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Thursday, March 14, 2013
News::Timeless: The Lost Castle Review | Casual Game Guides
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News::Unity Engine 4.1 is Available Now
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News::Sniper: Ghost Warrior 2 with free DLC and no DirectX 11 support at launch
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News::Reflections on a Save Crystal Episode 13
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News::StarCraft II: Heart of the Swarm Review | The Guardian
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News::Sacra Terra: Kiss of Death Walkthrough
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News::Gamespot- Now Playing - Shadowrun Returns
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News::Motor Town: Soul of the Machine Review | Casual Game Guides
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News::Revengeance, the Lighter Side of Metal Gear - What Sets it Apart?
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News::Neocrisis: Tomb Raider Review
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News::Naruto Shippuden: Ultimate Ninja Storm 3 appears in Steam registry
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News::Borderlands: Luck of the Zafords Weekend
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News::StarCraft II: Heart of the Swarm Review | Attack of the Fanboy
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News::Editorial: The SimCity rap a crime against rhyme
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News::Tomb Raider Review | DarkStation
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News::Fairly Twisted Tales: The Price Of A Rose Walkthrough
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News::Memory Lane: March Releases Throughout the Years
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News::Call of Juarez: Gunslinger New Screenshots
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News::Starcraft 2: Heart of the Swarm Review at CalmDownTom
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News::Azada: Elementa Review | Casual Game Guides
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News::Arma 3 Alpha Lite Is Now Available
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News::Koreas Best Cosplayers Take on StarCraft II: Heart of the Swarm
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News::Active Respawn Review: SimCity
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News::StarCraft 2: Heart of the Swarm is an evolving love story | GameZone
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News::Edge- StarCraft 2: Heart Of The Swarm Review
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News::New Vault Hunter For Borderlands 2 To Be Shown At PAX East Panel
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News::Counter Strike Co-Creator Minh Le's Tactical Intervention Now In Open Beta
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News::Gabe Newell Says Valves Business Grew 50% In The Last Year
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News::SimCity Review | New Gamer Nation
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News::Alice 3 is possible if American McGee can get the rights
The developer of the creepy Alice games, American McGee, posted on his Facebook asking people if they had an interested in there being an Alice 3.
1) If we could get the rights from EA, would you play Alice 3?
2) If you'd play Alice 3, would you back it on Kickstarter?
3) If you said yes to those two things, make some noise - I'm trying to gauge interest in case I happen to discuss this with EA during GDC in two weeks. The more interest there is, the more seriously they'll take the conversation.
It seems like he wants to continue this series, and he also would like to do it without EA being involved. Of course, EA probably doesn't have any interest in this series since Alice: Madness Returns didn't sell a thousand-million copies.
Read more...
via destructoid http://www.destructoid.com/alice-3-is-possible-if-american-mcgee-can-get-the-rights-248686.phtml
News::Metro: Last Light sale didn't waste too much dev time
When THQ's properties were auctioned off earlier this year, it was easy to become worried about some titles -- especially those that had been shown publicly before and weren't terribly far off from being completed -- despite many of the intellectual properties and studios finding good homes. I would put Metro: Last Light in that category of games it would've been painful to see suffer from the sale, but its new publisher, Deep Silver, reassures that it is on track after the delay.
"Obviously the release date has been pushed back a little bit as the studio re-engages with a new publisher and tries to figure out QA, submissions and all the stuff you have to do behind the scenes," Deep Silver global brand manager Huw Beynon told VG247.
"We've not lost too much time on the development of the game, and it's essentially going to be the same product we planned to release in March. We're just really excited that it's not been too traumatic for the studio -- the game is coming out -- I'm confident that it's going to be great. And I'm just really glad that we can be showing it again."
