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Saturday 8 September 2012

DC Universe Online: Hand of Fate - Unmasked: Legends PvP

DC Universe Online: Hand of Fate - Unmasked: Legends PvP:
New sorcery Legends PvP characters Doctor Fate and Felix Faust are featured in this "Unmasked" video feature for the upcoming DC Universe Online: Hand of Fate DLC pack.

Read and Post Comments | Get the full article at GameSpot

"DC Universe Online: Hand of Fate - Unmasked: Legends PvP" was posted by MikeTao on Fri, 07 Sep 2012 11:25:44 -0700
Source:Google Reader

Football Manager 2013 Screens

Football Manager 2013 Screens:
4 new shots posted.
    
Get the full article at GameSpot

"Football Manager 2013 Screens" was posted on Fri, 07 Sep 2012 11:10:54 -0700
Source:Google Reader

EA Sports Season Ticket - Official Trailer

EA Sports Season Ticket - Official Trailer:
EA Sports Season Ticket allows people to play Madden NFL, NHL, FIFA Soccer, Tiger Woods PGA Tour and NCAA Football titles before launch.

Read and Post Comments | Get the full article at GameSpot

"EA Sports Season Ticket - Official Trailer" was posted by MikeTao on Fri, 07 Sep 2012 16:55:12 -0700
Source:Google Reader 

Chalk Talk - Professional Play for Pay

Chalk Talk - Professional Play for Pay:
In this week's Chalk Talk we discuss eSports and Professional gaming and its impact on games, gamers, and the community

Get the full article at GameSpot

"Chalk Talk - Professional Play for Pay" was posted by Synthia Weires on Fri, 07 Sep 2012 18:00:00 -0700
Source:Google Reader

RaceRoom Racing Experience: Simbin’s attempt to leave no vroom for improvement

RaceRoom Racing Experience: Simbin’s attempt to leave no vroom for improvement:

Preview by Mike Channell
RaceRoom is car expert Simbin’s business on the side – allowing patrons of its venues, including ‘rooms’ in Dubai and at the Nurburgring, to jump into racing seats and play at being a racing driver.
But while the obscure branding might not stir the loins, the concept might. RaceRoom Racing Experience is designed to offer free-to-play sim racing of the kind of quality that exceeds anything else on the market, boxed or not. The first step is a new engine for Simbin, something that has been overdue for a good four years. Nobody doubted the Swedish developer’s uncanny knack for subtle yet drivable reproductions of a wide range of cars, but when you’re wading through angular scenery, plastered with muddy textures and drizzled with flat lighting, it’s difficult to feel exhilarated.
The crisp screens decorating these pages certainly don’t scream ‘free to play’ in the same way that rival game SimRaceway’s faintly shabby aesthetic does and it’s evidence that Simbin’s tech has finally caught up with their talent. Beyond the visuals, which translate handily to the printed page, we have to rely on Creative Director Diego Sartori to reel off a list of other ways that the engine will impress. “Its new Audio Engine supports 7.1 sound systems and features a brand new effects layer that enables more audio effects to be played at the same time and with higher definition,” Sartori begins. “Our new network engine improves on prediction code, latency issues and runs with a higher update rate, not to mention that we have reworked the collision system for better precision and collision detection. The physics engine has been reworked in order to improve the tyre model, and driving dynamics of the game plus improvements to the collision detection system for improved damage detection as well as collisions in general.”

