GMG reveals ‘Stormworks: Build and Rescue’ Design Your Own Vehicles and more

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Green Man Gaming Publishing and Sunfire Software today are unveiling their newest creation, Stormworks: Build and Rescue a game where players design their own vehicles and pilot them across a rich and dramatic, procedurally generated, physics playground. Create a helicopter, boat or buggy with just the right balance of handling, buoyancy and stability to embark on daredevil missions and tackle treacherous oceans.


Entering Early Access later this year, Stormworks: Build and Rescue will challenge your mechanical and design skills to create the ultimate, programmable, block based rescue vehicle. Share your design online and tackle the dynamic and ever changing weather patterns of an unforgiving sea. That is if you have the skill and design prowess to even make it off the launch pad.

Dan Walters, lead developer at Sunfire Software has said ‘Stormworks: Search and Rescue is a game designed to challenge the creative side of your brain and build the ultimate rescue machine that will allow you to survive the stormiest of seas. We’ve allowed for a huge amount of depth in the vehicle creation and customisation editing suite with an intricate logic system in place. We want to make the act of launching your boat or helicopter a massive achievement in and of itself, before you even go head to head with some of the most dangerous oceans seen in video games’

Gary Rowe, EVP of Publishing at Green Man Gaming said ‘We want players to be able to invest a whole lot of hours into creating the perfect rescue vehicle, fit for the job but also allow anyone who wants to jump straight into the action do so, with some pre-built vehicles to get them going. We believe Stormworks: Build and Rescue is the perfect fit for Early Access and is a game that will continue to evolve and build upon itself in the coming months’

Game Description

BUILD, PLAN, RESCUE: Stormworks: Build and Rescue is the game where you design and pilot your own sea-rescue service, in a rich and dramatic physics playground. Take your custom-designed, block based, programmable vehicles into fierce oceanic storms. Plan and execute thrilling rescues in a variety of challenging crisis scenarios. Export and share your meticulously designed vehicles with others.
DESIGN YOUR VEHICLE: Design vehicles by placing blocks in a rich editing suite, customise them with paint, and program the behaviour using the powerful logic system. Choose from a wide array of components for designing helicopters, boats, and more.
NAVIGATE, STEER, PILOT: Take charge of your vehicles in a physics driven sandbox simulation – where your vehicles performance is a direct result of your design. Use dials and indicator components to display feedback on the vehicles logic system, whilst pushing your designs to the limit in fierce weather.
LOGISTICAL CHALLENGES: Embark on missions to operate your sea-rescue service. Design and deploy new vehicle designs to respond to the logistical and emergency scenarios across the open ocean, island facilities, rigs, and more.
DRAMATIC, SIMULATED WORLD: The day-night cycle, and dynamic weather system creates diverse environments, from calm still sunny mornings, to fierce stormy nights. Strong winds can turn the ocean simulation from gentle ripples to fierce heaving waves, all while the vehicles simulate a physically based displacement-buoyancy system.

South Park: The Fractured But Whole coming 17th October

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Ubisoft and South Park Digital Studios announced that South Park: The Fractured But Whole will be available on 17th October. From the creators of South Park, Trey Parker and Matt Stone, and developed by Ubisoft San Francisco, and will release on Xbox One, PlayStation 4 and Windows PC.

With crime on the rise in South Park, the streets have never been more dangerous. As the sun sets on the quiet Colorado town, havoc and chaos unleash a reign of terror and the seedy underbelly of the city comes alive. The town needs new heroes to rise! Eric Cartman seizes the opportunity to save the town and create the best superhero franchise ever, his own Coon & Friends with himself as the leader, The Coon.

Every superhero has an origin, and Coon & Friends are no different. Continuing in their role as the New Kid, players will discover their backstory, assemble their unique costumes, and harness their fart-based powers from numerous hero classes to create their own original hero. An all-new combat system offers unique opportunities to master space and time while on the battlefield, and a revamped looting and crafting system gives players the freedom to craft their own equipment to aid them in battle.

South Park: The Fractured But Whole will be available in four editions: Standard, Gold, Steelbook Gold and Collector’s. Anyone who purchases South Park: The Fractured But Whole will receive South Park: The Stick of Truth for free. If you pre-purchase the game at select partners, you can start playing The Stick of Truth immediately.

All pre-orders will also receive an exclusive in-game assistant, Towelie: Your Gaming Bud. The streets of South Park aren’t as safe as they used to be, and even the most seasoned South Park veteran will need help. Towelie: Your Gaming Bud provides helpful and hilarious advice and commentary to players at key locations throughout the game.

Project Cars 2 announces 6 live action films “Built by Drivers”

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Slightly Mad Studios and Bandai Namco today revealed a series of 6 live-action films that will showcase the “Built by Drivers” philosophy that underpins the development and authenticity of the Project CARS racing game franchise.

