Tag Archive for gameplay

Debut Warface Gameplay Trailer

“That’s free?” Those are the disbelieving words of a friend who just watched gameplay footage of Crytek’s upcoming F2P shooter, Warface. Now in closed beta, Warface is already looking sharp thanks to its CryEngine 3-powered visuals. Sure, actual gameplay looks like the modern and near-future online warfare that’s been beaten to death over the past five-plus years, but quality of this level for the low, low price of free is still a rarity. See more than six minutes of Warface gameplay for yourself below:

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/rMMRiuicTQo/1224636p1.html

Street Fighter X Tekken Punches its Way to PC Today


Shoryuken! If you’ve been waiting to settle the age-old debate which fighting game franchise is better than the other, then you should be happy to know that Street Fighter X Tekken has finally made its way to PC today. You can find it for sale right now through a variety of digital distributors, like Steam and EA’s Origin.

Street Fighter X Tekken delivers the ultimate tag team match up featuring 38 iconic characters from each franchise – one of the most robust character line ups in fighting game history! With the addition of new gameplay mechanics, the acclaimed fighting engine from Street Fighter IV has been refined to suit the needs of both Street Fighter and Tekken players alike. The power-packed game also sees the introduction of the innovative Gem system, a strategic new way to customize and enhance the fighting experience!

I’ve only managed to get in a couple of rounds in with SFxT and found that it plays pretty damn well on the PC with either a gamepad or a fighting stick — I’m sporting a Mad Catz Street Fighter X Tekken Arcade FightStick PRO on my rig at home. Keep in mind that I consider myself the novice of novices in terms of fighting games: I enjoy playing them but I’m far from proclaiming that I’m any good. So I really dig that as soon as it started up, SFxT was willing to give me a beginner’s guide right off the bat to introduce me to this new fighting game instead of simply throwing me to the wolves. But the only aspect that I’m going to need some more practice with is the whole tag team mechanic, but that’s just because I like my fighting games mano-a-mano.

Unfortunately, like that irritating guy at a house party who won’t leave you alone, Games for Windows LIVE is built into Street Fighter X Tekken. You’re already aware that we’re not the biggest fans of GFWL and wish it would die a painful miserable death already. But that’s not going to happen anytime soon, so if you’re thinking of picking up SFxT today, keep in mind that you’ll have to put up with this draconian infrastructure.

So is GFWL a make-or-break deal for you? Will that keep you from picking up Street Fighter X Tekken on PC? We already know Skull Girls is making its way to PC sans GFWL in a few months (with cross-platform play no less), so will you wait for that instead to get your fighting game fix? Sound off in the comments below.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/3rwXJHUJr88/1224593p1.html

New Need for Speed Confirmed


Though no gameplay details were given, EA confirmed a new Need for Speed title is scheduled to launch around the time of Medal of Honor Warfighter in the third fiscal quarter of 2013.

For now we know it’ll be made for console, mobile and PC platforms. With E3 around the corner, it’s likely we’ll hear more details between June 5 and 7.

The most recent Need for Speed title was The Run, which received a rating of 6.5 out of 10 on IGN.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/rwNlLvBBD_8/1224471p1.html

Unlock Assassin’s Creed 3 Extended Gameplay Trailer

Many of you already like Assassin’s Creed, so why not make it official? Click the blue thumbs up button on the Assassin’s Creed 3 Facebook page and watch the little unlock meter go up and up until it, er, unlocks an extended gameplay trailer. Share on Twitter, post to your Facebook timeline, do what you gotta do. I just wanna see some suckers get stabbed in a forest. While you’re waiting for everyone else to quit slacking, check the teaser trailer below.

I’d like to go on the record and say I really hope Assassin’s Creed 3 is the Metal Gear Solid 3 of the series. It only makes sense. It takes place in the forest, there are animals to hunt, and it’s a stealth-ish game. I doubt that there will be any hour-long sniper battles, but hey, a boy can dream.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/m2JjURbkp7I/1224446p1.html

Orgarhythm Strives to Fuse Rhythm and Strategy


XSEED Games has officially announced that Orgarhythm will be coming to North America sometime this year. The game is being developed by ACQUIRE in conjunction with Neilo (the studio best known for Space Channel 5 and Rez). Together they seek to blend the rhythm and strategy genres, tasking players with tapping the Vita’s touchscreen to the beat as they pit the God of Light’s soldiers against those of the God of Darkness.

Gameplay essentially consists of three taps and a swipe of the finger, as you delegate the God of Light’s soldiers while he stomps his way from the beginning of a level to the end. Tapping the God of Light allows you to choose which unit you want to command (Fire, Earth or Water), then the kind of attack you want (melee, ranged and so on). You then swipe your finger to indicate where you want your soldiers to move, all the while doing your best to prevent damage to your God and his units.

As you’d expect from a rhythm game, timing is key. If you successfully tap in time to the beat, you’ll earn a Good or Excellent rating. Better ratings for your commands help the God of Light defeat enemies faster, and thereby enable him to level up and command larger troupes. I was told that level 5 is the highest your character can reach, and that around 75 soldiers (25 for each elemental unit) is the maximum you can have onscreen at a time.

