Trials Fusion Coming to Consoles and PC on 16th April

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Ubisoft has announced a Trials Fusion release date of 16th April on Xbox One, Xbox 360, PS4 and PS3 and the PC and developed by Redlynx.

The digital download will cost £15.99, while a physical version including the base game and a season pass will be available from 18th April for PS4, Xbox One and PC.

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The season pass will be available separately for £15.99 and will give purchasers access six DLC packs which will be released up until April 30 2015. Packs will contain new tracks, new bike parts, new rider gear, and new items for Trials Fusion.

 

The Tribez & Castlez’ Out now for iOS and Android

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Game Insight has announced that the next chapter in city building games, The Tribez & Castlez, is now available for download for iOS and Android devices from the Apple App Store and Google Play. The Tribez & Castlez is a spin-off of the worldwide smash hit The Tribez, which has garnered more than 14 million players worldwide.

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Tribez & Castlez is a time-travelling adventure that sends players on a journey into a brave new world where magic reigns supreme, where dragons hover in the sky, and where forests teem with treacherous werewolves.

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Players will meet their old friends from the previous game: the Professor, Princess Aurora, and of course, the friendly tribezmen. Together, players will help Prince Eric rebuild his kingdom and defend it from enemies and traitors.

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In The Tribez & Castlez, players will build their very own kingdom–a fascinating quest, but not an easy one! To gain glory and prosperity for their empire, wise rulers will prepare for both peace and war. Players will construct sawmills and factories, cultivate grapes and other crops, and breed pigs and sheep to strengthen their nation’s economy. However, they must also safeguard their citizens by building wizard towers and training battle dragos to protect their citizenry from vicious Gobools, powerful Trollums, and other insidious creatures.

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This exciting new game will let players visit well-guarded dungeons and wizard towers, discover the ancient ruins of abandoned castles, seek mysterious artifacts, and wage war on hideous monsters. Players will test the loyalty of their allies and lock blades with enemies both obvious and subtle, while encountering mighty giants, dragons, and, of course, a beautiful princess!
Experience the next stage of city building games with The Tribez & Castlez, now available for iOS and Android, and soon to be released for Facebook and Amazon in the near future.

Pac-Man Museum Out of Xbox 360, PS3 and PC Now

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NAMCO BANDAI Games Europe today announced that the legendary PAC-MAN is coming back in Europe and Australasia with PAC-MAN MUSEUM. This compilation is now available as a digital download release for the Xbox 360, PlayStation3 and Windows PC.

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PAC-MAN, the yellow 80’s icon with a voracious appetite that has transcended generation upon generation of gamers stars in this nostalgia-packed collection of games. In the game, players will need to skilfully dodge and juke troublesome ghosts while gobbling up all the pac-dots and power pellets lying in their path.

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PAC-MAN MUSEUM will include classic PAC-MAN titles as well as newer arcade releases, allowing gamers to play through the evolution of PAC-MAN from his humble beginnings from 1980 through 2008’s PAC-MAN Championship Edition and 2010’s arcade smash-hit like PAC-MAN Battle Royale.

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Making Killer GTA Online Deathmatches with the Creator

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Rockstar have covered game design pro tips and pointers for polishing and perfecting your own GTA Online Races using the Creator – and we’ve been enjoying test driving what the Social Club community has produced thus far. Next up, we’re going to delve into how to make killer custom Deathmatches, deciding every detail from where players spawn to which radio station plays in the pre-match lobby.

Getting Started

The Deathmatch Details Menu is where you’re going to enter the name and description of your Deathmatch, as well as parameters such as how many players can be on each team, Target Score (kills), Time Limit and Time of Day. Note that all Deathmatches have to be playable in both Normal (free-for-all) and Team varieties – whichever of the two you select as your Deathmatch Type sets it as the default when players enter the Job.

Balanced weapon choice is one of the key ingredients in a Deathmatch. Using the Lock Weapons option, you can choose to restrict your Deathmatch to one particular weapon (Forced Only), restrict the starting weapon but allow pickups (Forced + Pickups) or allow players to bring their own loadout (Owned + Pickups). This allows you to create Deathmatches that are pistols-only, knives-only, fists-only… whatever you like.

