Tag Archive for enemy

Assassin’s Creed Discounted On Steam

AC2
Is that the hapless gurgle of blood welling in an enemy’s slashed throat or your oh-so-classy gurgle of excitement? Today, the Assassin’s Creed series is copping a quick, clean slash — to its pricetag. Steam has sliced away up to 75% of the cost of all games in the series.

The Steam Ubisoft Assassin’s Creed sale is seeing the mysterious dropping of prices all over the place. A half-price discount has snuck up on Assassin’s Creed Revelations and its associated DLC packs. Everything else gets a clean 75% — that includes the deluxe editions of both Assassin’s Creed 1 and 2. It works out to $5 and $7.50 respectively (and this is where I probably get to do the required “X game is discounted” price comparison of videogames to a fast-food lunch. Gaming is the more nutritious activity, right?).

The Assassin’s Creed series blends seamlessly into the backdrop of the Ubisoft weekend, which sees everything in the publisher’s catalog discounted by 33%. Don’t forget to check back tomorrow — who knows which games will be taking the (price) hit next?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/pAC2OmJ08yU/1224770p1.html

MechWarrior Online Teaser Trailer Released

It’s a little hilarious that I half-expect dubstep when a videogame trailer drop, but in the case of this new MechWarrior Online teaser trailer, a soundtrack is absolutely not needed: the stomping battlemechs and pew-pew lasers are threatening to create a club hit of their own.

Good grief, is that a battlemech I see flying through the air to deliver crushing defeat to his enemy? Man. In this otherwise pleasant and serene-looking environment — which reminds me of Skyrim mashed together with WoW’s Stonetalon Mountains — I see giant robots, guns, and at least three different colors of laser. Yep, all is right with the world. Who needs narrative?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/bWgJnRqIDeQ/1224629p1.html

Preview: Hands On with Sins of a Dark Age

Imagine looking down from above on a game of League of Legends, Dota 2, or Heroes of Newerth as two teams of five fantasy heroes clash amidst waves of AI-controlled soldiers. It’s not looking good for the Centaur — he’s being ganged up on by a Spider Queen with her spiderling minions and a four-armed Abomination. Without help, he’ll never escape alive — so, like a benevolent god, you cast a spell giving the Centaur a burst of super speed that allows him to trot out of his pursuers’ reach.

His pursuers are still hot on his tail, but he manages to link up with an ally, the burly plant-beast Mandrake, at the nearest tower. There, you cast a spell to heal the Centaur and another to summon a trio of archers to the field. You link the archers to the Mandrake, and they follow him as they counter-attack and corner the Spider Queen — but you’re needed elsewhere, as the other three heroes under your protection are pushing into the enemy base!

Commander 2.0

That’s a glimpse of the Commander role of Sins of a Dark Age as it exists now. When I got my first look at it at GDC a few months ago, the concept was to put a traditional real-time strategy player, complete with base-building and resource gathering, on the same battlefield with five teammates who are controlling one unit apiece as they play a MOBA-style game. Since then the Commander’s gotten a bit of a revamp — developer Ironclad has moved away from base building and resource gathering to free up the Commander player’s attention for more active support of his hero teammates. I still commanded units, RTS style, but it’s a small number compared to the MOBA-style creep waves, which initially were going to be all player-controlled. Gold is still important, but it’s collected by holding territory (similar to Company of Heroes) and killing enemies rather than mining.


For these preview games my Commander powers came preselected, and were all low-level abilities. In the real deal, Commanders will have the opportunity to arrange their own “deck” of powers, much like in Magic: The Gathering or another customizable card game, and bring those into a match with them. Abilities range from basic unit summoning to building new towers and calling in an enormous dragon. Gold activates those powers, much like a MOBA hero buys gear from a shop — and yes, you can sell abilities and buy different ones from your deck if you want to change things up midway through a match. Ironclad says that each power card will be purchasable from Sins of a Dark Age’s store, but anything that affects gameplay (i.e. everything but cosmetic skins) can be earned with experience points, and that the plan is to be more generous with its in-game currency pricing than the typical free-to-play game.

Both sides start with buildings representing military, magic, and support. Commanders purchase upgrades at these buildings to both strengthen creep waves and unlock stronger abilities. For example, to enable my ability to summon knights, my most powerful and fastest units, I had to first upgrade to level four military strength, plus three additional levels of either magic or support. It takes time, but it also ensures that heroes would have plenty of time to level up and prevent me from overwhelming them with units. Those buildings also represented my weak points — if the enemy could break into my team’s base and destroy one, they could cripple my ability to unlock certain powerful abilities. That’s the kind of thing that would be worth a suicide run to accomplish.

