Titanfall Ready…. lands in the UK

With thousands of gamers queued late into the night across the UK to celebrate the release of,“Titanfall”. Which is exclusive to Xbox, the game is expected to break Xbox One sales records and be one of the best-selling titles this year.

 Xbox Titanfall launch

To celebrate the launch, free runners dressed as Pilot characters from the game performed stunts for London commuters along Millennium Bridge and the South Bank, emulating the abilities of players in the game.

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Jonathan Ross at the TitanFall event

On Thursday evening The Boiler House at the Old Truman Brewery was transformed into a scene from the game.

Fans and celebrity attendees including Jonathan Ross, The Voice UK judge Ricky Wilson and Professor Green, played the first truly next generation multiplayer game as parkour free-runners staged a series of breath-taking stunts including wall running across the venue.

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Xbox UK Marketing Director, Harvey Eagle said: “Titanfall is the most anticipated game of the year. It’s already won more than 80 awards from critics around the world. Millions of gamers around the world played the Xbox One Titanfall beta and hundreds of thousands have been playing since Tuesday when it launched in the US. Xbox One is the best place to play Titanfall and there has never been a better time to join the new console generation”

Transformers Universe reveals Front-Line and Conduit

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Jagex are introducing two brand new transformers warriors before the close BETA kicks off, Front-Line and Conduit. These new transformers characters are exclusive to Transformers Universe and the only way that you’ll be able to get to play them is to be a part of the close BETA programme that kicks off over the weekend.

So just who are these new characters that you’ll be able to take charge of and wreak havoc with? First up is Front-Line, a big Autobot brawler. He’s the first in, and the last out, of any fight. He’s a slugger with an instinct for mayhem. Armed with a mini-gun, axe and hammer attack, this is a bot that definitely shouldn’t be messed with.

Conduit is a Decepticon who is part healer and part killer. He’s fully in touch with his darker side and, whilst able and primed to heal and keep his allies fighting for the cause, there’s no mistaking the lethality of his attacks.

If you want to be a part of the closed BETA programme then you have to sign up now. It goes live over the weekend of 15th & 16th March, and entry is strictly limited to a first come, first served basis. For those lucky enough to make it in, a whole new Universe awaits you…

To sign up and be eligible to take part in the closed BETA please go to: https://www.transformersuniverse.com/signup and choose where your allegiance lies.

Infinite Crisis: Trailer & Open Beta Launch

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Get ready to dive into the DC Multiverse, because Warner Bros. Interactive Entertainment and Turbine have just launched the Infinite Crisis OPEN BETA. Fans can sign up now, and gain instant access to the game!

The thrilling new, action-packed trailer showcases your favourite DC Comics heroes and villains battling it out.

Infinite Crisis is the highly anticipated, free-to-play multiplayer online battle arena (MOBA) with a robust lineup of DC Comics Champions, including Batman, Superman, The Joker, Wonder Woman, and more. With Open Beta, Green Arrow, Aquaman and Mecha Superman join the cast of characters that fans can choose to play.

In Open Beta, players will be able to test their skills on three different maps including the recently announced “Gotham Divided,” a tri-lane map where two universes collide and players can battle across Gotham City and its Multiverse variant, Gotham by Gaslight. Since the beginning of Closed Beta in 2013, Infinite Crisis has gained an enthusiastic fan base and dozens of Champions have already been revealed, offering bountiful choices to players of all skills and styles.

Castlevania: Lords of Shadow – Mirror of Fate HD Announced for Steam

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Konami Digital Entertainment has announced it is to bring its popular Castlevania: Lords of Shadow – Mirror of Fate HD to PC later this month!

Gorgeously re-envisioned in high-definition, Castlevania: Lords of Shadow – Mirror of Fate HD has been developed by MercurySteam and is set 25 years after the events of Castlevania: Lords of Shadow, and acts as a precursor to Castlevania: Lords of Shadow 2 which was released on February 25th/27th/28th. The game will be available exclusively via the Steam download service, Pricing will be announced at a later date.