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Perfect Placement

Just like when creating Races, placing a Trigger sets where players will need to go to start your Deathmatch from Free Mode and also lays down the rough location of where the action will take place. You’ll also want to take a Lobby Camera picture to set the pre-Job background. Next up are the all-important Spawn Points. These are the points at which players will respawn when they die and their placement will go some way to determining how fun the Deathmatch is to play. The number of Spawn Points required is displayed at the bottom right of the screen and it is affected by the player counts you set up in the Deathmatch Details menu. If you feel like things are getting too congested, remember that you can go back and tweak all of those details at any time.

You’ll also need to lay down some Team Start Points (one per player) which is where players start when your Job is played as a Team Deathmatch. Generally you’d be looking to start them off with their respective teams at opposite ends of the playing area, but there are no hard and fast rules so feel free to experiment. Maybe we’ll see some Red Dead-style standoffs?

Once these are in place, it’s time to start populating the playing area with things like Weapons, Health & Armor pickups, or even Vehicles and Props, such as Cabins and Barriers to provide additional cover. The only way we know of to create a well-balanced Deathmatch is to test it repeatedly and change things around accordingly. If the sniper spot you set up is feeling slightly too exposed, put some cover up there. If you find that players are heading straight for the P-996 Lazer you dropped in and dominating from there, maybe you need some heavy firepower on the ground to help even the balance.

If you want to quickly lay down some basic structure like Spawn Points, Start Points and Weapon Pickups to go back and tweak later, hit the Randomize option after placing your Trigger to get an instant playable Deathmatch inside the area you selected. You can also switch to in-game camera by pressing the Select/Back button and place Spawn Points, Weapons and everything else from the ground. This will also allow you access to create in underground areas and inside some buildings.

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Testing 1, 2, 3

Hitting the Test option allows you to play your Deathmatch against AI-controlled opposition and you must complete one Test before you can publish the Job. However, don’t think that testing ends when your Deathmatch is out in the wild. Be sure to actively gather feedback from your Friends and Crewmates, as well as comments and ratings made by the wider Social Club community, and then go back in to update accordingly. You may even want to add notes to the description so that returning players can see what’s changed and know that you’re actively tweaking your Job post-launch.

Design Tips

  • Balance should always be your ultimate goal – the feeling that every player has an equal opportunity to win and that no particular Spawn Point offers an unfair advantage or disadvantage.
  • The kinds of things you’ll want to be considering carefully are cover placement, high ground and sight lines. With this knowledge, you can create interesting sections such as effective sniper spots (with a handy Sniper Rifle to boot) and chokepoints.
  • Keep the radius of your Deathmatch in mind; players do not want to be running a marathon to get to the heat of the action.
  • Unless your Deathmatch takes place over a very large area, consider lowering the minimum number of players. This will make it easier to gather enough players to launch the Job and cut down the risk of keeping your players waiting.
  • Consider placing powerful weapons in harder-to-reach spots, such as on a low roof where a player will have to climb to get it. Try to place pickups in more dangerous areas so that players can’t just camp in a corner with a rocket launcher spawn.
  • If you would like to set up a Deathmatch where only one weapon can be used, select it as the Forced Weapon in the Deathmatch Details menu and switch the Lock Weapon option to Forced + Pickups or Forced Only. With the latter option selected, any weapon pickups you placed out on the field will automatically become that selected weapon.
  • Varied terrain and existing structures can make your Deathmatch more interesting so whenever you’re cruising in Free Mode, be on the lookout for      potential spots.
  • You can add dynamic props such as explosive barrels or vehicles to give players different tactical options.
  • Spawn Points should be placed near to where the action is likely to be but clustered so that each spawn doesn’t result in instant death. Also make sure you adjust the orientation of Spawn Points using the L1/LB and R1/RB buttons, making sure the player is facing the action when they spawn. There’s nothing more frustrating than spawning into a frenetic battle with your back to the action.
  • When placing spawn or cover points, consider a rock, paper, scissors approach so that all positions have an advantage over some but a disadvantage over others.
  • Test, test and then test some more! Keep fine-tuning things until you can’t find anything more to improve.
  • Market your creation – A clever title and well written description coupled with an offbeat photo can make your creation pop on the Social Club website,  meaning more players will notice it. You should also be creative in looking to promote your masterpiece amongst your Crew, your Social Club Friends, and also on outside social media channels like Facebook, Twitter, and YouTube to make sure all your friends know about it and give it a go.
  • Change the camera mode to third person view often when editing a Deathmatch so you can see how the props and objects will work in the game. An elaborate maze of props might look cool from above, but it could make for a frustrating map.  This can also help you place weapons and objects more precisely on the map.
  • While it may be tempting to fill the area with exotic weapons and vehicles, this can result in a bloated, unbalanced experience.