These 6 new films, to be released throughout the Spring and Summer of 2017, will reveal intimate behind-the-scenes looks at how world-renowned race and test-drivers develop the in-game handling and feel of the vehicles in Project CARS 2.

The first film, released today—‘Project CARS 2: BUILT BY DRIVERS – “As Close As It Gets” Featuring Chris Goodwin’—showcases the development of the new McLaren 720S. The film charts the painstaking process behind the supercar’s in-game development by McLaren’s chief test-driver – Chris Goodwin. Ultimately, it is only Goodwin who can sign-off on the in-game handling of the 720S, and that means technicians from around the world flying in for one final, crunch test-session: Will Goodwin sign-off on “his” car?

‘Project CARS 2: BUILT BY DRIVERS – “As Close As It Gets” Featuring Chris Goodwin’ was filmed in location in London and at McLaren’s Technology Centre by Outrun Films, specialists in automotive and action features, and the makers of “McLaren 720S Reveal”, and the brutal “Nürburgring & Bentley Racing”.

https://www.youtube.com/watch?v=E1gxeYP3Bsw&feature=youtu.be

These 6 live-action films document the close relationship between the Project CARS franchise and racing stars such as Corvette Racing’s Tommy Milner, drifting legend Vaughn Gittin Jr, as well as with automakers such as Mercedes-Benz.
“Scanning cars down to the last bolt, and inserting their unique builds into our state-of-the-art physics model is just phase one in making our racing games,” said Stephen Viljoen, Game Director on Project CARS. “In the end, we can get the ‘numbers’ right, but the feel and balance of a car—that intangible thing that brings a car to life—can only be measured by drivers; drivers who have spent their careers around those very cars, pushing them to their limits. Our relationship with drivers isn’t about ‘brand ambassadors’, it’s about how we engineer cars to feel right. ‘Built by drivers’ is how we go about ensuring authenticity.”

Combining in-game footage, intimate looks at the star drivers, and the unique story-telling gifts of film-makers Donut Media and Outrun Films, these 6 films will be must-watch automotive content for the summer of 2017.

The game will be released in late 2017 for the PlayStation 4, Xbox One, and PC.

Watch the new open world trailer for Middle-earth: Shadow of War

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Today, Warner Bros. Interactive Entertainment released a brand new trailer showcasing the diverse and dynamic open-world of Middle-earth: Shadow of War.
In the new video it introduces viewers to the vast environments within Middle-earth, stretching beyond Mordor, and giving fans the first glimpse of various new environments to explore, including the Island of Nurn, Cirith Ungol, Gorgoroth and more. Through the innovative Nemesis System, every player experiences a unique world to explore and share and every area of the world is larger, more varied and more dynamic than ever before.

Set between the events of The Hobbit and The Lord of the Rings, Middle-earth: Shadow of War is an open-world action RPG that continues the original narrative of Middle-earth: Shadow of Mordor. Players will be engrossed in a richer, more personal and expansive world full of epic heroes and villains, iconic locations, original enemy types, more personalities and a new cast of characters with untold stories.
Middle-earth: Shadow of War will be available for Xbox One, Project Scorpio, Windows 10 PC (Windows Store and Steam), PlayStation 4 and PlayStation 4 Pro beginning 25th August.

In this years F1 2017 you can make history?

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Codemasters and Koch Media today announced that F1 2017, the official videogame of the 2017 FIA FORMULA ONE WORLD CHAMPIONSHIP, will include the return of classic F1 cars to the series, as well as an even deeper career mode, numerous multiplayer enhancements, and a brand new ‘Championships’ game mode. F1 2017 will release onto PlayStation 4, Xbox One and Windows PC (DVD and via Steam) worldwide on 25th August.

To mark the announcement, Codemasters has released a trailer, showcasing three of the historic F1 cars that will feature in the game – the 1988 McLaren MP4/4 as driven by Alain Prost and Ayrton Senna, the 1992 Williams FW14B that was raced by Nigel Mansell and Riccardo Patrese and the 2002 Ferrari F2002 of Rubens Barrichello and Michael Schumacher.

“After an extremely successful year with the highly acclaimed F1 2016, we are delighted to be announcing F1 2017 and re-introducing classic F1 cars back to the series” said Paul Jeal, Game Director at Codemasters. “Classics were incredibly well received when we included them in F1 2013, and in F1 2017 they are back and better than ever. With so many great cars to choose from, it was hard to decide on the final twelve, but we are delighted with our selection of some of the most successful and iconic fan favourites from the past 30 years.”

 

“For the first time ever F1 2017 fully integrates the classic experience into the main career mode,” said Lee Mather, Creative Director at Codemasters. “As part of your career you will be invited to race in modern day, invitational events in the different classic F1 cars throughout the season. We’re also adding to the variety in F1 2017 with the inclusion of four alternative circuit layouts, as well as numerous new gameplay types. The classic cars will also be available to play in a range of other game modes, including online multiplayer modes and time trial.”