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This middle title in the trilogy tells the story of some of Gabriel Belmont’s descendants, including Simon and Trevor Belmont, as they battle their own destiny only to discover their true, shocking fate. Trevor Belmont, a knight of the Brotherhood of Light, sets out to avenge his mother’s death at the hands of his father, who has returned from years of exile to take up residence in a mysterious castle. The powerful figure that was once Gabriel Belmont now stands as Dracula, a powerful vampire. Dracula has declared war upon the Brotherhood and thus the scene is set for a powerful showdown between father and son.

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In Castlevania: Lords of Shadow – Mirror of Fate HD, players take on the role of multiple characters, each of whom has unique abilities acquired whilst playing during the game’s different eras. Featuring a huge array of combos and an intuitive strategic combat system, players can use their characters’ weapons and magical abilities to take down anything in their path. The game offers huge, detailed levels and players will encounter enormous boss fights brought to vivid life within the PC game’s stunning HD presentation. The PC version also includes online leader boards and the popular ‘Boss Rush Mode’, plus the addition of Steam Achievements.

Sorcery! Part 1 The Shamutanti Hills out now for Android

inkle, an independent developer, and author Steve Jackson have released Sorcery! Part 1 The Shamutanti Hills is out now Android. This narrative game is the first of four digital re-imaginings of Steve Jackson’s Sorcery! gamebooks, which were published as part of the Fighting Fantasy series in the 1980s.

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Although Steve Jackson’s Sorcery! unfolds over four parts, each game is a self-contained experience that can be fully enjoyed on its own. In Sorcery! Part 1, a novice hero sets out across the dangerous Shamutanti Hills on the first leg of an epic journey to recover the stolen Crown of Kings. With their unique inklewriter storytelling technology, inkle has transformed the original 176-page gamebook into a much deeper experience that puts the player in charge of every step of their journey. The result is an incredibly flexible storyline, built from thousands of choices, that unfolds differently every time.

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Since May 2013, inkle has released two critically acclaimed Sorcery! installments for iPhone and iPad, selling more than 100k copies to date. With turn-based battles against fantastic monsters and conniving human enemies, magical spells to conjure in sticky situations, a gorgeously rendered 3D map representing the journey, and the option to play as either a male or a female hero, the games turn Jackson’s original gamebooks into dynamic role-playing adventures unlike any that could exist in traditional book form.

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When it first released for iOS, Sorcery! Part 1 received glowing reviews with an 85% aggregate score on Metacritic and a 4.5-star user ranking on the App Store. IGN praised the game as “a prime example of what can happen when traditional storytelling gets along with contemporary game design,” while GamesMaster called it “An utter essential.”

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Sorcery! is a carefully balanced blend,” says inkle‘s Jon Ingold. “It mixes together the strategy, decision-making and luck of a game with the rich prose and immersion of a well-written novel. Every element of the design is there to ensure the two sides of the experience work together seamlessly, putting the reader right inside the world of the story.”

 

Sorcery! Part 1 for Android can be download for £3.00 / $5.00 (or equivalent in local currency) from the following stores: Google Play, Amazon UK, Amazon US

New NVIDIA 800M series and GeForce bundles launched

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NVIDIA has announced a new line-up of notebook GPUs GeForce 800M. They deliver double digit jumps in performance of 30%, 40% and in some cases even 60% year on year.

This year not only is NVIDIA bringing faster GPUs to the table, it is also introducing a whole new set of killer features designed specifically for notebook gamers including:

  • NVIDIA Battery Boost gives you up to 2x the gaming battery life, automatically
  • GeForce Shadowplay for notebooks
  • GameStream support

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Gamers who purchase select NVIDIA GeForce GTX desktop GPUs and GeForce GTX-powered notebooks can take advantage of two new bundle offerings. A redeemable code for DAYLIGHT or £90 of in-game currency for Heroes of Newerth, Path of Exile, and Warface.

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DAYLIGHT is the world’s first game built on Unreal Engine 4, featuring NVIDIA PhysX technology and as a procedurally generated game you will never play the same level twice. This is next generation gaming!

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Purchasers of various GeForce cards or other GeForce GTX notebooks will receive £90 (£30 per title) of in-game currency for three of the world’s most popular free-to-play titles, which combined have more than 65 million registered users worldwide:

  • Warface, a brand new shooter from the creators of FarCry and Crysis
  • Heroes of Newerth, a session-based multiplayer RPG game based on the phenomenally popular Defense of the Ancients (DOTA)
  • Path of Exile, an online action RPG set in a dark fantasy world

Can you cut ‘Surgeon Simulator’ out now for iOS

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After the success on PC & Mac, last year, Bossa Studios’ outrageous operation game Surgeon Simulator has been successfully transplanted onto iPad, and is available now in the App Store, priced £3.99 / $5.99.

