, if a player is downed by an enemy they can be revived within a certain time frame.

This is visualised by a revive marker that appears on the screen and slowly fades from green to red as the breath of your dying brother in arms comes to a close. If you can get to them first though and hold ‘X’ for a few seconds the magic needle will bring them back into the battle. It’s pretty cool and brings a whole new element to the traditional ‘creep-forward far enough until your A.I controlled buddies are willing to run up another ten meters and chew up the enemy’s bullets’ strategy of the past CoDs.
Now your human mates are your buddies, and if one of them runs up ahead and gets monstered, it is tough yakka to go in and save them as they are obviously in the line-of-sight of hostile forces. You’ll need to try and snipe out a few enemies first, or use a smoke grenade, or get someone to draw fire before you make the run for the fallen soldier. And of course that is if there is only one of you dying. We had instances where all three of our comrades were lying on the ground moaning like bitches, and we had to hop around the level like electrified rabbids trying to dodge bullets, revive them and then order them to look after the second noob while we rescued the third.
Throw it up to the hardest difficulty, and you and three CoD veterans will find yourselves engaging with the same enjoyable Call of Duty gameplay you always have, as a human squad - exciting to say the least. And while we think that CoD 5 will be pushing shit uphill encouraging the CoD 4 community away from Modern Warfare to the WWII setting, we do expect them to at least run through the single player in this mode at least once.
Certainly in the last two years Treyarch has come along way to bridging the gap between themselves and the mighty Infinity Ward. Clearly they still remain in separate classes, but that is the nature of talent, isn’t it? There can only be one Gold Medal winner. Thankfully, Silver ain’t bad either.

 

Gameplayer - Call of Duty: World at War

   
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Call of Duty: World at War Preview

Sunday, July 27, 2008 6:39:46 AM (GMT Daylight Time, UTC+01:00)

Like Star Trek films we’ve come to expect the Call of Duty games to run one good, one bad. However, now that developer Treyarch sat us down in front of the game, we’ve removed our cynicism goggles to look upon the series with fresh, blood-spattered eyes. Dropping the number system, Call of Duty: World at War is a new start for the CoD 3 developers – having been granted a lot more time to make the damn thing, and specialising on parts of the war not instantly recognisable to your average gamer – stuff like the Russian push on Berlin or, as we were recently shown, the conflict in the Pacific.

The raid of Makin Island, one of the first levels, starts with you tied to a chair, faced with a smug Japanese general. He puffs cigar smoke in your face, before turning to one of your comrades and shouting appropriately phrased Japanese at him. All standard fare until he takes that cigar and stubs it in your mate’s eye, the blood-curdling scream making even fellow enemies squirm, before they move into full-blown shock when he slits your comrade’s throat, spattering blood across the wall and the dead man’s shadow. As the general grabs you by the hair and readies to kill you, there’s shouting, footsteps and a knife in your captor’s back. A marine pulls you to your feet, assures you you’re safe and shoves a gun into your hand, asking if you can fight. As there isn’t a “bugger this” option, you’re well on your way into the most brutal portrayal of war you’ve ever seen.

“We didn’t want to make another World War II game. We wanted to make something new, something different,” smiles Mark Lamia, Treyarch studio head. “We knew with this Call of Duty that people didn’t want to play the same WWII game, and we didn’t want to make it – and we haven’t.” The skid-mark Medal of Honor: Rising Sun and bog-standard FPS MoH: Pacific Assault portrayed this side of WWII as a rather linear journey against some angry-looking Asians on a glorious summer holiday, but World at War continues CoD’s tradition of action-packed gameplay rooted in historic conflict – and the reality of a situation that was blood-drenched and ugly as sin.

Both in our history lessons and in most WWII games there’s a heavy focus on classical tank and infantry combat. Here, we see a rich, pine-laden Pacific and a different war, thanks to the unconventional style of warfare use by the Japanese. While the banzai tactic of running, swords drawn, into the enemy is well-known, the Japanese fought in a brutal, mano a mano fashion. The Bushido code, which valued honour over life, drove Japanese soldiers to fight to their last breath, no matter how dire and hopeless the situation was. To put it in Lamia’s words, “They were taking no quarter, and none was given.

“CoD has always been about authentic and cinematic battles,” he continues, “and as we learned about this enemy, we knew we had to change the game we were making. The Imperial Japanese weren’t like any modern fighting force you’ve ever seen. They were a gritty, ruthless, non-traditional opponent – stuff like guerrilla warfare and the Bushido code were completely alien to the Americans at the time.” Japanese soldiers would hide in undergrowth and slit the throats of sleeping soldiers and snipe from trees, using every trick they could to bewilder the allies. We later witness this in-game, near the end of the Makin Raid, as we trundle past a seemingly benign set of bushes. Flashlights suddenly blind us and a bunch of manic Japanese soldiers leap from the foliage. One primes a grenade and grabs a soldier in a suicidal embrace, winning a grim victory.

World at War’s stated aim is to move away from convention, removing the stodge from a tired genre with new vistas, under-exposed theatres of war, and a new angle on storytelling. As such, London-based video maestros Spov, best-known for their excellent mission briefings from CoD4, have returned to the franchise to create WaW’s campaign FMVs. They go beyond the simple briefing format with amazing combinations of slick graphics and facts about the mission you’re sent on.The Makin Raid mission is pre-empted by giant floating ribbons, an introduction to Emperor Hirohito and a visual representation of Japan’s invasion of Asia, with historic footage mixed in for good measure. It’s a fascinating mix of Bond-style credits and stock footage, which gives meaning to the action as well as the necessary pep and excitement.
Treyarch have had two years to create WaW, and Lamia is proud to say they’ve used it well: “We’ve created something that’s a great deal edgier, and with that edge the whole thing feels different. WaW will feel nothing like any other WWII game you’ve ever played.” And behind the optimistic waffle, he could be right – while we’re used to slow-paced crawls that eventually lead to hiding in ruined houses and bunkers, with the occasional tank thrown in, the Makin Raid appears to be pulse-pounding, erratic and wildly disorienting. Enemies seem to come from everywhere and nowhere, sneaking through undergrowth before charging at you, or hiding in seemingly cleared areas, waiting for you to pass by. “We’ve found, thanks to the AI, that testers are naturally using the tactics soldiers worked with,” interjects Noah Heller, the game’s senior producer. “Like throwing grenades into empty bunkers just in case there’s a soldier waiting to jump you at the next opportunity. It’s all pretty amazing.”

New to the series is the four-player co-op mode, allowing you and your friends to waltz through WaW’s conflicts, dropping in and out at the beginning of levels. We are given a demonstration of just how effective this is when the action skips to covering an encounter with a huge armoured division on some exotic-looking farmland. With two players on hand, one takes on the tank battalions by ducking into foxholes and launching barrages of rockets, then by going hell-for-leather and leaping on top of them, dropping a grenade casually into the metal beasts before scarpering.

Meanwhile the other player covers him and handles the infantry, at one point using a flamethrower to set fire to a huge field of corn, scorching several ghillie-suited Japanese soldiers and grimacing at their pained screams. The blowtorch certainly has a Return to Castle Wolfenstein feel (understandable, as many of the staff from Gray Matter – RTCW’s developer – are now working at Treyarch), but now has more practical uses in its ability to set fire to trees and any hidden snipers, as well as spreading between soldiers that are touching or are too close to each other.

Moving on from the farmland, the pair hurries up a hill and faces a group of soldiers holed up in a building, using a handheld mortar to flush them out. Said building, being of a destructible ilk, is shattered, and the explosion throws two worried-looking Japanese soldiers arse-over-tit accompanied by a pile of physics-enabled rubble. Not a pleasant end. No time for a breather though as seconds later a low-flying plane screams through player two’s vision, snapping power cables and crashing in a wall of flames that engulfs a passing tank. You couldn’t imagine a scene that sings from the CoD hymn sheet with as much gusto.

These days it’s become corny to even say that WWII is a road that has been heavily-trod previously – it’s something that everyone says and everyone thinks. However, the CoD4 engine, along with the new environment, has led Treyarch to believe they are creating a genuinely exhilarating experience out of source material thought long-since bled dry. “My hope is that players reading about this will realise that you’re not going back to WWII – you haven’t been here before. That’s how we’re making this game. It’s a realistic, true-to-events game that we’re taking in a direction that no-one’s ever seen,” grins Lamia. Heller steps away from the controls and nods. “When we chose the name ‘World at War,’ we wanted to make it clear that this was WWII and that we were going to re-establish the genre much like CoD4 did. Infinity Ward set a high bar, and we’re going to set the same bar for WWII gaming.”

Another help is that they’re using the multiplayer from Call of Duty 4, right down to the matchmaking and the excellent leveling-up system that makes playing CoD4 online so engrossing. WaW also has a new attachments system, allowing guns to be realistically modified (e.g. bipods can be connected to machine guns, letting you to lean the gun on a wall to make an accurate turret). Players will also have dedicated vehicle-based games, including some in specially made vehicle-only combat zones. Treyarch are promising great things, but they’re keeping mum about them for now. Rumour is that you’ll be able to use the LVT – an amphibious transport vehicle – to sneak up on people from the water.

Multiplayer-wise PC gamers will be treated to 32-player free-for-all battles (much larger than on World at War’s console versions). That means, with the promised dedication to mappers and modders, we can expect some epic combat scenarios. Also new to the multiplayer is the cross-map squad feature. Rather than just letting players stick together, you can now have built-in squad benefits – we predict better accuracy will be one example – that work across the team. These are still a work-in-progress, but promise to reward players for sticking together through Team Deathmatch, Capture the Flag, Vehicle Deathmatch and other returning modes. They may also lead to some interesting clan-based scenarios, with particular load-outs leading to monumental clashes.

The maps have all been forged using readily available tools and have been tested and tweaked since development began, allowing Treyarch time to create convincing line battles, fast-paced fights (so that you’re no more than five seconds from a fight at any given point) and some individual and interesting maps for the multiplayer modes. We watched a game played by a group of testers. The play was every inch as action-packed as a CoD4 game, with one player shooting through a hut wall and leaping through the hole to escape a grenade, while others joined in a pitched battle that appeared far more fast-paced than earlier WWII notches on the Call of Duty bedpost.

It isn’t all Pacific either, Treyarch are still to reveal the European campaign – the Road to Berlin – where you are part of the Russian advance. This part of the war, previously only covered in depth by strategy titles, saw embittered Russian forces pushing the Nazi forces back into their home country and on to Berlin. Here the Third Reich’s army fought a street-by-street battle to slow down the Red Army’s advance, in a bid to give civilians a chance to escape the brutal vengeance of the Soviets.

We went into Treyarch’s offices cynical, and came out cautiously excited. Call of Duty: World at War looks truly different. While it’s still a World War II FPS, it has new enemies that react differently and, as Treyarch and their war researchers repeatedly say, entirely different battles. Sure, we’ve been burnt by this sort of thing before with the mediocrity of Medal of Honor: Pacific Assault, but even in EA’s botched effort there were moments in which the variety, spectacle and terrifying ‘trees have eyes’ tension as you snuck through the undergrowth, gave us something new.

What is remarkable is that despite the preponderance of action games set in World War II, the bits we’re all-too familiar with remain the thin-end of a particularly horrifying global wedge. The day people truly run out of things to say about the conflict, or ways to portray it, will be the day that it’s revealed that historians haven’t been working hard enough. Say “It’s not Infinity Ward!” all you want, but let down some of your defences as Call of Duty: World at War could be massive.

Call of Duty: World at War, Call Of Duty: World at War PC Previews | GamesRadar

   
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Call of Duty World at War : 7 New Screenshots

Friday, July 11, 2008 4:46:08 AM (GMT Daylight Time, UTC+01:00)

http://www.cng4u.com/games/2008/07/11/codwiw01.jpg

   
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Call of Duty : World at War Podcast

Saturday, July 05, 2008 5:47:26 AM (GMT Daylight Time, UTC+01:00)

 

Xbox's Major Nelson Interviews Treyarch Head Mark Lamia.

Major Nelson interviews Mark to discuss Call of Duty: World at War and Treyarch. Check it out!

Download the MP3 Here

Or, go directly to Major Nelson's blog.

Call of Duty Headquarters: Intel

   
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Call of Duty: World at War Cover Art Leaked

Thursday, July 03, 2008 4:02:06 AM (GMT Daylight Time, UTC+01:00)

 call-of-duty-world-at-war-concept-art Call of Duty: World at War Cover Art Leaked

   
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Call of Duty : World at War Screenshots

Thursday, July 03, 2008 4:00:53 AM (GMT Daylight Time, UTC+01:00)

   
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Call of Duty: World at War Teaser Trailer

Saturday, June 21, 2008 9:07:57 AM (GMT Daylight Time, UTC+01:00)

Call of Duty World at War trailer takes no prisoners

Heads-up heroes! We’ve a grade-A treat for fans of console gaming’s greatest military blaster...

Call of Duty: World at War

You’d better hold onto your helmets because incoming to Xbox LIVE Marketplace as of June 21 is a fulsome, highly exclusive and, we might add, TOTALLY BRILLIANT video trailer for the next chapter in the Call of Duty franchise – Call of Duty: World at War. That’s so red hot it’s ice cool!

You’ll forgive us if we get a bit carried away but we think the enthusiasm is more than a little justified, especially after the jaw-dropping magnificence of Call of Duty 4: Modern Warfare – a game that not only continues to occupy the upper reaches of video games charts having sold more than 10 million copies worldwide (and counting!), but is still responsible for more than its fair share of activity across Xbox LIVE. Take your skills online and you’ll soon understand why.