 

The 2017 season has seen a huge number of changes to the sport itself, with the stunning new car designs not only looking great, but having lap record breaking performance levels to match. The opening races of the season have further thrilled fans with the increased competition on the grid, as Mercedes-AMG Petronas Motorsport’s Lewis Hamilton and Scuderia Ferrari’s Sebastian Vettel battle it out at the top of the Championship, and Red Bull Racing’s Max Verstappen continuing to excite fans around the world.

 

Consumers who pre-order or purchase ‘Day One’ copies of F1 2017 will have exclusive access to the iconic 1988 McLaren MP4/4, as part of the ‘F1 2017 Special Edition.’ Alternatively, the McLaren MP4/4 car will be available to be purchased at a later date. The eleven other classic cars are available in all editions of the game.

Seasons after Fall Pounces onto Consoles Today

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Swing Swing Submarine’s puzzle-adventure game Seasons after Fall is available now on PlayStation 4 and Xbox One, this hand-drawn adventure is ready to enchant a whole new audience on consoles.

In the game you dive into an enthralling world governed by nature and magic. Travel to the heart of a mystical forest as a wild Fox, manipulating the gorgeous environments around you by changing seasons at will. Further adding to the bewitching atmosphere, you are accompanied throughout your journey by the enchanting sounds of a live string quartet.

Winter freezes lakes and waterfalls, while Summer allows plants to grow and open up new paths. Fall brings mushrooms to bloom, and Spring raises water levels with rain. Dynamically switching between seasons offers a fresh, ever-changing aesthetic and unique ways to explore the forest – the power of nature is in your paws!

Each of the seasons drastically alter the environment: it is up to you to change the world and open new paths. The world of Seasons After Fall is overflowing with secrets – can you discover them all?

LEGO Marvel Super Heroes 2 coming this year

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Warner Bros. Interactive Entertainment, TT Games, The LEGO Group and Marvel Entertainment has today announced LEGO Marvel Super Heroes 2. Bringing together iconic Marvel Super Heroes and Super Villains from different eras and realities, along with signature LEGO humour, the latest epic adventure from TT Games transports players into a cosmic battle across a myriad of Marvel locations ripped from time and space into the incredible open hub world of Chronopolis.

LEGO Marvel Super Heroes 2 will be available starting 17th November for PlayStation 4, Xbox One and PC. The game will be released for Nintendo Switch this Christmas.
“With a completely original branching storyline, LEGO Marvel Super Heroes 2 introduces amazing new gameplay features, including the ability for characters to manipulate time and a four-player competitive Super Hero battling mode,” said Tom Stone, Managing Director, TT Games. “With a huge array of brand new characters from the Marvel universe, including old favourites in new guises, this game is sure to thrill both LEGO and Marvel fans, as well as newcomers to the series.”

“The LEGO Group is delighted to continue the stories of the legendary Marvel characters in a new LEGO adventure,” said Sean McEvoy, VP Digital Games, The LEGO Group. “Fans young and old will love playing through this all-new cosmic saga spanning the Marvel Universe as seen through the LEGO lens.”

“As we look to bring amazing games to Marvel fans of all ages, we’ve teamed up yet again with our incredible partners at LEGO, Warner Bros. Interactive Entertainment and TT Games,” said Jay Ong, SVP, Games & Innovation, Marvel Entertainment. “LEGO Marvel Super Heroes 2 brings characters from across Marvel’s history into an original story told in a way that only LEGO games can, offering hours of epic gameplay.”

“Delivering on our commitment to make unforgettable games, it was only a matter of time before we teamed back up with our incredible partners at LEGO, Warner Bros. Interactive Entertainment and TT Games,” said Jay Ong, SVP, Games & Innovation, Marvel Entertainment. “LEGO Marvel Super Heroes 2 brings characters from Marvel’s storied history into an original story that transports players into a one-of-a-kind LEGO world, offering hours of epic gameplay.”

Players will go head-to-head with the time-traveling Kang the Conqueror in an epic battle across Chronopolis, from Ancient Egypt and The Old West to Sakaar and New York City in 2099. Along the way, gamers will be able to take control of a host of iconic characters, from Cowboy Captain America from the past to Spider-Man 2099 from the future along with Thor, Hulk, the Guardians of the Galaxy, Black Panther, Captain Marvel, Doctor Strange, Green Goblin and dozens of other Marvel Super Heroes and Super Villains.

Two Minute Review: Solo Rival Backpack

Solo recently released some new backpacks, and here is our two minute review of the Rival backup.