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In the all-new touch screen version of Surgeon Simulator, players are tasked once more with taking urgent care of the world’s unluckiest patient, Bob, but this time using their own (trembling) hands!

Reprising the role of fumbling amateur physician, Nigel Burke, Surgeon Simulator now places players in the heart of the action. Featuring brand new touch controls, Nigel’s not-so-nimble fingers are now replaced by the player’s own dextrous digits, begging the question you’ve always pondered; “how hard could it be?””

As well as finding mad new methods with which to butcher poor Bob, Surgeon Simulator for iPad also packs the operating theatre full of features, including:

  • The trusty Heart and Double-Kidney transplants from Surgeon Simulator 2013
  • Two new surgeries: Teeth and Eye transplants, to give Bob that real Hollywood look
  • Abandon the theatre confines and try your hand at operating on a moving trolley in the hospital corridors!
  • More than 50 new achievement to unlock
  • Record and upload your botched surgeries to delight (and horrify) your friends*
  • Multiplayer! Yes, multiplayer!
  • Plus loads more, but, shhh… let’s not spoil the surprise.

Razer Blade Now World’s Thinnest Gaming Laptop

The Razer Blade´s has announced a state-of-the-art IGZO/IPS (Indium Gallium Zinc Oxide/In-Plane Switching) display panel technology provides unmatched colour and image quality.

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The result is a 250 percent increase in contrast ratio over its predecessor, with high brightness LED backlighting optimized for outdoor use, wide viewing angles, and dramatically improved video propagation and response. The Razer Blade´s display minimizes color shift while maximizing uniformity to make gaming more beautiful than ever before possible.

Blending retina-tearing clarity with ultimate functionality, the Razer Blade is also equipped with a 10-point capacitive multi-touch screen that works seamlessly with the new touch interface in Windows 8.

“The Razer Blade sets the benchmark by which all laptops should be measured,” says Min-Liang Tan, Razer co-founder, CEO and creative director. “The Razer Blade, the world´s thinnest and most powerful gaming laptop, now comes with the best 14-inch notebook display on the planet.”

Measuring just 0.7-inches thin, the Razer Blade also packs more power-per-cubic-inch than any other laptop in the world. The Razer Blade boasts frame rates that are up to 70 percent better than the previous iteration with the latest NVIDIA GeForce GTX 870M GPU. The Razer Blade is powered by a 4th gen Intel Core i7 processor and uses solid-state storage technology for boot speeds up to four-times faster than a traditional notebook hard drive. Constructed in a rugged all-aluminum chassis, the Razer Blade features a custom-designed track pad and backlit gaming – grade keyboard that has full anti-ghosting capabilities and programmable keys powered by the revolutionary Synapse 2.0 software.

“The Razer Blade laptop screams premium design and top-notch performance, and we are as happy as can be outfitting such a beautiful and powerful machine with our latest graphics processor,” says Brian Choi, NVIDIA Sr. product manager. “With nearly twice the graphics horsepower compared to last year´s model, the Razer Blade will be one of the most visually stunning, yet portable, gaming laptops the world has ever seen.”

The ultra-portable laptop features 8 GB of fast 1600 MHz DDR3L memory and comes standard with 128 GB of total solid-state storage with options for a 256 GB or 512 GB SSD. The Razer Blade also comes with Dolby Home Theatre v4, featuring immersive audio-quality output that is custom-tuned to deliver a cinematic sound experience.

The Razer Blade delivers up to six hours of battery life and includes the latest high-performance 802.11ac wireless connectivity.

The 14-inch Razer Blade embodies Razer´s continuing drive to design the world´s best gaming laptops for those that need insanely powerful performance, the thinnest form factor and the highest resolution screen to game anywhere, anytime. Razer sets out to do the impossible without compromising performance and, with the Razer Blade 14-inch laptop, users are able to do more than ever before on an ultra-portable system.

The Razer Blade is now available for pre-order. For more information, go to www.razerzone.com/blade.