Why don't they give real cars like this away for free?
While not as immediately striking as the graphical leap, it’s this laundry list of technical improvements that will have sim fans most excited. Audio, particularly when racing from the cockpit, is as important for immersion as those shiny visuals, improved net code means fewer first corner cartwheels and in racing games, where the rubber is the sole point of contact between car and road, an improved tyre model means every element feels that bit more legit.
Simbin are keen that you’ll feel the full force of those physics updates even if you refuse to part with a penny. Rather than palming you off with a modest, road-legal hatchback, the free offering is the slick-tyred and speed-bump-averse Aquila CR1 Sports GT, which takes its inspiration from Le Mans-style prototype racers. Rest assured, this V8-powered, fibreglass manapult will give you more than enough opportunity to terrify yourself.
If you’re in search of a fresh challenge, micro-transactions will allow you to bulk up your garage with vehicles that span both decades and a wide range of racing classes, including prototypes, GTs and touring cars. Confirmed models include the race-spec mutation of the McLaren Mercedes SLR, the GT version of the Audi R8 sports car and, somewhat hauntingly, a BMW 134 powered by a Formula One spec Judd V8 engine that killed its driver in July of last year. I hope its inclusion is designed as a tribute to talented German hillclimb racer Georg Plasa, rather than for the purposes of dramatic reconstruction.

Hillclimbing is probably the most dangerous motorsport around.
Your stomping ground, at least initially, is a fictional RaceRoom Raceway, an undulating mountain-side track that bears a passing resemblance to Argentina’s Portero de los Funes circuit. It certainly looks the part, but it seems that if you want to pound real-life asphalt you’ll have to open your wallet. Still, the goal is to offer some of the more obscure but exciting circuits that have otherwise been overlooked in racing sims. “With regards to how we select tracks, this is always a tough one to be honest, some famous tracks are famous more by their history then the actual qualities of the track and with that in mind our approach to track selection has been to find tracks that delivered interesting racing and interesting laps,” Sartori elaborated. “In the end we have what I think is a nice selection of known and lesser known officially licensed tracks.” Expect Australia’s rollercoaster-like Bathurst circuit to make an appearance, along with the swooping, beach-front Zandvoort track in Holland and at least ‘a few’ narrow, treacherous hillclimb courses.
The glue that holds the entire thing together will be a social and stat-tracking system that keeps tabs on both your solo and multiplayer endeavours and serves up challenges and competitions. In an attempt to blend real-life motorsport with its digital equivalent, car manufacturers will have Facebook-inspired pages within the portal, so racers can pledge their allegiance and keep up to date with developments in the automotive world.
It might not be GTR3, but with the same technology, a community that unifies real and virtual motorsport fans and the opportunity to hand-pick your favourite cars and tracks, it’s potentially even more exciting. There’s definitely room for both in our lives.

Formula One power requires Formula One aerodynamics.

Source:Google Reader

Awesomenauts review

Awesomenauts review:
Awesomenauts PC review
Two cheery teams of three attempt to kill each other while slowly chipping away at the other team’s turrets. If you aren’t familiar with action-RTS games, Awesomenauts’ simple side-scrolling approach is a fantastic place to pick up the basics. Smash the other team’s defences to bits, then destroy their core so that you can win the game.
The first thing you need to know is that it isn’t safe to attack turrets without the help of your team’s tiny robots. These droid helpers march across the map in pairs, and gain a major health boost when close to enemy turrets. Stand behind these bite-sized soldiers and you’ll be able to attack turrets without getting hurt, but you’ll usually have to protect the droids if you want them to get that far.
Killing turrets, players, and enemy droids earns you solar – the currency you’ll spend to buy upgrades for your character throughout the game. Gradually overpower the enemy team, and eventually you’re more than likely to win. There are eight different characters to play as, but Ronimo tease that there’ll be more to choose from soon. Initially you’ll have to choose from the standard upgrades, but as you level up in the game each character will gain access to a choice of 24.
Awesomenauts PC review
Clunk is a robot mercenary who likes wrecking things. Oorah!
You can only choose 12 upgrades to take into a game, and it’s very unlikely you’ll get the chance to max all of them out. Creating a tactical build order is an important part of winning the game, but in contrast with more complicated action-RTS games, roles in Awesomenauts are very fluid. Clunk is a tank and Voltar heals, but most other characters can serve more than one purpose.
The variety of skills ensures it never feels like there’s one ‘correct’ character build. None of them are so weak alone that they need support classes in order to survive, but teams of three friends who play together have got plenty of scope for making tactical builds. There’s depth here for those who want it, but on the surface Awesomenauts is relatively easy to pick up and play.
The inclusion of keyboard and mouse controls in the PC version have forced a few substantial changes to the game, though. The Xbox 360 version only supported eight-direction aiming, while mouse support upgrades this to 360 degrees.
This massive advantage to ranged characters meant that a lot of the game needed to be rebalanced, and at this stage it doesn’t feel like it’s quite there. Playing with a controller still remains an option, but puts you at a big disadvantage: moving and aiming are mapped to one stick, which naturally takes away a lot of control. The other problem is the AI that replaces human players who drop out during a game. Erratic, dim, and yet often still hard to beat, the AI isn’t much fun to play against.
Awesomenauts PC review
You can play with friends as an online party or in local splitscreen.
To compensate for their lack of tactics, these AI chumps seem to automatically gain solar at a rate that’s almost impossible to keep up with – a cheap balancing trick that’s overtly unfair. When you’re playing against humans it isn’t a problem, but this isn’t reassuring for new players. It’s a hell of a lot less complicated than other MOBA games, but many are likely to be turned off after a few practise games against the evil AI.
Adding a new control scheme changes the game in unexpected ways, and Ronimo still has work to do if they want to stand out from the crowd. It’s charming, addictive, and on the verge of being a genuine classic – a gateway drug and an ideal introduction to the burgeoning action-RTS genre. But as things stand, it isn’t quite awesome.