  • Fully padded 17.3” laptop compartment
  • Internal iPad/ tablet pocket
  • Hardshell side zippered pockets protects most headphones
  • Built-in headphone port
  • Three full size compartments
  • Quick access pocket
  • Front zip-down organizer section
  • Padded shoulder straps with chest strap for added comfort
  • Cooling air mesh back padding
  • Reflective strip for increased visibility
  • Lightweight Polyester body
  • Body size: 19.25″ x 15.5″ x 7.5″
  • Laptop Pocket Size: 16″ x 11.75″ x 1.8″
  • Weight: 2.5 lbs

A Closer Look

Final Thoughts

The backpack looks and feels very sturdy and has a high quality look about it. There are plenty of pockets for your phone, chargers, cables, and anything else you might want to carry around with you. The side pockets are also padded giving you that extra level of protection which is great.

It can comfortably carry a laptop up to 17.3″ within a separately padded compartment in the bag.

There is also a little headphones port on the front so you can keep your music player or phone in the backpack but still listen to your tunes.

The backpack is very comfortable to wear, even for extended periods of time with the padded straps making it easy to adjust to fit you perfectly.

The bottom of the bag is water resistant so that helps when you are out in the rain or in situations where you might put the bag down somewhere wet! It’s surprising how many times you can put a bag down on a surface without realising it was wet!

Safety wise there is also a reflective strip on the front of the bag so if you are wearing it whilst cycling or walking in the dark you are more likely to be seen.

Whether you need a laptop back with additional space or you need a decent backpack with space for a laptop the Solo Active Backpack does it all. I know what I will be using!

The Solo Active Backpack is available now priced $79.99.

You can learn more from the Solo website.

Assassin’s Creed Q&A with Michael Fassbender

 

Based on the blockbuster video game series from Ubisoft, ASSASSIN’S CREED is a visionary new take on the action-adventure genre. In this worlds-spanning tale, one man finds himself at the center of an ancient battle between two powerful sects. Only by harnessing the memories of his ancestor, which are contained within his own DNA, can he end the conflict and claim his own redemption.

Academy Award® nominee Michael Fassbender (X-Men: Days of Future Past, 12 Years a Slave) plays Cal Lynch, a convict facing capital punishment, when he gains an unexpected second chance at life thanks to the mysterious workings of Abstergo Industries. Through a revolutionary technology that unlocks the genetic memories contained in his DNA, Cal is sent back across the centuries to 15th Century Spain. There, he lives out the experiences of his distant relative, Aguilar de Nerha, a member of a secret society known as the Assassins who fight to protect free will from the power-hungry Knights Templar. Transformed by the past, Cal begins to gain the knowledge and physical skills necessary to topple the oppressive Templar organization in present day.

ASSASSIN’S CREED also stars Academy Award® winner Marion Cotillard (The Dark Knight Rises, La Vie en Rose), Academy Award® winner Jeremy Iron (Reversal of Fortune, Die Hard: With a Vengence), Brendan Gleeson (Far and Away, Braveheart) and Michael K. Williams (12 Years a Slave, The Wire). The film is directed by Australian director Justin Kurzel (Snowtown, Macbeth). In addition to his acting role in ASSASSIN’S CREED, Fassbender also served as a producer on the film.

ASSASSIN’S CREED marks an exciting reteaming for Fassbender, Cotillard and Kurzel who previously worked together on William Shakespeare’s Macbeth, which was nominated for the Palme D’Or, with Fassbender in the title role. Fassbender’s other credits include The Light Between Oceans, Hunger, and the upcoming Alien: Covenant.

Q: How rigorous was the training that you had to do for ASSASSIN’S CREED?

Fassbender: It was a huge part of it to get in shape and to understand the parkour elements of the game and to bring that to the screen. I did a crash course in parkour and then there was physical conditioning every day in the gym, five days a week and then working with the stunt team and working on fight choreography. It was very important for myself, the director Justin Kurzel and Ariane Labed who plays Maria, that we have the actors do as much of the fighting as possible. We probably did 95% of it in the film.

Q: What were your memories of the wagon chase scene?

Fassbender: In terms of working on the wagon sequence, I was lucky enough to get to do some riding. It’s always important in films like this for the audience to see the actor doing it because it helps to create the illusion and maintain it. Riding horses is something I enjoy doing. Luckily I’ve done it in a few movies now and slowly I’m getting a little bit better.

Q: How enjoyable was it to work on the scenes that have the historical background between the Templars and the Assassins?

Fassbender: I think that it’s fascinating to go back through a timeline, through a sort of genetic DeLorean, this Animus, using our DNA. I totally believe in the theory that through our DNA we have the memories and experiences of our ancestors and it’s passed down through the generations to protect us. It’s like a sixth sense or a gut feeling or instinct.

Q: Filming the Animus scenes looks like it would have been quite hard work. What was that experience like being pulled around on wires? 