The Mighty Quest for Epic Loot Opens the doors for beta

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Ubisoft has announced that The Mighty Quest for Epic Loot is welcoming all players into its open beta on Steam and on PC. The game is now accessible to everyone willing to stockpile gold, loot neighbours’ chests and brag about maniacal castle defenses in their quest to become the undisputed master of Opulencia.

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To kick off the permanent opening of the kingdom in the skies, The Runaway is officially joining the quest. Experienced looters as well as newcomers will enjoy her striking speed that gives her a clear edge during combat. This rocker girl shows no mercy when it comes to hacking and slashing; she rocks the axe like nobody else.

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Adding to the slew of new features launching today, five Diamond packs are now available for players looking to get a head start in the game. The Runaway will be available with the Attacker Pack, the Trio Combo and the Ultimate Pack for players looking to get their hands on Opulencia’s newest looter.

Players, beware: in Opulencia no one should sleep easy, especially since the new Defense Mode with Open Creation is at work. Closed-beta revealed how imaginative looters could be when their precious treasure was threatened and to spice up the variety of castle defense options, Open Creation was put into place. Of course, Open Beta is just the beginning of the adventure, as the Mighty Quest will only keep evolving and improving over time.

To get looting sign up with a Uplay account at http://www.themightyquest.com

Battlefield 4 gets update release for Xbox and PC and more

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Today Dice and EA have released DICE new Battlefield 4 patches for the PC and Xbox One versions of the game. Also DICE plans to roll out the first part of the pre game lobby feature ‘Platoons’ on Tomorrow 27th, February. But unlike many of the modern multiplayer shooters which feature pre game lobby systems, but will Battlefield 4 offers no way for players to group up in-game before joining matches, making it difficult for friends to stick together. Dice and EA hoping the Platoons will fix the problem with group of friends play Battlefield 4 together.

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Feb 25 PC game update notes

  • Fix for the so called “sound loop crash” issue that caused the game to freeze
  • Fix for an issue that sometimes prevented players from shooting while in the gunner position of a vehicle
  • Fix for the headshot icon appearing incorrectly at non-headshot deaths, such as suicide or dying of an explosion
  • General stability improvements

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  • General stability and performance improvements
  • Fix for an issue that caused the sky/fog to be either too bright or too dark when Mantle was used
  • Added on-screen video memory utilization statistics with “Render.DrawScreenInfo”

Feb 25 Xbox One game update notes

  • Fix for an issue where spawning into, or switching to, a gunner seat in an IFV/MBT sometimes could cause the game to crash
  • Fix for a crash that could occur when signing out as an active user
  • Fix for missing sound in Team/Squad Deathmatch
  • Fix for an issue in the Defuse game mode, where a bomb carrier would be permanently spotted
  • Decreased the rate at which the kill card would incorrectly display 0 health, while the enemy was clearly alive
  • Fix for an invisible wall that was incorrectly present in one of the fallen concrete pipes on Zavod 311
  • Fix for an issue where bullet impact sounds weren’t properly matching the actual number of impacts, causing the players to feel that they died too quickly.
  • Fix for an issue where the “Draw” message would not display on-screen once a Conquest round ended with both teams having the same amount of tickets
  • Fix for an issue where long IDs wouldn’t scroll on dog tags
  • Fix for missing grass physics in terrain
  • Fix for an issue that would appear if a 10 users party would join a game with 8 available slots, leaving 2 of the players stuck on the loading screen
  • Fix for an issue where the player camera would be positioned inside of the soldier when parachute spawning
  • Fix for a MAV exploit that let players reach various out-of-map locations

