Nintendo to Showcase Indie Talent at Eurogamer Expo

Nintendo is supporting indie developers like never before at Eurogamer Expo 2013 with a special zone showcasing some of the best indie talent to grace Nintendo’s current consoles.

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The developers of indie games Q.U.B.E: Director’s Cut, Scram Kitty and his Buddy on Rails, Tengami, Coaster Crazy Deluxe, Knytt Underground, Putty Squad and Steam World Dig will attend Eurogamer Expo alongside Nintendo. There will also be nine brand new games available to play including the first playable Wii U demo of Tengami. Indie games available on stand include:

Wii U

  • Q.U.B.E: Director’s Cut
  • Scram Kitty and his Buddy on Rails
  • Tengami
  • Knytt Underground
  • Coaster Crazy Deluxe

Nintendo 3DS

  • SteamWorld Dig
  • Shantae & the Pirate’s Curse
  • Retro City Rampage
  • Putty Squad

There will also be the chance to get hands on with highly anticipated first-party Nintendo games, take part in Nintendo 3DS tournaments in the NintendoLife StreetPass Zone, pose for photos with Mario, Luigi, Sonic, Pikachu and Link as well as grab special giveaways and win prizes when the games show opens on 26th September.

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Nintendo will be at Eurogamer Expo in Earls Court, London from 26th-29th September 2013.

Watch The Evil Within Toyko Game Trailer

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Shinji Mikami, the father of survival horror, is back to direct The Evil Within Shinji Mikami will have the opportunity to show off his latest project this week in Japan at Tokyo Game Show. To celebrate the occasion (and for those that can’t make the trip)– a game embodying the meaning of pure survival horror. Highly-crafted environments, horrifying anxiety, and an intricate story weave together to create an immersive world that will bring players to the height of tension. The Evil Within is in development for the Xbox One, Xbox 360, PlayStation 4, PlayStation 3, and PC and is slated for release in 2014.

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WWE 2K14 Wrestlemania The New Generation matches revealed

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2K Sports have revealed the next set of Wrestlemania mode matches for WWE 2K14.

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The New Generation:

  • WrestleMania 10: HBK vs. Razor Ramon Intercontinental Championship Ladder Match
  • WrestleMania 10: Bret Hart vs. Yokozuna (c) (with Mr. Fuji)
  • WrestleMania 11: The Undertaker (with Paul Bearer) vs. King Kong Bundy (with Ted DiBiase)
  • WrestleMania 11: Diesel vs. HBK
  • WrestleMania 12: The Undertaker (with Paul Bearer) vs. Diesel
  • WrestleMania 12: Bret Hart (c) vs. Shawn Michaels
  • WrestleMania 13: Bret Hart vs. Steve Austin

Here are some more screenshots:

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Come back tomorrow to see the next batch!

So what do you think of WWE 2K14? Let us know by leaving a comment below.

Nokia is holding event for 22nd October Most Likely New Lumias

Nokia has just announced that it will be sharing new information for all the Nokia fans just in a month time on 22nd October.

 

 

Will we see the Nokia Lumia 1520, the first 1080p Windows Phone to enter into 6-inch domain. This device is believed to have a Qualcomm Snapdragon 800 SoC and a 20-megapixel PureView camera. With Windows Phone 8.1 (Project Blue) will also see an update to support the new 1080p resolution, this will add a third row of columns and giving owners even more space for their various tiles on the homescreen

Nokia event October 22

Rumour has it that Abu Dhabi will be where the event will be this time, only time will tell.

Leaked Nokia Lumia 1520

Guild Wars 2 Tequatl Rising Update is Now Out

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Going live today, the Tequatl Rising update for Guild Wars 2 that contains new events, features and rewards, which the ArenaNet developers will be demonstrating in a livestream:

·         Dive deeper into the Tequatl Rising release with ArenaNet devs during the livestream on there Twitch channel at 21:00 CEST (20:00 BST) on Friday 20th September.