Fassbender: I’m not a great fan of the harness and wires, but it’s part of it and it looks cool, so it’s worth it.

Q: How do you make a film that resonates with the core fans of the game as well as other cinemagoers?

Fassbender: We definitely want fans of the game to embrace the film for sure. They’re such a passionate community. But it’s like that with any film. If I was playing a boxer, I’d hope that the boxing community would enjoy the film. It’s the same thing. Part of the challenge of writing the film was that we wanted to distill this universe down to simple things that people could latch onto. For audiences who walk into the cinema without bringing any previous knowledge with them, we really broke it down to the bare essentials and that was the Templars, the Assassins, their ideology and introducing this concept of genetic memory, the Animus and then we wanted to introduce the artifact. There are many artifacts in the world of Assassins, but the first one that we concentrated on was the Apple of Eden because people would recognize it from the Bible as people have a reference point there. We wanted to highlight the parkour elements as well.

Q: There are some impressive sets in the film. How did they help you as an actor?

Fassbender:  I think that the action sequences in the film are second to none and it was very important to Justin and myself that we wanted to do this in an old school fashion. A lot of the films in this genre and in this day and age are very much saturated with CGI and special effects. We wanted to do this with real people and real locations so I think that the biggest treat for me was doing the fight sequences on the rooftops in Valletta, the old town in Malta. Hanging off buildings and jumping off the buildings was very exciting. It was very hot, but a lot of fun.

Twentieth Century Fox Home Entertainment releases Assassin’s Creed on Digital Download on April 28 and 4K Ultra HD, 3D Blu-ray , Blu-ray, and DVD on May 15.

Assassin’s Creed Q&A with Marion Cotillard

 

Based on the blockbuster video game series from Ubisoft, ASSASSIN’S CREED is a visionary new take on the action-adventure genre. In this worlds-spanning tale, one man finds himself at the center of an ancient battle between two powerful sects. Only by harnessing the memories of his ancestor, which are contained within his own DNA, can he end the conflict and claim his own redemption.

ASSASSIN’S CREED stars Academy Award® nominee Michael Fassbender (X-Men: Days of Future Past, 12 Years a Slave), Academy Award® winner Marion Cotillard (The Dark Knight Rises, La Vie en Rose), Academy Award® winner Jeremy Iron (Reversal of Fortune, Die Hard: With a Vengence), Brendan Gleeson (Far and Away, Braveheart) and Michael K. Williams (12 Years a Slave, The Wire). The film is directed by Australian director Justin Kurzel (Snowtown, Macbeth). In ASSASSIN’S CREED, Cotillard plays Sofia Rikkin, a scientist trying to find a cure for violence.

ASSASSIN’S CREED marks an exciting reteaming for Fassbender, Cotillard and Kurzel who previously worked together on William Shakespeare’s Macbeth, which was nominated for the Palme D’Or, with Cotillard playing the role of Lady Macbeth.

In 2008, Cotillard became the second French actress to ever win an Oscar®, and the first to win an acting award for a performance in the French language for her portrayal of the legendary French singer Edith Piaf in La Vie En Rose. Other credits include the successful French Taxi film series, written by Luc Besson, Yann Samuell’s Love Me If You Dare, and Tim Burton’s Big Fish.

Q: It must have been wonderful to have had the previous connection with Michael Fassbender and director Justin Kurzel from working on MACBETH. How did that help you on this film?

Cotillard: One of my best experiences as an actress was working on Macbeth, and so the idea to work with Justin and Michael again was something that was very exciting to me. It was the first time for me to team up with the same people again along with our Director of Photography, Adam Arkapaw, who is an absolute genius. You arrive on set with this confidence and trust that is really priceless. Macbeth was a very stressful project for me, as I felt a lot of pressure because it’s Shakespeare and I come from a theatre family. I respect the theatre family so much and especially the UK theatre family, and the fans of Shakespeare, if I can call them that. However, the joy of working on that project was so intense, that I knew that working on another project would have the same joy and intensity and that was the case. We had such an amazing time working on both of these very different projects.

Q: Can you talk about the complexity of the relationship between Sofia and her father? 

Cotillard: Sofia and her father have a very complex relationship. What was interesting was that I was already working on the character and exploring Sofia, way before we started to shoot and before Jeremy Irons was on board to play my father. I called the director Justin Kurzel and I said, maybe I should work on a more specific British accent. We didn’t think I’d have to work on an accent, but then suddenly I thought that if I’m the daughter of Jeremy Irons, I should work on having the same accent. However, Justin thought that maybe we shouldn’t and that it would add to the mystery of this relationship. We might think that she wasn’t raised by her father, or maybe she does all of this because she’s in need of recognition from him. So it added things to my preparation with the construction of my character.

Q: How important was it to you to keep the fantastical elements of this story still grounded in some kind of reality?