Price: Starts at $2,199

Availability: Razerzone.com – Pre-Order Now, Shipping Early April

Product features:

  • 14.0 in. QHD+ 16:9 ratio, 3200×1800
  • IGZO/IPS (Indium Gallium Zinc Oxide/In-Plane Switching) display panel
  • LED-backlit 10-point capacitive multi-touch screen
  • NVIDIA® GeForce® GTX 870M (3 GB GDDR5) & Intel HD4600 Integrated Graphics
  • NVIDIA® GeForce® ShadowPlay, GameStream and Battery Boost™ Enabled
  • 4th Gen Intel® Core™ i7-4702HQ Quad Core processor
  • 8 GB Onboard Memory (DDR3L ? 1600 MHz)
  • Windows 8.1 64-Bit
  • 128 GB SSD, with optional 256/512 GB SSD (SATA M.2)
  • Intel Wireless-AC 7260HMW (802.11a/b/g/n/ac + Bluetooth® 4.0)
  • (3x) USB 3.0 port (SuperSpeed)
  • HDMI 1.4a audio and video output
  • Dolby® Digital Plus Home Theatre Edition
  • Built-in stereo speakers
  • 3.5 mm microphone/headphone combo jack
  • Array microphone
  • 7.1 Codec support (via HDMI)
  • Built-in full-HD webcam (2.0 MP)
  • Compact 150 W Power Adapter
  • Built-in 70 Wh Rechargeable lithium ion polymer battery
  • Razer Anti-Ghosting Keyboard (with adjustable backlight)
  • Kensington Lock interface
  • 13.6 in. (345 mm) Width x 0.70 in. (17.8 mm) Height x 9.3 in. (235 mm) Depth
  • 4.47 lbs. / 2.03 kg

Review: Pac-Man and the Ghostly Adventure

As Pac-Man is a somewhat famous name if you remember the original 1980’s game. Before you even begin the majority of games in the series you have a relatively good idea of what you’ll be doing. Some entries have changed the formula slightly, but not significantly, but Pac-Man and the Ghostly Adventures takes everything you thought you knew about Pac-Man and throws it out of the window, in the nicest sense.

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Now in this imagination of Pac-Man, gone is the traditional maze-based gameplay, with have instead been replaced by a 3D platformer, gone is the silent and simple protagonist replaced a 3D character with a can-do attitude and gone, at least in part, is the fierce rivalry between Pac-Man and those pesky famous ghosts.

After booting up Pac-Man and the Ghostly Adventures you are introduced to the world and characters by way of a simple cutscene announcing that there are three globes that need power in order to gain access to some temples, and that Betrayus has launched an attack on Pacopolis.

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This is effectively as detailed as the story gets, the meager plot funneling you to various locations in order to grab different artefacts and defeat some of Betrayus’ minions. With the game is aimed at a younger audience the uncomplicated plot is understandable as a design choice, but even so the story is poor and the questionable voice acting certainly doesn’t help.

After the brief cut-scene you are dumped into Pacopolis with the task of reaching the piece of fruit at the end of each level. Each area is covered with the familiar glowing yellow pellets that are required to enter some levels. There is also Slimetanium to collect (which can be used to add extra hearts for Pac-Man), as well as eyes of the ghosts you eat, which can be redeemed for extra lives. Don’t worry, I don’t really see how eyes mean extra lives, either.

The platforming areas are solid apart from the first handful, although this is down to the power berries adding unique gameplay mechanics. If Pac chomps on one of the power berries he will change form, some berries change him into a giant ball, others a fire or ice Pac and one even turns him into a chameleon. Often areas will be impassable unless you are in a certain form, but fortunately the required berry is never far away. Some enemies, such as the ice ghosts, can only be defeated when Pac is in a certain form, which can be abit annoying at times.

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The power berries change the game entirely, and some of them such as the chameleon berry or the giant ball berry – are brilliant changes of pace, albeit slightly underused. Throughout the six worlds, two of which revisit previous worlds, you will only become a giant ball or a chameleon in a handful of levels, whilst the slightly less awesome transformations such as Fire Pac or Rubber Pac are much more common. If the adventurous power berries were more frequently used, Pac-Man and the Ghostly Adventures would be a lot more fun.