[youtube http://www.youtube.com/watch?v=l1Nnm2-FaXA?feature=player_detailpage%5D

Events
·         The Dragon Tequatl – Redefined! – This ancient dragon, scourge of the Splintered Coast, has become more formidable than ever, with an arsenal of new attacks and lethal tricks at its disposal.

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Features
·         Coming Soon – “Looking for Group” Tool – We’ve added a new system to help players find others to join in on their adventures.
·         New Ruins of Power in World vs. World – Each borderland map in WvW has been redesigned to include five new Ruins of Power.
·         Bosses – Updated! – We’ve adjusted all of our bosses to make them more challenging and fun!
·         New WvW Ability: Flame Ram Mastery – Prepare to knock some gates down and set stuff on fire!

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Rewards
·         Wings of the Sunless – Earn this ominous new animated back item by waging war against Tequatl the Sunless!

For more information about the Tequatl Rising update, please visit http://www.guildwars2.com/releases

Legacy of Transylvania Now Out iPad for Free

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Game Insight has announced the launch of an all-new, free-to-play mobile game, Legacy of Transylvania for iPad. Legacy of Transylvania is the latest hidden object game from the creator of Game Insight’s worldwide hit, Mystery Manor, which has more than 31 million users worldwide.

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Legacy of Transylvania is a new adventure game that offers challenging hidden-object puzzles against the dark and mysterious backdrop of an ancient Transylvanian castle. Players will unlock each chamber of the castle, as well as new sections of the castle grounds, room by room with each challenge, using an array of powerful hint items to speed their progress.

In Legacy of Transylvania, players take the role of inheritor of a massive castle

[youtube http://www.youtube.com/watch?v=oqHNret0OwI?feature=player_detailpage%5D

In Legacy of Transylvania, players take the role of inheritor of a massive castle in Transylvania—the traditional home of Count Dracula himself. They arrive to find their holdings in disarray, and their castle inhabited by gargoyles, trolls, ghosts, and even ancient vampires. Only by meeting with the manor’s unique inhabitants, conquering hundreds of quests, and collecting more than 100 rare items can players set aright an ages-old wrong and claim their birthright as the true heir of the estate.

Legacy of Transylvania is available now in the App Store for iPad. Download the game for free and explore this exciting new adventure now!

ASUSTOR Announces New Entry Level NAS Units

ASUSTOR is continuing to fill out their NAS line, announcing two new entry-level NAS units.  Read on for details.

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ASUSTOR is continuing to fill out their NAS line, announcing two new entry-level NAS units.  Here is the press release:

ASUSTOR Launches Economical Entry-Level AS 2 Series NAS

Presenting the AS-20XT and AS-20XTE series, equipped with powerful Intel® Atom™ 1.2 GHz dual core processors, boasting a blazing read/write speed of 104+MB/74+MB. Designed for individual and SOHO users, the AS-20XT series lets users create their own Web server, file server, backup server, download server, and surveillance solution. The AS-20XTE series features an additional HDMI port and infrared receiver allowing users to create the ideal digital home entertainment center.

Taipei, Taiwan, September 17th, 2013 –ASUSTOR Inc., a leading innovator and provider of network storage solutions, has announced the launch of its brand new AS 2 series network attached storage (NAS) targeted at personal and home users. The series is further divided into 2 sub-series: the AS-20XT series (AS-202T/AS-204T) designed to give users the essentials for creating a personal cloud and the AS-20XTE series (AS-202TE/AS-204TE) designed to give users both personal cloud and digital entertainment functionality. Offering both high quality and functionality at an economical price, the 2 series not only was designed to meet the needs of consumers but is also a great entry level product for users who are using a NAS for the first time.

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“In order to meet the diverse needs of individual and SOHO users, ASUSTOR has launched the economical 2 series featuring powerful Intel dual core processors that ensure for reliable, top-notch performance,” said Allen Yen, Sales Director at ASUSTOR. “The 2 series provides customers with a great value at an extremely competitive price point which significantly lowers the barriers to an entry level NAS.”