Cotillard: I think that even the deepest, highest science fiction story is still about human beings, so it’s still connected to a kind of reality. The concept itself of genetic memory is fascinating, because it’s science fiction to go back to your ancestor’s life, but as well it’s absolutely and completely plausible that that would exist. In fact, I think that through certain therapies you can actually access your ancestors’ knowledge so we carry that within ourselves. So I think that the concept itself is grounded in a form of reality.

Q: The film works so well on its own, but there are a lot of fans of the ASSASSIN’S CREED game. What moments in the film do you think they will want to revisit when they watch it at home?

Cotillard: I think that the great idea that Justin had, which was a team idea, was to have a different kind of Animus than in the game. In the game, it was more of a bed or a chair where the one who enters the Animus was static, which was not so cinematic. So they thought about another idea which was for the body to be involved in the action of the ancestors and so they came up with this Animus arm which connects the ‘patient’ of the Animus to his ancestors. That’s a fascinating idea that was created for the movie. From what I’ve heard, Ubisoft would like to use the Animus version from the movie for their next game so it’s very, very exciting.

Twentieth Century Fox Home Entertainment releases Assassin’s Creed on Digital Download on April 28 and 4K Ultra HD, 3D Blu-ray , Blu-ray, and DVD on May 15.

Win Assassin’s Creed on DVD

To celebrate the release of Assassin’s Creed on DVD and Blu-ray, we have three copies on DVD to give away.

Michael Fassbender and Marion Cotillard star in this action-adventure film based on the critically acclaimed video game franchise. Through a technology that unlocks his memories, Callum (Fassbender) discovers he is a descendant of an ancient line of Assassins. Transformed by the past, Callum begins to gain the knowledge and physical skills needed to topple the Templar’s quest for world domination in the present day.

An all-star cast is led by Academy Award nominee Michael Fassbender (Cal), Academy Award winner Marion Cotillard (Sofia), and Academy Award winner Jeremy Irons (Rikkon). Directed by Justin Kurzel, a Cannes’ Jury Prize winner, Assassin’s Creed transforms the popular Ubisoft video game into a must-have film for any avid gaming and action-film enthusiast.

How to enter to win

We have three copies of Assassin’s Creed on DVD to give away.

All you have to do to be in with a chance of winning is to enter below:

Win Assassin’s Creed on DVD

The closing date is 12.00am on Monday 29th May 2017. This contest is only open to those in the UK – sorry!

Twentieth Century Fox Home Entertainment releases Assassin’s Creed on Digital Download on April 28 and 4K Ultra HD, 3D Blu-ray , Blu-ray, and DVD on May 15.

Review: Prey

When I first heard that Bethesda were working on a new Prey title, I thought they were going to do with the original date game that they had recently managed to accomplish with DOOM and reboot it. But it was very clear once I got my hands on the free playable demo for it a week before it released, that this only had the same name and nothing about it was remotely similar to the first game. Instead I was both surprised and impressed by just what games Arkane Studios had taken inspiration from and I was hoping that Prey would make up for the rather disappointing experience I had with Dishonored II.

There is quite a long list of games that the team from Arkane Studios looked to and in every moment of Prey you can feel the titles that helped build the foundation. In the same way that Middle-Earth: Shadow of Mordor took the combat system from the Arkham series, some Assassin’s Creed world map and blended them with an amazing Lord of the Rings story to create something very special, Prey has done the same with elements from Dishonored, Bioshock, Half-Life, System Shock and some Deus Ex. That is quite a group of iconic titles but Arcane have chosen wisely to use what they already know with Dishonored but to enhance it with aspects from other games to give a sci-fi RPG that can truly be countered among them.

The story is centered on the main character Morgan Yu who is about to embark on the dreaded first day at work with big brother. Players can select a gender for Morgan and depending on whether you choose the male or female Morgan, the only differences are dialogue changes of he and she and operator voices are male or female accordingly. I like how deceptive the opening is with a fun twist that instantly launches the sci-fi story. The playable demo is actually the first hour of the game, or at least the first area of the game that you can spend time in and will give you a good taste of how the gameplay and story will be in the full game.

Prey starts off with a very well balanced pace in terms of the story narrative and gameplay, allowing the player to become immersed within its setting comfortably before it starts to test the player with what they have learned. As an RPG the player will be able to enhance and add new skills to Morgan which if you are familiar with Deus Ex will be instantly recognisable. To begin with Morgan has three base skill trees in which the player can start to shape Morgan to fit their playing style; Scientist, Engineer and Security. Each skill tree will shape how Morgan can interact with the tasks and dangers that Talos 1 will throw at him/her through the game. From adding the ability to hack terminals, operators and devices to building up weapon use strength as well as enhancing health, stamina and upgrading the suit to boost attributes even more. How you as the player decide to spend the Neuromods that act as skill upgrades will be key the deeper into the game you go and much like Dishonored, you can opt to go for a more stealthy approach or full on guns blazing with a freedom that allows true choice in whichever style the player may prefer.