The concept of marrying two genres made for a unique rhythm experience, but the end product felt remarkably shallow. The gameplay is a bit too simplistic to prove truly satisfying (tap, swipe, repeat). Although the same can be said of most rhythm games, without any kind of evolution or complexity introduced, the tapping and sliding mechanics feel uninspired and grow old quickly. With no flashy animations or catchy tunes to keep you coming back for more – and touch commands that felt somewhat inaccurate – Orgarhythm doesn’t stack up to more capable examples of the rhythm genre.

The strategy elements also leave much to be desired, as there’s very little to think about outside of making sure to send your Water guys to take out the Fire guys. In the end it felt like a limited version of both genres rather than an innovative fusion of the best each has to offer. Given the premise, I expected something more complex, more innovative, and far more engaging. The game’s graphics were also fairly rudimentary, especially given the Vita’s impressive hardware. The backgrounds and character models were unremarkable and unmemorable, doing a poor job of making up for the lackluster gameplay.

Orgarhtyhm features 12 levels, though one thing that could potentially up its replay value is the fact that the AI remembers how you last played a map and adjusts its attack strategies accordingly. In other words, you should theoretically be able to expect a fresh challenge each time you replay a stage. The game will also support two player versus and co-op modes, though these were not on display in the version I played.

Audrey Drake is an Associate Editor of IGN.com and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her zany exploits on her IGN blog and Twitter. Game on!

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/ItdIZY4yFnQ/1224372p1.html

Elder Scrolls Online confirmed for 2013

Skyrim fans yearning to explore the game’s fantasy world with other people will get the chance next year, as Bethesda Softworks today announced The Elder Scrolls Online, a massively multiplayer online role-playing game take on the long-running series, set for release in 2013.


The Elder Scrolls is finally going online.

The Elder Scrolls is finally going online.

Bethesda didn’t reveal any gameplay details, but a Game Informer tease for the magazine’s cover story on Elder Scrolls Online revealed that the game will be cover the entire continent of Tamriel, including the lands featured in previous Elder Scrolls games like Cyrodiil, Skyrim, and Morrowind. The game will be set 1,000 years before the events of last year’s hit Skyrim, and put the players into the world on the brink of demonic assimilation at the hands of the daedric prince Molag Bal.

Elder Scrolls Online will also feature three player factions, though they were not detailed. However, a rumor that made the rounds in March and correctly predicted the game’s announcement suggested that they will be represented by animals: a lion, a dragon, and an unspecified bird of prey.

The Elder Scrolls Online will be the debut game from Zenimax Online Studios, which was established five years ago with Mythic Entertainment cofounder Matt Firor (Dark Age of Camelot) heading up the operation. Firor is also serving as game director on the project.

Article source: http://www.gamespot.com/news/elder-scrolls-online-confirmed-for-2013-6374918

DiRT Showdown Demo Available Now

Let’s go racing! After a little bit of a hiccup this morning, the DiRT Showdown demo has finally arrived on Steam. In addition to that, Codemasters has released a new trailer that showcases more gameplay footage that’s full of some load music that I’m sure some of you crazy kids will like. You can download the DiRT Showdown demo here or by logging into Steam from your desktop.

Are you planning on taking Codemasters’ arcade racing experiment for a spin today? If you’ve already started playing let us know what you think in the comments below.

Article source: http://feeds.gamespy.com/~r/gsfeeds/all/~3/MREu-ROEW4U/1224177p1.html

Ubisoft Announces Silent Hunter Online


Ubisoft has announced a new Silent Hunter title, putting out a new trailer for the free-to-play, browser based Silent Hunter Online. Until recently the phrase “browser based game” often was synonymous with “terrible graphics.” But Silent Hunter Online uses Adobe Flash Player 11, which Ubisoft claims in its press release will, “bring stunning 3D graphics to browsers.”

Watch the Announcement Trailer

Not much is known about the gameplay at this point, but Ubisoft confirms that Silent Hunter Online will still use an array of historically accurate subs, and be, “a realistic, constantly evolving submarine simulation unlike any other.”

No release date is given, but players can apply to take part in the upcoming closed beta by visiting the official website.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/t0OFfWfSFPM/1223907p1.html

Resident Evil Zero Revisited


It’s a rare event when a game in development actually has its release date moved up the calendar, but Capcom’s now positioned Resident Evil 6 to debut in less than six months. That gives us only half a year to accomplish a little project we’ve dreamed up — replaying all the past RE games. First up, Resident Evil Zero.

Let’s pull no punches right from the start here — in hindsight RE0 is clunky. It used the same stiff, dated control scheme of tank-like character movement the series had featured since 1996, but patience for it had worn thin by 2002. Now, 10 more years down the road, it’s hard to have any patience for it whatsoever. It just feels archaically bad.