Motorola to launch a Smartwatch and Moto Maker Coming to UK

Motorola has plans to launch a smartwatch later this year announced today at MWC, quote “that aims to solve consumer headaches with other wearables on the market.”

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Motorola Senior VP Rick Osterloh told attendees at its event at Mobile World Congress that the smartwatch will solve “some real user problems” and will be a product customers will want to wear.

Also Rick Osterloh, SVP Product Management has just announced that its popular moto-maker service will be coming to Europe in Q2. First in the UK and Germany, but more countries to follow.

Question from the event was” Will Moto Maker be exclusive in UK? ”

Answer “Intention is to be multi-channel, no launch partners or roll out schedule right now.”

Here was a question asked via twitter to Motorola at the event “When is next version of Moto X?” Answer “Keep posted – hint – late summer.”

Mr Freeze Coming to Batman: Arkham Origins from this April

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Today see the first look at the new Batman: Arkham Origins DLC. The trailer was premiered as part of todays “DC All Access” the “Cold, Cold Heart” trailer spotlights the origin of Mr. Freeze, and retold inside the Arkham video game universe. The DLC arrives 22nd April, in the video the Warner Bros Games Vice President, Production Ames Kirshen, then dive into the epic world of Aquaman and talk to new series writer Jeff Parker.

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This add-on pack will be available to players who have purchased the Batman: Arkham Origins Season Pass and are connected to the Internet, or it can be purchased separately.

Unfolding across iconic Gotham City locations, including Wayne Manor, Cold, Cold Heart equips players with the powerful Batman Extreme Environment (XE) suit and new gadgets including the Thermal Gloves and Thermocharged Batarangs. The game introduces several hours of all-new content in which players will battle through punishing, icy landscapes to witness Mr. Freeze’s heart-pumping first encounter with the Dark Knight.

Deux Ex The Fall Coming to PC on 25th March

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Square Enix has announced that DEUS EX: THE FALL that was on mobile, will be released on PC, and is coming to Steam on 25th March for £7.99/€9.99/$9.99. With 28 Steam achievements, Steam Trading cards, adjusted AI, added keyboard and mouse functionality, plus a whole lot more, fans can now take DEUS EX: THE FALL to the bigger screen.

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Gamers who pre-order DEUS EX: THE FALL on Steam will get an extra bonus in the shape of, the original Deus Ex- Game of the Year edition for free, to keep, or gift to a friend.  To pre-order please click on the here.

DEUS EX: THE FALL is set in 2027 – a golden era for science, technology and human augmentation, but also a time of great social divide and global conspiracy. Powerful corporations have seized control from governments and command the drug supply needed by augmented humans to survive.

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In this chaos Ben Saxon, a former British SAS Mercenary who underwent physical augmentation, is desperate for the truth behind the drug conspiracy. Betrayed by his private military employers, the Tyrants, not only is his own life at risk but for all augmented humans, time is running out…

DEUS EX: THE FALL was developed in collaboration with the original DEUS EX: HUMAN REVOLUTION team at Eidos-Montréal and N-Fusion.

March Xbox One update to revamp friends and party system

Today Microsoft has released a preview video which details some of the new features and enhancements coming in next month’s Xbox One firmware update. The March update will include to have a improved party chat functionality and friends list features.

With the start from next month, Xbox One player parties will have party chat enabled by default a change spurred by frequent user requests. The Xbox One’s improved interface will clearly differentiate between in-game competing players and cross-game chat within parties, and party invitations will specify player requests for chat, gameplay, or both.