Metro: Last Light team didn’t lose too much time on development after THQ sale [VG247]
via destructoid http://www.destructoid.com/metro-last-light-sale-didn-t-waste-too-much-dev-time-248688.phtml
News::360GamerCast - Tomb Raider Review
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News::Call of Juarez Gunslinger Gameplay Reveal Trailer
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News::Nintendo Download: LEGO City Undercover, Monster Hunter
The Wii U is getting a decent amount of full retail downloads this week, with LEGO City Undercover ($49.99, March 18), Monster Hunter 3 Ultimate ($59.99, March 19), Need for Speed Most Wanted U ($59.99, March 19), and Croods: Prehistoric Party ($39.99, March 19). Punch Out!! is also dropping March 21 for the Wii U Virtual Console for a cool $0.30.
The 3DS is also getting some love, with Mega Man 3 (3DS VC), a Ketzal's Corridors sale ($4.99), and a KarmoKnight demo. On the full retail eShop side of things, Monster Hunter 3 Ultimate ($39.99), Rayman Origins ($29.99), Reel Fishing 3D Paradise ($19.99), and The Croods: Prehistoric Party ($29.99) are launching.
DSiWare is getting Forgotten Legions and Goony -- I really wish that last one was Goonies 2 for the NES.
Read more...
via destructoid http://www.destructoid.com/nintendo-download-lego-city-undercover-monster-hunter-248680.phtml
News::Metal Gear Rising: Revengeance: 5 Reasons The Story Sucks
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News::10 Games That Will Kick Your Ass
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News::6 things Maxis must fix in SimCity
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News::The 9 Worst Videogame Launches of All-Time
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News::Forbes Review: Game of Thrones Ascent
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News::Battlefield 3 -- End Game DLC - Review | G4MERS
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News::Sniper Elite 3 targets 2014 for next-gen consoles and PC
Rebellion is partnering with 505 Games on a new installment in its World War II sniping series for next-gen platforms and PC. Sniper Elite 3 will once again feature OSS sniper Karl Fairburne when it arrives later next year.
"We've got some great ideas to improve on what we did before and feedback from fans has been invaluable," said Rebellion CEO Jason Kingsley. "Sniper Elite V2 was just the beginning of what we want to do with the franchise, there are things we didn’t have time to do before that we can really look at featuring this time.
"We want to focus on making this latest incarnation of Sniper Elite more of a sandbox game but also build on the awesome X-Ray Kill Cam and the atmospheric World War II setting. We're looking forward to seeing what Sniper Elite fans and gamers in general make of the latest chapter in the story."
Some of Sniper Elite V2 's kill-cam shots are just painful to watch -- imagine what those might look like running on higher-end hardware. I'm already grimacing. The transition to more of a sandbox environment does sound intriguing, though.
via destructoid http://www.destructoid.com/sniper-elite-3-targets-2014-for-next-gen-consoles-and-pc-248687.phtml
News::SimCity Review | Awesome Games
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News::CVG- SimCity Review
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News::Gearbox teases new playable character for Borderlands 2
At some point in the future, Borderlands 2 will be getting another playable character as downloadable content. We don't know what this escaped experiment is called, or what it looks like, exactly, but this teaser trailer from developer Gearbox gives me some ideas.
PAX East attendees who want to find out more information will want to make room in their schedules for the Inside Gearbox Software panel on March 24 from 12:30pm to 1:30pm.
via destructoid http://www.destructoid.com/gearbox-teases-new-playable-character-for-borderlands-2-248685.phtml
News::StarCraft 2: Heart Of The Swarm review
There’s a moment in Heart Of The Swarm’s campaign when its star, Sarah Kerrigan, asks her Zerg chief scientist whether he is aiming for perfection with his genetic experimentation. No, he replies, he isn’t. Perfection is never possible, because it’s forever a moving goal, and so he’s consigned to merely follow it. Sure, it’s spoken by a dripping sexual organ of a character in one of the most deliriously schlocky games in recent memory, but it’s an idea that gets to the heart of StarCraft’s multiplayer. Broadly, it hasn’t changed in 15 years, and yet it still hasn’t lost any of its capacity to entrap players and spectators within its dizzyingly complex interplay of unit abilities and human skill. As time passes, strategies are revised and meld, new tactics become standard plays, and rediscoveries of past successes undercut those of today and in turn become popular again. StarCraft, for its players, is a constantly shifting battleground where perfection always lies tantalisingly out of reach.
