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Showing posts with label Games preview. Show all posts
Showing posts with label Games preview. Show all posts

Battlefield 4 screenshots show beanie battlers, next-gen bird flocks






Battlefield 4                      
A trio of Battlefield 4 screenshots have been fished out of a DICE media directory by hawk-eyed NeoGAF users. All three shots boast environment effects and textures powered through the meaty Frostbite 3 engine—features particularly apparent in the first-person outdoor view of a massive cloud of birds flying lazily about in a sunny afternoon.



 Battlefield 4

Battlefield 4
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Battlefield 4 gameplay trailer leaks; appears to be campaign focused

Battlefield 4

Update: The trailer’s been pulled by EA from YouTube in record time. Check back in soon for our thoughts on Battlefield 4 after seeing the game at GDC tonight.
A 30 second gameplay trailer for Battlefield 4 has leaked on YouTube, and it appears to focus on the game’s single player campaign. The footage corroborates earlier hints that the fourth installment will feature water combat, and there’s also the promise of a gargantuan 17 minute gameplay video on the Battlefield 4 website, though that has yet to emerge.
Battlefield 4 is being officially unveiled at an event in San Francisco later today, but that hasn’t stopped three new screenshots leaking earlier today. Stay tuned for the details as they come through. In the meantime, feast your eyes on the trailer:


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Dota 2 hero concept art pictures rescued from Valve’s clutches


                        
When Valve invited Dota 2 caster Kevin ‘Purge’ Godec to their studio last week, they made a crucial rookie mistake: feeding him. That gave him all the power he needed to surge past their defence towers and snap pics of some upcoming hero concept art. Or possibly they gave him their blessing to share their plans with the community at large. There’s just no way of knowing.
Purge says only Bristlebog (not pictured) and Skywrath Mage were playable on Valve’s servers at the time, with Skywrath Mage in the process of being tweaked before being included in the game proper.

                   
                         
                             
                              
                    
                   
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Arma 3 slims down for free Lite version of the alpha

                     

Being an alpha release hasn’t stopped Arma 3 from scouting out the top end of the Steam sales chart. It’s probably because of the hyper-realistic military simulation scenarios that the game offers. But if tactically significant turtles aren’t enough to persuade you to part money at this early stage of development, Bohemia have released a free Lite version. It does, however, come with some caveats.
The big one being that it’s invite-only. To access the Lite version you’ll need a key from someone who’s purchased the Alpha. Of course, if any particularly charitable Alpha owners are at a loss for where to send their pass, I’m sure you’d find some willing takers in the comments.
With the Lite version you’re only getting a small taste of the full alpha package. Specifically, multiplayer and modding support have been stripped out. What’s left are the singleplayer showcase missions – giving you a chance to play with the game’s infantry and vehicles. And go scuba diving.
For everything else, you’ll need to upgrade, which will also provide access to the eventual beta and full release.
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Saints Row IV announcement trailer takes leave of its senses





How silly is Saints Row IV going to be. Well, let’s look at what’s inside its announcement trailer.
  1. A guitar-shaped rocket launcher. This is quite silly.
  2. Superpowers. This is very silly.
  3. A head-expanding laser beam. Positively batshit.
  4. A skyward launching nutshot. Just… ouch.
  5. A giant, mutated, rampaging mascot. I think I’m becoming desensitised.
  6. An announcement date of August 20th for the US, and August 23rd for the UK. More informative than silly, really.
There’s a definite pattern emerging.
Frankly, I’m delighted. Saint Row: The Third was one of those games so unapologetically ridiculous that it snapped back on itself and became a uniquely warped kind of genius. It’s nice to see Volition and Deep Silver really test how far they can push that.
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New Warhammer 40K title in the works at Slitherine


   



Games Workshop have popped on their sorting hat and picked out another studio to craft something from one of their WAR-heavy licenses. This time it’s Slitherine, publishers of tricky tactical strategy Unity of Command, who have been tasked with making a new game for the 40,000 universe. That’s the sci-fi one with “Orks”, not the fantasy one with “Orcs”.
What will the game be? We don’t really know yet – much of the details of the deal are being kept under wraps. All we know for sure is it’ll be a turn-based strategy, and that it’s being developed for multiple, as yet unnamed, platforms. Given Slitherine’s back-catalogue, this could mean the most faithful adaptation of tabletop Warhammer to date.
With Slitherine taking hold of the 40K license, what does that mean for the series’ previous custodians, Relic. Actually, not that much: in a statement to GamesIndustry, Games Workshop say they’re moving to a less exclusive licensing philosophy. “The days of monolithic Warhammer or Warhammer 40,000 licenses on all platforms are behind us. In the future, games based on our properties will be platform and subject specic, which is great news as it means there are far more opportunities than before.”
More War for everyone then. In addition to whatever Slitherine are working on, we also know Creative Assembly are creatively assembling something in the trad-fantasy Warhammer setting.
Thanks, Gamespot.
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Total Warhammer: Creative Assembly partner with Games Workshop to create Warhammer games