All of ASUSTOR’s 2 series devices are powered by the latest Intel® AtomTM 1.2GHz dual core processors. The AS-20XT series comes equipped with 512MB of DDR3 memory and boasts read and write speeds of 104+ MB/s and 74+ MB/s respectively. Furthermore, the AS-20XT series offers a variety of powerful cloud storage functions that allow users to easily set up their own backup server, file server, video surveillance solution, Web server and more. Conversely, ASUSTOR’s AS-20XTE series devices come equipped with 1GB of DDR3 memory. The AS-20XTE series devices feature an HDMI port and infrared receiver which can be paired with the XBMC App to turn the NAS into a multimedia player. After downloading and installing the XBMC App from ASUSTOR’s App Central users need only connect their NAS to any HDMI ready display to immediately begin playing all the multimedia content from their NAS. Additionally, users can also opt to purchase ASUSTOR’s exclusive remote control or install the official XBMC Remote App for free on their mobile device to control all multimedia playback on their NAS.

The 2 series devices all come with the ADM 2.0 (ASUSTOR Data Master) operating system, that features an intuitive graphical interface which provides users with a familiar experience closely resembling the simplicity enjoyed on mobile and tablet devices. ADM 2.0 contains an array of innovative features such as a comprehensive set of backup solutions to protect your data, Mission Mode backup to ensure the completion of backup jobs, and FTP Explorer, the first FTP client designed exclusively for use on a NAS giving users the ability to enjoy drag and drop file transfers from the convenience of the ADM desktop. ADM 2.0 also features the App Central App repository which contains over 100 free and unique NAS Apps that users can download to add functionality to their NAS devices. Moreover, users can also utilize ASUSTOR’s exclusive AiMaster and AiData mobile apps to manage their system and data from the convenience of their mobile devices. Users will also be able to stream music and videos, view photos, preview documents, and ultimately enjoy the convenience of cloud access while on the go.

Key Specifications for the AS-20XT Series:

  • Intel® Atom™ 1.2 GHz Dual-Core Processor
  • 512MB DDR3 RAM
  • Maximum supported capacity of hard disks: 8TB (AS-202T) and 16TB (AS-204T)
  • USB 3.0 (5 Gb/s)
  • Support for online RAID level migration and capacity expansion
  • Supported volume types: single disk, JBOD, RAID 0, RAID 1, RAID 5, RAID 6, RAID 10

Key Specifications for the AS-20XTE Series:

  • Intel® Atom™ 1.2 GHz Dual-Core Processor
  • 1GB DDR3 RAM
  • Maximum supported capacity of hard disks: 8TB (AS-202TE) and 16TB (AS-204TE)
  • USB 3.0 (5 Gb/s)
  • HDMI output
  • Audio jack (line-out)
  • Infrared receiver
  • Support for online RAID level migration and capacity expansion
  • Supported volume types: single disk, JBOD, RAID 0, RAID 1, RAID 5, RAID 6, RAID 10

For more product information please visit: http://www.asustor.com

A live demo of ASUSTOR’s ADM 2.0 operating system is available for access at: http://www.asustor.com/live_demo

I’ve been impressed with the hardware and firmware that ASUSTOR is delivering; these guys should be on your radar if you are shopping for a NAS unit.  Check them out today!

Total War: ROME II Patch 2 now live

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The second patch for ROME II is now live and will be automatically applied to your game on restarting.

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This patch includes optimisations for Campaign performance, AI round time improvements, adds additional options and guidance for players in tweaking the settings of their game and over 100 other changes and fixes.

Here is the list of updates and changes in Patch 2:

Warning: Your current Save Games will work with Patch 2, but Save Games created or overwritten in Patch 2 will be incompatible with previous versions of Total War: ROME II.