The success of COD4 is certainly reason enough to be excited about this fifth outing in the series, but Treyarch, the makers of the game, are not about to rest on their laurels and have introduced a new theatre of war and a squadron of new gameplay surprises.

First things first and we’re back in World War II and, brand new for this series, the harrowing Pacific theatre of war – and that means a whole, devious new enemy to fight. Then there are powerful new weapons to master, new vehicles to wrangle with and excellent new abilities such as swimming. The multiplayer game has been given a thorough makeover too, with two-player splitscreen and four-player online co-op support.

Does the word ‘awesome’ cover it? Well, we recommend that you check out the FREE trailer with extreme urgency and find out for yourselves. Quick march!

With COD4 still so popular, Activision and Treyarch needed to take the series in another direction if they wanted to see another installment sell well this fall. Since the announcement of Call of Duty: World at War there really hasn't been much seen of the game. Sadly while the teaser trailer does give us a short glimpse of the game, it is only that, a teaser. So for those of you who haven't gotten the trailer from the Marketplace, GameTrailers TV has a teaser trailer up too (which is embedded after the break due to GTTV's flash player being a bit finicky these days.)

   
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Call of Duty 5 : World at War Screenshots

Friday, June 20, 2008 4:54:16 PM (GMT Daylight Time, UTC+01:00)

   
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Battlefield Heroes Trailer #1 Breakdown : FREE GAME

Saturday, March 01, 2008 9:00:30 AM (GMT Standard Time, UTC+00:00)
The recently released Battlefield Heroes trailer provided some great insight into how the game will play. After going through the trailer frame by frame we picked out the important parts to get a closer look. All screencaps are in the highest resolution possible from the video.
   
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Latest Men of War screenshots

Saturday, March 01, 2008 8:22:12 AM (GMT Standard Time, UTC+00:00)

Best Way's Men of War is a sequel of sorts to its surprisingly good Soldiers: Heroes of World War II on PC, so it's one to keep an eye on if you were a fan of the latter game. New screenshots have been released.

  

News: Latest Men of War screenshots - ComputerAndVideoGames.com

   
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Battlefield Heroes Preview for PC. FREE GAME.

Saturday, March 01, 2008 2:14:54 AM (GMT Standard Time, UTC+00:00)

US, February 29, 2008 - In North America, there are few clearer examples of the disparity between PC and console trends than with DICE's handling of their Battlefield IP. Bad Company, a variation of the franchise featuring realistic environments and character models, is coming to consoles only. Battlefield Heroes, a cartoony casual-style, free to play, pay per item title is coming to PC. That's not to say Heroes is better or worse than what fans are likely looking for from DICE, it's just different.
While DICE is looking to push into the casual category with bright, cartoony graphics and highly accessible gameplay, it isn't abandoning the core Battlefield crowd on PC. "Battlefield Heroes represents a new side branch of the Battlefield series, along with Battlefield Bad Company on PS3 and Xbox 360," says Ben Cousins, senior producer at DICE. "We will still continue to make the high-end, deep and realistic Battlefield games on PC in the future."
Why make Battlefield Heroes in the first place? "The team went on a business trip to South Korea at the end of 2006, and saw the huge success of this Play 4 Free model in that country," says Cousins. "Given DICE always likes to be at the forefront of new online trends, we decided to experiment with this business model in the west."

That's a kill.

Heroes is accessed through a web portal. You sign up, launch the game from there every time after, and can use the site to browse statistics. Advertising exists on the website and on loading screens, but not in the actual game. As far as character choice goes, you choose from Royal or National armies. From there you can choose soldier, gunner, or commando classes. Unlike Battlefield games of the past, you don't swap between classes in the game. Instead, you select a class, customize your avatar's appearance and stick with that class thereafter, like in an MMOG.
As you play you'll level up your class, gaining new special abilities and clothing types along the way. Gaining more experience in combat lets you level up special abilities, making them more effective. "You may be a stealth based sniper, or a gunner focused on absorbing damage from enemies rather than attacking," says Cousins. "Each class has a unique set of weapons and abilities to unlock and customize."
In addition to the three classes to appear in the final version, DICE toyed around with a few other types. "For a long time we had a fourth class (the 'Pilot/Driver') but we couldn't flesh him out enough to make him a dedicated class which was as interesting and strong as the other three, so we dropped it," says Cousins. "There are the possibilities of course of adding more classes as the game progresses."
The game is free to play, but you'll have to option to spend cash on microtransactions. "The things we sell will be determined by the opinion of the community, but we will probably start off with two types of items," says Cousins. "The first kind is purely visual items for your character – glasses, hats, boots, jackets etc. The second type of items is what we call convenience items. Let's say we have two people playing Heroes – one has lots of time on their hands and plays the game for four hours a night, leveling up their character quite quickly and unlocking new items and abilities (for free). The second player has less time on their hands as they have a kid or job. This second player can buy an item which gives him double experience points over a single weekend – so he's still playing the game, he's still building up skill and he's still unlocking the same items and abilities of free players, but he's doing it a little quicker because he's bought this item."

Sitting on plane wings is now an option.

Will the cosmetic clothing purchases eventually provide some kind of ability boost or otherwise give players a competitive advantage? "The current plan is that they are just for show, but if we think the community is interested in clothing items which give a stats boost, we will consider them."
Heroes will take place almost entirely from a third-person perspective, but DICE says it'll still feel like a first-person shooter. "The one instance where the game has a first person view is when you zoom the sniper rifle; otherwise the game is third-person only," says Cousins. "I think there is a bit of misunderstanding among the community as to what third-person means. It doesn't mean we have a Mario or Tomb Raider control scheme. Our control scheme is identical to an FPS – you use the mouse to aim the reticule and move the character with WASD, with jump and crouch. You can transfer all of your FPS skills to Battlefield Heroes. The only difference is instead of a gun in the bottom right hand corner of the screen, you have a character in the bottom centre of the screen."
And it wouldn't be a Battlefield games without vehicles, of which there'll be two at launch. A Sherman tank with arcing shells and plane will available to players, the latter of which will have a simpler control scheme than in the franchise's past. Three players can occupy the flying machine at a time, one in the cockpit, two sitting on the wings. To simplify the process of scooping up squadmates, pilots need only swoop down near a player on the ground. The potential passenger can then hop about with the press of a button. It'll also be easier to dismount, as players can eject safely from the craft when near the ground. If piloting solo, it's also possible to swap positions at will.

A new look for Battlefield.

As far as gameplay goes, you can capture flags in the game's two maps set for launch, but you don't need to. Each game is basically a team deathmatch with a 50 life limit. A kill detracts one point from the other team and for each flag snagged a multiplier for points taken away is added. To keep things moving along swiftly, respawn rates will be on a five second timer. Players worried they may be set up against difficult opponents need not fret, as a built in matchmaking system will try and bunch together those of roughly equal skill levels in the 16 player matches.
During combat players will have quite a variety of skills. Incendiary bullets, x-ray vision, and temporary health bursts should keep gameplay varied. The commando class, the sniper, can cloak and sneak around the battlefield. At long range he'll be invisible, but his camouflage will be rendered somewhat ineffective at closer distances.
The user interface has been streamlined, eliminating the traditional minimap in the top right corner of the screen. In the top left will be a character portrait around which snakes an experience bar, and along the screen's bottom will be a skill hotbar.
We didn't get to play the game, so we can't really provide any impressions as to how it feels.
Beyond launch, DICE is planning on updating according to player feedback. As for when it's coming out, we'll let Ben Cousins have the last word. "We'll start with a closed beta of a few hundred people in the near future, gradually ramp that up to ten thousand or so in the month or two following, and then launch for everyone with an open beta later in the year. When we launch, there will be no items for sale, we want people to enjoy the game world and get used to the game and the gameplay before they are introduced to buying items."

IGN: Battlefield Heroes Preview

   
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Turning Point: Fall of Liberty

Friday, February 29, 2008 4:33:26 PM (GMT Standard Time, UTC+00:00)


Turning Point: Fall of Liberty

This is looking really nice!!!

World War II shooters aren't exactly known for their originality. How many times have you stormed the beaches on D-Day, snuck through an unassuming European farm, or holed yourself up in a dilapidated church (seems like Europe is exclusively made of farms and churches)? If you're a little sick of this, take note: Spark Unlimited (makers of Call of Duty: Finest Hour) aims to shake up this monotony in Turning Point Fall of Liberty coming to PS3, 360 and PC. The fight is coming to the US. And we're not talking about Pearl Harbor this time.

The premise is simple: in 1931 Winston Churchill was hit by a taxi, causing his lifelong limp (this actually happened, by the way). In Turning Point's alternate universe, Churchill actually died from this accident. Without such a charismatic leader, Europe fell completely to Nazi control. Which kind of sucks for everyone. So what's next in Nazi sights? Yep, you guessed it: the good ol' US of A.

The first level is a nice indicator of what to expect. Set in 1952, you're an ordinary guy named Danny Carson -- an ordinary construction worker doing his ordinary job atop the dizzying skyscrapers of New York City (that are also ordinary... for NYC). Unfortunately for Danny, this is the worst possible place to be when Nazis decide to attack your home city. If you thought D-Day missions were intense, imagine trying to balance on metal girders high up in the air as planes dogfight between skyscrapers, buildings explode around you in shattered glass and smoldering metal, and angry Nazis parachute down with ill-intent. Parachuting Nazis are the worst kind. Graphics are pretty solid at this stage, with tons of these little details happening around you simultaneously. Unfortunately, these details cause a bit of a framerate hit, but there's a lot of time left to smooth this out.

Huge explosions can also shake you off the girders which trigger a seamless change to a third-person perspective. A few button taps and Danny gets back up, switching back to the usual first person view. Interesting to note, there is no HUD of any kind: no health meter or ammo count (although you can check your ammo in the menu screen). This is meant to put you into the character's shoes, but might actually lead to more annoying stops in the game if you opt to check the menu every few minutes. Thankfully, health regenerates a la Halo.

Since Danny isn't a trained soldier, fighting is also handled a little differently. Brutal hand-to-hand combat based on the Krav Maga fighting style is actually emphasized: sneak up on an enemy, tap a button, and initial a one-hit kill that also takes his gun away. These sequences are pretty intense. One example had Danny punch a Nazi in the head twice, take his gun, snap his neck, and then shove the guy off a building in a "that's-what-you-get-for-messing-with-us" kind of way. Not only is this a good way to get restocked, kill a guy and save ammo but, well, it looks cool. Gun enthusiasts are also covered: more than a dozen different weapons will be in the game, but there's another little twist on this. Since history has been altered a little, so has the technology. You won't find anything as outlandish as bubble shields or anything, but Nazi tech has definitely seen an upgrade: in a nice little touch, everything seen in the game is actually based on real-life weapons blueprints that were thankfully never put into production. We didn't see many examples of this, but Nazi V-shaped wingless jets and advanced dirigibles were seen roaming New York.

The angle that Turning Point is taking is definitely an interesting one. There were hints that Danny ultimately joins a rag-tag resistance, but the main focus is solely on being one normal guy thrust into something he never signed up for. It is pretty different to see your virtual home country getting torn up, and the action will later shift to other areas of the East Coast such as Washington D.C.... with all the landmarks in tow. Unfortunately, we weren't able to find out details about multiplayer yet, but hopefully this means that the single player will be even more refined. Spark Unlimited constantly stressed the word "visceral" during the demo and if this level is any indication, they're well on their way. And hey, it certainly is refreshing to be fighting Nazis in somewhere other than a cramped European church.

   
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Stop Telling Me I Don’t like WWII Games!

Friday, February 01, 2008 5:38:25 PM (GMT Standard Time, UTC+00:00)

Have some respect, for the fallen, and for other’s opinions

by: Luke Reilly 01/02/2008

On November 4, 1944, RAAF Flying Officer Kevin William Reilly of 463 Squadron took off from Waddington, England, behind the yoke of an Avro Lancaster – serial number NE133, JO-X. It was the sixteenth sortie for he and his crew, seven men in total, and they had had a hard tour thus far. They rarely flew the same aircraft for more than two ops and were damaged several times.

In September they were hit by heavy flak over Kaiserlautern and lost an engine. The following month they suffered major flak damage over Flushing and only just managed to limp back to base by jettisoning every removable fitting on the aircraft. Early in November they were again hit by heavy flak in Hamberg. Things weren’t easy. The target tonight was Dortmund-Ems-Canal, an important artery of the Ruhr industrial area and a target they had hit in the past.

Unfortunately for Kevin and his crew this would be the last time. JO-X, a tough old bird and veteran of 64 missions, was shot down. All seven men on board were killed in action.

Kevin Reilly was my great uncle, one that I never knew but have immeasurable respect for. He was one of more than 4,000 Australians who died in the skies above Europe, and one of more than 60 million or so other men, women and children who had their lives cut drastically short by the Second World War. His last moments spent in the hostile skies above Europe were half a world away from his home and family on the outskirts of Sydney. He was 21.

This is just one story from WWII, the largest conflict in human history. There are millions of others waiting to be told.

Of course, games journalists don’t want to hear them.

“We're all sick to death of WWII shooters…” (source) moans this one. “Another World War II shooter, eh? Before you join us in a collective sigh…” (source) quips another. Or how about my favourite – “Another year, another flood of WWII first-person shooters.” (source). These I gleaned from five minutes or so of perusing the web – I’m sure there are plenty of others, so I apologise in advance if you’re the author of any of these remarks and you feel singled out. I know you’re not the only ones.