Although the power berries increase the enjoyment of the game, the standard platforming sections with normal Pac are still tight and pretty decent. Levels are full of challenging platforming sections but will not be impassable for experienced gamers, but the younger market at which the game is aimed may struggle at times.

Unfortunately, the camera isn’t quite as tight as the platforming. Occasionally the camera will move to an angle that doesn’t show what needs to be seen, or is angled in a way that messes with the depth perception, leading to you try to make an impossible jump. This doesn’t happen all that often, but it’s enough to be noticeable and annoying. You can change the camera angle with the right sick, but often the damage has been done before you have a chance.

The ghosts that fill each of the levels could also use some work. The incredibly basic AI makes them predictable and none of them are particularly difficult to counter or kill. Strangely it was Inky, Pinky, Blinky and Clyde who alerted Pac to the attack on Pacopolis, yet it is their ghost brethren that are attacking the city and being killed by Pac.

A throwaway multiplayer mode sees up to four players being ghosts and having to chase Pac-Man around a maze in the classic style, albeit in 3D. This mode is fun at first but quickly loses all sense of fun as the repetition creeps in.

Pac-Man multiplayer

Reviewed on Xbox 360 Also available on PlayStation 3, PC, Nintendo 3DS, Wii U

The complete list of BAFTA Games Award Winners 2014

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The British Academy of Film and Television Arts (BAFTA) has announced the winners of tonight’s British Academy Games Awards, which celebrated the very best in games of the past year.

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The ceremony was hosted by Dara O Briain at Tobacco Dock, London E1, where presenters included Rob Beckett, Alex Brooker, Shaun Dooley, Hideo Kojima, Ian Livingstone, Steven Moffat, Chris Ramsay, Carol Vorderman and Wretch 32.
The Last of Us, the post-apocalyptic story of love and loss among the last survivors of humanity, took home five BAFTA awards: Action & Adventure, Audio Achievement, Best Game, Story, and Performer was presented to Ashley Johnson for her role as Ellie.

Grand Theft Auto V, one of the biggest and most technically accomplished games of the year, won in the British Game, Game Design and Multiplayer categories.

Papercraft platformer Tearaway scooped awards for Artistic Achievement, Family and Mobile & Handheld. Rex Crowle, who last year was selected as a BAFTA ‘Breakthrough Brit’ for his exceptionally promising talent, collected his first BAFTA for his work on Tearaway.

Gone Home, a game of exploration in which players piece together a mysterious family story, was awarded the BAFTA for Debut Game.

Brothers: A Tale of Two Sons, the story-driven adventure game following two brothers on an epic fairytale journey, won the BAFTA for Game Innovation. The game features the unusual control system that allows one player to simultaneously control both brothers.

The BAFTA for Music was awarded to first-person shooter Bioshock Infinite, which features a selection of iconic modern musical tracks reimagined as if they were made in 1912.

FIFA 14 collected the BAFTA for Sport, the fourth time the franchise has won an award.

Papers, Please, described by creator Lucas Pope as a “dystopian document thriller”, where players take the role of an immigration officer at a border checkpoint picked up the BAFTA for Strategy and Simulation.

Showcasing the best in young games development and design talent, Size DOES Matter – created by a team of student developers in Norway – won the BAFTA Ones to Watch Award in association with Dare to be Digital.

The Fellowship was presented to Rockstar Games for its outstanding and exceptional creative contribution to the games industry. Sam Houser, Dan Houser, Leslie Benzies and Aaron Garbut attended the ceremony to accept the Award on behalf of the company.

The Awards’ highlights programme will be broadcast on Challenge (Sky: Ch 125, Freeview: Ch 46, Virgin: Ch 139) on Friday 21 March at 10pm.
Earlier today BAFTA successfully launched its inaugural ‘Inside Games’, an event attended by the public showcasing upcoming games from the world’s biggest studios and featuring developer talks and an ‘Indie Games Arcade’.

The Walking Dead: Season Two – ‘In the Pines’ and Free Download Music

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The Walking Dead: Season Two, Episode 1 – ‘All That Remains’ and Episode 2 ‘A House Divided’ are now out on Xbox Games Store, for Xbox 360, PlayStation 3 via PlayStation Network in North America and Europe, PC and Mac from the Telltale Online Store, and other digital outlets, including Steam, and on the App Store for compatible iOS devices.