Technical and Performance Issues

  • Campaign performance optimisations.
  • Campaign AI round time improvements (greatest effect during early game).
  • A new “Limited” option has been added to the “Show AI Player Moves” settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
  • Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
  • Pathfinding optimisation on the Campaign Map.
  • Fix for “Level of Detail” distances scaling incorrectly when the “Field of View” is changed which reduces the chance of the “Intelligent Zoom” [N] key, causing “zombie like” low quality textures on unit faces in battles.
  • A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the “Unlimited video memory” option in the graphics menu.
  • Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
  • Improved compatibility for graphics cards with multiple GPUs.
  • Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
  • More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
  • Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
  • Fixed battle crash bug caused by the default deployment placement.
  • Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
  • Fix for crash loading save games that were created on the “settlement captured” screen in Campaign modes.
  • Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
  • Fix for crash caused by forming a Confederation in Campaign modes.
  • Some desyncronisations have been fixed in multiplayer city / port assault battles.
  • Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
  • Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
  • Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
  • Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
  • Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
  • Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
  • Fix for a very rare crash when launching a new campaign.
  • Fixed rare battlefield loading lockup.
  • Fix for a rare crash caused by animal handlers in battles.
  • Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.

Gameplay Improvements

  • Reduced infantry run speed, charge speed and acceleration in battles.
  • The low level casualty moral penalties have been significantly reduced in battles.
  • Improved balancing for Food and Squalor in Campaign Mode.
  • Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
  • Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
  • Improved ship movement speeds in battles.
  • Shock cavalry run speed and charge speed have been increased in battles.
  • Increased flanking morale penalties.
  • Added icons to indicate activity in the Technology and Faction screens during a campaign.
  • Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
  • Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
  • Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
  • Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
  • Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
  • When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
  • Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
  • Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
  • Improved AI and scripting in the Raphia Historical Battle.
  • Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
  • The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
  • Improved AI collision detection with Deployables in battle.
  • In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
  • The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
  • Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
  • Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
  • Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
  • The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
  • The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
  • Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
  • Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
  • Improved the terrain in a small Barbarian city battle map.
  • Minor bug fixes for Roman and Barbarian siege battle maps.
  • During battles, players are no longer able to un-pause the game while in the options menus.

Usability improvements

  • In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
  • Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
  • Removed the red tint from the sky in battles.
  • Fix for “Rome Wasn’t Built in a Day” achievement failing to unlock when its requirements were met in some situations.
  • The “Quaestor” achievement should now unlock correctly, when completing the Prologue campaign
  • Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
  • Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over “Slaves” in the Province Details panel on the Campaign map.
  • Fix for rare cases of broken save games in Campaign mode.
  • Fix for Campaign mode bug, where a hostile agent and the players’ ship became stuck in the same position, with neither one able to move.
  • Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
  • Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
  • In Multiplayer battle setup, unit restrictions related to “Battle type” are no longer desynchronised between the host and client, so only the correct units can be chosen.
  • Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
  • Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
  • The Public Order “Change per turn” stat is now displayed as the sum of all of its “Contributing Factors” on the Province Info panel in Campaign mode.
  • Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
  • More detailed descriptions added to the tooltips for the “Occupy, Loot and Raze” buttons after successfully capturing a settlement on the Campaign map.
  • Improved icons for Province Effects in Campaign mode.
  • Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
  • The “Force March” movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
  • Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
  • The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
  • The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
  • Units in a recruitment queue, in a province with its capital under siege, now have an “infinity sign” icon to indicate that the “turns to recruit” is infinite while the siege is maintained in Campaign mode.
  • In the “Controls” menu under the “Settings” option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the “Classic Total War” name.
  • Added a tooltip to say “Left-click to remove unit from recruitment queue” for units that are queued for hire in Campaign mode.
  • Added a tooltip to make ruined buildings more obvious in Campaign mode.
  • Added tooltips to “Weather” and “Time of Day” settings in the Custom Battle menu.
  • Fixes and corrections for text in the encyclopaedia have been made.
  • Minor text and grammar corrections in Campaign Modes.
  • Fix for some German text not fitting into the available text space in the campaign mode user interface.
  • Improved text formatting in the Objectives panel in Campaign mode.
  • Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
  • Fixed some missing text on the Diplomacy screen in Campaign modes.
  • Added white outline to Armoured Legionaries unit cards in battle.

And don’t forget to check out our Total War: ROME II review here.

