Review: Civilization: Beyond Earth

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The initial premise for Beyond Earth is simple albeit serious. Humanity has screwed itself. There’s very little explanation but I imagine we all nuked each other or melted the ice caps or something. If my previous Civ games are anything to go by Giant Death Robots and Xcom soldiers probably did it. But never fear! There is an equally complicated solution. Journey to a different planet and recreate civilization from scratch.

At its core Beyond Earth is Civilization V with new features added or altered. Although that may seem like a bad thing to some, Civ V makes a very good platform on which to base another title. After playing Civ V extensively it’s easy to think you know it all due to Beyond Earth’s similarities. It quickly becomes apparent this isn’t the case.

Creating a game is much more like a wizard than ever before, and despite the fact you can still opt to use the advanced options menu for once I actually enjoyed the user friendly version. Although using my previous knowledge of Civ made it difficult to choose the right factions and their abilities. I had a go but realistically it’s only on your second game that you can make an educated decision.

Rather than picking a faction and getting a special ability and a special unit that becomes obsolete by mid game you now have 4 decisions; Sponsor, Colonists, Spacecraft and Cargo. There are some tricky decisions to be made and the amount of potential combinations is massive. The result is far more unique factions that behave much more like different nations than just nations with different names. One such ability allows you to see strategic resources on the map before you unlock the technology for it. Opting for this one allows you to secure huge amounts of resources early and mid game and bag plenty of favours and bargaining power for later on.

Favours are new to Beyond Earth and essential act as a tradable commodity. They can be quite valuable and can create some interesting diplomatic situations. At one point I had around 7 or 8 favours with a nation who I started to have ‘disagreements’ with. I found myself trying to be cautious and at least maintain neutrality until I’d had time to cash in my favours.

The main reason for disagreements between nations are related to your chosen victory condition. The cultural and diplomatic victories are not present but conquest still makes an appearance. A new condition that can be achieved by anyone is the contact victory. After acquiring certain technologies your nation can track a signal and attempt to make contact with an alien race. The other three victory conditions can be seen as factions as each requires specialisation to a particular kind of tech.

The Promised land victory requires you to build a transport gate and bring the survivors from earth to their new home relying mainly on war machines and earth tech. Emancipation pursues high technology and eventual sees your civilization rely on cybernetics and robotic implants. Finally transcendence sees you researching the alien wildlife on the planet and integrating it with your own technology. Each of the three requires a focus in the tech tree that by late game further emphasises the differences between nations to the point were you feel each has fundamental disagreements.

Pursuing the transcendence victory allowed me powerful alien/human hybrid units and eventually a giant bug like monster called the Xeno Titan. Fighting different units rather than just the same unit with a different colour is really refreshing and creates a very welcome change from Civ V.

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Another feature that has been totally redesigned is the tech tree. No longer will you have to research everything. No longer is it just a case of choosing which order you research in – now there are actual decisions to make. Rather than a linear tree research is now carried out using the tech web. As the name suggests it sprawls in every direction. It’s very difficult to see what upgrades are important initially and my first game was basically an extended trial and error session.

Your chosen victory condition(s) make a huge bearing on which directions you go in but it’s a little difficult to identify which upgrades you need. On my first game I acquired all the transcendence tech I needed to construct the victory condition building only to find I couldn’t build it. In fact I’d missed a couple of researches out and it turned out I hadn’t paid enough attention to the quest menu which directed me on what to do next. A simple mistake but the researches can be hugely overwhelming at first with no dictated direction. Luckily by my second game I had enough knowledge to use the web properly and research efficiently.

Virtues have essentially replaced the policy system from Civ V but have a few added twists. You are now presented with 4 distinct virtue paths and rewards are granted for having a certain amount of virtues by type and by level. For example you could have a certain amount of virtues at level 3 across any type and gain a free virtue. Or you could have a reward from having 4 virtues in a single type. Or both. There’s some serious though to be put into virtues and the rewards are good enough that you may consider a slightly inferior virtue if it grants access to the reward.