My gameplayer colleague, Mark Serrels, for instance, isn’t a big fan of WWII shooter either. This is something I’m quite happy to indulge because he has a rad accent and he runs funny (which is always good for a laugh) but primarily, he doesn’t temper every piece he writes with trendy put-downs and hip reflections on how we’re all over WWII shooters. It’s because he doesn’t speak for me. Coming to you as a peer, don’t speak for me. Feel free to tell me what you don’t like, I’ll either agree or ignore you – but don’t tell me what I don’t like.

I really don’t get all the ill-sentiment anyhow – are there really too many WWII shooters? Is there really a flood, or are you all just whining bitches? What WWII shooters are coming out this year? Brothers in Arms Hell’s Highway is the heavy-hitter. Saboteur may release late 2008. Treyarch’s effort with Call of Duty 5 is likely to shoot for a temporary return to the Second World War. Hmmm. Three. Shit, that’s excessive!

Before we all start rolling our eyes, let’s glance at how many sci-fi shooters are on the way this year: Killzone 2, Haze, The Chronicles of Riddick: Assault on Dark Athena, Turok, Rage, Borderlands, Fracture, Frontlines: Fuel of War, Red Faction III, Dead Space, Unreal Tournament 3. Did I miss any? Probably. Yep. These WWII shooters are a real blight on the FPS market, huh?

Don’t think you’re immune from this either, Joe Public. I’ve seen the comments you leave around forums. I’ve heard the dissent. Here are a bunch I grabbed a few minutes ago:

“Pleeeaseeeeee no more WWII games.”
“This genre needs to die”
“No thanks… we have enough WW2 shooters as it is.”

Perhaps all games should be screened by cats like these before they’re approved for development. It’s clear there are some people who believe they’re the authority on what everybody likes – so why don’t we find them and just play the games they tell us we’re allowed to?

Or why don’t we just find them and rub their joypads on our balls?

WWII is an immensely rich backdrop. It was violent. It was epic. It works well in games. Get over it. If you want me, I’ll be playing Call of Duty 2… again. Lest we forget.

Gameplayer - Australia's Premier Gaming Website

   
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ToC Clan Medal of Honor Airborne Server LIVE NOW

Saturday, October 06, 2007 4:28:56 PM (GMT Daylight Time, UTC+01:00)

 

ToC Clan Medal of Honor Airborne Server LIVE NOW
Server Name:

.ToC.Clan.18+.OBJECTIVE.


Server IP : 85.236.103.10
See you on the battlefield.

ToC Clan Medal of Honor Airborne Server LIVE NOW - T.O.C. Clan Forums

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Medal of Honor : Airborne : Dedicated Server

Friday, October 05, 2007 7:51:19 PM (GMT Daylight Time, UTC+01:00)

 

Uploading Server to Another Machine
===========================================
1. Make sure you have the game, patch and dedicated server installed on local machine
2. Upload everything in your Program Files/Electronic Arts/Medal of Honor Airborne directory to anywhere on target machine.
3. Copy Microsoft Visual Studio libraries installer (Redistributable/vcredist_x86.exe on your MOHA DVD) to the target machine and install it.
4. Locate and run DSLauncher.exe from UnrealEngine/Binaries folder.

Setup Options for Admins
===========================================
- Game Name
- Game Type
- Welcome Message
- Private Game setup
- Rounds (Best of…)
- Round Time Limit
- Max Players
- Punkbuster
- Friendly Fire – On/Off
- Sniper Tracers – On/Off
- Weapon Upgrades – All On/All Off
- Disable Auto Rifle Class
- Disable Rifle Class
- Disable SMG Class
- Disable Sniper Rifle Class
- Disable Rocket Class
- Enable Ammo Drop
- Enable Health Drop

- Enable Weapon Drop
- Enable Voice Commands
- Spawning Invincibility Time
- Pre-Spawn Delay for Axis, Allies, Non-Airborne games
- Post Spawn Delay for Axis, Allies, Non-Airborne games
- Show Compass
- Show Crosshairs
- Show Enemy Compass Dots
- Show Enemy Names
- Show Friendly Compass Dots
- Show Friendly Names
- Show Grenade Indicators
- Show Health Bar
- Show Hit Indicators
- Show HUD
- Show Score and Time
- Show Stance Indicator
- Show Text
- Show Who Killed Me
- Time to Show Who Killed Me

- Wait Time Between Rounds
- Wait Time Between Matches
- Map Rotation Setup
For additional information, please see the ReadMe file after installing.

EA : Medal of Honor : Airborne : Community : Downloads

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Medal of Honor : Airborne Patch v1.1 Released.

Friday, October 05, 2007 7:47:09 PM (GMT Daylight Time, UTC+01:00)

MOHA_logo_lghtbckgrnd

========================================
Medal of Honor Airborne(tm)
Update Version 1.1
========================================
This patch for Medal of Honor Airborne enables the Dedicated Server, fixes several bugs, and makes some balance changes on the Anti-Tank Weapon.
DOWNLOAD
To install:
- Click the link above to download MOHA_1_1_Patch.zip.
- Unzip the file.
- Run the executable file.

EA : Medal of Honor : Airborne : Community : Downloads

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Medal of Honor Airborne Patch v1.1 Notes

Saturday, September 15, 2007 4:12:16 AM (GMT Daylight Time, UTC+01:00)

MOHA_logo_lghtbckgrnd

==================================================================
Medal of Honor Airborne(tm)
Update Version 1.1 ReadMe File - August, 2007
==================================================================
This patch for Medal of Honor Airborne enables the Dedicated
Server, fixes several bugs, and makes some balance changes on
the Anti-Tank Weapon.
==================================================================
Dedicated Server
==================================================================
Bullet 3 Allows all clients to join dedicated servers.
Note: To run a dedicated server, the Medal of Honor Airborne
Dedicated Server Application must be downloaded and installed.
Note: For information on the dedicated server, please read the
Dedicated Server Readme.
==================================================================
Bug Fixes
==================================================================
Bullet 3 Fixed a bug where Match Awards wouldn't work with a dedicated server. 
Bullet 3 Fixed a bug where player would become stuck in the sign-in menu after
trying to create an account with a username already in use, then
logging in using an existing account. 
Bullet 3 Fixed a bug where Punkbuster messages would display during SP games. 
Bullet 3 Fixed a bug where players are shown debug text when any player switches
teams from Allies to Axis. 
Bullet 3 Fixed a bug where if the Springfield's ammo is expended in the current
clip in scope mode, the player does not leave scope mode to reload. 
Bullet 3 Fixed a bug where the user could crash when selecting a game on the
server list. 
Bullet 3 Fixed a bug where the background of the "Terms and Conditions" screen
is out of alignment. 
Bullet 3 Fixed a bug where hovering the mouse over the sliders in the "Audio and
Video" menus do not highlight them. 
Bullet 3 Fixed a bug where exiting out of the "Controller Scheme" does not take
the player to the options menu. The player is taken back to the game. 
Bullet 3 Fixed a bug where 'Loading' text overlaps level portrait in loading
screen for multiplayer matches at 800x600 resolution. 
Bullet 3 Fixed a bug where the arrows in the "Custom Match" menu are not centered
with the rest of the text when running in high resolutions. 
Bullet 3 Fixed a bug where a sound doesn't play when scrolling the "Aim Sensitivity"
slider bar in the in-game pause menu. 
Bullet 3 Fixed a bug where a sound doesn't play in the multiplayer pause menu,
indicating how loud the sound FX volume is after change. 
Bullet 3 Fixed a bug where the player is prompted to save changes in the "Audio/Video"
settings when there were no changes made. 
Bullet 3 Fixed a bug where a specific tip text overlaps soldier art on single player
enemy soldier load screens. 
Bullet 3 Fixed a bug where non-localized text appears in training mission pause menu. 
Bullet 3 Fixed a bug where the back button art in the "Extras Menu" is inconsistent
with the rest of the shell. 
Bullet 3 Fixed a bug where the back button art in the "Stats and Medals" screen
is inconsistent with the rest of the shell. 
Bullet 3 Fixed a bug where using the arrow keys to select an unlocked video removes
the "Unlock Criteria" text from all video descriptions. 
Bullet 3 Fixed a bug where the cancel button is misaligned with its background when
the user attempts to quit the game through the shell on the following
resolutions: 1280x1024, 1360x1024, and 1600x1200. 
Bullet 3 Fixed a bug where there is no "Remove from Favorites" button in the
"Favorite Servers" submenu of the "Trusted Server list". 
Bullet 3 Fixed a bug where the "Options / Controller" menu has a missing field across
from the "Move / Lean" toggle option. 
Bullet 3 Fixed a bug where if the player tries to join a multiplayer game with a
host that has edited an INI file then the player cannot enter multiplayer
without restarting the game.
==================================================================
Balance Changes
================================================================== 
Bullet 3 The M18 Recoilless Rifle and the Panzerschrek damage and damage
Radius were both lowered in multiplayer.
==================================================================
Other Changes
================================================================== 
Bullet 3 The "r" in PunkBuster was added in the credits
==================================================================
End of Patch Notes File
==================================================================

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ToC CoD2 Medal of Honor Maps Tribute Server.

Wednesday, September 05, 2007 9:35:55 AM (GMT Daylight Time, UTC+01:00)

With Medal of Honor Airborne released in the US this week, and the UK this Friday, we've decided to run a MOH MAPS Tribute server. The maps are running on our Public Call of Duty 2 Server. The Maps will auto download when you connect.

Server IP: 85.236.100.9 Port: 28960.

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Medal of Honor Airborne - Review

Tuesday, September 04, 2007 1:47:27 PM (GMT Daylight Time, UTC+01:00)

Medal of Honor has recaptured former glory with incredibly open gameplay and amazing attention to detail. This game exudes realism and puts you in the heart of the action. Dropping in behind enemy lines to take on your foes is an exhilarating experience. The graphics are fantastic, the sounds are phenomenal, and the level design is amazing. The team at EA has revitalized the World War II shooter.


Click to View Full Size Image Gallery (38 images)

MOH: Airborne has you play the role of Pfc. Boyd Travers, an Airborne initiate. Your first mission with the 82nd Airborne is to take out the anti-aircraft guns in the Italian village of Adanti. You and your Airborne brethren will have to choose the best landing sites in order to strategically eliminate the Axis force. Gameplay is rich and wide open. The parachute drop is not just a gimmick. It is imperative to land in the appropriate spots in order to be successful. Should you land in the wrong area, you might find yourself surrounded immediately by the enemy. If this happens you'll be dead in seconds. Additionally, using the skills you picked up in training will allow you to land and fight immediately. If you forget to flare your chute, you'll end up botching the landing. This will cost you a few seconds while you shake out the dizziness and struggle to your feet. Flared landings allow you to fight without being hindered. If you can approach the drop zone at the perfect angle you'll achieve what's known as a "Greased Landing." Greased Landings have you hit the ground running, setting you up for battle.

More than enough health is strategically placed throughout the levels. If you do pick up a few nicks, find cover or back up for a couple of seconds in order to recover what's left of your "bead of health." There are four beads in total to keep you alive. However, if you die you'll find yourself back at the last save point. Sometimes this means parachuting to the initial drop zone, other times you'll be starting on foot; in all cases, you'll do the same things over and over again. This can become pretty tiresome and frustrating after a while, especially in the most difficult parts of the game. At least the objectives that you achieved will still be complete; simply advance to the next mission goal. Moreover, every restart of the level feels somewhat new, thanks to the open level design. This allows for better replayability.


Click to View Full Size Image Gallery (38 images)

Before each drop, you'll be able to select your weaponry; this is known as "Weapon Loadout." Choose between rifles, submachine guns, shotguns, and pistols. You then need your primary, secondary, and tertiary weapons. Typically, this would be a selection such as a rifle, a submachine gun, and a sidearm, or you could mix it up a bit and select a close quarter weapon such as a shotgun. As you progress through the game you will pick up commendations for exceptional marksmanship. These commendations come with upgrades that are automatically applied to the weapon. These upgrades are permanent as long as you reach the next checkpoint; it doesn't matter if you die or advance to the next level. In addition to weapon upgrades you can also unlock new weapons to be used in upcoming missions.

The compass tool provided is an integral element of the game, as we're used to seeing in first person shooters. You'll quickly get your bearings and identify who your allies and enemies are at a glance. Stars on the compass indicate your objectives; fellow infantry will appear as green dots, and enemy units will appear as red crosses. I can't tell you how important it is to glance at your compass before entering a room or an alleyway. Enemy A.I. is very good but not perfect. If enemy troops see a grenade that was not properly cooked they'll run away from it. They'll also seek cover whenever possible. However, their flanking abilities are not nearly as good as they are in similar games of this genre, and often times they won't react quickly enough to your presence.


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You can consider this game a pick-up-and-play title because the controls are so intuitive. The controller feels like an extension of yourself, as you run through the battlefield feeling like a superhero. Some of the more interesting and advanced controls this time around include pressure-sensitive triggers (called True Trigger) for scoped weapons and the lobbing of grenades. This makes for very realistic gameplay and pinpoint accuracy. I really liked the Ironsights feature; this allows you to use cover effectively. By zooming in with your weapon you can actually tilt, duck, peek, and move while crouched, all the while keeping a precise alignment on your target: it's very useful in sticky situations. If you consider yourself even remotely skilled at FPSs you'll be able to master the control scheme in a matter of seconds.

