Tag Archive for enemy

Dead Space 3 gets Kinect voice controls

Dead Space 3 for Xbox 360 will feature Kinect voice controls, publisher Electronic Arts announced today. Players will be able to use simple voice commands like “Find partner,” “Fire stasis,” “Attack enemy” and others during gameplay in both single- and cooperative multiplayer.


Kinect voice controls are entirely optional in Dead Space 3. No gesture-based Kinect functionality was announced.

Dead Space 3 is due out February 5, 2013 in North America for Xbox 360, PlayStation 3, and PC, with a release following in Europe on February 8. The game is the first entry in the action-horror series to feature cooperative play. Players will venture to a new planet called Tau Volantis as series hero Isaac Clarke, but will also be joined by newcomer John Carver.

For more on Dead Space 3, check out GameSpot’s previous coverage.

Article source: http://www.gamespot.com/news/dead-space-3-gets-kinect-voice-controls-6401534

Time names Guild Wars II best game of 2012

Time magazine has listed its top ten titles of 2012, heralding ArenaNet’s pay-once massively multiplayer online role-playing game Guild Wars II the best of the past year. The magazine’s game journalist Matt Peckham described the title as “one of those rare games that unexpectedly knocks your life off-kilter.”


Other games to grace Time‘s top ten list were Xenoblade Chronicles, Xcom: Enemy Unknown, Dishonored, Assassin’s Creed III, Papo Yo, The Last Story, LittleBigPlanet (PlayStation Vita version), Halo 4, and Torchlight II.

Time‘s full top ten list of 2012 games is below.

1. Guild Wars II
2. Xenoblade Chronicles
3. Xcom: Enemy Unknown
4. Dishonored
5. Assassin’s Creed III
6. Papo Yo
7. The Last Story
8. LittleBigPlanet (PlayStation Vita)
9. Halo 4
10. Torchlight II

Article source: http://www.gamespot.com/news/time-names-guild-wars-ii-best-game-of-2012-6401228

Brink dev reveals new PC shooter

The next project from Brink and Enemy Territory: Quake Wars developer Splash Damage has been revealed. This morning, the company announced PC shooter Dirty Bomb. The game’s teaser trailer suggests the game will be set in a modern day London, England and feature lots of shooting.


The Dirty Bomb website encourages gamers to reserve a player name by registering at publishing partner Warchest’s website. Additionally, Dirty Bomb’s online services are powered by FireTeam, a company that specializes in matchmaking, transmedia connectivity, and more.

No release date or pricing information was announced for Dirty Bomb.

Dirty Bomb is the first game from London-based Splash Damage since 2011′s Xbox 360, PlayStation 3, and PC game Brink, which sold 2.5 million copies. For more on that game, check out GameSpot’s review.

Article source: http://www.gamespot.com/news/brink-dev-reveals-new-pc-shooter-6400766

Jailed Arma devs no closer to release

 xarulis Aight, I get your point. The law is the law. Now I ain’t their lawyer, so I won’t pretend to know all the facts, so I’m just gonna take ya on your word here. But nevertheless, even if they got a LITTLE too close (I say little,coz it couldn’t have been that much.What are these guys, Arashikage Ninjas?LOL), there is such a thing as leniency, right? All I’m sayin is that these guys ain’t the enemy. They’re YOUR fans. Promoting YOUR country in a universally-respected AWARD-WINNING franchise! Are you really gonna punish ‘em for bein fanboys of your country?? And for those comparin’ this sitch to Gitmo or whatever, hello, they’re totally different things! Half the world hates America! Whether it’s deserved or not, y’all know it’s true! But Greece? Who the frak hates Greece?? Other than your own people, that is (just kiddin,couldn’t resist,LAWL).

 

Anyway, kiddin’ aside, maybe you’re right, and it’s just bad timing, is all. If that’s the case, then that’ll be the end of that, my GS friends. But in case it ain’t, well, it just looks bad, to us friends and fans of Greece, wouldn’t you agree?

Article source: http://www.gamespot.com/news/jailed-arma-devs-no-closer-to-release-6400019

"Second Wave" of Options Make XCOM: Enemy Unknown Even Tougher


XCOM: Enemy Unknown is kicking my ass right now, and I imagine it’s doing the same to many of you. But just in case it isn’t, there’s a whole new set of hardcore options called Second Wave that modders have unleashed to make saving the world from the alien menace tougher than ever.