There’s a much lower focus on buildings for your cities than before which becomes an absolute godsend late game. You’re now actually able to catch settlements up with your capital so they can produce things within a reasonable timeframe. There isn’t a need to construct countless buildings just because they’re there. Instead there are far less buildings but each one actually does something significant. As an added bonus building something new will bring up a quest choice which allows you to decide an additional benefit that all buildings of that type will have. For instance you might decide if that building gains +1 production or +1 food. Some of these benefits can be game changers and is another nice way to ensure nations, and repeat games, feel unique.

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It’s impossible not to see Civ V shining through but Beyond Earth is absolutely brimming with style. Units, buildings and tile improvements all look beautifully colourful and sci-fi-ey. With a totally revamped technology tree, virtue system and genuinely unique factions Beyond Earth feels like much more than DLC.

Admittedly there is a lot of Civ V still present but the new features are significant enough to keep veterans interested. They also keep repeat games fresh and combined with new victory conditions I can see Beyond Earth lasting me many, many hours to come. It’s not quite Civ V, it’s not quite Civ VI and it’s not quite DLC but Beyond Earth is certainly worthy of the Civilization name.

 

Review: Lords of the Fallen

With the Dark Souls series firmly planted in the last gen; and a while left to wait yet for Bloodborne, Deck 13 Interactive, CI Games and Square Enix have released Lords of the Fallen. A game very much in the vein of the Souls succession, offering careful yet strategic combat, enormous bosses and learning by your own mistakes. Will Lords of the Fallen become a simple stopgap, or will it rise to the occasion and prove to be an independent game in its own right?

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I guess it’s my turn now then?

Every good adventure needs a suitably, strong protagonist, expectedly more so in an RPG; initially that’s seemingly not the case here. You play as Harkyn, a felon bearing mysterious tattoo like daubing’s upon his face. Each one is directly related to a past sin he’s committed, but unfortunately that’s about as much detail as the game cares to enlighten you with. All that’s really presented to the player is that you used to vanquish foes left, right and centre, before eventually being put in prison. Now that the worlds gone to pot again however, you’ve been released, met up with your mentor Kaslo, and are now on a warpath to ridding the realm of both the Lords and Rhogar.

Don’t expect a Bethesda style offering of customisation off the bat, as the convicted criminal Harkyn is going to sport the bearded yet bald look throughout. Instead, aesthetic customisation is left to the different variants of equippable armour found in the game. Character interaction isn’t one of the games strongest points either, despite being presented with a conversation tree each time you talk to an NPC. Recurring characters might have something different to say depending upon the outcome of their previous conversations, but if it did change, it wasn’t too noticeable. Having established that the storytelling and narrative aspects won’t be the games strongest suits, it’s time to swing an axe or two and see how the gameplay holds up.

Within the first five minutes you are offered a choice of starting class; radically changing not only how you approach the game, but also the inherent difficulty throughout. The rouge class, for example, will see you play much more conservatively than the warrior and his (eventually) enormously damaging ‘quake’ attack; whereas the cleric focuses on endurance and deception to survive.

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Leave it out mate

Whereas picking your class gave you a vague indication of what sort of playstyle you’d adopt, it’s eventually up to your equipped armour and weapons that will decide your combat effectiveness. Donning a light set of armour that may have half the defence rating of your currently equipped set may sound like a ridiculous idea, until you get into combat and realise you can literally run rings around enemies that is. As you might expect, the heavier the armour, the more limited you are in manoeuvrability; changing weight classes provides new challenges on its own. Instead of relying upon those select few invincibility frames you get whilst rolling from side to side, you’ll have to learn the intricate timings of blocking as a replacement.

Whilst certainly more forgiving than Dark Souls, in that a couple of standard enemies are unlikely to ruin your day, the combat system is relatively similar. It all comes down to management of your dwindling stamina bar; and what actions you perform to deplete it. Attacking, blocking, rolling and sprinting will all drain it, and once it’s gone, you’ll likely suffer a grisly fate if not you’re not mindful. Deft timing and learning enemy attack patterns play a crucial role in engaging foes; deciding when to attack or capitalise on an opening will often decide the fate of a battle. The slow, deliberate swing of a greatsword might deal tremendous damage, but at the expense of a more patient battle. Dual wielding daggers, conversely, won’t dish it out as much as you’d like, but constantly attacking and potentially cancelling their efforts certainly sounds appealing too. Best of all, you can completely switch up your equipped loadout at any time, (it even pauses the game for you) meaning experimentation is encouraged.