Boots on the Ground

So while I wasn’t able to marshal a huge, StarCraft-style army and march across the map to overwhelm the enemy heroes, I found that my small band of summonable footsoldiers and archers — generally no more than 10 units at once — could be an effective force for capturing resource points, swarming towers, and supporting heroes against the enemy. I quickly learned the hard way to keep my summoned troops away from enemy heroes like the Plaguebringer, who specializes in area-of-effect (AoE) damage that can quickly wipe out entire groups.


Using another summonable unit, the Captain, I could create a mobile summoning zone (which is usually limited to around structures or capture points) that allowed me to replenish my losses as soon as the cooldowns on my summoning powers expired, letting me operate behind enemy lines. That is, until an enemy hero got wise and targeted my Captain first.

Meanwhile my teammates were calling out for heals, speed and armor buffs, or Pillage (which increases damage against buildings), and I’d jump around the map doling out divine intervention to tip the battle in their favor. Five heroes roaming the field getting in trouble at once is a lot to keep track of, though, so there were more than a few dropped balls. Being everywhere at once, it turns out, is a tough job.

Course Correction

Why all the changes? Ironclad has weekly play sessions where the entire team drops everything to play for several hours. The team then talks out what kept them from having the most fun possible with the current version over lunch and spends the week fixing it. It will likely see many more revisions by the time it goes into open beta (at a date Ironclad has yet to decide upon), since there are obviously very few sacred cows for this design team. If something’s not working, or they think of something better, there’s little hesitation to change course in favor of better gameplay.


Especially now that the originally proposed ability to select friendly heroes and give RTS-style optional “orders” has been replaced by a more traditional pinging system for signalling attacks and defenses, I’d argue that the name Commander doesn’t really suit him anymore — he’s more of a guardian angel, or a minor deity influencing the course of battle. But whatever it’s called, it’ll likely be the role I’ll gravitate toward.

For more perspective on how it plays from the ground level as a hero, check out Anthony Gallegos’ Sins of a Dark Age preview over at IGN.


Spy Guy says: Sounds like my kind of role, too. I’ve got some experience in this area, since my network of real-life spy satellites lets me keep an eye on all the players in an operation, as well as giving me free HBO. What about you: will you play as Hero or Commander?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/bvwrXfrJipI/1224549p1.html

Starhawk Review


The greatest asset in Starhawk’s arsenal is that it’s capable of doing what no other shooter can. Starhawk creates a kind of chaos, unpredictability, and extraordinary spectacle that can’t exist in any other shooter. This speaks to something more important. Starhawk dares to do what many others aren’t: It subverts convention with original ideas. Starhawk is an action game that’s comfortable in its own skin and carries itself with confidence.

It doesn’t let struggles slow it down, and it makes the most of a mechanic that changes how you’ll think about shooters on large-scale and microscopic levels. It throws caution to the wind and goes all in on a risk, betting that players will be receptive to something other than what they’re used to.

It was a smart bet.

Starhawk Video Review

Starhawk is as much about strategy as it is action. The Build Battle system plays a significant role in what you’re able to do within the confines of a third-person action game. As you acquire Rift energy, a lucrative but dangerous substance, you can call in orbital drops to change the flow of battle. In some cases, orders even affect level design. You can build walls and mount them with turrets if you’re holding out in one area, call in a supply bunker for heavy weaponry, or summon vehicles from space for usage on the ground or in the air.

This is a simple idea, and it’s not as mentally demanding as a real-time strategy title might be, but it contributes enough unexpected variables to deepen Starhawk in a major way.

The single-player campaign is, perhaps unsurprisingly, absolutely meant to prepare players for the online multiplayer. This isn’t a bad thing in terms of structure; it eases you into a system new to the shooter genre in an effective way. A mission emphasizing tanks, for instance, shows their strengths and weaknesses against various enemy types, while holding out to protect your base forces you to learn the best means of defense.

That said, there really isn’t a singular solution for any objective. Starhawk is flexible. This is where multiplayer starts bleeding into the campaign, and Starhawk is a rare example of multiplayer design benefitting single-player direction. Missions are more contained than wide-open multiplayer maps but they’re no less open to your experimentation. Yes, you’re there to learn, but it’s an explosive, entertaining class.