Now the players will also be able to check on what their friends are doing more quickly from next month’s update, as the friend status can now be accessed with three button presses or even a single voice command. This update introduces a message shortcut menu, and friends may now be identified as “favourites,” giving them priority and list placement over followers and acquaintances.

Review: Castlevania: Lords of Shadow 2

 

Konami are back with Lords of Shadow 2, the sequel to their 2010 Castlevania sleeper hit, and with it, they promise the return of Dracula, a revamped open world structure and enhanced combat mechanics, all drizzled in a modern day setting. Can they deliver on this lofty promise?

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After waking up, many, many years after the events of the previous games, our hero with a sweet tooth, Gabriel Belmont has got his work cut out. Not only is he still immortal, but Zobek’s back with some friendly ‘help’ to get him back into shape and ready to face Satan. With people still seeking his destruction, our bitey friend Dracula must first regain his powers in order to step up to the challenge. Cue the montage.

After being ‘treat’ in the prologue to control our fully powered up hero, we are, surprise, stripped of all our powers and skills and must regain strength in order to quell Satan’s up rise. Fortunately for us, it let’s us get our hands on some weak enemies for target practice. Whilst being slowly drip fed the truly exciting moves over the course of the game, we still get chance to perfect the basics of dodging, blocking, countering and of course, swinging solidified blood around your head. Although it might partially be screaming God of War, Castlevania’s combat system does still feel unique, moves can be levelled up not only by purchasing upgrades, but by also using combos. You then transfer the progression, in turn powering up your whole skill set, it’s a lot less complicated than I’m making out, but it does increase the rewards for experimenting with different styles.

Along with the blood whip, you will soon get your hands on a pair of gauntlets and a sword to assist in the day to day dispatching of the devils minions. Whilst both have their own separate pools of expendable energy, both can be not only useful in battles, but necessary. The sword, activated via a simple tap of L1, deals less damage but you gain health from each successful hit. The big bad gauntlets, using R1, however not only deal increased damage, but are also invaluable for effectively breaking through enemy shields. Each weapon also has it’s own upgrade tree; although some of the moves are duplicated from the standard weapon, there are also some pretty potent combinations, some of which are deemed worthy of their own cutscene.

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Whilst it might seem like it’s all slashing, dodging and ripping still beating hearts from the devil-spawns chests, there are distractions along the way to help break up the pace. Lifeless platforming and ‘puzzles’ clog up the downtime between punching a demon and staring down a boss. The mostly linear platforming sections consist of some flapping bats to let you know you can stick to said surface, followed by navigating a pre-set, often mind-boggling route. Depending upon whether or not you followed the main mission marker, you’ll either end up at an easy to reach secret, a secret you can’t get to yet as you don’t have the pre-requisite power or just simply, the way to go. Whilst I love collecting hidden secrets that actually impact my characters progression in some way, wandering the off beaten path for five minutes, on several different occasions, only to discover I can’t further progress that way does put a bit of a downer on the old exploration urge.

If you come at it at a different angle, then there is plenty to still see and do once you’ve gotten some exploration tools; revisiting areas is encouraged, if not explained particularly well. The rotatable camera is more of a mixed blessing than you might initially realise, being able to look at some of the more inspiring artwork and backdrops is nice, but it’s often infuriatingly too far zoomed in to make out much of your surroundings. A fair example being, after a mild platforming test involving swinging chandeliers (of which I’m pretty sure it’s almost impossible to fall off, rendering it ultimately pointless) I turned around to check on my trusty swinging platforms to see many treasures that were not visible before I’d completed my parkour run.