Talos 1 is made up of different sections and main story missions and side quests will have the player exploring each area and travelling to and from each one regularly. The map designs have different routes to get around them whether to avoid danger or hazards blocking progress. If you think a path is blocked off then it might require a certain ability to help get around it such as he ability to move a large object blocking a doorway or hacking a terminal to gain entry to a security or private room. It does like to tease the player into exploring but always lets them know exactly what is required to get through and the freedom to go away and come back later in the game once Morgan has been suitably upgraded prevents the frustration of hitting a wall time and time again especially when it comes to the large number of side objectives you collect on Morgan’s travels. This strength to the game will sadly also become the game’s undoing but will come to that later on.

Now the main enemy for Morgan will be the strange and sinister Mimics, who provide a very curious but effective adversary all throughout the game. The Mimics come in various types, but it start off with perhaps the cleverest creation of an enemy since The Flood was introduced in HALO. The basic form of Mimic is a tiny spidery little git of an enemy that has a particular ability which becomes their calling card and the reason why they are named Mimics. The spider Mimic has the sinister ability to shape shit and copy any object in a room in order to hide. From a simple cup to a chair or filing cabinet, the spider Mimic can be a harassing source of paranoia for Morgan and the genius to them lies in their remarkable but deceptive AI. They have been giving very simply instructions to follow, to enter a room and play hide and seek with the player. What surprised me was in how their behaviour is so different each time you encounter the, I found some spider Mimics would disguise themselves and attack me when discovered but them some would also just run away as soon as they spotted me. The aggressive ones were tricky little sods too as they would hide, let me go passed before attacking me from behind.

The mimics get bigger, turning into Phantoms and Typhoons, exhibiting even more deadly special abilities and elemental attacks. Thankfully the Neuromods help even the field a little once the game gives Morgan the tech needed to begin scanning the Mimics. Scanning them will start to unlock their abilities that Morgan can then implant into himself adding special powers to his/her ever growing skill set, which is where the Bioshock influence can be seen. Powers ranging from delivering Kinetic blasts to mind control and even gaining the same mimicry ability as the spider Mimics to shape shift and copy objects. There is a price though for basically stealing and adding these alien abilities straight into Morgan’s DNA however and there will come a point where if too many abilities are added, the defence turrets of Talos 1 will start to identify Morgan as an alien threat and will attack if Morgan comes into range of them. Thankfully the hacking ability will put them back on track but it is a very clever mechanic to have.

Earlier I mentioned how Talos 1 is made up of different sections which at the start of the story will be locked out from Morgan until abilities or story progress make them available to be travelled to. One of the benefits of this has to be the Zero G element of space walking which will take Morgan outside of Talos 1 in order to access the different areas. Zero G works really well and genuinely gives the player the sense of being in space both when outside but also when back in the station itself. The game cleverly mixes the both well enough to make going for a little exploration of the outside of Talos 1 with the moon and Earth above you just a visual delight. The look of the game is spot on, not quite as cartoony as Dishonored II but striking enough to stand out. The visuals are complimented well by an amazing musical soundtrack but it is the sound scheme that really adds a punch to Prey. The audio is as menacing as the Mimics, with a sound scheme designed to build tension as well as paranoia as it signals that a Mimic is nearby or attacking. Prey uses that tension and paranoia far more effectively than other games have and are using jump scares to mess with the player’s mind. If you play using a headset, the sound will cut through your head throughout the game and generates a level of intimidation that follows the Mimics wherever they are and which ever form they take.

But sadly, the game also has some very noticeable issues that at first can be annoying but steadily grow to the point that they actively break the final act of the game to the extent that it quickly went as an early GOTY contender for me to a frustrating mess that left me disappointed and annoyed. I talked about how the pacing at the start is solid and used well to create the experience but the longer you are in the game and the closer to the final act the player gets, the pacing just goes wrong and becomes a slow trudge padded out with side quests which are so tedious I reached a point where I just decided to end the story to get it over with. My main complaint however is the insanely long and silent loading screen the player has to endure each time they move to a new area of Talos 1. At first its acceptable but soon both side and main story missions will require hopping from area to area, each one taking 80 seconds to load. There were times in the final act of the game where I actually spent less time in each area than the loading screens to get to them, sometimes having to move through two or more areas just to get to one section to do one thing before being told I had to go all the way back to the area I started from. So that is a loading screen to get into a area and a loading screen when leaving an area, so its literally minutes looking at a silent loading screen bar that snaps you right out of the experience and breaks the immersion. I sat shaking my head at my console and TV at the end that it was infuriating to see what is an absolutely brilliant story and narrative get completely bogged down and spoiled by this method of moving around Talos 1.