The story is Starhawk’s deepest flaw. Even though it’s not a dealbreaker, it’s disappointing to see the debut of this sci-fi western world struggle with such potential.

As someone insecure about his past and presently seen as an inferior being, Emmett Graves is an interesting main character for Starhawk. He’s a minority, and not because of any racial classification. Graves is infected by Rift energy, the sentient substance subject to Starhawk’s space gold rush. He’s resisted its impulses but bears its glowing blue scars. In the eyes of those around him, Graves is as the same as any of the other mindless, violent “Outcasts” under its control. The most prominent of these people is Emmett’s brother Logan, a man back from the dead and leading the charge against mankind.

This societal rejection could have created some incredible conflict between the Graves boys. Emmett just doesn’t develop, and the storytelling dances around the cool world he’s part of. Some questionable writing also knocks down his personality a few pegs. During gameplay, he’s a cheesy action hero whose witless one-liners cement how aroused he is by his own violence. Meanwhile, comic book cutscenes portray a Graves unlike the one we play, not that his greed and disinterest in other people here makes him any more likable.

Predictably, Starhawk is at its best online, and this is where it outshines everything else on the PlayStation 3. This is one of the strongest, most enjoyable multiplayer options available, and once again the credit falls on the simple innovations. In the campaign, Emmett is the only man with the power to pull down pieces to help defend, or vehicles to take on the attack. In your typical match, there are 32 builders.

That’s 32 individuals who are considering their play constantly and intelligently, and 32 people who feel extremely powerful at all times. There’s nothing random about the way you play Starhawk because it’s a deliberate process. What’s more is that these 32 players are each changing the course of battle with every action, whether they’re building an impenetrable fortress or enabling other players to take a machine-gun mounted truck for a joy ride.

Up at Noon Interview: Starhawk’s a Big Risk For Dev, Sony

Starhawk disrupts multiplayer standards such as Capture the Flag, which becomes a more intense back-and-forth. No flag point looks the same because each enemy team defends it differently. If you play the role of flag capturer, you have plenty of options to get in and out, not the least of which is the Hawk ship, which makes a powerful escape vehicle in its walking tank mode (because of course you can’t fly it with the flag in tow).

This is one of the most chaotic and empowering multiplayer games on any platform. Any number of tanks, gunners, turrets, and Hawks can rip buildings to shreds or take each other down. Somebody might get the jump on you for a vicious knife kill. Maybe you’ll conquer a control point in Zones on your own without anyone knowing where you are. Eventually, you’ll unlock that new paint job for your Razorback truck, a set of pants for your online avatar, and an equippable XP bonus.

You’ll always see something on the move, a trail in the sky, a hail of bullets. There is always fire, and there is always a reason to build something. If you’re smart about it, maybe your Shield Generator will hit a Hawk or land on a man as it tears through the atmosphere and smashes into the ground.

Whatever happens in the moment-to-moment action of Starhawk, you won’t soon forget it.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/ppIu6D9eNn4/1224407p1.html

New Ghost Recon: Future Soldier Trailer Reveals… Werewolves? WTF?

If you’ve been following this upcoming futuristic take on the Ghost Recon series, you may have been wondering what exactly a Bodark is. Today’s new Future Soldier trailer from Ubisoft now answers the question: the name is taken from a Russian legend of men who choose to become werewolves, tinging the strategic Ghosts’ biggest adversary with a frightening raw savagery. There is, of course, some exciting in-game combat footage as well.

This puts a blood-smeared face on the enemy, and I’ll admit I’m intrigued to see how the tension between this disagreeable character and Good Guy Kozak play out. How will the tactical Ghosts play against these more brutish foes? As per usual, the accompanying in-game footage is more exciting than any sort of speculations we can make about the plot: there are explosions, ruined buildings, and even fireballs raining from the sky. Unfortunately, we won’t be seeing this ’till its PC release on June 12.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/rCeJKDav9Ao/1224404p1.html

Combat Fatigue: The Beginning of the End


“First-person shooters sell like crazy, so there’s not really a strong demand for anything else,” said Metal Gear Solid creator Hideo Kojima in an interview given earlier this year. He identified the dominance of this one genre above all as chiefly responsible for what he perceives to be a lack of innovation in video games – “that’s why [original ideas] stop being made. People are satisfied with making minor upgrades and tweaking things here and there – as long as that’s the landscape, it will keep on happening.”