It wouldn’t be an RPG without levelling up and Lords of the Fallen is no exception here either; encouraging ‘braveness’ is partly how the XP system functions. You can bank and spend your accumulated experience points at any, frequent enough, save point; putting XP into either levelling your spells or just plain attribute buffing is up to you. The kicker being that the longer you hold onto those precious points, the more XP you’ll earn, due to the score multiplier increasing after each successive kill. Obviously the downside being that if you die before spending them, you’ll have to hotfoot it towards your corpse before it disappears; taking all those potential levels along with it. Several factors come into play here; firstly, all the enemies respawn, meaning you’ll likely have to deal with some of those on your journey back; secondly, despite the game not taking your weapons off you when you die, there is a time limit instead. Whilst not particularly harsh, it does increase the tension knowing that if you die before retrieving it, it’s gone forever.

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I think we’re both going to suffer here…

Navigation toes the boundary between borderline fun and frustrating. Mainly in part due to the maze-like catacombs that re-tread previously explored areas alongside doors which look surprisingly pre-rendered, making them easy to overlook. There are no objective markers, maps or even vague hints of where to progress towards; and mostly this a refreshing case. For those that like to explore every nook and cranny, you’ll often be greatly rewarded with map knowledge and the prospect of hidden treasures. It’s rumoured that seeing everything Lords of the Fallen has to offer in a single playthrough can take over twice as long as just simply progressing, meaning you could easily squeeze 40-50 hours out of it should you wish.

In terms of difficulty, Lords of the Fallen is certainly no push over, however, depending on the player, it’s also certainly no Dark Souls either. The bosses can be often tricky with forethought and planning being good ideas, but after a while, the standard enemies lose their intimidation factors’, meaning a good portion of the game’s appeal may also dwindle for some.

Graphically, Lords of the Fallen can often look distinctly polished; with some of the backdrops looking fantastic. The Darksiders-style armour works well within the look of the game too, despite sometimes looking a little ‘cartoony’ on the equipment page. A huge mention needs to go to the music department, as some of the scores are truly rousing and suitably epic.

Due to Lords of the Fallen taking more than a few cues out of the Dark Souls franchise, you can safely expect the game to be fairly difficult. For veterans of the genre, it may not pose as much of a challenge as they could wish for, but it’s a great jumping in point for those who, for whatever reason, can’t get into the Souls series. A weak narrative and limited character customisation options drag it down a little, but it’s a solid start to what could be a great new run of games.

Xbox “Games with Gold” for November 2014

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First  up is Volgarr the Viking, from the Crazy Viking Studios, which will make its Xbox One debut for November as the platform’s free game for Xbox One.

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Meanwhile, the Xbox 360 will kick off the month with Viva Pinata: Trouble in Paradise (£11.99/$14.99). Rare’s pinata-fest will run for free from 1st to the 15th November, then Volition’s Red Faction Guerrilla (£14.99/$19.99) will take over as the free offering for the remainder of the month.

Call of Duty: Advanced Warfare Live Action Trailer

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Suit up Solider and unleash the raw power of the advanced soldier in the live action trailer for Call of Duty: Advanced Warfare.  The trailer was directed by Peter Berg and starring Taylor Kitsch and Emily Ratajkowski, fight your way through a series of enemy forces and discover new movements, capabilities and weaponry along the way in this heart-racing journey through 2059 Lagos. 

https://www.youtube.com/watch?v=GccGbdLqTmQ

Call of Duty: Advanced Warfare Live Action Trailer – “Discover Your Power”

Special Early Access Day Zero Edition available to fans worldwide 3rd November.

 

Call of Duty – Advanced Warfare event coming to Twitch

For the first time ever, Call of Duty: Advanced Warfare fans can enjoy the latest instalment of the franchise on Monday 3rd November, a day ahead of the game’s Standard Edition release. To celebrate, Call of Duty is inviting fans to participate in a livestream on Twitch.tv to mark the arrival of the latest entertainment blockbuster on Day Zero.

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Starting at 12.00 GMT on Monday 3rd November and running throughout the day on Monday 3rd, Call of Duty fans will be able to play alongside livestream hosts such as Ali A and MRDalekJD, amongst many other well-known names, who will be showcasing the latest Call of Duty content on Twitch.tv

A special two hour livestream event on Monday evening will give Day Zero players the opportunity to go head to head with a cast of celebrity fans, from the comfort of their own homes.