The “Second Wave” options were originally planned by Firaxis, but scrapped for launch. Lingering code remained, and it was discovered on the Nexus modding forums, eventually resulting in a full-on mod that unlocks the hyper-difficult options for just about anyone. Curious as to what they are? Well here ya go:

  • Damage Roulette: Weapons have a much wider range of damage.
  • New Economy: The funding offered by individual council members is randomized.
  • Not Created Equally: Rookies will have random starting stats.
  • Hidden Potential: As a soldier is promoted, their stats will increase randomly.
  • Red Fog: Any wounds taken in combat will degrade a soldier’s stats for that mission.
  • Absolutely Critical: A flanking shot will guarantee a critical hit.
  • The Greater Good: The secret of psionics can only be learned by interrogating a psionic alien.
  • Marathon: The game takes considerably longer to complete.
  • Results Driven: A country will offer less funding as it’s panic level increases.
  • High Stakes: The rewards granted for stopping alien abductions are randomized.
  • Diminishing Returns: The cost of satellites increases with every one that is built.
  • The Blitz: The aliens will target a larger number of cities every time they launch an abduction attack.
  • More Than Human: The psionic gift is extremely rare.

According to Community Manager Greg Laabs on the 2K forums, Second Wave could also still get the official stamp of approval. The options are “something the dev team at Firaxis is still interested in going back to and working on.”

Check out the XCOM: Enemy Unknown Second Wave mod at Nexus.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/7bR9-beE-Co/1226467p1.html

Hitman: Absolution Disguises Trailer

This is the Hitman I want. The Agent 47 who remains unseen even when he’s right under the enemy’s nose, the assassin who infiltrates, observes, plans, and cleverly executes… even if that means doing it all in a ridiculous chicken costume. We’ve heard some concerning feedback about Absolution’s smaller, more linear levels, about Agent 47′s magical see-through-walls ability, and about a shift to action over stealth. The latest trailer, Introducing Disguises, tempers those concerns, at least temporarily, by highlighting the elements that made Hitman one of the best stealth franchises ever.

Some real costume gems in there. I especially like the scarecrow get up. Makes me wonder if one of Agent 47′s missions will be to give a farmer a heart attack.

The trailer also serves as a reminder that Agent 47 is back in one month. Get an idea how it’s shaping up in our recent Hitman: Absolution hands-on preview.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/UkcBEO8waTc/1226449p1.html

League of Legends’ Road to Glory

Like a runaway mid-lane solo carry who’s gone 17-0 versus his sorely outclassed lane enemy before going on to win the game by a landslide, Riot GamesLeague of Legends has spent the past three years snowballing from a relatively modest-yet-fun MOBA into a worldwide phenomenon. LoL’s second competitive season wrapped last weekend at the USC Basketball Arena in Los Angeles, CA, where a packed stadium of 10,000 cheering fans watched the Taipei Assassins steamroll Korean team Azubu Frost in a massive 3-1 upset, with a $1,000,000 cash prize hanging in the balance. But, despite how big that payday is — and despite the impressive event and turnout — this whole eSports phenomenon still has a long way to go.

The Fog of War

The biggest elephant in Riot’s tournament room: several instances of cheating (or, per the company’s official statement on the matter, “unsportsmanlike conduct”). To summarize, four separate matches in the LoL quarterfinals featured instances of competitors catching glimpses at the fog-of-war-free audience monitors and noting enemy positions, an act that potentially supplies the team with game-changing information beyond what they can glean from their own minimaps. In most cases, these infractions led to warnings; in the case of Azubu Frost’s match versus Team SoloMid, the former got hit with a $30,000 fine, despite Riot’s belief that “these actions [did not] decide the winner of the game.”


Naturally, a lot of spectators had a huge problem with the fact that Riot didn’t disqualify Azubu Frost (or, at the very least, restart the match). Considering the million-dollar prize purse, I have to agree — though I figure the lion’s share of the blame rests at Riot’s feet, as the venue layout shouldn’t have allowed for such temptation in the first place. Whatever the case, the incident poisoned Azubu Frost’s well pretty thoroughly: Event attendees overwhelmingly supported the Taipei Assassins, and I’ve even heard rumors that Azubu Frost may consider dropping team captain Jang “Woong” Gun-woong (the player responsible for the compromising glance) over concerns about the team’s tainted public image. There’s been no confirmation of that, but it wouldn’t be a terrible idea.