The Walking Dead: Season Two will also be premiering on PlayStation Vita in the next few weeks.

Today a very special track arranged by long-time composer for Telltale Games, Jared Emerson-Johnson, with vocals supplied by the multi-talented Janel Drewis, who also works as an animator on the development team at Telltale.

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Together, Jared and Janel recorded their take on the classic traditional American folk song, ‘In the Pines,’ which dates back to the 1870’s and is believed to be of Southern Appalachian origin.

Heard during the credits to the critically-acclaimed Episode Two, ‘A House Divided,’ the track is currently free to download at telltalegames.bandcamp.com.

In addition to this track, fans can also look for more singles from Anadel, whose tracks ‘Carver’ and ‘In the Water’ are also available separately on their page at anadel.bandcamp.com.

Fans looking for additional tracks from The Walking Dead: Season Two can look forward to the full soundtrack releasing later this year after the season concludes.

1954 Alcatraz Out Now for PC and Mac

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Today the game 1954 Alcatraz, the noir adventure game from Daedalic Entertainment and Irresponsible Games is available now through digital download portals for PC and Mac. To celebrate the launch, the studio have released a brand new trailer giving players a taste of the love and crime story at the heart of the game.

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Set in the vice-ridden Golden Gate City of the fifties, 1954 Alcatraz tells the story of Joe, a man serving a long stretch in the notorious prison for armed assault. Eager to escape ‘The Rock’ and claim the hidden spoils from the heist, he soon realises his only chance to breakout is with the help of his wife Christine.

Facing death threats from the couple’s partner in crime Mickey if she doesn’t come up with the missing loot, Christine has problems of her own. But where is the cash? Only Joe knows; yet every crook, scam artist and chancer from North Beach is now looking for it. The race is on!

Alternating between the two main characters, Joe and Christine, players will have to make tough moral and action choices that will directly influence the course of the story resulting in surprising twists, multiple puzzle solutions and different endings. Touching on the social topics of fifties America, 1954 Alcatraz combines a compelling story with point and click gameplay to deliver a thrilling adventure.

1954: Alcatraz is available now on Steam for PC and GOG.com for PC and Mac at £16.99.

Review: Dark Souls II

If you often feel as though you aren’t being punished enough for simply progressing through a game’s storyline of late, then rejoice! From Software is back to give us all another kick in the gaming teeth with the successor to Dark Souls. Is it time to buy a few ‘backup’ controllers or have they finally relinquished and pandered to the masses?

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No, of course not! Whilst it certainly eases you in a little more gently, Dark Souls II still packs a wallop if you attempt to play it like any other game. As in any other scenario, as soon as I gained control of my character, (after what looked like an incredibly high budget and impressive intro scene) I attempted to explore the wilderness stretching out before me. It wasn’t long before I’d found my first enemy, a giant troll looking character that, inevitably, beat me into submission several soul crushing times before I conceded defeat and ruefully went about my business following the implied ‘proper’ way to go. From then on, it was a lot easier, there were instructions to heed, little notes informing you of the controls and many susceptible enemies in weak, vulnerable formations that don’t really occur ever again. I savoured this bit, whilst it lasted. Yet as much as I tried to put it off, there’s death to be dealt on both sides; it wasn’t going to be settled here.

After some nervous foraging and a visit to a disparate warrior complaining nervously about a stone statue blocking the path, I arrived in the hub town of Majula. A place with several branching paths, an unnervingly large pit complete with visible treasure, and a merchant selling a ring to reduce fall damage. I didn’t trust him or the pit, so I left. Oddly serene, Majula instantly felt welcoming due to it’s soft, never-ending sunset and mostly safe setting, save for a few small, surprisingly aggressive pig resembling creatures. One cheeky hint I will point out is that there is a very helpful woman who resides here, talk to her, as it’s the only place where you may level up, and don’t forget to return to her fairly regularly as I did for the first few hours!