He evokes a bleak and barren landscape, a place where innovation is trampled beneath a generic military boot. And while things might not be quite that depressing, it’s undeniable that the popularity and profitability of the first-person shooter has exerted a worrying influence on the games around it.

Take Resident Evil, for instance. Series producer Masachika Kawata recently admitted that the franchise has consciously moved away from survival horror, becoming more action-orientated, in a bid to remain competitive in a market where the FPS is king. “Looking at the marketing data [for survival horror games]… the market is small, compared to the number of units Call of Duty and all those action games sell,” he said. “A survival horror Resident Evil doesn’t seem like it’d be able to sell those kind of numbers.” The strategy is simple: to sell like Call of Duty your game has to be more like Call of Duty.

But nothing lasts forever, and no genre remains undeposed. Not even the shooter. In fact, the end has already begun. And I’m not just referring to sales figures. Yes, a couple of weeks ago Gamasutra reported that life-to-date sales of Modern Warfare 3 were falling behind the franchise’s previous instalment, Black Ops, by an estimated 4.2%. Activision’s coveted IP was now in decline. Could this really be happening? Analysts and pundits speculated why this might be: the rise of smartphone and tablet gaming, decent competition in the shape of Battlefield 3 and general market-wide decline in game sales. This might have just been a weird anomaly: Amazon revealed this week that its day-one pre-orders of Black Ops II are 10 times that of the original Black Ops, and approximately 30% higher than Modern Warfare 3′s pre-order sales. Sales may continue to rise in the short-term, but you only have to look at the games themselves for more reliable signs that the genre is approaching its decline.

The Russian literary critic Viktor Shklovsky once wrote that all artistic forms travel down “the inevitable road from birth to death”: initially, a genre brims with possibility, but with every game, sequel and reboot, those ideas are expended and that potential evaporates, until the genre eventually becomes a dull imitation of itself.

And this overfamiliarity with the FPS has led to a kind of numbness: a shrug of the shoulders and a complaint that it just looks like Call of Duty. To combat this apathy, each new title must emphasise its uniqueness. All games do this, but within the FPS genre, the desire to standout is especially pronounced. It’s almost as if they’re all secretly worried about looking the same. (So many of them use the same game engine this is more than just figurative concern.) The games do themselves no favours, of course, selecting the most generic imagery and insipid titles. This year will see the release of Sniper 2: Ghost Warrior and Sniper V2 Elite (admittedly, a third-person shooter), Enemy Front and Alien Fear, Warface and Warfighter. (Isn’t there another word for Warfighter? Yes, soldier.)




A lot of titles are straining for originality to distinguish themselves from numerous competitors. Outspoken British game designer Stuart Black knows his shooters. He worked on Criterion’s acclaimed Black, Bodycount (before leaving the project), and is now developing Enemy Front at City Interactive. And he believes this desire to standout, to compete with the high-ranking shooters (Call of Duty, Battlefield, Halo), has let sloppiness seep into the genre. “They’ve concentrated on other things, on additional features,” says Black. “Getting lots of USPs – unique selling points – or whatever. Bullet points for the back of the box. And the shooting experience kind of gets left on the side, almost taking for granted. ‘Oh yeah, there will be shooting – but what the **** can you do with shooting? It’s just shooting.’”

But the central shooting mechanic is paramount for Black. “There’s a lot you can do with shooting to make it feel really good. I’m an FPS fan. Just as a player I love playing FPSs. So I get them all and have a play. 9 times out 10, as soon as a load up and start moving around, I shoot a few times, and I’m disappointed. Even the effect on the world with my firing isn’t any good or the movement of the players isn’t very nice or the turning arc isn’t very good. Generally, there’s always something where I’m like, ‘Yeah, I can walk up the walls. Or turn back ******* time. Or who knows what other feature stuff is in there. But when it comes to squeezing the trigger: meh.”

For Black, the future of the genre lies in formal refinement, not story, not character, not setting. For others though, it’s the search for authenticity. Meanwhile, senior creative director Richard Farrelly at Danger Close, the studio behind Warfighter, believes the future of the genre lies in authenticity. It’s all about “the immersion factor – making the players feel like they’re experiencing what these guys experience. Especially when you start talking next-gen consoles, the level of fidelity you’ll be able to get with the audio, the visuals, even with the feel of the controls. I think that’s where it’s going to go.”