New Saints Row IV DLC released today – GAT V and Wild West

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Deep Silver has released two new pieces of DLC for Saints Row IV.

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GAT V is finally here

Gamers have waited for years to experience GAT V – it’s finally available!

To celebrate the release of the GAT V Pack on PC, Volition, the developer of Saints Row IV, and Deep Silver are giving it away for free for 24h on Steam!

Be recognised everywhere when you dress up in typical Johnny Gat fashion or in the official Aisha costume, only available here.

Also contains the Reynolds .50 Heavy Machine Gun and a Knifethrower (no kidding) for the ultimate Saints Row #GATV experience.

Go West – with the Wild West Pack for Saints Row IV!

Since we all know that real Presidents secretly aspire to be a cowboy, you will be able to outfit your CIC in real western style with the Wild West Pack for Saints Row IV!

The Wild West Pack includes a fitting cowboy outfit, a wild west dress and a Western themed shotgun and revolver.

Both the GAT V and the Wild West Pack will be out today in the US on consoles and worldwide on Steam and from Wednesday on console in the rest of the world, for a price of $2.99 each 2,99 Euro, 2,39 GBP Sony / 1,99 GBP Microsoft.

Armin van Buuren shows off the Philips M1X-DJ sound system

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At IFA, Philips announced a new collaboration with globally-renowned DJ Armin van Buuren. Industry innovator and five-time winner of DJ Mag’s Top 100 DJs poll, Armin is working with Philips to develop audio products for both DJs and music fans.

The first result is called the M1X-DJ sound system, which allows you to mix, play and share the music you love.

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Combining a sleek design aesthetic and easy-to-use interface with innovative technology, the M1X-DJ allows anyone who wants to mix, play and share their music in one portable device. It combines a DJ controller and sound system that comes integrated with a Lightning connector and Bluetooth connectivity and works seamlessly with the djay 2 app from Algoriddim.

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The system is simple to use and provides an authentic DJ experience for beginners to professionals, depending on how you choose to use the features. With multiple inputs and outputs, aspiring artists can link up multiple M1X-DJs or bigger stereo systems for a more club-like sound. Bluetooth connectivity allows you to share your favourite music from Bluetooth-enabled devices. When the party moves outside or to a remote location that may not have accessible power, the M1X-DJ will play for five hours with D cell batteries.

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The Philips M1X-DJ Sound System will be available in November 2013 with a recommended retail price of EUR 399.95.

After the press conference Armin gave us a private demo of the M1X-DJ, the highlights of which you can watch below:

Widely considered one of the biggest players in the electronic music scene, Armin van Buuren first took to his decks when he was just a teenager, and, with over fifteen years’ experience in the industry is now trance’s most recognizable star. Named DJ Mag’s number 1 DJ a record five times, Armin has hosted his weekly radio show, A State of Trance, since 2001, amassing 20 million weekly listeners in 26 countries and propelling him to worldwide superstardom. Currently playing a residency at the world largest club, Privilege in Ibiza, Armin continues to create innovative and exciting music to both popular and critical acclaim.

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So what do you think of the Philips M1X-DJ? Let us know by leaving a comment below.

Silent Hunter Online – Now an Open Beta

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Ubisoft and Blue Byte announced the Open Beta launch for Silent Hunter Online. With the start of the Open Beta players around the world can slip into the role of submarine commanders during WWII and fully immerse themselves into the Battle of the Atlantic.

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Silent Hunter Online is a browser based Free-to-Play submarine simulation game developed by Ubisoft Blue Byte in co-operation with Sproing. Players take position on board their submarines, hunt down enemy convoys, manage their personal flotillas and partake in server-wide dynamic campaigns. With a strong focus on multiplayer experience, every mission in the game can be played cooperatively.