The game offers a solid online multiplayer mode. As always, you can enter a quick match, a custom match, or host your own match with your favorite settings. Multiplayer modes to choose from include Team Deathmatch, Team Deathmatch Airborne, and Objective Airborne. Team Deathmatch has you choose between Axis and Allies and simply enter the battleground. The team with the highest score at the end of the time limit wins. Team Deathmatch Airborne adds an interesting twist to the classic format. If you select the Axis you will start in fortified positions on the ground. If you choose to be part of the Allies you'll start the game from an airdrop. In Objective Airborne you'll fight to capture and hold three different flags. Those of you that are Call of Duty fans will recognize this mode as "War Mode." Medal of Honor: Airborne also allows for up to four player co-op gameplay, which makes the game fun to share with friends.


Click to View Full Size Image Gallery (38 images)

If you are a WWII game aficionado or if you're looking for an interesting new take on the FPS genre, Medal of Honor: Airborne is a great choice. The series has been truly moved into the next generation with a step up in visuals, sound quality, and wide-open level design. Thankfully, the gameplay will seem familiar and will be quickly mastered by anyone who's played the series before. Load up and move out to your nearest game store, pick yourself up a copy of MOH: Airborne, and get ready to Airdrop soldier.

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Michael Giacchino's Musical Medal of Honor Airborne

Monday, September 03, 2007 2:04:51 PM (GMT Daylight Time, UTC+01:00)

michael-giacchino-20070709035210489

It's not hard to notice that Hollywood composer Michael Giacchino, a man best know for his work on such films and television projects as The Incredibles, Mission: Impossible III, and Lost, has something of a jones for World War II era adventures. I mean how else do you explain his ongoing love affair with EA's Medal of Honor videogame franchise (Giacchino has also worked on competitor Activision's Call of Duty series, to boot)?
"You know what, a lot of it comes out of the fact that if you look at the games I've worked on they've almost all been with people that I started out in [the movie/television] business with," explains Giacchino matter-of-factly. "That said, a big part of the jobs I look for include asking myself 'Am I going to enjoy working on it?' and 'Am I going to like the people I'm working with?' In the case of Medal of Honor, I've worked with Patrick Gilmour for years. I know him so well and we're really good friends. To me a big draw to coming back to it was that Patrick was involved in it again. I'm not the kind of person that necessarily will take a job to take a job. There has to be reasons. The other big overriding reason, especially with Medal of Honor, was that I just love how seriously they take the subject matter. I love how respectful they are with it. I love how reverent they can be with it. I love that they allow it to be not just adrenaline based, but emotionally based, as well."

michael-giacchino-20070709035209520

To date Giacchino has worked on no less than five Medal of Honor titles going all the way back to the franchises inaugural installment in 1999. Having been involved in a recurring franchise for so long a composer is bound to recycle, whether consciously and/or unconsciously some of their previous themes. "There were some select themes that I did go back to," Giacchino freely admits. "But I used them in a very different way. Because the area that they were originally written for was being re-visited in this game. I usually don't just write generic themes that can be used wherever. It's always an area specific thing or a character specific thing. It's kind of an operatic approach in which every character has a theme and every location has its own theme. Which was really a huge deal for Medal of Honor because there were so many locations and so many different places you could go, we really always wanted them to have their own hook to them. In this one they included an operation which happens around the time Market Garden, so I was able to go back and pull a couple of those themes and do new things with them, which I kind of always wanted to do anyway."

michael-giacchino-20070709035207520

It's not much different from a composer who works on a continuing film franchise in which they keep core elements of the original score, tweaking it, rearranging it, and adding to it as each subsequent installment unfolds. "The main core element that was kept here was the Medal of Honor theme, the main theme," says Giacchino. "It survives in kind of a big way for this game. That's for sure. After that it was only about picking any additional elements from the other scores that made sense story-wise. If it didn't make sense story-wise, then I didn't want to go back and just re-hash what I had done. That's not one of the reasons I took the job. I usually love taking it because I find something new that can be done."

michael-giacchino-20070709035208489

In terms of the score Giacchino once again employed the use of a full symphonic orchestra. "Absolutely!," he exclaims. "We had about an 80-piece orchestra that we recorded with. Maybe 83 or something like that. The thing about recording with an orchestra, if you know your orchestration you don't necessarily need a 100-piece orchestra. You can make a 65-piece orchestra sound huge. The original Medal of Honor used a 65-piece orchestra. It's really about being careful with how you write. Some people think more is better, but it's not always."
All of that said, the greatest obstacle Giacchino had to over come was what he refers to as having to "create something that felt of the Old World, yet a little more mature." Of course some of this was tied into specifically re-visiting old, familiar locales in the game and making the music not only link back to the previous installments, but also sound fresh and vibrant and of the moment in regards to the new game. "Since the new Medal of Honor is about the airborne division, about the point-of-view of the 82nd Airborne, there's a whole new approach to take musically," says Giacchino. "If it was going to be similar to the others, I wouldn't wanted to have done it. But when I saw what it was about there was no question that I was going to be able to do something new and different with it."

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Medal of Honor Society - Featured Recipient

Monday, September 03, 2007 12:54:19 PM (GMT Daylight Time, UTC+01:00)

I thought this a very poignant story with Medal of Honor Airborne being released tomorrow. Spare a thought and wonder what it must have been like for these guys who were actually there and did this for real, not a game. Lump in throat. Massive Respect. True Hero's.

medalLarge

George J. Peters

FULL 
MEDAL OF HONOR 
CITATION

Place: Near Fluren, Germany
Date: Mar. 24, 1945
Rank and organization: Private, U.S. Army, Company G, 507th Parachute Infantry, 17th Airborne Division.
Entered service at: Cranston, R.I. 
Birth: Cranston, R.I.


The President of the United States of America, authorized by Act of Congress, March 3, 1863, has awarded in the name of The Congress the Medal of Honor to

PRIVATE
GEORGE J. PETERS

UNITED STATES ARMY


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Rank and organization: Private, U.S. Army, Company G, 507th Parachute Infantry, 17th Airborne Division.

Place and date: Near Fluren, Germany, 24 March 1945.

Entered service at: Cranston, R.I.

Birth: Cranston, R.I.

G.O. No.: 16, 8 February 1946.

Citation: Pvt. Peters, a platoon radio operator with Company G, made a descent into Germany near Fluren, east of the Rhine. With 10 others, he landed in a field about 75 yards from a German machine gun supported by riflemen, and was immediately pinned down by heavy, direct fire. The position of the small unit seemed hopeless with men struggling to free themselves of their parachutes in a hail of bullets that cut them off from their nearby equipment bundles, when Pvt. Peters stood up without orders and began a 1 man charge against the hostile emplacement armed only with a rifle and grenades. His single-handed assault immediately drew the enemy fire away from his comrades. He had run halfway to his objective, pitting rifle fire against that of the machine gun, when he was struck and knocked to the ground by a burst. Heroically, he regained his feet and struggled onward. Once more he was torn by bullets, and this time he was unable to rise. With gallant devotion to his self-imposed mission, he crawled directly into the fire that had mortally wounded him until close enough to hurl grenades which knocked out the machine gun, killed 2 of its operators, and drove protecting riflemen from their positions into the safety of a woods. By his intrepidity and supreme sacrifice, Pvt. Peters saved the lives of many of his fellow soldiers and made it possible for them to reach their equipment, organize, and seize their first objective.

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Medal of Honor Airborne - Preloading to EA Link

Monday, September 03, 2007 11:13:52 AM (GMT Daylight Time, UTC+01:00)

FPSAdmin is reporting that pre-loading of Medal of Honor: Airborne has begun for those that purchased the game on EA Link. The game is slated for a September 4 release, so get ready!

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Medal of Honor Airborne - Developer Q&A

Monday, September 03, 2007 4:30:54 AM (GMT Daylight Time, UTC+01:00)

MOHA_logo_lghtbckgrnd

Matthew Pruitt sits down with Medal of Honor: Airborne's multiplayer producer, Tom Hess.
Q: Will there be more than 12 players?
A: Medal of Honor Airborne features up to 12 players for multiplayer and with the inclusion of a dedicated server feature for the PC version, it is possible to increase the number of players.
Q: Will there be an anti-cheat system implemented?
A: Yes, we’ve implemented a commercial tool in the box, and we’ve also been working with a popular Medal of Honor community anti-cheat to give admins options for their anti-cheat solutions.
Q: What is the new content being worked on (i.e. game types, maps, etc…)?
A: We haven’t announced any specifics for downloadable content yet. First and foremost right now, we are really looking forward to the fans being able to experience all that will be available to them when the game ships.
Q: How long can you stay on the plane during online play before jumping?
A: In Medal of Honor Airborne multiplayer, the C-47 plane ride lasts 15 seconds. During this time the player can look around, but does not have any movement control. When the green light comes on, each player in the plane jumps out automatically. The player takes control once the chute opens. In single player, you have control over your movement after you stand up in the plane. It’s up to you to get out of the plane before the trooper behind you pushes you out.
Q: How many maps will be available for multiplayer?
A: Multiplayer in Medal of Honor Airborne will feature six maps. Three of the single player maps have been adapted for multiplayer action, and we rebuilt three Allied Assault maps for the Airborne experience. The Allied Assault maps were chosen through several community polls about people’s favorite maps to play.
Q: Will you be able to choose different skins in multiplayer?
A: You will not choose different skins in multiplayer however, the various maps have different skins assigned to them, based on their region. In Husky and Avalanche the Germans are wearing their tropical uniforms and in Destroyed Village and The Hunt they are wearing Fallschirmjager uniforms. Also for both the allied and axis sides, based on the weapon you choose, you will be wearing different gear. The sniper for example is wearing a cap instead of a helmet.
Q: Are the multiplayer versions of the single-players maps altered in any way?
A: Yes, but only slightly. We made adjustments that would enhance the maps and be more fitting for multiplayer, but left the levels looking very similar to the original single player maps.
Q: How admin-friendly will the servers be (i.e. control panel)?
A: We have over 40 variables for Server Admins to adjust their servers. We have also created a remote access tool that will allow users to control their servers from anywhere.
Q: Will there be a standalone dedicated server for those of us with our own boxes?
A: Yes, as mentioned above, there will be a dedicated server available with several of the options the community has asked for.
Q: Will there be taunts available in multiplayer?
A: Yes, there are a variety of pre-recorded taunts in PC. For the Xbox 360, you can use VOIP to create your own smack-downs.
Q: Will Linux binaries be available on launch or soon after?
A: Yes. This is something the server admins have asked for loud and clear.
Q: Will weapon upgrades be available in multiplayer?
A: Yes. In unranked games (PC and Xbox360), you can play with all of the weapon upgrades turned on, or all turned off. In ranked games (Xbox360), you’ll earn the upgrades the way you would in single player – by using the weapon skillfully. The difference in multiplayer though is that you upgrade a weapon class instead of just a weapon. That way, if you’ve fully upgraded your Thompson, but want to play on the Axis team for a while, you won’t have to upgrade your MP40. It will be at the same upgrade level as the Thompson you were using. This should give players some more freedom in choosing which team to play and make team balancing easier.

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Medal of Honor Airborne - Server Release & Update News

Monday, September 03, 2007 4:12:50 AM (GMT Daylight Time, UTC+01:00)

Patrick Gilmore, executive producer on Medal of Honor: Airborne, has sent out a letter regarding the game and also dedicated servers:

MOHA_logo_lghtbckgrnd

Hello everyone –
In a couple of days, Medal of Honor Airborne will be on store shelves. Judging from reactions to the demo, our air drop, weapon upgrades, and new approach to open layout are working together to produce a unique FPS experience, just as we’d hoped. I can’t tell you how exciting it is to get it into people’s hands. I also want to bring you news about the dedicated servers. During the Fort Bragg Community Summit, I said that we would be releasing dedicated servers at the launch of the game. We also received a lot of feedback regarding features you hoped for. A couple of weeks ago, I made the call to go deeper with features and customizations, to deliver as much as we could in our first drop to the community. I am happy to report that the dedicated server is complete; it’s working great, and we were able to include a huge number of options. However, it still has to finish its pass through test and CQC before we can release it, which means we will not be able to get it out in a day 1 patch. After digging into some of the issues with the patch team, I am expecting us to hit the week of September 17. Throughout production, in the dialog between the community and team members, there has been a theme of “take the time to get it right.” I thought of that as we determined which options to include, and I’m psyched about the great list of modifications available. Here are the options admins will have at their disposal for setting up games:
- Game Name
- Game Type
- Welcome Message
- Private Game setup
- Rounds (Best of…)
- Round Time Limit
- Max Players
- Punkbuster
- Friendly Fire – On/Off
- Sniper Tracers – On/Off
- Weapon Upgrades – All On/All Off
- Disable Auto Rifle Class
- Disable Rifle Class
- Disable SMG Class
- Disable Sniper Rifle Class
- Disable Rocket Class
- Enable Ammo Drop
- Enable Health Drop
- Enable Weapon Drop
- Enable Voice Commands
- Spawning Invincibility Time
- Pre-Spawn Delay for Axis, Allies, Non-Airborne games
- Post Spawn Delay for Axis, Allies, Non-Airborne games
- Show Compass
- Show Crosshairs
- Show Enemy Compass Dots
- Show Enemy Names
- Show Friendly Compass Dots
- Show Friendly Names
- Show Grenade Indicators
- Show Health Bar
- Show Hit Indicators
- Show HUD
- Show Score and Time
- Show Stance Indicator
- Show Text
- Show Who Killed Me (camera move)
- Time to Show Who Killed Me
- Wait Time Between Rounds
- Wait Time Between Matches
- Map Rotation Setup
Beyond day one, I am happy to report we are already in action on plans for future title updates and launch support, as well as the release of additional content, weapons, maps and game modes. As always, your feedback and requests to BlackHat are a critical part of our ongoing work on Airborne!
Thanks, everyone, for your support of Medal of Honor Airborne, and for your patience while we work to get information out to you. While we’re getting all of these options tested and ready for release, we hope that you’ll enjoy the experience we’ve crafted in the game. We think it’s the best in the Medal of Honor series.