Veterans of the series will know exactly what to expect in terms of the combat mechanics, every move and decision you make during combat, even against the lesser foes, could spell disaster. It’s all about learning your opponents patterns and exploiting their occasionally wonky AI with your own timing and stamina management. Bosses are of their own unique styles and of course, posses challenges far beyond what you’ve come to face. Once you finally manage to slay one however, the elation is incomparable, until, much like many other RPG’s, they turn up as ‘normal’ enemies… Unlike previous entries, Dark Souls II runs at a stable, if not slightly underwhelming due to the newer consoles hardware, 30fps. Fortunately for us, this means less screaming at the game when it used to diddle us out of a few crucial frames during a particularly vicious battle in the past. Now if you die, it’s very likely it’s your own impatient fault!

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A few noticeable changes have been implemented that may split opinion between fans, yet combined, probably makes the game better as a whole. The first being that whilst resting at a camp fire, you can fast travel to any other unlocked camp fire without any form of payment nor punishment. The only reason this works, is due to the layout of the world map, before you might have been funnelled down a particularly linear route, whereas now, there are often different routes to travel and explore. Plus it makes the frequent returns to Manjula significantly less dull! A second change, one more in keep with the franchise, is that numerous deaths will whittle away at your maximum health bar, up to 50% in fact; to replenish that lost health, you’ll have to use a human effigy, which are rare. The third debatable point, assumedly a counter to the second, being that you can quell the amount of enemies in an area by repeatedly beating them to a pulp; whilst some may argue against this, I’ll take it. The last thing you need whilst stuck on an already, inherently difficult boss, is to either attempt to kill the horde of enemies along the way, or attempt to leg it past them, each and every time. For those, still on the fence regarding the controlled respawns, there is an item just for you that you can burn at a camp fire which will spawn more deadly variants to battle.

Whilst a player new to the series is always going to experience difficulties with a game like this, certain design choices don’t help along the way either. The menus, whilst archaic in looks, are filled with many, many stats that are going to go straight over most newcomers heads. Alongside this, items you acquire and come across are not named in any relative fashion to what you might expect of a traditional RPG. During the create a character stage, you are offered to pick one item from a list of gifts, most of which, inevitably sound useless yet presumably have a hidden function, accessible later in the game. I appreciate that the Dark Souls series has a reputation to uphold, but increasing the user base must also be of a benefit? I for one, would not be put off via the sheer difficulty of the game itself, but rather having to spend a few hours looking up what each item does, when you can use it and why.

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Majula’s serene, almost brightly lit, setting is also in keep with some pretty rough, enemy riddled areas however. Unlike the dark, brooding lighting of the previous games, rightfully indicating a dangerous route, you’ll find many a danger lurks in broad daylight; as such however much it makes you feel safer, you should always be on your guard. One annoyance in particular is related to the largely redundant torch, as in the earlier stages of the game, it recommends you take it into darker locations; it will even ward off some enemy types. The downside of course being that you must use your offhand to equip it, therefore sacrificing a shield or another weapon. The problem being, is that the majority of the game is quite adequately lit; in fact for the majority, it’s too well lit and as such I never really found a good reason to break it out. Whilst I’m of course grateful of having a shield on hand at all times, it would have been an interesting dynamic to have to balance your effectiveness of exploration and defence a step further.

Online play, once again makes it’s return with players able to invade other peoples games, help them out or just add a further source of difficulty. The written notes also make a return, either signifying danger or, depending on the player, giving ‘helpful’ hints to others. Entering a certain covenant can also help protect you against these threats should the need arise, or you can play in offline mode to help limit game invasions, at the downside of missing out on what can make this franchise so unique.

Due to it being developed on the previous gen, it’s understandable that the graphics aren’t going to provide too many wow factors yet despite this, not only does the opening cutscene look as through it’s been ripped straight from a blockbuster film in terms of awe and effects, but the art styling is of a higher class than most. It must be hard to come up with original locales and monsters but this seems like something From Software excels at, as most areas look fantastic, despite me being painfully aware that it’s not on the new consoles.

Overall, whatever you might think of the Dark Souls series, this game isn’t going to change your opinion. If you’ve played and enjoyed the others, you’ll feel right at home, if not, you’ll feel like you’ve been dragged into hell.

Dark Souls II – Trailer ‘The Curse of the Dark’

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With only a few more days until Dark Souls II (Namco Bandai) which will be available from 14th March on Playstation 3 and Xbox 360. PC version will be available on 25th April.

“Your flesh will decay. Your mind will fade. But you won’t ever die.”

http://www.youtube.com/watch?v=r9FpoWkX8xE