That’s an issue with the players and the layout of events, but in terms of the game itself, League of Legends has a few competitive kinks to work out as well. I recently got the chance to talk with Riot’s Vice President of Game Design, Tom “Zileas” Cadwell, about how LOL might evolve in the face of rapidly growing interest in tournament play, and it sounds like a few things are in need of some drastic changes before the third competitive season kicks off. From the sound of it, Riot’s already pursuing those changes aggressively.

Evolution and Diversity

“I think it’s safe to say that we feel our itemization choices could be substantially more interesting,” Cadwell explained to me, noting in particular that “We like how the support role is played from a lot of perspectives, but we’re a little bit unhappy with the lack of item diversity.” As a fairly dedicated support player, I’m definitely on board with that idea (I’d love to build something other than a Philosopher’s Stone, Boots of Lucidity, and Heart of Gold in every single game, and it might be nice to have a strong, support-focused ward item a la Wriggle’s Lantern). Cadwell’s also indicated that his team is unhappy with beefy top lane champions’ runaway power curve (which tends to turn characters like Singed and Yorick into nigh-immortal powerhouses).


One thing we apparently won’t be seeing anytime soon, though, is an international tournament presence for League of Legends’ less-popular Twisted Treeline and Crystal Scar maps. That’s a shame, considering the just-announced Twisted Treeline overhaul; maybe the remake will give the 3v3 map some renewed competitive interest, as those matches turn out to be more interesting for spectators in a lot of ways.

Speaking of which, that’s another major hurdle for League of Legends, and eSports in general: it’s often pretty tough for the average person to jump in and get a sense of what’s going on. Sure, the finals’ 10,000-strong audience is nothing to sneeze at, but hitting true critical mass is another story. That’s another reason why I think it’d be beneficial for Riot to push those other maps’ competitive credibility: The Crystal Scar’s Dominion mode, which eschews the traditional split-lane tug-of-war dynamic, instead focuses on controlling a small handful of resource points spread across the map. It’s easy to see which team holds what (and who’s ahead), and the fast pace and score cap ensure quick, high-pressure matches from start to finish.

Nitty-Gritty Details

One thing’s for sure: It’d help Riot’s mile-a-minute commentators inject a bit of sanity into their emceeing. I’m willing to bet that Joe Gamer probably would have a tough time grasping the nitty-gritty details of Evelynn’s counter-jungling strategy, or the bottom lane carries’ creep scores, or the importance of why that ward at Baron Nashor just won the blue team the game — but when you say “These guys have four points and those guys have one, with about 30 seconds to go,” it doesn’t take an advanced degree in LoL-ology to figure out what’s what.

I can already hear you: Dominion for competitive play? Preposterous. I say that if Riot wants to reach for the stars, that’s about the best way to do it.

I just read through everything you wrote and I still don’t understand counter-jungling or lane carries. Perhaps I will learn in time. How about yourself? Are you well-versed in LoL lingo? How do you feel if announcers did a better job speaking to a general audience instead of the knowledgeable fanbase?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/BX8iH1KGvww/1226455p1.html

XCOM: Enemy Unknown DLC Slightly More Known


Ten Steam achievements point to what could be a group of DLC missions for XCOM: Enemy Unknown. With titles like “Deluge,” “Gangplank,” “Friends in Low Places,” and “Furies,” I expect lots of rain, pirates, Garth Brooks, and The Warriors, respectively. Frankly, I will be disappointed if none of those things come true.

As spotted by posters in the 2K forums, the achievements also hint at a few other possible features of the potential DLC missions. There are “valves” in Deluge, a “new ally” in Friends in Low Places, and some sort of timer in Confounding light. That’s all we know for now, but we’ll certainly keep our ear to the ground for more info.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/fQXRY74w2fg/1226432p1.html

Ravaged Review in Progress

Hey, Ravaged came out today! With its mix of post-apocalyptic vehicle and FPS combat, it has the potential to be everything a real Rage multiplayer mode could have been. So, is it? Well, I’m not sure yet. I played in the beta, but it offered only a small portion of Ravaged, and what was there was buggier than a Louisiana bayou. What I’ve played today looks better, though, so follow along as we discover whether or not Ravaged even comes close to reaching its lofty goals.

Mad Multiplayer Max

The future — or at least Mad Max: The Road Warrior’s version of it — is the battlefield of Ravaged, a multiplayer-only shooter that pits Resistance (Socs) versus Scavengers (Greasers) in 16v16 grudge matches for land and resources. There isn’t any setup, and players are simply asked to pick a side and get down to some good old-fashioned runnin’ and gunnin’. And drivin’. And flyin’. Ahem.