But our oozing friend doesn’t speak for StarCraft’s core game design, which is, more or less, perfection. If it wasn’t, it wouldn’t still be at the peak of the RTS genre. And this is Blizzard’s boon and its bane. How can it build on what’s fundamentally already finished? HOTS, which follows 2010′s Wings Of Liberty as the second part of a trilogy of games under the StarCraft II banner, answers this question by adding seven new units across its three races’ multiplayer rosters, 26 new maps and a redesigned front-end interface. That’s enough to remake the game for its hardcore players, perhaps, who will be eager to discover the new strategies these enable, but what about the rest of us?
The obvious attraction for those without a vested interest in multiplayer is the campaign, which picks up directly after Wings Of Liberty. Rich and entertaining, it builds on WOL’s playful approach to the strictures of the RTS genre with a varied set of 20 main missions divided across five short storylines. Each tale takes you to a different location, documents Kerrigan’s efforts to bring the Zerg swarm together, and as a group they offer excuses for you to be piloting battlecruisers in space one moment, taking on boss battles the next, and then directing intimate single-unit engagements and partaking in light stealth soon after. Sometimes you’ll encounter multiple styles in the same mission. The campaign is generous, too, with almost every level introducing a new unit or plaything for you to get your head around as well as giving you choices over your army’s abilities and what set of missions to tackle next.
The campaign’s strength lies in the fact that it doesn’t feel the need to live up to the formality of multiplayer. For a start, it offers an expanded set of unit types, and for each you can select one of three augmentations that buff certain abilities. Seven units can be further improved in Evolution missions, in which you get to try out two strains and then choose the one to keep. These often transform their roles for the rest of the campaign. Your flying Mutalisk can become either a Brood Lord, which despatches powerful Locusts at ground targets from long range, or a Viper, which can pull enemy units from their positions to disrupt their formations. Zerglings, meanwhile, can be strengthened and given the ability to jump up cliffs and leap on enemies, or multiplied, with three birthed at a time.
And on top of all this is the almost constant and battle-turning presence of one of the story’s lead characters, usually Kerrigan. Here HOTS seems to look back to Warcraft III (perhaps through the lens of the popularity of the MOBAs that game inspired), packing in abilities that add direct control to the tactics: single-target blasts, healing, stun attacks, area damage and much more. Kerrigan herself levels as you complete missions, unlocking tiers of new abilities, including passive powers such as Zerglings automatically restocking at no cost at your home base when they’re killed, or Vespene gas extractors not requiring drones to operate. Some players might feel that such abilities take away from StarCraft’s tactical purity, given you can often muddle through with these powerful units, which even get resurrected after a short cooldown period if they die. But they make for dynamic confrontations that are less at the mercy of inexperience or poor planning than the scenarios found in many singleplayer RTSes.
Continue >>
The post StarCraft 2: Heart Of The Swarm review appeared first on Edge Online.
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News::Vocalize Episode 1: Taking Down Michael Pachter
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News::Disney Infinity pushed back to August
After retailers updated their placeholders for August, the New York Times has confirmed that Disney has officially delayed Disney Infinity into the "more favorable" launch window of August.
Allegedly, it's not due to quality control reasons, as John Pleasants, co-president of Disney Interactive, states, “We could deliver in June if we wanted to. Will a two-month timing change help us? Sure, of course. It gives us a little more time to add bells and whistles and make sure it really sings and pops.”
The new date is set for August 18th for North America, which coincidentally, is just in time for the release of Pixar's Monsters University. The move also may have to do with pushing it closer (yet before) the release of Skylanders Swap Force , which could saturate the market before Activision gets a chance to try again.