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Silent Hunter Online is based on a powerful graphics engine. Ocean waves and the vastness of the sea are being displayed in stunning 3D – without the need to install a game client. All in-game ship models are rendered in full detail and thus provide an unforeseen level of visual realism. Dynamic weather effects, authentically simulated waves and changing daytimes ensure gameplay variety during missions and create an immersive atmosphere. Impressive environmental effects like dense walls of fog, strong swell, stormy rain showers or idyllic sunsets on the open sea further enhance the gameplay experience. Thanks to an advanced particle system, battles at sea feature spectacular explosions, fire and smoke effects.

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Game Features:

For the first time in the Silent Hunter series, players will be able to play every mission in real-time and in co-op, by teaming up online to form a Wolfpack and operating as a single unit towards joint goals and server-wide missions.

  • Authentic boat types: The Silent Hunter series has always been a benchmark for historical authenticity in gaming. True to this tradition, Silent Hunter Online includes a great number of historical boat types the player can either command – or destroy.
  • Dynamic Campaign: All players participate in a global, server-wide campaign and work together to turn the tides of war in their favor.
  • Multiplayer experience: Submarines are hunter and prey at the same time. To stand a better chance against enemy fleets, players can team up online and form wolfpacks.
  • Stunning battles: Silent Hunter Online takes full advantage of the latest Flash 11 technology to display real-time 3D combat in your browser.

 

For the Silent Hunter Online Open Beta: http://www.silenthunteronline.com

Review of Puppeteer from Sony Computer Entertainment

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Growing up in the computer age I don’t actually think I’ve ever seen a puppet show. And at first it does seem like a little bit of a strange concept for a video game to limit itself to such a potentially restrictive medium. But if you look at it the other way, imagine what you could do with a puppet show if you where limited only by creativity. OK my puppet show would still stink because I have about as much artistic talent as a shoe but the good folks at SCE’s Japan Studio don’t suffer from the same problem.

It’s very difficult not to get drawn into Puppeteer. Right from the moment you start it up it’s just so delightfully innocent and charming. Every aspect of the game treats you as the audience to the most elaborate puppet show ever. The pause menu will bring up the curtains for an intermission and after a time the narrator will politely usher the audience to their seats claiming he’s not sure how long the break will be. When selecting a new mission there is a nice voiceover that flows seamlessly into the introductory cutscene.

On your journey you are in control of a mute puppet named Kutaro and initially a magical flying cat who is soon replaced by a sprite who happens to be the daughter of the Sun. Kutaro is your main avatar and will be controlled by the left analogue stick and the face buttons, platforming his way through the game’s environments. The secondary character will always be on screen and is controlled using the right thumbstick, or by a second player if you wish. Your secondary character is used only to inspect various elements of the environment and hunt out secrets and collectables.

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But, because Kutaro is mute it’s often the case that your faithful companion will be in charge of plot progression and communicating with the various friends and foes you will encounter as you progress. It does at times seam a little superfluous to have a mute protagonist only to accompany him with an ancillary character that carries out the necessary interactions but given Puppeteer’s presentation it makes perfect sense.

There really aren’t any ancillary characters in Puppeteer. Each contributes in their own way and providing you immerse yourself into the game and accept your role as the audience enjoying the show it all makes sense. Little touches like the audience laughing at a comical fight or sharply inhaling in shock when Kotaru performs a particularly perilous feat help drag you into Puppeteer’s world. It’s completely ironic that Puppeteer intentionally makes you feel like an audience and somehow immerses rather than disconnects you.

Environment and character designs are wonderfully in-depth. Different ‘stages’ will fly of screen and new ones will slam into position with various elements wobbling and reacting to the impact. Then, once the cutscenes and narrations are over, Puppeteer becomes a platformer. It’s a case of solving simple puzzles with the various items you acquire on your journey; jumping and running to avoid the usual deadly obstacles. The most important of which is undoubtedly a pair of highly sought after magical scissors named Calibrus. Calibrus can be used to cut through various on screen elements and allow Kutaro to defy gravity (provided there’s something to cut), alter the environment or take on giant bosses.