With the consummate ease our ‘hero’ Dracula tears apart demons from hell, of which most comfortably outsize him, it’s a frustrating and lowly experience to have to transmorph into a small pack of rats to slip by a few guards. Admittedly, in their codex style information page, it describes them as wielding indestructible armour; yet if I were Satan, I’d give the order to mass produce that natty material on a pretty wide scale seeing as the feared and fabled Dracula can not even attempt to engage such beings draped in it’s indestructible glory. It’s a little shame that the stealth sections have been implemented quite so poorly as I understand the reason for their inclusion being that he, at the time, was fairly weak and Dracula, by all accounts is a bit of a sneaky bugger. Oh, and if you think the first few sneaking sections feel a little tiresome or unfair, just wait for the bit with the leaves…

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The feeling of ambivalence is an irritating one when viewing and listening to Lords of Shadow 2, the facial mapping of our protagonist looks sublime in the cutscene’s closer shots, yet his hair looks as though it has but two moving parts. The look of dreary textures and uninspired locales from the present day are of a complete opposite to some of the vistas and art design sections of the castle. The sound of two of my favourite actors, Patrick Stewart and Robert Carlyle working together in a videogame can scarcely overwhelm some of the generic stilted script asked of them. The menus feel archaic and unintuitive; despite the glaringly intrusive auto save icon appearing slightly off centre of the middle of the screen, cutscene or not, it still makes me wary to quit when there is no ‘exit to main menu’ option for fear of losing progress.

Despite all this, Lords of Shadow 2 is a fun game, when it wants to be. The boss battles are suitably epic, the music can crescendo and roar at all the right moments, there’s replay value, a challenge room, the combat is solid, the map can be explored with the right tools, and on top of all that, it’s around 20 hours long, with a new game plus option. In defiance of Konami’s and MercurySteam’s efforts, Lords of Shadow 2 isn’t for everyone. If you enjoy a good dungeon romp with a more than competent combat system, exciting bosses, more lore than you can engross and you can put up with the horrible stealth sections, some wonky textures and a plot that doesn’t quite deliver, you’re in for a blood sucking good time.

Developer sessions update for EGX Rezzed 2014

EGX Rezzed today have announced a broad range of exciting developer sessions for this year’s EGX Rezzed, taking place at The NEC in Birmingham from 28th-30th March.

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The EGX Rezzed developer sessions are curated by Eurogamer.net Editor-in-Chief Tom Bramwell and bring attendees face to face with top developers for an intimate presentation of their latest work, often way ahead of release. As in previous years, every session will be live-streamed on Eurogamer.net.

Highlights on Friday 28th March include the previously announced DayZ developer session at 1pm, for which Bohemia Interactive’s Dean Hall has promised “something really special”.

Straight after DayZ, Thomas Was Alone developer Mike Bithell will be on stage at 2pm to talk about Volume, his upcoming stealth game.

He will be followed at 4pm by Spilt Milk Studios, whose indie title Tango Fiesta is an 80s-themed co-op shooter roguelike that began life in the Creative Assembly Game Jam at last year’s show before it was signed up by Mastertronic for full release. Tango Fiesta is playable on the show floor, too, where attendees can also meet the Spilt Milk team.

Later on at 5pm, researcher Michael Cook makes his EGX Rezzed debut to introduce visitors to ANGELINA, the AI that makes video games, in the last session of the day.

Saturday 29th March is also packed with interesting sessions. At 1pm, writers from Eurogamer.net will host a panel on fear and horror in games, featuring the likes of Dean Hall and Creative Assembly’s Al Hope, creative lead on Alien: Isolation.

Then at 2pm, Red Thread Games will also be on stage to present progress on Dreamfall Chapters. Developer Ragnar Tornquist promises live gameplay, a new teaser trailer and character reveals exclusive to Rezzed. “We’ll walk through the opening parts of the game, highlighting some of the new features and locations,” said Tornquist. “Also, we’ll squeeze in a brief, world-premiering peek at our upcoming survival horror adventure Draugen!”

At 3pm, Creative Assembly will host a presentation on the creation of this year’s most talked about survival horror, Alien: Isolation. The team leads will delve deep into the development of the game from its 70s lo-fi/sci-fi design ethos to its recreation of Ridley Scott’s original Alien, the universe’s deadliest killer. The game will be playable on the show floor throughout the weekend.

Closing out Saturday at 5pm, Eurogamer.net’s Robert Purchese will interview Dean Hall live on stage about his work on DayZ and – assuming he’s up for it – what he sees in his future.