And there are first-person shooters that are transcending the genre’s conventions. BioShock and Deus Ex look beyond the trenches past and present, putting greater emphasis on an interesting setting and narrative. But they are the notable exceptions, not the rules.

Parody is usually a reliable indicator that a genre is tottering towards the end of its lifecycle, since a parody can only really work if the audience it overly-familiar with that genre’s conventions. Scream did this brilliantly in the mid-Nineties, but only because it could play off nearly two decades worth of genre literacy. Post-Scream, the horror genre had to reinvent itself or risk repeating Scream’s gags.

Last year Bulletstorm did something similar for the testosterone-soaked FPS, with its hyper-macho grunts and knowing dialogue. Players are instructed to “Kill fast ****hole” and reminded that there is “More flesh between us and our goal.” It’s so gratuitous, so extravagantly violent, that it becomes a ridiculously enjoyable shooter in its own right. But not enough people bought or played Bulletstorm, and so the conventions of the FPS remain largely undisturbed.

From the new Black Ops II trailer it seems as if Call of Duty has realised that it must push the envelope, not in terms of gratuitous violence and the use of sensation (no blowing up children this time, hopefully), but by challenging the expectations of its audience. I could be wrong, and shooting side-saddle in Black Ops 2 may well prove to be the unlikeliest of game-changers — that off-the-wall idea that extends the reign of the FPS another 10 years. But deep down, I suspect it’s really a sign that the traditional military FPS has exhausted its possibilities, and decided to put you on a horse for want of a bigger tank.

New genres emerge when the current ones have outlived their usefulness. Old discarded genres can even be recycled. The Western has even experienced an unlikely revival at the cinema. And at the moment, there is no shortage of games doing interesting things: Asura’s Wrath, Dear Esther, Fez, and Journey. Some of them are even challenging the working definition of what a game is and can be. Are they impatiently waiting in the wings?

But even if I’m wrong, and the military shooter reigns for another 10 years, its demise will still come about due to the existence of an even more powerful mechanism. It’s situations like this when you have to look at literature or film for a history lesson. No genre is constant in popularity, and to think that the first-person shooter is any different would be wilful ignorance. Video games are still very much in their infancy compared to other arts, and it’s this lack of tradition which makes the reign of the FPS seem potentially unending. It’s exactly this warped historical perspective that lies behind Kojima’s elegy for innovation.

In literature, a strange pattern emerges when you look at the most popular genres over a long period of time. A range of different types of books emerge, but only a handful become very popular, and they stay in place, unchallenged, for 25-30 years. But eventually this gives way to a period of intense innovation, at the end of which a new set of genres ascend to the throne. It baffled literary critics for a while, until a realisation was made: nobody wants to read the books their parents read. The same goes for music and film, and the same will apply to games. And no teenage boy or girl, 10 years hence, will want to play Call of Duty if it’s the game their dad and all his friends play.

Twenty years from now they might go back and rediscover it, and appreciate Ghillies in the Mist with a less rebellious eye, but they’ll initially baulk at the prospect and buy something else, something different, and that will ultimately reform Kojima’s landscape. But games are different – innovation also coalesces around new hardware, so the cycles might be even shorter. A new console, with a different set of capabilities, might support a different type of genre or, indeed, give birth to new ones.

The prophecy will be fulfilled. The first-person shooter will fall. Maybe not today but soon. This won’t usher in a golden age of unbounded creativity. History will repeat itself, and another genre – maybe the RPG, maybe the two-hour game, maybe something entirely new – will exert a disproportionate influence on the market, and we’ll be making the same complaints.

Daniel Krupa is IGN’s UK games writer. You can follow him on Twitter and IGN.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/Cad_poBUISI/1224273p1.html

Rainbow Moon: A New Strategy RPG for PlayStation 3


Over a year ago, we alerted you to a new strategy RPG that was being prepped for launch exclusively on the PlayStation Network. More details on the game began to leak this past November, when we learned that developer SideQuest Studios — famous for its Soldner-X games on PSN — was well along on the project.

And today, thanks to the PlayStation Blog, we now have our very first trailer for the game, some new screenshots and other pertinent details.

SideQuest Studios’ CEO Marcus Pukropski explains what the game’s all about. “Akin to our Soldner-X game series, we have taken an innovative approach by combining classical elements with new ideas.” For instance, there are both random enemy encounters and more traditional enemy combat. Battles, in traditional SRPG fashion, take place on grids, and action is turn-based.