Definitely a large number of server options, which is great. Lets just hope that short delay of the dedicated servers doesn't set multiplayer back.

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ToC Gaming Launch New Medal of Honor Airborne Mini News Site

Monday, September 03, 2007 2:56:47 AM (GMT Daylight Time, UTC+01:00)

If you are one of these people that can't get enough Medal of Honor Airborne news, then you might be interested in our new mini news site. To save you having to wade through all that boring news about other games, we've made a Themed Medal of Honor Airborne mini news site that only brings you 100% pure MOHA News, nothing else, just MOHA News. To make your stay a pleasant one, there's even a selection of various Medal of Honor soundtracks for you to listen to, including the Brand New Medal of Honor Airborne Main Theme and End Credits. The site is best viewed in Full Screen mode. Press the F11 key in any web browser to go into Full Screen mode.

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Airborne - Insignia

Sunday, September 02, 2007 4:00:25 PM (GMT Daylight Time, UTC+01:00)

A Collection of pre- 1946 vintage U.S. Airborne Insignia.


The Screaming Eagle Shoulder Patch


The 101st Airborne's divisional 'Screaming Eagle' shoulder Sleeve Insignia (SSI) is a tribute to 'Old Abe', the eagle mascot of the 8th Wisconsin Infantry Regiment, which fought under General Sherman in Georgia and later in Alabama, in the Civil War. The example at left is U.S. made, and as far as I can determine, was the most widely issued, and therefore the most common variant of WW2. I call it the Type 1. It has a well-balanced design, with a detailed eye and a seperate Airborne tab. At least 18 different American companies made screaming eagle patches for the U.S. government in WW2, each having it's own unique design, with minor sub-variations. At least 8 distinctly different British-made variants have been identified. Who knows how many more exist? (See the Eagle Patch Corner pages).

The patch at right is the most common British-made variant, Type B-1, with a wool base and design executed in cotton thread. The tab and shield are also seperate. These materials were typical of British made patches, but some were also done with metallic wire thread.

As Tom Taylor (son of Maxwell D, and a paratroop officer of the 502 in Vietnam) says, the eagle patch is a 'Talisman'. The symbol of the great American eagle not only imparts great courage, pride and boldness to the wearer, it has also come to strike fear into the hearts of the enemies who meet it on the fields of battle. The eagle's head and neck are visible from considerable distances, and this patch is a significant part of the mystique of the 101st Airborne.

All organic units of the division wore this patch on the left shoulder through training and combat. Attached units such as the 506th, 501st and 463rd also wore it in combat, and as long as they were serving with the division. More eagle patch variants are illustrated in the Eagle Patch Corner pages.
The GHQ Reserve SSI



The GHQ Reserve shoulder sleeve insignia was worn by members of small units, which were not part of a division. As such, the 506th PIR wore this patch, during their basic training at Camp Toccoa, GA. The 501st PIR also wore this patch while at Toccoa and Ft. Benning, for jump training. This patch was replaced by the Airborne Command SSI described below, in early 1943.
As to the patch itself, it is fully embroidered and can be found in various sizes. The two basic variations are with and without an OD border. There is also a type having a green thread finish on the reverse. These are known to collectors as "green-back patches". Many collectors specialize in greenback patches, because it seems they were only made during WW2. In eagle patches, I've seen Type 1's, Type 6's and Type 7's with the green finish on the reverse-possibly all made by the same patch manufacturer?

The Airborne Command SSI



Before troopers of the 506th and 501st ever wore the screaming eagle patch on their left shoulder, they wore the Airborne Command patch. Whereas the GHQ reserve patch was worn at Toccoa, for small units not yet assigned to a division, the Airborne Command patch was created for small, non-divisional Airborne units. As such, the 506th wore this patch for a few months in early 1943, while stationed at Camp Mackall, N.C. This was after they completed jump school, but before they joined the 101st Airborne Division at Ft Bragg, N.C., becoming members by attachment. At that time, the 506th began to wear the eagle patch.
The 501 PIR wore the Airborne Command patch for longer, beginning in spring, 1943, and wearing it until early January, 1944, when they sailed for the UK. The 501st was attached to the 101st ABD in England and only then began to wear the screaming eagle insignia. Airborne units stationed stateside, continued to wear this patch into 1945, including the 555PIB, the Parachute Training Regiments in GA and AL, and the 541st and 542nd PIRs in N.C.

Several variants of the Airborne Command patch are illustrated above. The most common type is fully embroidered, with attached tab. Some sub variants of that exist, with longer or wider shields. There is another fully-embroidered version with a seperate tab and shield. Those are smaller in overall size and length. Pictured in the center is a standard type, with blue piping (dyed suspension line) sewn around the outer edge. This modification was worn by some members of the 541st PIR at Mackall, and this specimen comes courtesy of Herman Moulliet, who later joined 1st Bn 506th as a replacement. The example at right has an attached red Airborne tab, and is just a manufacturer's variation. A myth has circulated at collectors' shows, stating that this type was unique to the 'Triple Nickel'(African-American 555 Bn), but this is untrue. Although some 555 vets may have them in their effects, my example came from Harry Antoon of the 2/501 LMG platoon.

Regimental and Battalion sub unit insignia: The above illustration depicts a collection of insignia painted on A-6 parachute drop container ends (plywood), which were rendered by an artist of the 501 Parachute Maintenance Section named Kunkel, in 1945.


Be aware that the above group is incomplete,also that some units had two variations of insignia in use, simultaneously. For example, the 501 Regiment came into existence in November 1942, after the 501st Para Bn had been de activated. When Colonel Johnson requested his new design be approved (Apache war chief holding lightning bolt below a chute canopy), the Heraldry office denied his request. They could not authorize more than one insignia for a unit with the same number and purpose (501st Parachute Infantry). Another design had already been approved for the 501 Battalion. However, despite this denial, Col. Johnson's troops wore their Apache war chief insignia throughout WW2 and ignored the official Thunderbird design, which had been created by LTC William Yarborough.

When the 501st was re activated in 1956, the new 101st division adopted the approved Thunderbird design, which had no actual battle heritage, but was officially sanctioned. The 501st crest shown is Col. Johnson's preferred design and was made of plastic by the Gemsco company because of the wartime metal shortage-these were worn on lapels and caps by EMs, and on the epaulettes by officers. Because Col. J used to Shout:"Who's the BEST?" and the troops screamed "WE are!" in reply, these plastic pins became known as "We are pins", within the 501.



Above, a WW2 era plastic "WE Are" crest, on the Gemsco manufacturer's card. Compliments of Pegg Mero Durnin, whose brother Joe was fatally wounded at Veghel, Holland in late September of 1944.



PLEASE READ THE FOLLOWING VERY CAREFULLY-THIS QUESTION OF 501st INSIGNIA IS A COMPLICATED AND FREQUENTLY MISUNDERSTOOD SUBJECT-HOWEVER IF YOU READ THE FOLLOWING CAREFULLY YOU WILL UNDERSTAND WHAT HAPPENED AND WHY

This design depicting an Apache indian chief wearing a war bonnet and clutching a lightning bolt in his fist was designed by Col. H.R. Johnson and a team of artists in the newly-activated 501 PIR in late 1942, to replace the earlier 501st Parachute Inf design of a Thunderbird, which had been used by the 501st Battalion (now defunct) and which had been designed by Colonel Yarborough.

Johnson's new version, with the design shown above, was worn as a pocket patch nearly 6" in diameter, on the jacket, Field, M1941, and the M42 jump jacket. These insignia were worn in the states at formations or when walking out, but not overseas until after VE Day. This was the exclusive insignia used by Johnson's outfit in WW2 and although not approved, this is the 501st insignia with battle heritage. Johnson's Geronimo insignia was designed by Sgts Richard Clarke, Lee Clayman and Eugene Amburgey.
Johnson's 501 PIR was inactivated in July, 1945 and not reactivated until the 101st Airborne Division was brought back into existence in 1956. After the 501 was re-activated in 1956, a much smaller (in diameter) variation of Johnson's design was made, with the word "APACHES" embroidered across the front of the patch. These are strictly from the post war 1950's-60s Ft Campbell era and the WW2 501st patches NEVER had the wording 'Apaches' on them!
HELL-O-O...ARE YOU PAYING ATTENTION?
I continually see the small 501st patches with the word 'Apaches' on them being offered as WW2 vintage patches by dealers at militaria shows and on the Internet.
It is also worth mentioning that in recent years, some fairly decent copies of Johnson's patch (no wording other than GERONIMO at the bottom and correct diameter) have also been manufactured.

501st Wing Backgrounds (ovals)



WW2 paratroopers wore a cloth oval behind their parachutist qualification wings. Each regiment within the WW2 Airborne was represented by a different color combination. In the 501 PIR, it was a red oval with a medium to light blue border. Eventually, many dozens of different unit variations were manufactured, and the practice continues to this day.
Because of the proliferation of wing backgrounds, much concern has arisen among collectors as to time period, authenticity, etc. Even during WW2, a number of manufacturers' variations were produced for ovals of the same unit, (more in some units than others), according to demand.
The four background ovals depicted above, were all obtained directly from WW2 vets of the 501 PIR.
The example at top left is the type that was Issued to the troops, and is a thin, cotton-twill material, surrounded by a very narrow blue thread border. These issued types fade drastically with machine washing and take on a salmon pink appearance, with the border fading to a very pale blue.
The example at lower left is the only one of it's type I've seen. At first glance, it looks very much like the specimen at upper right, but it is narrower and made of a textured twill center, surrounded by a blue thread border. This example came from the effects of William Hippler, an Item Co. 501 trooper.
The example at top right seems to be the most numerous, (commonly found), and it features a wool flannel red center with a blue cotton thread border. These were privately purchased, as were the types at lower right, having jump wings embroidered onto the face of the oval. I have seen the last type sewn to a Class 'A' uniform, with metal jump wings pinned-on over the embroidered ones. They also appear on M42 jackets and M41 field jackets, at the wearer's discretion

The 502 PIR utilized an unapproved bat wings and skull pocket patch throughout WW2. This was designed by Major Hal McGowan in 1941, when the 502 was still a battalion. The example illustrated is fully-embroidered-the reverse bears a gauzelike cross hatching of white threads.
In 1943, a more formal design depicting an eagle claw and the word STRIKE was designed by Sgt Russell May-although not worn during WW2, this design won approval from the Heraldry office and was also adopted by the new division in 1956, over the WW2 design with actual battle heritage. In 1945, a lapel crest was manufactured in occupied Germany, depicting the Strike emblem, but was made in miniscule numbers.



Above is a well-worn example of the leather chest patch made for wear on the A-2 flight jacket. I've also seen this worn on the M41 jump jacket. This is actually a decal, applied to a piece of thin brown leather, the circumference of which is greater than the design itself. I suspect these were supposed to present the appearance of being 'painted-on', and indeed they do look like paint after cracking and discoloring with age and wear. This specimen comes from the late Bert Ellard of F/502.

Twill variant 502 PIR Patch

Update, April, 2007. I recently realized I have been remiss in never posting the fact that the 502 PIR pocket patch also existed in a twill variant.



Above are two examples of the twill 502 pocket patch. When in as -issued, new condition (left), the patch at first glance looks identical to the fully-embrodered version. However, close scrutiny reveals that the black background material is twill. Actually the entire bat wings, skull and red, white and blue concentric outer rings, were embroidered in cotton thread, onto a thin twill base.
After a number of washings, the black twill background fades rapidly and becomes a dull grey color as shown at right.



Looking at the reverse of the mint and well-worn examples is interesting, because the design appears almost as well executed on the reverse as on the obverse. Also, the faded example actually now looks more presentable on the reverse than on the front side, because the background color is now darker on the reverse than on the obverse.
I should add the the overall thickness of the fully-embroidered version is thicker than the twill version and the twill type obviously also lacks the gauze layer across the reverse side.



By popular request from my friends at ASMIC, here are the 2 known variants of the WW2 502 PIR wing background. You'll note the the light and dark blue tones are reversed on the borders and centers from one design to the other. I do not know the reason for this. The top type is very thin twill, with a lighter blue cotton thread border. The lower type has a wool center in light blue, with a darker blue cotton thread border.



As mentioned previously, a very small number of regimental lapel or epaulette crests were made for the 502 during the 2d half of 1945. Presumably, these were made in Austria or Germany. An example is pictured above, and I have only seen TWO in 30 years of collecting. I've never gotten one from a vet, nor seen one in the effects of a vet.

The 'Strike' design was officially adopted by the Heraldry office, and in 1956, when the divison was re-activated, it became universally worn by new members of the Deuce, in a more rectangular, shield-shaped version. The original design dates to 1943, created by M/Sgt Russell May of H&H S-2 and S-3, 502 PIR. The earliest I've seen the design is hand-drawn on the cover of a pamphlet containing information on the layout of regimental billets in England before D-Day. This dates the pamphlet to late 1943 or early 1944. The design saw NO wear during WW2, and very little in the immediate postwar occupation period. The bat wings and skull 'Widowmaker' design had all the WW2 heritage. As usual, the Heraldry office approved the design with lesser actual combat-era heritage.