This isn’t going to be an issue for 6, of course, as Capcom has since had the sense to reinvent the series’ control scheme and visual presentation — shuffling around like an awkward robot in pre-rendered, static screens is wholly a thing of the past. The fan reaction to Zero’s control choice, though, is what may yet echo into the future. Because this was a pretty major case of unmet expectations for the Resident Evil faithful.

That’s what the really problem was. It wasn’t so much that we couldn’t adapt to the clunkiness and still experience the game, it’s that we thought we shouldn’t have to. And Resident Evil 6 will have to face that same hurdle — fans are already forming opinions of how the game should look, should handle, should be. And it will have to meet those expectations.

Besides its chronological positioning as a prequel to the events of the first Resident Evil, Resident Evil Zero’s other main hook was that it was the first game in the series that allowed you to play as more than one character — at the same time. Earlier games had given you a choice between protagonists, but here you got to direct the actions of S.T.A.R.S. Bravo Team member Rebecca Chambers and fugitive murderer Billy Coen as a simultaneous duo.

This is the part of Zero that, to me, still holds up as fun and interesting. Rebecca and Billy each have different strengths — she can mix herbs, he’s physically stronger — and you can either send them running through zombie-filled train cars and Umbrella research facilities together or separate them to explore two different locations at once (while handheld radios keep them in contact if the one you’re not currently controlling gets attacked off-screen).

It was a good dynamic, and still is today — which is why we may be seeing it used again in Resident Evil 6. Capcom has made it clear that both Leon S. Kennedy and Chris Redfield will be playable (alongside newcomer Jake Muller) in this installment, and each will be paired with new partner characters. So when you’re running through the different storylines featuring those duos, think back to good old Rebecca and Billy, who paired up first.

A final gameplay enhancement that Capcom proudly promoted for Resident Evil Zero was its new ability to remember where you left dropped items, no matter where you dropped them. Longtime players of the franchise know that item management was another clunky piece of gameplay to deal with in the earliest games, as you’d get your character easily over-encumbered with armfuls of ammo boxes, green herbs, door keys, ink ribbons and puzzle-solving tchotckes and be forced to spend more time juggling them into storage boxes than actually fighting the undead.

Well, in hindsight, this new solution wasn’t much better. You’d have to hike all the way back across the game map to get back to an old storage box with the old system, but here in Zero a key item you dropped on the floor could be sitting abandoned literally anywhere — and if you don’t remember where you left it, you’d have to scour the map screen to remind yourself.

And that’s Resident Evil Zero in a nutshell, with three potential ways its 10-year-old design may affect the new sequel we’ll all be playing six months from now. We’re not done revisiting the game after just this article, though. Head on over to IGN’s Resident Evil YouTube channel to watch a full playthrough video of the entire game.

Lucas M. Thomas thought it was super cool that Resident Evil Zero shipped on two GameCube discs. “Wow, this game must be massive!” (Now he’d prefer not to have to get up out of his seat to swap them.) Join him on his IGN blog and Twitter.

Article source: http://feeds.ign.com/~r/ignfeeds/all/~3/243YI6HXknw/1223479p1.html

Rayman Legends video leaks

The follow-up to last year’s much-praised Rayman Origins will be Rayman Legends, a leaked Ubisoft video posted to Gamekult has revealed.


Rayman is coming back for another adventure, it appears.

Rayman is coming back for another adventure, it appears.

The video for Rayman Legends indicates the new title will be a 2D side-scrolling platformer and will add fresh characters, online gameplay, and near-field communication (NFC) support for the Wii U version.

Earlier this year, Nintendo confirmed that the Wii U’s tablet controller would support NFC technology. This was most recently used in Activision’s Skylanders: Spyro’s Adventures. In that game, players use real-world action figures to alter gameplay within the gameworld.

In Rayman Legends, it appears the technology will operate in much the same way. In the video, a user is seen placing a heart-shaped toy on the Wii U’s tablet, which then dispenses in-game replenishing health. Also shown in the video is a Raving Rabbids toy, which, when placed on the Wii U tablet, brings the zany hare into the game.

An Assassin’s Creed hero Ezio Auditore da Firenze figurine is also highlighted in the video, though the footage cuts to black before any in-game action of the character is shown.

[UPDATE] A Ubisoft representative confirmed with GameSpot that Rayman Legends is in development at Ubisoft Montpellier and is being handled by series creator Michel Ancel.

“This video was intended as a purely internal demonstrative video, and in no way represents the final game, the final console, or their features,” reads a line from the statement. “This video was destined for internal production teams who often create game prototypes with work in progress development kits. Ubisoft confirms the development of Rayman Legends handled by Michel Ancel and his team in Montpellier.”

A Rayman Origins sequel is not a surprise. Earlier this week, images from a marketing survey provided the first glimpse at a new entry in the franchise. Many of those same images and features are present in the leaked video, including new environments and four-player support.

Rayman Origins shipped last November to a warm critical reception for the Xbox 360, PlayStation 3, and Wii, with subsequent releases for the PlayStation Vita, PC, and Mac.

Article source: http://www.gamespot.com/news/rayman-legends-video-leaks-6373824