Call of Duty: Advanced Warfare takes players to a future devastated by a global attack. Academy Award® winning actor Kevin Spacey stars as Jonathan Irons – one of the most powerful men in the world and leader of Atlas, the world’s largest Private Military Corporation. The most powerful military force in the world, Atlas has effectively become a superpower for hire. Playing as Jack Mitchell, players become the advanced soldier as they suit up in a revolutionary exoskeleton and join a highly-trained unit committed to restoring order.

The exoskeleton carries over into Multiplayer, where an all-new movement system changes the way players traverse the terrain enabling more tactical freedom than ever before. Boost jump introduces verticality to the Call of Duty experience, allowing players to reach high points quickly and navigate maps in new ways. Chain new boost actions like slide, dodge, and dash together to create a fast and fluid style of play. Equip all new abilities and armaments in the revamped Pick 13 load out system. Earn additional weapons and gear through in-game Supply Drops, outfitting your operator in the deepest customisation experience in franchise history.

Watch Kyrat in Far Cry 4 in all new PVP trailer

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In “Battles of Kyrat”, the Far Cry 4 world is shown in a completely different way. The player’s battles take on the form of a re-telling of a long-past war that Pagan Min’s elite guard, the Rakshasa, fought against the Golden Path rebellion. Each faction has their own unique set of weapons and skills and players will have to adapt to their strengths and weaknesses while making their own progress within this multiplayer mode.

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The Rakshasa are the mythical warriors of Kyrat with strong ties to their natural surroundings. They can call upon animals to help in both defending and attacking positions. The Rakshasa only use traditional weapons, specifically the bow, but are capable of crafting multiple alterations to their weapons. On the other hand, the Golden Path is all about its arsenal: guns, vehicles and tech-enhanced capabilities. They have access to a variety of weapon types, including assault rifles, shotguns, and multiple explosives. Finally, the Golden Path has access to bell towers, allowing them to spot the hidden enemy from far away.

The PvP mode consists of:

  • 5v5 round-based matches.
  • Asymmetrical gameplay where the players take on each faction. The team with the best overall performance on both wins the match.
  • 20 minutes average match length.
  • 10 maps at launch
  • 3 modes:
    • Outpost – the Golden Path works to establish an outpost in the region while the Rakshasa has to get rid of them and secure the outpost for Pagan Min.
    • Propaganda – the Golden Path has to destroy three Pagan Min installations while the Rakshasa protects them.
    • Demon Mask – both sides have to find the mask and return it to their home base.

In Far Cry 4 players will experience the most expansive and immersive Far Cry ever, in an entirely new, massive open-world. Players will find themselves in Kyrat, a breath-taking, perilous and wild region of the Himalayas struggling under the regime of a despotic self-appointed king. Using a vast array of weapons, vehicles and animals, players will write their own story across an exotic open-world landscape. Developed by Ubisoft Montréal in collaboration with other Ubisoft studios, Far Cry 4 will be available worldwide on November 18 for PlayStation®4 and PlayStation 3, Xbox One, Xbox 360 and Windows PC.

Assassins Creed Unity – Time Anomaly Trailer

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Watch the new trailer from Assassins Creed Unity – Time Anomaly Trailer, what period of time will you land in?

Assassin’s Creed Unity releases on Playstation 4, Xbox One and PC on 11th November (North America) nd 14th November in the UK.

 

 

Shadow of Mordor – Lord of the Hunt DLC Details Revealed

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Warner Bros. Interactive Entertainment and Monolith Productions today revealed new details about Lord of the Hunt, the first DLC expansion pack for Middle-earth: Shadow of Mordor, available for purchase and to Season Pass holders later this year. In Lord of the Hunt, Sauron has dispatched lethal Beastmaster Warchiefs to exterminate the monsters of Mordor. Talion will join Torvin the Dwarven Hunter and use his powers of Domination to turn these menacing new beasts against the Warchiefs, proving that Mordor cannot be tamed.