Rainbow Moon totes “over 120 special skills” that can be used on “around 100 different enemies from 17 classes, each with its own characteristics.” Heavy emphasis on leveling-up, finding new equipment, bettering your weapons and armor and more have all been promised.

Oh, and it will have over 50 PlayStation Network Trophies, including a coveted Platinum Trophy.

Rainbow Moon doesn’t have a specific release date or price yet (though Mr. Pukropski did note in the comments of the blog post that the game shouldn’t be priced higher than $15). The post does state that the game “will be published on the PlayStation Store by our long-term partner eastasiasoft in just a few weeks.” So the wait shouldn’t be too much longer!

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and learn just how sad the life of a New York Islanders and New York Jets fan can be.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/rz7QpnpCfRc/1224342p1.html

Review: Toy Soldiers

When you think about it, the Western Front of World War I was nothing but an enormous, awful tower-defense game where both sides built bigger and better defenses with which to exterminate the poor soldiers whose only role was to make doomed massed attacks against intricately engineered death traps. Toy Soldiers takes that grim setting, chemical weapons and all, and transplants it to an old-fashioned toy box in a child’s playroom. It’s an incredible conceit, and maybe the best thing about Toy Soldiers is how it brings it all to life with fantastic art and lighting.


The soldiers march forward like little automata, exploding into springs and gears when they die, and wind-up tanks crawl over the mud and shell holes, and from time to time you’ll catch glimpses in the “sky” of posters and maps stuck on bedroom walls, and other toys sitting on shelves nearby. It’s at once realistic looking, to the point where it seems more a game about World War I than about toys, but then you also have the characters’ exaggerated proportions and almost metallic surfaces to keep the mood lighthearted. Which is important, considering that you’ll see these little guys getting scythed down by machine guns, blasted apart by long-range artillery, gassed to death, and burned to cinders with flamethrowers.

Man the Guns

I might be happy to just to watch Toy Soldiers run and marvel at the detail and style, but as it happens there’s also a very good tower-defense game in there. The wrinkle is that you have the option of taking control of each your guns and firing it from a third-person turret view, which I was able to use to rack up extremely satisfying score multipliers. The other weapons emplacements will fire automatically, but they’re at their deadliest if you take them over yourself. This gives Toy Soldiers a pleasantly frantic pace as you jump from your long-range howitzer to the front-line machine gun and then over to your anti-aircraft cannon to deal with each threat thrown. Later on I jumped into tanks and aircraft to help out the rest of my defenses, all of which control very nicely and can wreak some serious havoc on the enemy.


However, with slightly awkward camera controls and radial menus, it’s also clear the Toy Soldiers is not far removed from the Xbox 360 version. More seriously, Toy Soldiers maxes out at 1680×1050 resolution, and doesn’t support the standard 1920×1080. While it still looks great, I suspect that’s partly down to its gauzy camera filter and nice art style. And even though it’s single-player only, you have to sign into Games for Windows Live for achievement tracking — though this is one of those games where you can effectively ignore it.

Eternal Vigilance

Toy Soldiers could also benefit from being a little bit more traditional. One of the joys of tower defense is building slaughterhouses and watching them go to work on the creeps that enter them. That’s not really feasible here, because in order to win you have to man the guns yourself. It’s fun at first, but eventually it dawned on me that Toy Soldiers is as much a turret game as tower defense. I kept coming back, but I also couldn’t play for more than an hour without getting sick of shooting down soldiers and aircraft. Orcs Must Die! does a far better job of mixing tower defense and action elements, and also featured far more variety in terms of enemies and level design. Toy Soldiers’ idea of variety is to throw a boss at you ever few levels, which forced me to twiddle my thumbs while my heavy guns chipped away at a hit-point sponge.


Toy Soldiers still has a lot to recommend it. The PC version comes with the Kaiser’s Battle and Invasion DLC expansions, and its level designs have just enough variety to make at least one playthrough interesting. Some of those scenarios I’ll probably come back to a few more times to improve my score. But still, Toy Soldiers is just a little too repetitive to enter the tower-defense hall of fame occupied by games like Defense Grid and Orcs Must Die! The clue is in the name: it’s a brilliant toy, but just short of a truly great game.

Editor’s Note: We mistakenly posted the wrong version of the text and score of this review moments ago. This has now been corrected.