Often the gameplay is simple but remains largely satisfying. Plot progression never lets up and even as you play there is almost always some narration to accompany you. The focus is certainly on enjoying the story even during gameplay and as such the platforming sections are quite simple. At times though they can be unnecessarily specific and can see you failing because of the slightest miscalculation. It doesn’t happen very often but it can become frustrating repeating a small section repeatedly.

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Another key gameplay feature is Kotaru’s lack of a head, which he loses at the start. Throughout your journey you will pick up different replacement heads such as bananas, bats and caterpillars. At any time Kutaro can have 3 heads and if you get hit you get a limited time to run around and plop it back on your neck. If you don’t you lose that head and if you lose all 3 you lose a life. Apart from forming a health system each head has a unique ability that can unlock certain secret areas in a level.

The problem is that apart from experience it’s impossible to know which head is needed at which point until you get there and as such it is very easy to swap the wrong head at the wrong time. Time and time again I picked up a new head in replacement for one I already had (I already had 3) only to find I needed the one I swapped. Admittedly it doesn’t hinder the game progression in any way and really just functions as a collectable/secret to find but it can be irritating to miss out through no fault of your own. It seems like a big feature of the game but really just provides something for the completionists. Still it’s amusing to see what heads you can find so you have banana boy running around in a cutscene talking to a witch on a flying fork. Yes it can get a little strange at times.

There are plenty of extras to find and there is certainly enough to hold attention after completion of the game but Puppeteer’s strong points definitely lie in it’s ability to tell a story. The platforming is nothing without Puppeteer’s narrative so even despite the collectables Puppeteer’s initial playthrough will likely be its strongest.

From subtle audience reactions to the spotlight that follows Kutaro on stage and the constant relentless energy Puppeteer’s presentation is stunning. Unique story telling methods make sure Puppeteer stands out from the crowd. It’s impossible not to enjoy playing Puppeteer but it’s equally as entertaining to watch. I can genuinely see a scene with a family gathering around, passing the pad between one another, captivated by the gorgeous puppet show unfolding before them. It’s completely twee but somehow it works.

Sadly gamers looking for a complex and challenging platformer will probably be disappointed by Puppeteer but if you can just let yourself enjoy the journey it’s difficult to see how anyone wouldn’t thoroughly enjoy Puppeteer.

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Review of Lost Planet 3 From Capcom

 

Rather than continue down the winding path of the previous two games, Capcom have decided to focus much more intently upon portraying a more realised narrative. Will this new step be in the right direction or stagger helplessly against the frozen winds of the tundra?

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Blue collar working man James Peyton is our main focus in this prequel, an everyday family man working off planet simply to provide for his wife and child. A refreshing change from the generic space marine to say the least. After transferring to EDN III, an inevitably hostile planet rich in both T-energy and carapace sporting monsters, James not only has to contend with the Akrid dwellers, but also missing important stages of his child’s early life making his plight starkly relatable.

Kicking things off in style, we’re treated to an atypical Capcom intro. Facial expressions and overall fidelity are high as we learn snippets of our protagonists past, present and future goals during the opening scenes. Expectations are raised as we are introduced to the basic mechanics of the game, a sturdy pistol with infinite ammo is the first toy to play with; along with a revamped aiming system that discourages ‘off the hip’ firing. An umbilical link to the nearby mech grants faster health regeneration, an ammo counter, local radar and other useful HUD elements too. Stray to far away however, and the link is severed, leaving you feeling strangely alone.

What could have been an interesting concept, never fully realises however. My initial intrigue of puzzle sections or venturing too far away and subsequently hot footing it back to relative safety were brushed aside upon realisation that you in fact spend an inordinate portion of the game completely separated from your mech. It feels like a missed opportunity and stings to the point of irritation when you clamber back inside after yet another long trek alone.

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Due to it being a relatively pretty game, load times are long, especially in the hub sections. With only approximately four or five legitimately useful NPC’s, including shops, to converse with, it takes a long time to check for newly unlocked content or side missions. The lab alone requires a load screen to the level it’s on followed by another load screen, a lift and a decontamination chamber. Let’s also not forget we must to do this again for the return trip as well. On the slight plus side, some of the load screens house probably the best parts of the game i.e. the vidcom chats between our everyday hero James Peyton and his wife back home. These are insightful, occasionally devastating and full of the game’s best voice acting. So much so, that I looked forward to these sub-plot snippets far more than the main narrative’s progression.