Lord of the Hunt adds hours of new gameplay, and includes the following:

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·         New Story & Lore – Discover more tales from Torvin, the Dwarven Hunter, as you work together to tame the beasts of Mordor and fight Sauron’s minions.
·         New Nemeses – Face off against the Beastmaster Warchiefs, powerful new Uruks who have the ability to ride monsters and engage in perilous mounted combat.
·         New Monsters – Ride into battle on the Wretched Graug to vomit toxin at your foes, stalk your enemies on the predatory Caragath and attack from the shadows or raise an all-consuming Ghul Horde.
·         New Missions & Challenges – New Beast Hunting challenges and collectibles open up new trophies and achievements.
·         New Epic Runes – Make your Mount unstoppable with five new epic Runes that make you the ultimate hunter.
·         Test of the Wild – Test your skills against the Beastmasters and mount your trophies on the leaderboard.
·         New Character Skin – Lord of the Hunt skin transform Talion into the ultimate Beastmaster.

DYNASTY WARRIORS 8 Empires gets a release date

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KOEI TECMO Europe has announce today that the tactical action game, DYNASTY WARRIORS 8 Empires will release on 30 January 2015 across Europe for the PlayStation 4 and Xbox One. The PC (Steam) and PlayStation 3 via digital only versions will also be available at launch. Additionally, the company announced that the official website has launched and can be found at: www.dynastywarriors8.eu/empires. The DYNASTY WARRIORS Empires series returns replete with new features including deep customization of warriors, horses and armies, or even the creation of an original character in dynamic battlefields that evolve with environmental changes.

Dynasty Warriors 8 Empires

DYNASTY WARRIORS 8 Empires focuses deeply on the chaotic lives of the warriors as their fateful decisions affect the rise and fall of the nations they bravely fight for. Players can select from 83 unique characters, or create their own original character with a plentitude of options through the edit function. The visual customization goes further with the newly implemented ability to customize their horses, banners and “normal” officers.

In the returning Empire mode, players can select from one of many distinct roles which are best suited to them or to experience the epic history and its outcomes through a different methodology of warfare in replay. Whether choosing from Liu Bei, a provincial ruler forced to wander the land in search of a home or Lu Bu, an egotistical warrior who moves from one betrayal to another in search of his own glory, players are swept up in the drama of warfare.

Courageous warriors trudge through Ancient China with its vast plains, bleak wastelands, narrow ravines and immense castles as they slash through enemy lines. In DYNASTY WARRIORS 8 Empires, warriors must fight against not only enemies but also the forces of nature as the changing seasons bring new elements to the more than 40 battlefields affected by seasons and the passing of time.

ROCCAT launches the Ryos TKL Pro Keyboard

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Today ROCCAT Studios has added yet another keyboard to its roster of Ryos peripherals in the Ryos TKL Pro gaming keyboard, with an eye cast toward design and function suited for the eSports-centric gamer.

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With a complete tenkeyless mechanical keyboard, the Ryos TKL Pro hits retailers and online shops worldwide today, using gaming living legend HyuN, the number one StarCraft II player in the world, as well as ROCCAT own engineers and other professional gamers.

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Says René Korte, CEO and founder of ROCCAT Studios. “I’m in it to win it, so you’ll never see us put gear in our eSports team’s hands that don’t give them an edge. Team ROCCAT uses the Ryos TKL in competition because it optimizes their play. They have to demonstrate the talent, we have to provide the quality tested gear to help them show that talent. From HyuN to our League of Legends Jungler Jankos and the rest of our amazing team, the Ryos TKL gives them that tool, and now our fans can have it too.”

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With Cherry MX Key Switches, using ROCCAT patented ROCCAT Talk which allows your ROCCAT devices to communicate with one another, 470 programmable macros, and two 32-Bit ARM Cortex processors plus 2 MB of flash memory, the Ryos TKL Pro is a monster win for not only eSports gamers, but anyone who wants to experience the ultimate gaming keyboard experience. Polish it off with the vibrant Per-Key Illumination and the Lighting Engine 2.0 that boasts a massive list of special effects. The StarCraft II champ HyuN, “The Ryos TKL Pro looks good, it feels really great to play on, and supports all of my needs when I’m training, and definitely in competition. If you’re an eSports gamer like me or just love playing with an amazing keyboard, the TKL Pro is awesome.”

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The ROCCAT Ryos TKL Pro is available now for €139,90