Spy Guy says: I think the important question to ask here is if there’s a spy unit who can sneak across the battlefield and steal enemy secrets and intel, but it doesn’t sound like it. Even though it feels like I’ve played a new tower defense game every month this year, I’ll still give this some of my time. What are some of your favorite tower defense games to have come out on PC this year?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/5kzy4wKXUig/1224354p1.html

Is N.O.V.A. 3 the Best-Looking iPhone Game Yet?


Gameloft has never been shy about the heavy influence the Halo franchise had on its first two N.O.V.A. titles. Despite this significant borrowing, IGN awarded both N.O.V.A. and N.O.V.A. 2 Editor’s Choice awards, praising their intense gunplay and ambitious design.

For N.O.V.A. 3, it appears Gameloft has turned to a different sci-fi FPS franchise for inspiration. Space marine protagonist Kal Wardin has been redesigned to resemble Crysis hero Jake Dunn instead of Master Chief, and players also have a variety of revised Crysis-esque abilities at their disposal. Gameloft has also seemingly taken inspiration from Crysis developer Crytek’s technical wizards– N.O.V.A. 3 is probably the most visually impressive mobile game I have seen yet.

N.O.V.A. 3 opens with Wardin crash-landing on “Old Earth,” in the middle of a ruined San Francisco. Alien aggressors known as the Volterites have humanity on the ropes, and it’s up to (who else?) Wardin to immediately jump back into the fray to help turn the tables.

Across the 10-mission planet-hopping campaign (each stage lasting a meaty 30-60 minutes) players will use the standard gamut of shooter weaponry – Assault Rifle, Rocket Launcher, Shotgun, Sniper Rifle… all the usual suspects are here. I especially found the Grenade Launcher satisfying. In later missions players will also pilot a jeep that bears more than a passing resemblance to Halo’s Warthog, a mech and a Jet Pack.

Wardin’s special powers also return. Although it’s plenty of fun to independently paralyze enemies or slow time, these powers truly come into their own when combined with the right weapon. Knock over an enemy with Repel and then rush in for a quick shotgun blast. Slow time with Time Shift to gain the drop on a distant enemy with your Sniper Rifle.

Both lengthy stages I played were linear, with plenty of scripted moments and spawning enemies. But the levels are punctuated with wide-open set-piece arenas seemingly designed to encourage gunplay experimentation.

N.O.V.A. 3′s default control scheme will be familiar with anyone that has played previous entries in the franchise, or other mobile shooters like Modern Combat 3. A left virtual thumbstick moves Wardin, while sliding anywhere on the right side of the screen allows players to freely look around the environment. Virtual buttons for firing your weapon, sprinting and activating your selected power reside on the bottom-right side of the screen.

Gameloft has done as much as they can with just a touch-screen interface at their disposal. The controls are passable and I felt they worked with me more than against me, besides some awkward gestures like swiping to switch weapons. Details like your reticle snapping onto an enemy when aiming down iron sights do a lot to help eliminate touch screen awkwardness. But the more sophisticated and console-like these iOS and Android shooters become, the more gamers will yearn for proper triggers and buttons to fire their weapon activate abilities.




For now N.O.V.A. 3′s multiplayer details remain largely under wraps. The company has confirmed that online multiplayer will scale up to 12 players, two more than N.O.V.A. 2. Vehicular combat will also feature in multiplayer, as will customizable character classes.

After spending over an hour with N.O.V.A. 3, I came away impressed – even in its unfinished state the game looks and plays great. The title represents a level of ambitiousness and visual fidelity that very few are even attempting to pull off on mobile devices. But will it matter? Many mobile gamers, this editor included, are becoming increasingly fatigued with virtual thumbsticks and buttons. All of N.O.V.A. 3′s forward-thinking features make me hopeful that Gameloft can become as adept at progressing mobile game interfaces as it is pushing the limits of mobile game visuals.

N.O.V.A. 3 is slated to launch in May. A final price has not been announced, but it is very likely the title will launch in the same $5 – $10 range as Gameloft’s previous premium mobile offerings.