                                    
Update: THQ have confirmed to Eurogamer that the Warhammer 40K licence is staying with them. Basically, then, this is 100% brilliant news all round.
Sega have just announced that Creative Assembly, makers of games with the name Total War in the title, are partnering with Games Workshop, overlords of the Warhammer franchise. I’ve made the obvious joke in the headline. You’re welcome.
Here’s Tim Heaton, Creative Assembly’s studio director: “We’ll be doing the Warhammer universe justice in a way that has never been attempted before. We’re bringing those 25 years of experience and expertise in extremely high-scoring games to bear, delivering a Warhammer experience that videogamers will absolutely love.”
That’s Warhammer, the dark and violent fantasy setting, not necessarily including Warhammer 40K, the dark and violent futuristic sci-fi/fantasy blend that’s been in Relic’s capable hands for eons. While the details of this deal are scarce – although yes, a Warhammer/Total War crossover sounds brilliant – it’s entirely possible that the two studios will be working on the separate franchises, and that this isn’t a reaction to THQ’s financial troubles.
All we do know is that this will be from an entirely new team at Creative Assembly, who are also working on Total War: Rome 2 and a new Alien game. What would you like to see from the partnership? First person to say a Viking: Battle for Asgard style third-person action game gets a harsh stare.
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Rising Storm hands-on preview



You usually don’t get a second opportunity to make a first impression. When Red Orchestra 2 released in 2011, it was an authentic, ambitious, 64-player WWII shooter burdened by bugs and a few unpolished features. Tripwire’s self-imposed rush to beat Battlefield 3 out the gate roughed the edges of an otherwise brilliant FPS.
The Georgia-based indie studio patched the issues over time, eventually releasing a free “Game of the Year” edition that included new Action and Classic modes that catered to casual and hardcore players. But throughout 2012, Tripwire was also collaborating with a team of talented modders on Rising Storm, the standalone expansion that represents Red Orchestra 2’s second coming.

Rising Storm isn’t simply RO2 recast into the Pacific. “We have something started and created by a mod team, but polished to perfection by a group of professional developers,” says John Gibson, Tripwire’s president. What’s immediately impressive about the expansion is the way it embraces the asymmetries inherent to the American and Japanese infantry at the end of the war. It’s a seemingly uncrackable balancing problem, for example, that the Japanese mainly used bolt-action rifles while Americans carried the semi-automatic M1 Carbine and Garand, the Thompson, and the fully automatic BAR.
A counterweight Tripwire has applied against this is making Japanese soldiers harder to suppress, a trait chalked up to their willingness to die for the emperor. More tangibly, the islanders get bayonets and a Banzai charge attack—a sprinting move that mitigates damage and suppresses nearby Americans. Both of these effects improve in radius and intensity when used in unison with teammates.



Some members of the Japanese team can also carry the knee mortar, a portable artillery. “There’s nothing the Americans can do other than run when they hear that whistling sound,” says Gibson. “So it helps balance out the Americans’ overwhelming ability to put bullets down range.” My first encounter with it is on Iwo Jima, where a crack member of Tripwire’s QA team fires it horizontally off the hill like a cannon, dialing me in from a hundred meters. The shell punts into my gut, an impossibly accurate shot from an indirect weapon. I wheel back on my chair, laughing and raising my hands helplessly.
Red Orchestra 2 continues to be a demanding game. Away from grey Stalingrad, neck-deep in island vegetation, it’s still a shooter that insists you use your eyes, ears, and intuition to stay alive. Acing an American with the bolt-action Type 38 or Type 99 is instant self esteem. The famous pling of a spent M1 Garand clip signals that a GI’s run out of ammo—but incredibly, the Americans can fake the sound by pressing a key, a tactic that was actually employed in WWII.
This overlap of precision, authenticity, and thick danger is still the most rewarding aspect of Red Orchestra. But as I keep playing, there are more moments of relaxed mayhem than I experienced in Heroes of Stalingrad—like taking a mortar directly to the liver. I fill my team’s flamethower soldier slot on a tough round on Guadalcanal. Under the blue-purple skybox, I curl around a bamboo hut and lock eyes with a Japanese rifleman inches away. My mouse hand flinches, his skin goes molten, and I giggle as a lengthy death animation plays out.


Later in the round, I arrive too late to a capture point that’s just been flipped by the Japanese. I linger lost outside the thatched, single-floor command structure. Some instinct rings inside me, and I flick a rope of heat through the window out of a need to uncork this hot potato of a weapon I’m running around with. Seconds later, four kill notifications with my name on them stack up.
Letting a messy, powerful weapon like a flamethrower into a gritty game of inches like RO2 might seem like inviting a dragon to a war reenactment, so it’s remarkable that Tripwire has balanced the thing while making it so absurdly fun. You’re heavy as hell, only have seven seconds of burn time before you have to refuel, and any burp of fire is a bright invitation to the Japanese to shoot you from across the battlefield.
The good design of these incongruous features is in part thanks to Elliot Cannon, an ex-Epic, ex-Crytek, veteran FPS designer that joined Tripwire in May 2012. Gibson pursued Cannon after learning that he was the author of his favorite Unreal Tournament map, Deck 16. “We needed some input from someone outside the inner circle that could come in and say ‘This is what needs to be different,’” he says. “Elliot came up with a lot of the ideas that are making the asymmetrical gameplay work.”
I’m glad for an invitation to revisit Red Orchestra 2, but Tripwire’s move to take Rising Storm’s theme and setting to its mechanical extreme is what has me excited. On paper, Tripwire’s commitment to representing some of the real-life differences between the Axis and Allies seems like it would undermine game balance, but each round I played (all of which were filled with experienced testers) was heavily contested. This approach to designing Rising Storm has produced at least one completely insane tactic among the development team. Over weeks of map testing, katanas became a kind of souvenir weapon for American players, who would pick them up from dead Japanese. Noticing this, one Japanese soldier had the bright idea to drop their katana in plain sight, then use the alternate fire for their hand grenades—exclusive to the Axis side—to bury their grenades like mines and set a trap disguised as a trophy.

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