Source:Google Reader

Awesomenauts review

Awesomenauts review:
Awesomenauts PC review
Two cheery teams of three attempt to kill each other while slowly chipping away at the other team’s turrets. If you aren’t familiar with action-RTS games, Awesomenauts’ simple side-scrolling approach is a fantastic place to pick up the basics. Smash the other team’s defences to bits, then destroy their core so that you can win the game.
The first thing you need to know is that it isn’t safe to attack turrets without the help of your team’s tiny robots. These droid helpers march across the map in pairs, and gain a major health boost when close to enemy turrets. Stand behind these bite-sized soldiers and you’ll be able to attack turrets without getting hurt, but you’ll usually have to protect the droids if you want them to get that far.
Killing turrets, players, and enemy droids earns you solar – the currency you’ll spend to buy upgrades for your character throughout the game. Gradually overpower the enemy team, and eventually you’re more than likely to win. There are eight different characters to play as, but Ronimo tease that there’ll be more to choose from soon. Initially you’ll have to choose from the standard upgrades, but as you level up in the game each character will gain access to a choice of 24.
Awesomenauts PC review
Clunk is a robot mercenary who likes wrecking things. Oorah!
You can only choose 12 upgrades to take into a game, and it’s very unlikely you’ll get the chance to max all of them out. Creating a tactical build order is an important part of winning the game, but in contrast with more complicated action-RTS games, roles in Awesomenauts are very fluid. Clunk is a tank and Voltar heals, but most other characters can serve more than one purpose.
The variety of skills ensures it never feels like there’s one ‘correct’ character build. None of them are so weak alone that they need support classes in order to survive, but teams of three friends who play together have got plenty of scope for making tactical builds. There’s depth here for those who want it, but on the surface Awesomenauts is relatively easy to pick up and play.
The inclusion of keyboard and mouse controls in the PC version have forced a few substantial changes to the game, though. The Xbox 360 version only supported eight-direction aiming, while mouse support upgrades this to 360 degrees.
This massive advantage to ranged characters meant that a lot of the game needed to be rebalanced, and at this stage it doesn’t feel like it’s quite there. Playing with a controller still remains an option, but puts you at a big disadvantage: moving and aiming are mapped to one stick, which naturally takes away a lot of control. The other problem is the AI that replaces human players who drop out during a game. Erratic, dim, and yet often still hard to beat, the AI isn’t much fun to play against.
Awesomenauts PC review
You can play with friends as an online party or in local splitscreen.
To compensate for their lack of tactics, these AI chumps seem to automatically gain solar at a rate that’s almost impossible to keep up with – a cheap balancing trick that’s overtly unfair. When you’re playing against humans it isn’t a problem, but this isn’t reassuring for new players. It’s a hell of a lot less complicated than other MOBA games, but many are likely to be turned off after a few practise games against the evil AI.
Adding a new control scheme changes the game in unexpected ways, and Ronimo still has work to do if they want to stand out from the crowd. It’s charming, addictive, and on the verge of being a genuine classic – a gateway drug and an ideal introduction to the burgeoning action-RTS genre. But as things stand, it isn’t quite awesome.