Justin is Editor of IGN Wireless. He has been reviewing cell phone games since the dark days of Java flip phones. You can follow him on Twitter and IGN.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/lTxEsMJe93Y/1224050p1.html

Preview: Miner Wars 2081 Mixes Descent, Wing Commander: Privateer, and Minecraft Together

“I hope we’ll be the guys who help revive the space sim genre,” says Keen Software House’s Founder, CEO, and Miner Wars 2081 creator Marek Rosa. “There’s still space sims out there: X3 looks beautiful, but X3 isn’t that combat-oriented of a game, and EVE Online is very complex and complicated. I tried Evochron for a while, but I think our game is kind of different.”


Rosa and I had a chance to talk for a bit at this past GDC, but it wasn’t until a few days ago that I had some time to play the Miner Wars 2081 demo (you can download it here) to see how this space sim is coming along. In short, it feels like Descent meets Wing Commander: Privateer, which if implemented right, could be awesome. Right now its pre-alpha edges are fairly rough, but it’s easy to see the potential Rosa and his team have on their hands right now.

That’s no Moon, That’s a Space Station

“I don’t want to copy other games,” explains Rosa. “I was thinking about what features are missing from games, so I just got the idea of destructible environments, and then I built a simple prototype. Then I started a second phase of thinking and planning, ‘What kind of game can use a destructible environment?’ So then I came up with Miner Wars.”


With a blend of space combat, mineral harvesting from asteroids, trading with or attacking starships, and flying into and creating space stations, Miner Wars 2081 definitely has enough variety to keep me interested. But when I started the first story mission of the demo it became evident that there isn’t much in the way of a tutorial in place just yet, so it took some time to figure out how to control my ship. The WASD keys handle horizontal movement, C F are vertical thrusters, and the mouse serves to steer the ship — all part of the “six degrees of freedom” control scheme that’s required to fly through the interior environments.

My miner ship is a single-pilot craft that looks like a cross between an Harrier jet and a submersible, armed with two gatling guns on either side, a giant drill in the front, and a missile launcher pod. You know, for mining. Needless to say I have more than enough tools at my disposal to start the first objective, which is to fly inside a nearby enemy station. Who the enemy is isn’t made clear (they were only referred to as “enemy”) but their ships and weapons are on par with mine.


My mission is to locate and destroy three generators inside this station, and I rely more on the memory of the station’s layout than using the on-screen radar, which doesn’t seem completely functional at this point. Then a whole new issue crops up: my starship burns fuel like it’s going out of style. It seems technological advances haven’t made their way to space-fuel efficiency in the distant future. I have roughly 10 to 15 minutes of flight before I’m forced to retreat back to the nearby mothership to refuel. On a few occasions I actually run out of fuel inside the enemy station, leaving my ship stranded and forcing me to restart the demo. (Note: the final version will support a save-point system).

A Modern Day Descent

Retrying the mission multiple times gives me a chance to become comfortable with weaving my ship in and out of the large passageways of the space station, and in combat with enemy ships — circle-strafing techniques seem to work the best. It dawns on me that I’m playing a modern-day Descent, and it’s awesome. And the way my ship floats through the station’s corridors felt right — Miner Wars 2081 totally nails the physics of inertia.


Eventually I get around to destroying the three generators and make my way out of the station before it blows apart (because that’s what happens when you destroy space station generators). My next task is to defend my mothership from enemy fighter attack. Two by two the enemy ships arrive, and just like the inside the space station, the wide-open space combat involves a lot of strafing attacks. The weapons feel grounded in reality and physical, since the gatling guns attached to the sides of my starship fire bullets (like in Battlestar Galactica) instead of lasers.

Harvest Moon

With the battle over, it’s time to try out one of the other features available for the demo: the sandbox mode. As Rosa had mentioned before, Miner Wars has destructible environments — an exciting prospect in any game. I’m a little disappointed that the destruction seems mostly limited to the asteroids, but they are fully destructible — I carve a happy face into an asteroid using bullets and missiles, and then dig a tunnel using the handy giant drill attached to the front of my ship. The point to all of this asteroid destructibility is to mine the minerals, and sell them for credits in order to purchase upgrades for the ship, like more weapons or a better drill.


Waiting to see how all of this harvesting meets combat will play out in the long run will have to wait a little longer. Just a few weeks ago Miner Wars announced that it will miss its intended Spring release, and now it’s planned for release sometime later this year. But for something as ambitious as Miner Wars 2081, I hope Keen takes as much time as it needs.


Spy Guy says: So it’s sorta like Minecraft in space with guns and explosions? Yeah, I can get behind that. What’s the most important thing that you want to see in a space combat game?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/dklG4UxhCTU/1224030p1.html