I started off completely in awe and loving Prey. I liked Morgan as a main character and the story around him and the other characters. The Mimics are an incredible and well designed enemy to fight and the visuals and audio just elevate Prey to a high tier of sci-fi based action RPGs. But when the loading times and yanking the player out of the game experience each time the story requires the player to move to a different area undoes so much good work, you have to question why this was not identified as a problem during development and testing. I will never question the use of a Fast Travel system again after Prey, I would rather press X and go straight to where I need to go then spend minutes having to move from area to area the way Prey forced me to do. I admired how player choice can shape the ending of the game, of which Prey does have different endings depending on how you choose to complete the story, but whilst the ending from a story point of view is spot on, from a gameplay and experience perspective Prey just fell completely flat for me. The lackluster way that after 23 hours in the game, it delivered the final hour left me thankful it was just over and not applauding an epic journey which the first ten hours led me to believe I was going to be feeling.

It borrows much from other games in the same genre and uses them amazing well that if you are fan of titles like Bioshock, Dishonored, System Shock and Deus Ex than Prey will more than deliver the gameplay fans will want and know. What will be confusing to players as it was for me, was just how poorly executed the final moments of the game were after such a polished main campaign and intriguing twist to the endings. Prey really could have been the start of something amazing with its refreshing combat, puzzle solving and story narrative but a lazy ending and terrible loading screen system prevent this from being the new king of the genre and instead just a homage to other games that sadly couldn’t quite end with the same quality that it had started with.

Tour de France 2017 game coming to PS4, Xbox One and PC

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The official Tour de France 2017 video games will be available in June this year on PS4, Xbox One and PC in retail stores and for download. Today, we are happy to unveil new images of Pro Cycling Manager 2017 (PC) and Tour de France 2017 (consoles) that will start the journey of Le Tour 2017.

In Pro Cycling Manager 2017 on PC, you take the role of a sports manager who has to compete against the best teams in the world during an exceptional cycling season. In Tour de France 2017 on consoles, you play as the greatest cycling champions competing to conquer the coveted yellow jersey during the exciting stages of Le Tour 2017.

Tour de France 2017 on PlayStation 4 and Xbox One and Pro Cycling Manager 2017 on PC, will release in retail stores and for download this June.

Anki Overdrive the Fast & Furious Edition coming this September

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Anki, has announced that Anki OVERDRIVE: Fast & Furious Edition launching in September 2017. Anki OVERDRIVE: Fast & Furious Edition will merge the most thrilling elements of the hit robotic battle-racing game an unprecedented level of customisation and interaction in a physical game, driven by powerful A.I. — with the adrenaline-fueled world of Fast & Furious. Anki OVERDRIVE: Fast & Furious Edition will be available for pre-order starting 16th May for £169.99 at Anki.com and will hit store shelves in September 2017.

“We’ve been searching for the right brand partnership to elevate our robotic battle-racing experience to the next level of entertainment, and what better fit than one of the most widely recognised action franchises in the world,” said Boris Sofman, CEO & Co-founder, Anki. “Anki OVERDRIVE: Fast & Furious Edition delivers the ultimate adrenaline rush to millions of Fast & Furious fans, merging the films’ cars and characters with videogame elements, physical play, and robotics.”

Anki OVERDRIVE: Fast & Furious Edition features two highly detailed robotic Supercars based on the high-octane vehicles favored by the characters in the films, Dom’s Ice Charger and Hobbs’ MXT. Each Supercar is armed with unique weapons, upgrades, sound effects, and controls. Within the game, players will battle alongside and against mainstay characters from the films including Dom, Hobbs, Letty, and Tej. Epic movie moments will come to life as players battle the Toretto crew, or race against friends and family members. Anki OVERDRIVE: Fast & Furious Edition also includes an all-new, exclusive Fast & Furious track piece bringing even more excitement from the movies into your game. Drive through the Power Zone and trigger a massive blast that disables nearby opponents.

“Anki is at the forefront of robotics and artificial intelligence, and our collaboration for Fast & Furious will bring an all-new level of interactivity to the franchise,” said Manuel Torres Port, Executive Vice President, Worldwide Consumer Products, Universal Brand Development. “Anki OVERDRIVE’s revolutionary technology delivers a battle-race experience like no other, and we’re incredibly excited to introduce Fast & Furious fans to gameplay that delivers what they love and connect with most from the films – the characters, cars, and action.”

Anki OVERDRIVE: Fast & Furious Edition will retail for £169.99 at launch, and will be compatible with the Anki OVERDRIVE product ecosystem including Anki OVERDRIVE cars and tracks. The game will require a separate, free-to-download Anki OVERDRIVE: Fast & Furious Edition app, and compatible device.