After the initial meaty punch of the semi-auto pistol at the start, I was looking forward to the ensuing diverse and imaginative arsenal to come. Instead, I received every generic weapon you can think of, all capable of devastatingly meagre damage. The shotgun, despite it’s lowly upgrades was obviously the star, but in fairness it didn’t have a lot of competition. Upgrades are present and attainable via collecting T-energy (orange goo) that falls from enemies. Regrettably they don’t make a huge difference as ammo is easily replenished throughout the levels. A good job too, as I don’t think I’ve ever bared witness to so many infinitely spawning enemies. They can be stopped via destroying a disturbingly graphic hole on the wall, yet sometimes it can be difficult to push the waves back enough to get shots on target.

Enemy design is limited at best, leaving you fighting the same mundane creatures time after time, corridor after corridor. Later on you will simply get swarmed by the same Akrid you’d dispatched previously, adding an unnecessarily predictable challenge. Boss fights can be entertaining despite being a little too ‘spongy’, they will attack with repeating patterns that, for the most part, are easy to avoid. One visually arresting feature being that they noticeably degrade the more you destroy them. Every so often, a creature will appear that requires you to utilise your mining mech to help rip various appendages off. Despite being poorly hidden QTE’s, they do offer some gratification and are principally the only real use of the mech in combat.

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Graphically, Lost Planet 3 has it’s eye catching moments, specifically in the cut-scenes where the facial detail has time to shine. The outdoor locations themselves look fine, especially the sheer brutality of the icy storms, yet there’s only so much fidelity and colour a desolate plateau of frozen wasteland can have. Inside, it’s more of the same, abandoned stations, military posts and the like come hand in hand with metallic sheen and endless corridors. Following in a similar vein to another ‘3rd person, slightly scary, frosty, hostile planet with aliens everywhere-em up’, there is a lot of seemingly extraneous backtracking. Limited fast-travel does alleviate some of the woes, yet it’s still never fun to retread old ground in video games, especially with linearity such as this.

Whilst sharing some parallels with Dead Space 3, there is still a unique experience here, the story and characterisation alone is believable enough to enthral and engage, even if the combat doesn’t. Linearity troubles, long load times and some wonky shooting keeps this from realising it’s potential as an alternative Lost Planet experience.

3

Reviewed on PS3, also available on Xbox 360 and PC.

WWE 2K14 Wrestlemania mode matches revealed

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2K Sports have revealed the Wrestlemania mode matches for WWE 2K14.

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HULKAMANIA RUNS WILD MATCH LIST

  • WrestleMania 1: Andre the Giant vs. Big John Studd
  • WrestleMania 2: Hulk Hogan vs. King Kong Bundy
  • WrestleMania 3: Ricky the Dragon Steamboat vs. Macho Man Randy Savage (with Miss Elizabeth)
  • WrestleMania 3: Hulk Hogan (c) vs. André the Giant (with Bobby Heenan)
  • WrestleMania 4: Randy Savage(with Miss Elizabeth and Hulk Hogan) vs.Ted DiBiase (with André the Giant)
  • WrestleMania 5: Randy Savage (c) vs. Hulk Hogan
  • WrestleMania 6: The Ultimate Warrior (Intercontinental Champion) vs. Hulk Hogan (WWF Champion)
  • WrestleMania 7: Hulk Hogan vs. Sgt. Slaughter
  • WrestleMania 8: Randy Savage (with Miss Elizabeth) vs. Ric Flair (c) (with Mr. Perfect)
  • WrestleMania 9: Bret Hart (c) vs. Yokozuna (with Mr. Fuji)  /
    • Hulk Hogan vs.Yokozuna (c) immediately after this match

Here are some more screenshots:

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So what do you think of WWE 2K14? Let us know by leaving a comment below.