Disney delays [New York Times]
via destructoid http://www.destructoid.com/disney-infinity-pushed-back-to-august-248660.phtml
News::Sony Santa Monica on PS4′s potential, and what it means for game development
Sony Santa Monica’s Jason McDonald and Mark Simon are, surely, exhausted. They’ve been flown into PlayStation’s London office for a day of press interviews and they’re flying back to Santa Monica later that same day to continue to refine God Of War Ascension’s new multiplayer mode. Singleplayer might be done, but online play is the kind of job that never ends, says McDonald with a weary smile. They are both cheery and enthusiastic speakers, nonetheless.
We’re here to talk about God Of War, but really we want to know about PlayStation 4. We enquire whether Sony has asked them what they’d like to see from the new console as it was being built, in keeping with the rhetoric that emerged from PlayStation Meeting. Sony Santa Monica has been so hard at work getting Ascension finished – or as finished as it can be before online multiplayer feedback begins to filter though – that Jason McDonald and Mark Simon weren’t asked. But they can give us a sense of the feeling internally about the new machine.
“Everyone’s excited about it for sure,” says Ascension’s lead combat designer McDonald. “The last hardware release was seven years ago so it’s not like this happens every couple of years – we’re ready.”
Mark Simon is lead game designer on Ascension. “Our studio is filled with gamers too so you have that buzz – we see the new games and thinking as a developer is almost secondary. You can see the possibilities but really you’re like ‘Man, I really wanna play this game.’
“I think they’re concentrating on the social aspect which is great, because we’re kind of delving into it now with [God Of War] multiplayer. We’ve found that it’s not like you develop the game and then you ask afterwards what people liked and didn’t like. Now it’s what’s working and what’s not working and we can fix that. So that’s the thing for the next generation hardware and PS4 that I think is exciting, that we’re embracing that and saying that that’s important and games are about having fun with one another.”
McDonald is most interested in the implications of that Share button. “The spectating, in particular, is very new,” he tells us. “You get a little taste of that on PC where people can just stream their games on PC – people like it so having a way to do that on a mainstream console is going to be big. With games like Ascension people are going to get competitive and want to stream and see other people play.”
The raw power of the new console will open up greater opportunities for games like God of War, too. “The hardware possibilities are crazy,” adds Simon. “I’m excited that things like depth of field will look great next-generation. It’s going to mean real cinematography, and real in-game is going to look like a pre-rendered movie. That is awesome, because then our cinematic games becomes really cinematic all the way through and there’s no quality change between pre-rendered and in-game.”
Though he’s had little hands-on experience with PS4, Simon can nevertheless explain why all the talk of creating games on PS4 suggests it’ll be easier to code for. “Generally you have to write a lot of low-level code in order to work with architecture from PS2 and PS3 and then you go to this standard that everybody is programming with on PS4,” he says. “So what that means is it frees a lot of people to stop thinking about low-level code. Obviously it was a strength of the PS3 because the sub-processor was a badass, but it took a lot of work to use the full architecture of the PS3. But now by using something that’s more common across all of programming land, that frees up time, and programmers with freed up time can make better tools and that’s going to make for better games.”
Simon also acknowledges that Sony has learned lessons from outside the console business. “Maybe in the future you start to see some things that are happening in mobile and on the web are starting to happen on console. I think those worlds are going to blur – and I think it’s because of popularity and profit.”
The move to a more social, data-driven style of game development through online play has just begun, it seems. On PS3, God Of War Ascension’s multiplayer will be tinkered with for the next few months, even years. When PS4 arrives, neverending, service-style game development might leave some at Sony Santa Monica looking back fondly upon the days when a project had a more definite beginning, middle and end.
The post Sony Santa Monica on PS4′s potential, and what it means for game development appeared first on Edge Online.
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News::StarCraft II: Heart of the Swarm Review | Cheat CC
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News::Tomb Raider PC review | Examiner.com
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