Earl Kelly of I Co. recently told me that he and his buddies wanted to wear the widowmaker patch on their chests when jumping into Normandy. The officers disallowed that-NOT for security reasons, but because of the similarity of the design to what the German SS were wearing!

Officers' Insignia, Unit Numbered



Intended for wear at both lapels of the green 4 pocket officer's blouse, or on the left shirt collar, while wearing the Class 'A' uniform, unit-numbered insignia were optional wear for officers while in the U.S. The crossed muskets in the examples depicted above, represent the Infantry, and there are two known types used by the 502 PIR. The top specimen features block style numbers, of uniform thickness throughout. The lower scroll type example, features numbers having a flourish, and differing degress of thickness on the various sections of each number.
Both of these styles have also been encountered in the effects of 501st officers. I've only seen the scroll type design amongst WW2 506th officers, but it is probable that they also used examples with the'506' in block numbers.
All the WW2 era specimens of numbered crossed muskets I've seen have had clutchback fasteners on the reverse. Bear in mind that unit numbered insignia continued to be manufactured for decades after WW2, and the postwar examples I've observed, have been of the block number style.
I have a crossed cannons insignia with the number '907' mounted on it, for officers of that Glider Artillery battalion, but that one was privately modified, and the numbers were not affixed by the original manufacturer.

The 502's S-2 Patch



Captain Cecil L. Simmons designed this sleeve patch during his brief tenure as company commander of Regimental HQ Company, 502PIR, in summer 1944. It is believed that 30 or less were made by a British patch manufacturer, based on a hand-drawn design, submitted by Captain Simmons. He incorporated a sphinx (the symbol of military intelligence) with the words 'Wisdom Power Silence'. The patch was intended for wear on the lower left sleeve, above any hash marks or overseas bars, much as a pathfinder wing is worn. Simmons offered these patches to his S-2 personnel, at a cost of .30 cents each. He tried in mid 1945, to get the design approved for wear by S-2 personnel in all 4 infantry regiments of the 101st Airborne, but the division was inactivated before that was accomplished. Simmons' S-2 patch is now one of the rarest of all 101st ABD related WW2 patches.

Insignia of the 506th PIR

The 506th PIR also had a conflict between two designs, an approved shield depicting six parachutes descending in front of Mt Currahee, with the slogan 'Currahee' below, and a circular pocket patch about 4.5" in diameter depicting two dice reading '5' and '6', with a large black '0' and a diving eagle under a parachute canopy in the center. This 'Para Dice' patch was worn concurrently with the official crest, so in this case both designs have WW2 battle heritage. When the 101st was reactivated in 1956, the Currahee crest was resurrected, but not the Para Dice insignia. The Para Dice design is attributed to Bill Donnan, of Company 'B', who created it at Camp Toccoa, GA in the summer of 1942.



The U.S.made 506th pocket patch at upper left was cotton embroidered on twill, made in 1942, and was one of the few real US patches made with a merrowed edge during WW2. This specimen belonged to Gerald Loraine, who received the Silver Star for his actions at the D-Day Brecourt gun battery fight. The patch above right is the British-made version, which I assumed was postwar for decades, until I recently got one from Don Straith of Company 'A'.

506th Wing Background



Here are two vintage 506th wing ovals, showing the obverse and reverse. The controversy goes on as to which color was worn to the left. I have Lt Al Hassenzahl's officer's shirt, with the oval period-sewn on; on that, the colors appear red, white, and blue from left to right, as you view the garment. For now, that's good enough evidence for me.
506th Distinctive Insignia





The crest shown at left is British made of stainless steel. It does not tarnish and as originally made, has thin black shroud lines under the canopy, which quickly wear-off. The spring type pin goes under the hook-shaped catch, with nothing complicated, such as rotating pin retainers. The example at right is the German or Austrian-made 1945 type, with a silver frosting that tends to flake-off the front surface. A different type of spring pin attaches to a shaped-catch type arrangement on the reverse. If it is true that the earliest type was made in the UK, then no DIs were worn by the 506th during over a year of stateside training. Allowing for time spent on the front lines between June 1944 and May 1945, this leaves a relatively small time period during which these crests could have been worn.



After over 30 years of collecting 101st Airborne stuff, I had seen only 2 types of 506th DI in the hands of vets. In April of 2004, a new variant came to my attention. The examples pictured above, obverse and reverse, were in the effects of Donald Zahn, who served as a Pfc in H/506th from Toccoa to Holland, and as a Lt. in C/506th, from Bastogne to Austria. The pin catch at the bottom of the reverse is the same as on the known Brit versions, but unlike those examples, it bears the words:

STERLING
SILVER

on the reverse. Also unlike the known Brit versions, these examples have tarnished, suggesting that they are made of a distinctly different type of metal than the stainless steel, non- tarnishing Brit types previously known. Note also, the pin hinge at the top reverse-distinctly different than the previously known Brit made types. Is it possible that this Sterling type may be U.S. made, and that the stainless Brit versions are copies of the earliest originals? Anyone with knowledge or input about these, please post the info on the forum. I've seen 20-30 of the stainless Brit variants, but these Sterling ones must be rare, with this the only pair I've encountered in 35 years.



Photos showing the 506th distinctives in wear before the end of WW2 are rare. This London studio portrait is dated 19 April, 1944, and shows the British made 506th DIs in wear before D-day. The soldier is Sgt Walter Skeen a.k.a. 'Polecat Scragg'. A censor mutilated the eagle patch. photo courtesy C.A. Mitchell.

Although designs are shown on Kunkel's chart for the 326th Engineers, the 377th PFA Bn, and the 463rd PFA Bn, the following should be noted. The 463rd is much better known for its unapproved Bugs Bunny pocket patch. The 326th had no lapel crest nor pocket patch in WW2. The 377th did have a silver on Red crest with the same design shown, but did not have a pocket patch. LTC Benjamin Weisberg the 377th Bn commander was designer of that unit's crest. The parachute riggers who devised the reference photo deliberately ommitted all non jumping units of the 101st Division. The 907th and 321st Artillery Battalions each had lapel crests but no pocket patches. The 327th GIR had an 'Honor & Country' lapel crest only. The 81st AAA/AT Bn had neither a lapel crest nor pocket patch that I'm aware of.

Overseas Cap Insignia



Above is a sampling of common WW2 Airborne cap patches. Top left to right, light and dark blue variants of the early parachute infantry cap patch, and an early parachute artillery patch. Below left to right, an early glider artillery patch, a theatre-made officers' paraglide patch, introduced in the 101st circa August 1944), and a US made paraglide EM patch.The officer's version had to be worn on the right side of the cap, to allow insignia of rank to be worn in the usual spot on the left side. Thus, the glider flies in the opposite direction from that on the enlisted version, as their patch was worn on the left side. In this manner, the glider always appears to fly toward the front of the wearer.



Captain Cecil Simmons H/502 wearing a suntan overseas cap in 1942. Note how his captain's rank bars are worn pinned onto, and covering his blue and white parachute infantry cap patch. Because of this, officers began wearing the parachute and later para glide cap patches on the right side of the cap. photo courtesy C.l. Simmons



Above: a vintage example of an officer's suntan overseas cap with 2d Lt rank bar pinned onto the blue and white (early) Parachute Infantry cap patch. Note the gold and black officer's piping. This cap belonged to Lt Charles Matson, also of H/502.



Illustrated above, a few of the many variants of Parachute Infantry overseas cap patches, worn 1941-44. So many companies made these for the government that it is difficult to find any two exactly alike. The two most common U.S. made types were: 1) cotton thread parachute, embroidered on thin twill base. 2) Cotton parachute embroidered on blue wool base. The patches shown above are of the somewhat less-common variety. The two top patches belonged to Captain Bob Speer of 2/502. Prior to the 502, Speer belonged to the 551st PIB. I suspect the patch at top left dates to that period and was made in Panama in 1942. The wool patch at top right was made in England in 1944. The two lower patches belonged to Ray Blasingame of F/502. The one at bottom left is a U.S. made, fully-embroidered cotton patch. The one at lower right was made from metallic wire thread in London.



This blue and white patch is inclusive for all Airborne Infantry toopers, whether parachute or glider borne. It was introduced in mid-late 1944, as a transition from the plain parachute on blue background, to a more universal Airborne Infantry concept. This style didn't last long, as it was supplanted by the even more universal type, with red added, to include Airborne artillery personnel. Damian Lewis was seen wearing a variant of the above in a late 1944 Paris scene in 'Band of Brothers, although his example was even more obscure, with the glider flying in the opposite direction, for wear on an officer's overseas cap.
The few examples I've owned have been cotton thread design, embroidered on a thin, dark blue twill background, like the example shown above. This specimen comes from Sgt.Robert Kandt, who served in the 2d PTR (Parachute Training Regiment), on the Alabama side of Ft. Benning 1944-46.
So these patches were around, although I've yet to see one in the hands of a 501st or 502nd veteran. I have several 506th overseas caps bearing these blue and white paraglide patches. This doesn't verify that the 501 and 502 did not receive any through their supply channels, but it might mean something. At least we know that the 506th DID have them.

Early Cap Patches for Gliderborne Troops



Before the Paraglide patch, combining parachute and glider, was forced upon everyone in August, 1944, Glider-Borne troops had their own distinctive overseas cap insignia. As shown above, these depicted a glider in flight, against different colored backgrounds. The Infantry type was white on Blue, Artillerymen wore a red background, and the dull copper brown background was for Airborne Medical personnel. The color of the last type is about the same shade as dried blood when it is soaked into fabric.



Here is photographic evidence that these early glider cap patches were worn on the right side of the cap by EMs, before the introduction of the Paraglide patch. This caused the glider to appear to fly to the rear of the wearer. The example above left, shows a Pfc of the 327th GIR, wearing the blue Glider Infantry patch, flying backwards. The example above right shows a 321st GFAB trooper wearing the red artillery version in the same manner. Both photos were made in England, before D-day. pics courtesy K.Barickman and G. Dettore collections.


This image was also made in England before D-day and shows a Glider Officer of the 326th AEB wearing his cap patch, with the glider flying to the rear. On an officer's cap, this was the only way to avoid wearing the patch on the left side, with rank pinned onto the patch. This patch also has a white glider on a red background, because the Engineers wore the same colored cap patch as the artillerymen. This officer is unidentified, but his suntan shirt bears a nice Type 8 eagle patch. c/o J.Crilley



This photo shows a grouping of Parachute Field Artillery officers' insignia, from the effects of LTC Ben Weisberg, the original C.O. of the 377th PFAB.

ARTISTIC SEWING



The paraglide patches sewn to the 2 caps illustrated above, demonstrate how creative sewing could really enhance the overall appearance of a mundane overseas cap. The left example is blue piped, for Infantry c/o Lou Truax (D/506th) and the orange piped example is for Signal troops. The stitching style seems to be the same on both examples. The right example was worn by Merlin Shennum of F/506th, after he transfered to the 17th Airborne, for shipment to the Zone of Interior in 1945.



Many eagle shoulder patches were applied with fancy stitching, usually done in white thread. This Blue (for Infantry) 'X' border, on a Type 7, is the prettiest version I've seen. It is applied to the shoulder of S/Sgt Bill Meeker's B/327th GIR Class 'A' blouse. Having a buddy who had been a tailor in civilian life, made this possible. Bill's cutdown M43 (see Uniforms pages) has a Type 5 patch applied by the same guy, in the same manner.



The 1st Allied Airborne Army



This Army was a joint collection of British and American Airborne Divisions, and was formed in the late summer of 1944. A shop in London immediately began producing metallic wire versions, as shown above, but few were produced. This is because a V bomb hit the tailor shop that was making them, in the fall of 1944, while 101st troopers were in Holland. Evidently only a few men managed to get one, before going to Holland. As a result, I've seen only 2 of the Brit made metallic wire versions. This one belonged to Lt. Charles Matson, of H/502. (The other was on the jacket of a 2/502 man). Other versions exist,(see below). German made versions in metallic wire also exist, and those are much more common than the Brit made bullion example shown above.
This unit is sometimes referred to as the "First Triple A".



Above are the 3 most commonly seen variants of the 1st AAA patch. At left, the standard British made type, having the wording and design embrodered in cotton thread on a blue felt or flannel wool shield. Next is the most common US made type, fully-embroidered, and featuring a medium blue shield. At right is another US made type, less frequently seen, having a very pale blue-almost grey color to the shield. These are also fully embroidered of cotton thread, in the standard, cut-edge style.
Also, there is a BEVO weave version, made in Germany during the occupation in 1945. Those usually have only the word 'Airborne' at the top, instead of 'Allied Airborne'. In 1945, many 101st troopers affixed one of these 1stAAA patches to the right shoulder of their Ike jacket, so when it is encountered in wear on 101st uniforms, it is found at the right shoulder of a blouse or Ike jacket.

Source:
www.101airborneww2.com A great site for information on The Airborne Division
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Posted by : Gunny

Airborne

Sunday, September 02, 2007 11:30:42 AM (GMT Daylight Time, UTC+01:00)

With the realease of Medal Of Honor Airborne not so far away, i thought i would do some reading about the Real Hero's of 101st Airborne.

Source:
www.101airborneww2.com A great site for information on The Airborne Division.