Vehicular combat married to FPS shooting is the name of the game here. While the class-based shooting (sniper, assault, heavy, light, demo) is you’ve-played-this-a-million-times stuff, there’s a nice spin on the driving and flying elements. Cars, for example, are driven with the WASD keys, Battlefield-style, instead of simply aiming the direction you want to drive with the mouse and pushing W — in other words, this is driving designed for the PC from the ground up. WASD driving not only allows you to keep your eyes peeled for enemies as the driver by swinging the camera around with the mouse, it’s also used as a lean mechanic when driving the three-wheeler. Want to make that extra sharp dime turn on the ATV? Lean into it by looking all the way in the direction you want to go.

Tiny one-man helicopters also are in the mix, and I definitely need more time to learn how to fly them. I’ve crashed and crashed again, but it’s clear that once the difficult mechanic is mastered, the rewards are great. Raining fire and missiles on cars and footsoldiers from above is devastating, particularly because the only thing that can stop them aside from a lucky shot with a rocket launcher is the opposing team’s chopper, and each team only gets one of each. At least that’s how it’s been for me on the only map I could play during the beta, Canyon. In any case, these pesky little copters also appear to venture into overpowered territory, as players piloting them typically wound up with 30-plus kills on the leaderboards while the average second place finisher was in the 12-14 range. A real helicopter counter appears to be needed.

Major Bumps in the Post-Apocalyptic Road

Which brings me to my “this is a review in progress” reminder. I’ve only been able to play Canyon and Ravaged’s Resource Capture mode, which is actually fun. It’s a mix of domination and capture the flag, only instead of flags you’re trying to steal the enemy’s fuel tank. Capturing points around the map, domination-style, is critical because they create spawn points closer to the enemy base where the gas tank is stored. The result is a fast-paced mashup of two modes that sent me assaulting, defending, running, and chasing all over the map. There is at least one other map and mode — Liberty and Thrust — but I haven’t been able to see them just yet, (and it’s unclear if different modes are available on Canyon). There simply aren’t enough people playing on any of the servers offering Liberty at this point.

Most distressingly, despite roughly 120 people playing (on all servers, including demoers, creating roughly three full matches) last I checked, I still couldn’t get into a goddamn Thrust mode game on the Liberty map — the map with the headless Statue of Liberty used in just about all of the promotional screenshots and trailers. Sigh. It appears one of Ravaged’s biggest challenges could be overcoming a lack of interest.

I encourage you to try out that demo to see if Ravaged’s blend of vehicle and FPS combat is for you. So far, when it works it’s fun — just watch out for death from above. I’ll be in and playing for a bit more before I deliver my own final verdict on whether or not it’s worth the $25, so check back here in a day or two.

Ah, the old chicken-and-egg strikes again! Multiplayer game has problems because it lacks players; multiplayer game lacks players because it has problems. What’s the solution? And do you have any plans to try out Ravaged’s post-apocalyptic warfare, or are you skipping it to play something else?

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/thvZhuX7Dcc/1226435p1.html

Worms: Revolution Review

Worms: Revolution isn’t a bad game at all, but is that title really justified? Only if it’s meant ironically, or very, very literally — a proud announcement that yes, here is Worms, coming round again. Like the rest of the series, it’s a sequel stuck in the middle of two extremes: the need to find something… honestly, at this point, anything new to add to the series, without risking the simplicity of the decade-and-a-half-old mechanics. When those mechanics work so well though, can you blame Worms for playing it safe?

By this point, you could probably pack everyone with a PC who’s never played or seen a Worms game into a single phone booth [Ed note: they don't have those anymore, Richard] and still have enough space left over for a bison. For tradition’s sake though, here are the basics: Every round sees between two and four players, each with four worms, randomly scattered over an equally random map with an assortment of cute but dangerous weaponry. Bazookas and grenades are the staples, scaling up to sillier things like exploding sheep. Action is turn-based, with each player controlling one worm at a time, and fighting to be the last one standing at the end.


As the round goes on, the scenery gets blown to pieces, laughs are had, and if one of the players is being controlled by the AI, it is accused of cheating or sucking depending on whether or not it wins. Other factors include weapon and health crates, there’s a game mode where players are given forts instead of being out in the open, and you can customise your worms with names and hats and such, but that’s not overly important right now.