Sunday 30th March has a panel with a different spin, as writers from Eurogamer.net quiz top developers about storytelling in games at 1pm.

Straight after that at 2pm, it’s time for “Oh no! More zombies.” Project Zomboid developer The Indie Stone and DayZ’s Dean Hall explain why no one can keep the undead down…

Then at 4pm, it’s the Creative Assembly Game Jam session. Participants in the Game Jam will have spent all of the first day at the show putting together a game based on a single theme, and this session is a chance for them to show their game to a panel of judges for the chance to win Intel Ultrabooks.

Here’s a concise list of sessions announced so far:

Friday 28th March

1pm – DayZ (Dean Hall from Bohemia Interactive)

2pm – Volume (Mike Bithell)

4pm – Tango Fiesta (Spilt Milk Software)

5pm – Come meet ANGELINA, the AI that makes video games (Michael Cook)

Saturday 29th March

1pm – Fear and horror in games (Dean Hall, Al Hope from Creative Assembly, Will Porter from The Indie Stone)

2pm – Dreamfall Chapters (Ragnar Tornquist from Red Thread Games)

3pm – Alien: Isolation (Al Hope, Gary Napper, Jon McKellan from Creative Assembly)

5pm – Dean Hall live interview

Sunday 30th March

1pm – Storytelling in games (speakers TBA)

2pm – Oh no! More zombies (developers of Project Zomboid and DayZ)

4pm – The Creative Assembly Game Jam

Risen 3: Titan Lords coming to Xbox 360, PS3 and PC this August

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Piranha Bytes, the creators of Gothic and Risen, return to their origins with a new, classic RPG. Risen 3: Titan Lords pulls the player in to a handcrafted
role-playing world full of rugged charm where every decision changes the course of the story. Risen 3: Titan Lords is set for release in August 2014 for the Xbox 360 and for the PlayStation 3 as well as Windows PC.

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The key element of the cult Gothic series as well as Risen is the vivid world and the freedom to explore it. The world of Risen 3: Titan Lords will be diverse,
authentic and full of life, providing the player with an authentic, classic RPG experience.

“Like a carpenter with a handcrafted piece of furniture, we put together the story, the characters and the landscape until it all fits and the player has the possibility to discover things all around the place. You can try out and find things that others might not. Exploration is the key to our game”, says Bjoern Pankratz, Project Lead at Piranha Bytes.

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The world of Risen 3 is abandoned by all gods and suffers from the Titan Wars when a new threat rises from the soil. A young warrior is attacked from the shadows and deprived of his soul. He sets off to reclaim what is lost amidst the darkness that is spreading throughout the world. The banned Mages could be powerful allies on his quest. To get their help, he needs to find the Mage sanctuary on Taranis, also known as the Island of Thunder. Protected by the Guardians, the Mages search the mines of Taranis for crystals loaded with magic energy. Will the player join the Guardians to get in contact with the Mages? Or will he choose one of the other guilds in Risen 3 to reach his goals?

Castlevania: Lords of Shadow 2 the Vampire Powers Trailer

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Konami Digital Entertainment has released a nice gameplay video, but this time highlighting the vampiric abilities available to the central Dracula character in the upcoming Castlevania: Lords of Shadow 2.

The conclusion to the ‘Lords of Shadow’ series is released on February 25th/27th/28th for PlayStation 3, Xbox 360 and Windows PC, and KONAMI has shown the many facets players can access as Dracula. Castlevania: Lords of Shadow 2 features a weakened vampire, who finds himself in modern times stripped of many of his skills but able to rebuild them as the game progresses.

During the course of the game, Dracula grows in strength and his powers are returned. These include the ability to ‘Possess’ an enemy, by making them do your bidding through the power of mind control; transform into mist in order to avoid certain attacks, solve puzzles or move freely around the game’s stunning 3D locations; use Demonic Wings to access high, otherwise out of reach places; morph into animal form; and use bats to distract guards and enemies.