In this 1943 color photo, parachutists sit on the bench seat of a C-47 awaiting instructions to stand up and hook-up. Note the brown jump boots and reserve (chest pack) parachutes. They are wearing the Type T-5 parachutes-the spring loaded clip fasteners of the main (back pack) chute harness are visible across the upper chests of the jumpers. These often tightened-up, due to the opening shock and descent, and many complaints were lodged by Normandy survivors that the buckles were too difficult and time-consuming to unfasten under combat conditions. Type T-5 chutes were used until mid 1944, at which time Riggers began converting them, by adding a harness equipped with a quick-release box to existing T-5's.



The quick release box pictured above was salvaged by Don Zahn of H/506th-later versions are not fully-round and have a straight edge on one side of the disc.
The modified T-5's were forerunners of the T-7 chutes on which quick-release boxes were standard equipment. These jumpers are also holding the static line hook in their left hand-this was attached to a steel cable which ran the length of the aisle just below the ceiling of the plane. When the jumper exited the door, the static line played- out, ripping the cover off the back parachute. 'Prop blast' from the propellors helped the chute deploy automatically. Thus the jumper only had to exit with the proper body position and his chute would open automatically. The red ripcord handle of the chest reserve chute was only pulled in the event of a malfunction of the main chute. The U.S. Army switched to black boots circa 1958 (one of the technical mistakes in 'Saving Private Ryan'wherein paras are seen wearing black boots).



Plates like this were sewn to the side of the main backpack of the T-5 parachute and this one indicates that the canopy inside is (multi shade green) Camouflage. Wartime records indicate that prior to D-Day, parachute manufacturers were shipping both white and camo chutes to England in equal numbers. Despite attempts to equip all D-Day jumpers with camo chutes, only about half of the chutes used on D-Day were camo chutes. The rest had glorious white canopies,which made splendid targets as the jumpers were floating to earth in thick machinegun fire.



Lou Vecchi of H/506th holding the GI's best friend, the 30-06 caliber M-1 rifle designed by John Garand. Utilizing an 8 round clip, the gas-operated, semi auto weapon allowed the user to fire eight times, as fast as he could pull the trigger. This gave a distinct advantage over Axis opponents who were mostly using bolt-action rifles. photo c/o Bob Martin.


The heavy padded drop bag shown above, was worn by paratroopers when jumping with the M-1 rifle. The rifle was broken down into three sections: barrel, stock, and trigger group and zipped-up in this heavy canvas bag. A metal hook on the reverse attached the bag to a metal loop mounted high on the right chest portion of the main harness. The bag was tucked behind the reserve chute when jumping, on a 45 degree angle. Many complaints came from Normandy survivors who lost precious seconds removing their weapon from the 'Griswold Bag', and assembling and loading the M-1 while enemy troops encroached. Starting with Market-Garden, Riggers began mounting an extension on the Griswold Bags, enabling jumpers to descend with a fully assembled and loaded M-1 rifle in the bag. Also shown in the photo is a pair of spit-shined brown jump boots which belonged to Rudy Korvas of F/501.
Folding Stock Carbine M1-A1


The M1-A1 folding stock carbine was a weapon unique to the paratroops in WW2. Manufactured by the Inland Arms division of General Motors, this weapon utilized a small, specially designed .30 caliber bullet which was considered a compromise between a pistol and a rifle. The side-folding stock of tubular metal has a leather cheek plate on the left side. Early models were made without a bayonet lug. The photo above shows an M1-A1 with stock extended and an unusual adaptation to fit a sling just behind the muzzle. Being as this photo was taken in spring, 1944 before Normandy, it is interesting to note that Captain Sammie N. Homan of F/501, is wearing an M43 field jacket, which were not generally issued until the Market Garden operation. The photo was made at Imber range, in Wiltshire, near Salisbury Plain, England, on live ammo firing practice. The carbines, which were usually issued to officers and men assigned to crew-served weapons like M.G.s and mortars, were the subject of many complaints. They lacked knockdown power, even at short range, and were frequently discarded in disgust. Photo courtesy Sammie N. Homan
Light Machinegun M1919 A-4


Individual Ammunition Loads
 For Normandy-506th PIR
"Pineapple"


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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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Medal of Honor Airborne - Episode 2: Operation Avalanche

Friday, August 31, 2007 10:05:40 AM (GMT Daylight Time, UTC+01:00)


First ones in, last ones out. PATHFINDERS is a six-part machinima series set in the game world of "Medal of Honor Airborne." It follows the elite group of Allied Paratroopers that jump behind enemy lines and clear the way for the rest of the invasion force.

Episode 2: Operation Avalanche

The Pathfinders battle to prove themselves in the Greek ruins of Paestum - but they're in for the fight of their lives.


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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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Red Orchestra Summer Update Released - Free Trial Period!

Thursday, August 30, 2007 8:51:41 AM (GMT Daylight Time, UTC+01:00)

Summer Update Released

Another Free Trial Period!

As the very alert will have noticed quickly, the Summer Update has been released. You may also have noticed that they are running another Free Trial Period from Yesterday (Wed 29 August) through the weekend, ending on Monday. Once again this means that you can get friends and family to try the full game for free, courtesy of Steam. It should be a busy few days on the servers!

Enjoy the new map - Krivoi Rog. We think it will convert a lot of people to tanking, with the new look to the game from the graphics enhancements and the huge engagement ranges. The full change log for the update is linked in the earlier posts. Head over to the forums and let us know what you think of the additions and changes to the game.

Red Orchestra: Ostfront 41-45

Summer Update Details and Screenshots!

We know how much people like to see more information on the updates, so here are a bunch of screen-shots for you, along with some more information - and the change-log on the forums.

More detail on the new and updated features:

  • New map - "Krivoi Rog". This is set on the plains of the southern Ukraine in late 1943 and allows the German Tiger tank to show at its very best, matching its firepower against the speed and agility of the Russian T-34. This map also puts the new long view distances and higher player numbers to good use - giving massed tank engagements over an unprecedented 24 square kilometers of play area with a view distance of 3,000 meters.
  • New vehicle - the mid-war German Panzer IVG. This one bridges the gap between the under-powered early-war German tanks and the very powerful later-war machines.
    Graphical enhancements - The game now features an all new adaptive bloom system that aside from looking amazing (even at low resolutions) also simulates the effect of the eye adjusting when looking at bright areas. We have even added the in-game anti-aliasing and anisotropic filtering settings for even more eye-candy.
  • New vehicle features including a manual tank shell reloading option and a dynamic camera movement system for when driving or riding in vehicles.
    New system for locational and damage type specific pain and death sounds. For example, head shots will result in a quieter death sound, shots to the lower torso will result in a loud screaming death sound.
  • Many new server admin requested options and features include forced team balance, banning by ROID and improved Idle Kick.
  • As always, there is a long list of other new and updated features, plus bug fixes – see the full changelog on the forums HERE!

And the screenshots for you:





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Medal of Honor Soundtracks including Airborne

Wednesday, August 29, 2007 4:08:44 PM (GMT Daylight Time, UTC+01:00)

The Medal of Honor Soundtracks are available for purchase now, including the newly released Airborne soundtrack.

MOHA_logo_lghtbckgrnd Click the CD covers below 

Medal Of Honor - Airborne Vanguard European Assault Pacific Assault Rising Sun
Allied Assault Frontline Underground Medal Of Honor

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Medal of Honor Airborne - Pathfinders Episode 1: Operation Husky

Wednesday, August 29, 2007 3:26:42 PM (GMT Daylight Time, UTC+01:00)


First ones in, last ones out. PATHFINDERS is a six-part machinima series set in the game world of "Medal of Honor Airborne." It follows the elite group of Allied Paratroopers that jump behind enemy lines and clear the way for the rest of the invasion force.


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Hot Medal of Honor Airborne News

Wednesday, August 29, 2007 9:32:59 AM (GMT Daylight Time, UTC+01:00)

MOHA_logo_lghtbckgrnd
 

Listen to the Planet Medal of Honor Podcast above. Show Highlights below.

Bullet 3 Mouse Lag Fixed for Release.

Bullet 3 PunkBuster Support.

Bullet 3 More Game modes and content, maps etc coming in patches.

Bullet 3 Shotgun added to multi player (server side option)

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MOH Airborne : Medal of Honor Airborne Fan Kit Renders Part 3

Wednesday, August 29, 2007 4:13:28 AM (GMT Daylight Time, UTC+01:00)

The Medal of Honor Airborne Fan site Kit was released recently, and it contains some lovely artwork and renders from the game. In this last in the series we look at the renders from the fan site kit. Click the images for High Resolution versions. Some great desktop wallpaper material here.

MOH Airborne Fan Site Kit Renders.

PosterShot_AlliedGroup

PosterShot_Jump

PosterShot_M18

PosterShots_Parachute

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MOH Airborne : Medal of Honor Airborne Weapons.Part 2.

Wednesday, August 29, 2007 3:54:19 AM (GMT Daylight Time, UTC+01:00)

In the 2nd in this series we look at the weapons of Medal of Honor Airborne. Click the images for full size versions.

The Weapons of MOH Airborne.

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HUD_WeaponsUpgrade02

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MOH Airborne : Medal of Honor Airborne Concept Art. Part 1

Wednesday, August 29, 2007 3:34:11 AM (GMT Daylight Time, UTC+01:00)

The Medal of Honor Airborne Fan site Kit was released recently, and it contains some lovely artwork and renders from the game. In this first in this series we look at the concept art for Medal of Honor Airborne. Click the images for High Resolution versions.

The Concept Art of MOH Airborne.

Arch-of-Destruction

c47-crashSite_paint

C-47_concept

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gela2C copy

half-track-mood-final-no-planes copy

half-track-mood-final-w-planes

husky2-alleyway-revised

interior of church_paint

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thick_air

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Medal Of Honor Airborne - Review

Tuesday, August 28, 2007 1:58:24 PM (GMT Daylight Time, UTC+01:00)
This is my personal review of Medal of Honor Airborne. For the technically minded of you reading this you wont find any mention of Anti-strophic filtering or anti-aliasing (see I'm not even sure if thats right)or anything about rendering, What you will find is my honest opinions of the game.
   
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Medal of Honor Airborne - Food

Sunday, August 26, 2007 3:31:04 PM (GMT Daylight Time, UTC+01:00)
With the release this week of the Medal of Honor Airborne Demo, It got me thinking what food, would the real soldiers of World War 2 like the character of Boyd Travers have eaten?
   
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Medal of Honor Airborne Multi-Player Community Summit

Sunday, August 26, 2007 5:23:14 AM (GMT Daylight Time, UTC+01:00)

Fort Bragg, North Carolina, named after the Confederate military general Braxton Bragg. It is one of the U.S. Army's largest military bases and the home of the 82nd Airborne. My Grandpa Anderson served in World War II at Normandy as a member of the Navy and Grandpa Bell in Korea. My father served in the Army, my uncle served as well, and my aunt in the Air Force. For a skinny college student from South Bend, Indiana with no first-hand military experience, only relying on the tales passed down from family, the thought of being on a military base for a few days was both exciting and a bit scary. Yet as I learned, the United States military is only the best in the world not because it has the best weapons and funding, but because of the people that serve in it.

Unlike most of the trips I take on behalf of Game Freaks 365, this one was actually close to home, at least by flight. North Carolina is only about an hour away from Chicago in the air. Two delays, one in South Bend and one in Chicago caused me to miss my connecting flight in Charlotte, North Carolina to Fayetteville, the closest major city to Fort Bragg. I spent the night alone (and since thousands of people will read this, may I suggest to you not to fly United) in the airport since the airline would not put me up in a hotel.

Despite the lack of sleep, my spirits were up and by morning my boots were on the ground and heading towards Moon Hall. Believe it or not, Fort Bragg actually has two buildings dedicated to lodging. It was more or less a hotel, and my room happened to be a suite. No complaints here! I met up with the group at around 10 a.m. or so local time at the Airborne Museum on the base. It had a lot of fascinating equipment dating back to World War I and II (be sure to check out our Myspace profile for a complete set of pictures I took), to more present conflicts such as Vietnam and Operation Desert Storm.

From the museum we headed to the jump tower. This is where the Airborne trains without actually jumping out of an aircraft. The heat and humidity were well into the mid to upper 90s. Only adding to it was the jump suit that we had to put on: a parachute and a reserve. Now imagine a hundred pounds worth of equipment from weapons and ammunition to supplies. I can only imagine the sweltering conditions that our men are enduring over in Iraq as I type this, not to mention the total lack of security. After I got all strapped up with the help of a gentleman retired from the Army and ready to go. Walking rigidly up the stairs, I climbed the nearly 40 feet of the jump tower and fell off the ledge. Nope, not to my death. A line stopped my fall about ten feet down and slided me across a field to safety.

After we completed our jump, we headed back to Moon Hall for some showers. I usually don't require a midday shower, but this one was badly needed. It is hard to believe how much sweat a person can release in the period of an hour or so baking in the sun. After we were all fresh and clean, the group headed to Sports USA for pizza and game time. Sports USA is basically a huge Chuck-E-Cheese for adults. A boxing ring takes center stage with pool tables around it, computers with the latest games and plenty of arcade madness.

I have to say that the food I ate on the base was delicious. I never thought I would say that about Army food, but it could pass as a fine restaurant what we ate. I greatly appreciate the Southern hospitality that was on display in the dining hall, at the hotel and throughout the base. The tremendous work and sacrifice that our Army does to ensure our freedom was quite apparent during this trip. The men and women that I met were great, but the reality is that most of them are not stationed at Fort Bragg or at other bases like it, but overseas. For that, I thank them for their service.