Worms: Revolution’s biggest change is that while its predecessors — hold on a moment, Mr. Pedant — are 2D games, everything is now 3D. This isn’t like the spin-off Worms 3D though, where the third dimension offered a tactical factor. It’s still a 2D battle plane, and that’s for the best. The upgrade adds a few aesthetic niceties, like fully animated backgrounds and more animations for your squads of worms, but it still feels like Worms of old, with satisfying chunkiness to the combat and that same cartoon cheer. Disappointingly though, there are only four level themes — Sewers, Beach, Spooky, and Farmyard — with others saved for the inevitable DLC. A Season Pass is available, costing as much as the game itself.

Wormy No-Mates

As ever, Worms is all about multiplayer. If you must to play the gaming equivalent of eating wallpaper paste though, there is a single player component. Comedian Matt Berry (The IT Crowd, Darkplace) is the host here, and a highpoint of the solo side, playing sadistic wildlife documentary maker Don Keystone. He gets some good lines, and if the script wasn’t written specifically with him in mind, it may as well have been. The subtitles spoil the reveals on much of his banter though, and while I may just have gone temporarily blind, I couldn’t see an option anywhere to switch the damned things off.


Mode-wise, first up is Campaign, starting with a spectacularly bad tutorial. Start any game mode. Open the weapons display, and see the lines and lines of unexplained toys. To see what you do and how to use them, you have to quit that and go several screens into the Help menu, where you find the exact same display with actual descriptions. The Campaign offers exactly the quality of teaching you’d expect from a game that doesn’t see any problem with that. I barely made it halfway before losing the will to live.

Puzzles mode is slightly more successful, giving you very limited resources and showcasing how you can use them in interesting ways. Finally, another mini-campaign mode, The Farmhouse Face Off Diaries… also exists. It’s not worth caring about even a little bit though, so let’s skip straight to multiplayer, where the real game lives.

The Worm That Took Its Turn

There’s a reason Worms has endured so many years, and Revolution shows it off perfectly. It’s a game of perfect moments. Launching a bazooka all the way across the map, having it catch the wind just right and slam right into an enemy. Turning the landscape into your plaything with Ninja Ropes. When you’re down to your last worm, on its last health point, and your enemy’s last worm spectacularly misses with the baseball bat and lets you rip victory from the jaws of defeat. Worms is great. Worms: Revolution is no different.


Its big changes to the formula are mixed though — good ideas, slightly underplayed. There’s now a class system for instance, with squads made up of four types of worm. Scout is nimble, Heavy is tough but slow, Scientist heals, Soldier is a jack of all trades. Class also affects the damage you do, and the strength of built items like Girders. This obviously makes a difference, but I’ve yet to play a game where it felt like a major one, given that everyone’s still firing bazookas and hurling grenades around the random maps. Heavies especially feel more trouble than they’re worth. Their toughness is an asset, but they’re too much of a nuisance to move around unless you’ve got Teleporters on standby.

Similarly, Revolution adds some physics objects that can be moved for cover or shot at to release effects like fire and poison on nearby worms. They can be useful, but in my experience only through luck. Usually, they’re more annoying when an enemy uses them against me than they are fun to make use of myself, and it never feels right that a direct hit with a bazooka only dents rather than blows them up. They don’t hurt. They’re still forgettable.

The Wetter the Better

Water is much more interesting, though deliberately limited to avoid it taking over the gameplay. As before, falling into the water at the bottom of the screen is an instant kill. Now though, there are usually extra caches around the random levels, and you get water balloons and pistols to add more. This water is initially harmless, but can be used to wash worms off the map or into traps. Any worm left underwater after their turn also loses a small chunk of health after everyone else’s until they finally drown in shame.


This is a fun addition, even with the weak fluid modelling. It’s more like dealing with balls of gel than water, with it stacking where it should be overflowing and often failing to hit worms with as much power as it looks like it should be carrying. As a new weapon though, once you’ve got the measure of it, it works well. Worms’ Most Satisfying Kills list definitely now includes methodically trapping half your opponent’s team in a pit, throwing a water bomb after them, and jump-roping until they drown or ragequit, cursing your name.

Collectively, these tweaks add a number of new tactics to the Worms repertoire, and another layer of customization. Revolution is a positive step forward. It’s not, however, a game-changer, and if you’re tired of the basic Worms template, it’s not going to draw you back. It’s no revolution. As a revival though, there’s lots to like, in the old and the new.

That was a lot of words to say “It’s Worms again. You know what Worms is. If you want more Worms, buy it.” Still, if NBA 2KXX and FIFA can get away with yearly releases, why not this? Last I checked, athletes don’t even have a single bazooka between them.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/z7zVyI_l8gc/1226407p1.html