Source:Google Reader


PlanetSide 2 Alpha Squad package gives beta access, exclusive items

PlanetSide 2 Alpha Squad package gives beta access, exclusive items:

Sony Online Entertainment deployed a feature-filled pre-launch deal for PlanetSide 2 today entitled Alpha Squad. For $40, purchasers receive (deep breath) a 4000 Station Cash purse for use in the in-game store, an exclusive coat of armor camouflage, a 6-month XP and resource boost, 12 weapon unlocks, and a snazzy “Founder” title. Oh, and instant beta access.
Sony Online says buyers of Alpha Squad will have their accounts immediately flagged for beta without needing a key. All in-game bonuses apply across your account as well, so any soldier you create receives these boosts automatically.
As for the weapons, here’s what unlocks for each faction. Incoming acronym attack:
Assault Rifle
  • New Conglomerate: GR-22
  • Terran Republic: Cycler TRV
  • Vanu Sovereignty: H-V45
Carbine
  • New Conglomerate: AC-X11
  • Terran Republic: T5
  • Vanu Sovereignty: Pulsar C
Light Machine Gun
  • New Conglomerate: EM6 LMG
  • Terran Republic: TMG-50 B
  • Vanu Sovereignty: SVA-88
Sniper Rifle
  • New Conglomerate: LA80
  • Terran Republic: SR-7
  • Vanu Sovereignty: V10
PlanetSide 2 doesn’t have a firm release date yet, but the raging beta battles between the three resource-hungry factions have racked up impressive numbers so far. More info on Alpha Squad awaits your perusal at the official website.

Source:Google Reader


XCOM: Enemy Unknown system specs, Steam pre-purchase rewards detailed

XCOM: Enemy Unknown system specs, Steam pre-purchase rewards detailed:
XCOM: Enemy Unknown
Today, 2K Games revealed XCOM: Enemy Unknown’s system specs and a peculiarly designed pre-order deal on Steam. All of the pre-order rewards, which include a free copy of Civilization V, are not guaranteed: in a post yesterday, 2K said three tiers of incentives unlock as more pre-orders roll in, with purchasers receiving the accrued spoils on XCOM’s October 9 release.
The first tier, the Elite Soldier pack, gussies up your squad with “several aesthetic upgrades to armor suits” using “a variety of colors and tints.” You’ll also nab a soldier sporting the classic flattop hairdo from the original XCOM.
Tier 2 inflates your overflowing Team Fortress 2 item backpack with a flattop hair-helmet (sans appropriate theme music, sadly), an “Area 451″ Sectoid head-over, and a giant Vigilant pin.
The last tier keeps it simple: a free copy of Civilization V, which is giftable for those who already own it. As I write, the progress bar is at around 80 percent into the first tier.
2K has also revealed XCOM’s system specs. In addition to packing in more tasty tactical treats for the PC version, XCOM’s development team gratified the PC’s “superior hardware” with increased detail depth and graphics power, but the below system requirements show support for a wide range of setups:
Minimum Requirements
OS: Windows Vista
Software: Steam Client
Processor: 2 GHz Dual Core
Memory: 2 GB RAM
Hard Drive: 20 GB free
Video Memory: 256 MB
Video Card: NVIDIA GeForce 8600 GT/ATI Radeon HD 2600 XT or greater
Sound Card: DirectX Compatible
Recommended Requirements
OS: Windows 7
Processor: 2 GHz Dual Core (Intel Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz)
Memory: 4 GB RAM
Hard Drive: 20 GB free
Video Memory: 512+ MB
Video Card: NVIDIA GeForce 9000 series/ATI Radeon HD 3000 series or greater
Sound Card: DirectX Compatible