The U.S. Army and Electronic Arts pulled out all the stops to make this Medal of Honor: Airborne event happen. I really have not heard anything of its kind and I am very happy to have been a part of it. Whether it was spending time with the men and women in uniform, touring a military base or playing an unreleased game at the invitation of a major publisher, not everyone can say they have done this. For my full impressions of Medal of Honor: Airborne, please read my hands-on preview of the single-player and my preview of the multi-player. Also, be sure to check out Myspace.com/gamefreaks365 to take a virtual tour of Fort Bragg. Be sure to add us as a friend while you are there!

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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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Call of Duty 2 - New Player?

Wednesday, August 22, 2007 5:49:04 PM (GMT Daylight Time, UTC+01:00)
With all the talk of New Games soon to be released. I thought i would post about a game ToC Clan play at present...Call of Duty 2.
   
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Introducing GetAirborne.net

Wednesday, August 22, 2007 7:43:57 AM (GMT Daylight Time, UTC+01:00)


http://www.getairborne. net

Introducing GetAirborne.net, the brand new community-driven site for Medal of Honor Airborne. Get Airborne is all about highlighting the different ways that everyone plays the game. Some players always jump with a sniper rifle in their loadout, some insist on the up-close power of the automatics. Some players will always assault from the main battle lines, while others explore their environments to find better opportunities for attack.

Whatever your play style, we want you to show it off. Record yourself playing Medal of Honor Airborne in your own unique way, then submit the video to our site to be listed in our video library, where everyone can witness your elite skills. If your tactics are good enough, you might even find yourself on the front page!

To directions and guidelines to submit your video to the site, visit the Videos page and read the directions posted there. We've kicked things off with short playthroughs of Operation Husky by Medal of Honor Airborne developers (including yours truly), and as time goes on, we'll continue to add more of our videos in with your videos. You can start uploading your Husky playthroughs when the Medal of Honor Airborne demo comes out, and we look forward to you showing off your skills in the later levels of the game, and in multiplayer, too!

You can find out more about recording and editing gameplay videos here.

- BlackHat - EA Games


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Medal of Honor Airborne: Re-hosted Full Size Images

Monday, August 20, 2007 3:39:23 PM (GMT Daylight Time, UTC+01:00)

We've re-hosted the Full Size versions of the Latest Medal of Honor Airborne Screenshots as Planet Medal of Honor is dog slow at downloading thumbnails, let alone full size image.

Click the images below for the Full Size versions. 9117191

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ToC Call of Duty 2 S&D Match, Sunday 26th August

Monday, August 20, 2007 2:31:10 PM (GMT Daylight Time, UTC+01:00)

4119_09 

Sunday 26th 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

To play in the match and for more details click HERE

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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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Call of Duty Graphics Comparison (2003 - 2007)

Monday, August 20, 2007 7:24:06 AM (GMT Daylight Time, UTC+01:00)
A video showing the graphics comparison of Call of Duty series since 2003 (Call of Duty) till 2007 (Call of Duty 4).

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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

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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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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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Medal Of Honor Airborne - Demo Coming Next Week

Tuesday, August 14, 2007 7:07:19 PM (GMT Daylight Time, UTC+01:00)

Electronic Arts has announced that both PC and Xbox 360 demos for their upcoming WWII shooter Medal of Honor Airborne will be released on Thursday, August 23. Here is a snip:

     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.firingsquad.com/

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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
Technorati Tags: medal of honor airborne

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Medal Of Honor Airborne System Requirements

Sunday, August 12, 2007 6:02:17 AM (GMT Daylight Time, UTC+01:00)

The minimum specs for Airborne have been revealed, they are:

Operating System : Windows XP SP2
Processor : 2.8 GHz Intel Pentium 4 or AMD Athlon XP 2800+
Memory : 1GB RAM
Video Card : NVIDIA Geforce 6600GT or ATI Radeon X1300PRO
(Some slower GPUs with higher model number's also not recommended.)
Video Card Memory : 128MB RAM

Operating System : Windows Vista
Processor : 3.0 GHz Intel Pentium 4 or AMD Athlon 64 3800+
Memory : 1GB RAM
Video Card : NVIDIA Geforce 6600GT or ATI Radeon X1300PRO
(Some slower GPUs with higher model number's also not recommended.)
Video Card Memory : 128MB RAM

Source : http://www.ubertastic.com/

Discuss : Here

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Server & Player Stats for ToC Call of Duty 2 Server

Saturday, August 11, 2007 8:40:32 AM (GMT Daylight Time, UTC+01:00)
I spent some time adding serverspy gameserver monitors last night. Server and Player stats are available below in this post, or you can head on over to our new Stats Page for more information. The new Stats Page also contains a ToC Teamspeak monitor as well as a ranked player list. A Server Stats link button has been added just below the shop link button at the top of the right hand column.
   
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Medal of Honor Airborne Wallpapers

Saturday, August 11, 2007 5:09:41 AM (GMT Daylight Time, UTC+01:00)

EA posted 9 Wallpapers a while ago for Medal of Honor Airborne. I thought I'd remind you how good they are. Well worth a further look and download. Links to the full size version in different resolutions are listed after each image.

AA Gun
1600 x 1200
1024 x 768

Approach
1600 x 1200
1024 x 768

Going Down
1600 x 1200
1024 x 768

In the Plane
1600 x 1200
1024 x 768

Heavenly Body
1600 x 1200
1024 x 768

Wounded
1600 x 1200
1024 x 768

Dual Monitor Wallpapers.

Enemy Ack-Ack - Dual Monitor
2560 x 1024
2048 x 768

Approach - Dual Monitor
2560 x 1024
2048 x 768

Not Good - Dual Monitor
2560 x 1024
2048 x 768

Source : http://www.ea.com/moh/airborne/   

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Medal of Honor Airborne: Box Art

Saturday, August 11, 2007 4:53:25 AM (GMT Daylight Time, UTC+01:00)

Here is the confirmed Box Art for the PC Version.

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ToC Call of Duty 2 Search & Destroy Match

Friday, August 10, 2007 4:49:46 AM (GMT Daylight Time, UTC+01:00)

 

Sunday 12th August
Gametype : Search and Destroy
Server Start: 19:30
Match Start : 20:00
Match Finish : 22:00
ToC S&D Server IP : 85.236.100.9:28963

More Details & To Play Click : Here

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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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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/

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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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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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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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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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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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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/

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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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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

Joystiq hands-on: Medal of Honor: Airborne

Saturday, July 28, 2007 3:20:08 AM (GMT Daylight Time, UTC+01:00)


Forget about Hour of Victory and put Medal of Honor: Airborne on your list if you're eager to get back to some WWII gaming. It'll help bandage the wound left by Call of Duty when they decided to go all Modern Warfare on us.

What sets it apart from the other entries in the Medal of Honor series is the Airborne factor that really changes the way you approach each new campaign. You parachute into each level from a C-47 transport plane, and can choose exactly where you'll land on the map, if you're halfway decent at steering your 'chute. This changes the gameplay over the previous game dramatically, because you can play each map differently every time you drop in.



It's not simply a matter of choosing a spot on the field and appearing there, though. You have to glide yourself in via your parachute, avoid enemy fire (coming down right on a machine gun nest, for instance ... no es bueno), and you also have to nail your landing. There are three different types of landings, and each one affects you different. A Botched landing throws you to the ground, and it takes you a few seconds for you to stagger to your feet, which means you're a perfect target for eager Germans. A Stuck landing has you flaring your chute as you land, although it takes a second or two to drift to the ground, and you have to release your chute before you can draw your weapon. The Greased landing is what you'll want to hit every time. You glide in for a smooth landing, release your chute and pull your weapon up all in one movement, basically allowing you to hit the ground running and firing.

Of course, we botched our landing pretty spectacularly, and started taking enemy fire right away. We thought it would be smart to ignore the "suggested" landing points in an effort to get right into the battle, but it didn't go too well. Hello death and humiliation. Our second effort went a bit better ... meaning that we botched our landing again, but this time there was no one around to witness it and unload a clip into our backside. We also were shown that you can land anywhere you want, even on top of buildings, which adds another dimension of gameplay. For instance, if you see an emplacement of enemy soldiers, you can land on a building near them and rain bullets on them from above.

Speaking about the enemies, we're assured that they have much more advanced AI (which pretty much every developer will tell you these days), and for the most part that actually seemed to be true. We had one German soldier pinned behind a truck, and he stayed there, firing at us every now and then. He didn't decide to try and rush us on his own, and he even chucked a couple of grenades our way. In fact, if you flank them in order to get a shot, the enemy will realize their cover is blown and will go searching for more. Howere, this doesn't mean that they all act like Sun Tzu during every encounter, but they are generally smarter than the enemies in say ... Hour of Victory. There were still a few times in the game when it was a bit easy to pick off enemy soldier after enemy soldier.

One of the cooler features we saw was the ability to upgrade your weapons throughout the campaign. There's a meter to the side of the screen that fills as you frag enemies, and when it reaches the top, you'll get a weapon upgrade like two clips taped together for faster reloads, adding a sight for great accuracy, and more. You get more points for things like headshots and multiple kills with a grenade, and that gives you the upgrade a lot faster. Medal of Honor: Vanguard offered the ability to upgrade weapons as well, but only on a very limited basis.



Graphically, the game looks as good as the last couple of Call of Duty titles, and the nighttime level we played in looked pretty impressive. There were ambient lighting effects, smoke, fire, and the nighttime sky in the level, all looking sharp and smooth. The enemies have several different death animations, based on how you they expire in the field, and the character models are well-detailed with a lot of attention to accuracy, although that's nothing new in WWII games these days, and has come to be expected. If the developer has a wrong weapon or part of the uniform wrong, they know they'll be hearing about it from fans.

Each level has "drop point objectives" that you have to achieve to advance, and if you fail several of them, you'll have to re-jump in and start over again. The campaigns they've included in the game are Operation Torch (North Africa -- the training level takes place here), Operation Husky (invasion of Sicily), Operation Avalanche (invasion of Italy), Operation Neptune (the invasion of Normandy), Operation Market Garden, and others. They promise that it's historically accurate, and there's a "secret" level or two that they wouldn't tell us about. At the preview event where we played the game, they weren't talking about multiplayer, but at E3 they announced it would be in the game when it ships next month, and we'll have more details about that as it comes out.

The sound is also fairly amazing, and just like Call of Duty and other games using 5.1 sound, you really feel like you're in the midst of a real battle. You'll hear enemy chatter, your squadmates, explosions, ricochets, air support, and more as you play through the campaigns. It's easy to discount sound design in a game, since everyone tends to focus on graphics and gameplay, but when someone does it right, it's a welcome addition.

   
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Posted by : Gunny

Medal of Honour: Airbourne (PC, PS3 and XBox 360)

Saturday, July 21, 2007 1:22:35 AM (GMT Daylight Time, UTC+01:00)
Source : http://www.gamersnation.co.uk/

I'm genuinely impressed by this latest movie of Medal of Honour: Airbourne. The game looks like it's coming along nicely indeed. You can simply never have to many WWII FPS games imo. Due for release 31 August 2007 on PC and XBox 360, with at this point no date for the PS3 version.




Medal of Honour: Airbourne (PC, PS3 and XBox 360) Medal of Honour: Airbourne (PC, PS3 and XBox 360) Medal of Honour: Airbourne (PC, PS3 and XBox 360)
Medal of Honour: Airbourne (PC, PS3 and XBox 360) Medal of Honour: Airbourne (PC, PS3 and XBox 360) Medal of Honour: Airbourne (PC, PS3 and XBox 360)


Key Features

The first step is everything – Unprecedented player choice.
Bullet 3 Start each mission with an airdrop into enemy territory where the landing spot you choose can dramatically change the course of battle. On the ground, tackle enemies and complete objectives in whatever order you chose as your navigate your way through a massive, free-roaming, non-linear FPS environment.

Vertical Combat
Bullet 3 Fight on the ground or atop roofs, balconies, towers, ruins and natural formations in a variety of environments authentic to the European Theater of War.

Affordance AI
Bullet 3 A formidable new AI system delivers unpredictable and intelligent enemies which challenge even your most battle-hardened strategies.
Bullet 3 Engaging the enemy triggers death animations unique to each and every encounter.

Upgradeable Weapons
Bullet 3 For the first time, enhance your chosen weapon with authentic, customizable field modifications that affect your marksmanship.

Medal of Honor Airborne is the latest video game from EA’s acclaimed Medal of Honor™ franchise, credited with pioneering the WWII first-person shooter genre after its debut in 1999.

Medal of Honor Airborne is set to redefine the series and change the way shooters are played by introducing you to an entirely new way of experiencing a WWII FPS. Fight through the largest Airborne operations in history and bring victory wherever you land. For the first time ever, jump from a C-47 aircraft and land anywhere in an open battlefield. Combat on the ground offers unprecedented tactical choice as you engage the Axis armies with an open variety of combat routes and flanking opportunities. View the entire operation from the air, and then control your parachute to choose your landing spot. On the ground, gather your senses and assess the terrain. A wide variety of authentic, customizable weapons are at your disposal, each with distinct characteristics. Choose your path in this free roaming FPS environment.

The Medal of Honor Airborne development team continues to ensure that the ideals and integrity of the prestigious congressional Medal of Honor are accurately reflected in the game. The producers sought counsel from numerous expert sources to make certain the game is historically accurate and as true to the WWII Airborne experience as possible.

   
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Posted by : ToC Gaming