Source:Google Reader

Editorial: My surprising, unlikely love affair with Guild Wars 2′s PvP

Editorial: My surprising, unlikely love affair with Guild Wars 2′s PvP:

The last time I remember really enjoying player vs. player in an MMO was during the days of 24-hour classic Alterac Valley in World of Warcraft. I’m just not typically into MMO PvP. I have never once, for example, been into an instanced PvP warzone throughout my 200+ hours in Star Wars: The Old Republic. In general, this particular RP carebear wouldn’t be terribly upset if most MMOs dropped PvP altogether. But Guild Wars 2 is different. It’s handed me armfuls of things I didn’t even know I wanted, possibly the greatest of which being a rekindled love of PvP.
I’m speaking specifically of the mega-instance World vs. World areas, which task players with everything from building siege weapons and capturing keeps to protecting supply lines from enemy raiders. Most efforts to do this kind of large-scale, open-area PvP have gone mildly to terribly awry. They’re either systematically flawed, or end up getting redesigned to provide a quicker experience (read: Alterac.) But somehow, ArenaNet has pulled it off.

Watercolors: The essence of Hardcore
So what makes this situation different? First, everyone who enters the World vs. World area is immediately leveled to the cap of 80. You won’t have any traits, skills, or gear that you haven’t earned leveling, but it gives you a decent chance of winning against someone who does. This allows you to jump into the middle of a massive war at any time, and at any level.
Secondly, the objective design is pretty brilliant. No matter how large or small the group you’re running with is, there’s almost always something you can do to contribute to your side. Even alone and in pairs, you can raid a poorly-defended supply line and stop your enemies from upgrading their fortifications or building siege weapons. Likewise, you can guard one of your own caravans and scout the road for enemies who would look to halt its progress.

When all else fails, fling large rocks at the problem
A mid-sized group can target the supply camps themselves, or one of the defensive towers that give you a great vantage point. And for those large single or multi-guild pre-mades, you’ll have your work cut out for you capturing full-blown keeps and the stat-boosting orbs held by each of the three realms in your matched group. This scalability, paired with readable markers that tell you exactly in which direction significant battles are happening, creates an extremely accessible experience that you can ease yourself into gradually.
Last but not least, Guild Wars 2 nails scale and pacing. The set up of the game’s four World vs. World areas – one “home” for each realm called the Borderlands and the hotly-contested meat grinder in the middle – are such that no match ever turns into a glorified tug of war, with battle lines shifting and collapsing and re-forming more organically. When three factions meet to fight over the same three capturable points, things can get crazy pretty fast, as ad-hoc alliances dissolve as quickly as they form. It’s reminiscent of the kind of sweeping, chaotic battles you might see in a sandbox game like EVE Online. You can play for an hour and feel like you’ve accomplished something, but the option is also there to play for eight hours, watching territory change hands and massive, guild-led armies clash.

Have fun storming the castle!
World vs. World could still benefit from tools that enable leaders to take command and communicate what everyone should be doing (rather than just hoping everyone will actually read team chat). A “commander tent” that lets you place objectives with added incentives on the map is one possibility. I’m also not thrilled with how long you have to run from spawn to get to some of the massive area’s far corners. Even so, Guild Wars 2 has hit closer to the mark than any previous MMO in this arena. Close enough to get a jaded PvP curmudgeon like me to wade into the fray with a hearty battle cry, again and again.

IS THERE NO ONE ELSE?
I’ll see you in The Mists.

Source:Google Reader