Gameplay

Some of the announced improvements to the game include dynamic lighting (night missions complete with the need for light sources), and naval forces in the geoscape phase of the game (such as heavy aircraft carrier/cruisers that can launch fighters and defenses against UFOs).
Read More ...

0 comments



Gameplay

TrackMania 2: Canyon features gameplay similar to that of previous games in the series. The player can race on various tracks, with the ability to do stunts in various modes, including a championship and a cooperative mode The track editor from previous games also returns, and includes a new ability to create customized track pieces, although this feature may not be available at launch. A new "ManiaScript" is being created to help players add new features in the game (tracks, cars.etc). TrackMania 2: Canyon will be all around one new environment for the series: Canyon.
GameOn states in their E3 2011 preview, that "Every corner and wall-ride in a track has to be tackled slightly differently, so an experienced player will be able to judge the speed and positioning of the car better and faster than a newer player. Be under no illusion however - Trackmania 2: Canyon is still going to be as frustrating as ever"
Read More ...

0 comments



Gameplay

After announcing the development of The Secret World, Funcom project director Jørgen Tharaldsen informed the press that the game uses the same engine as Age of Conan. According to Funcom, the game will blend elements of MMO gameplay with alternate reality gaming and social networking.
At GDC 2009, Tørnquist gave an interview to GameSpot regarding TSW, revealing more about its gameplay. There will be neither levels, nor classes in the game; instead, the character building will be skill-based. This way, the developers plan to avoid level grinding, allowing new players to join the game more easily. The player characters will be customizable to a large degree, particularly in their choice of clothing, weapons (which range from shotguns to swords and can be customized and upgraded), and the supernatural powers they acquire. Combat against computer-controlled monsters will be one of the game's central points and will require more of player's attention than contemporary MMORPGs. The players will be able to form teams to fight together but in an earlier blog posting, Tørnquist assured that the game can also be played in single-player mode, should a player choose not to play with a group.According to him, the game is story-driven and there will be an overarching linear plot, as well as numerous side-quests, ranging from investigation to sabotage and hunting, since diversity of the gameplay will be another central point.
In an interview to GameSpot at the 2009 Penny Arcade Expo, Tørnquist and the lead designer Martin Bruusgaard revealed which playable factions ("secret societies") will be available in the game. These are: the London-based Templars, pious zealots "who would burn an entire village down to get their hands on one demon"; the New York City-based Illuminati, Machiavellian pragmatists who "believe that it's a tough world where only the strongest will survive"; and the Seoul-based "Dragon", who take a neutral stance between the other two and are "all about deceiving, orchestrating chaos, and waiting patiently for its time". A personality test to determine the players' inclination towards one of the factions was made available on the official TSW website soon after the reveal. It will be impossible to change factions without creating a new character. Additionally, players will be able to create own guilds, known as "cabals" in-game, affiliated with one of the main factions. All players' actions in the game will contribute to their ranking in their respective guilds and factions. The same interview revealed that PvP areas of the game will be located in the region called Agartha inside the hollow Earth, where the players will fight for the invaluable resource known as "anima".
Read More ...

0 comments



Gameplay

The Outsider is set in a crowded city based on present-day Washington, D.C. and its surrounding areas, including the CIA Headquarters at Langley, Virginia, Andrews Air Force Base, and Newport News Naval Dockyard. The player controls a CIA officer named Jameson, who can use various hand-to-hand combat styles and weapons. The game's opening sequence depicts the character wrongly becoming a fugitive, and leaves the player to decide how to continue.[2]
Read More ...

0 comments





Gameplay

Skyrim retains the traditional open-world gameplay found in the Elder Scrolls series. The player is free to roam the land of Skyrim at will, either on-foot or on horseback. Within Skyrim lie five major cities and numerous smaller towns, and expanses of wilderness and mountain ranges. Each city or town has its own economy, which the player can either stimulate by completing jobs such as farming and mining, or harm by sabotaging industrial buildings. The player can train in eighteen different skills, and the player character is leveled up by raising skills. The class system traditional in role-playing games, which had been present in Oblivion, is removed to allow the player's play-style to develop naturally. Perks are skill-specific abilities, organized in a system of branching groups called "skill trees." The player can choose from one of 280 perks each time their character is leveled, or store them for later use. Upon leveling fifty times, the player character can continue to level, but at a significantly reduced rate. The on-screen heads-up display only appears when the player's health, stamina, or magicka are being depleted. Items and equipment layouts can be saved to a quick-access menu, and the pause-screen inventory menu is presented in a compass-style overlay; while in the inventory, the player can rotate and zoom in on acquired items.
Weapons can be created by the player at a forge, and are assigned to each hand individually, allowing for dual-wielding. At the cost of stamina, the player can sprint and jump. Shields can be used with a bashing attack, and timing is required for blocking with a shield. Blunt, bladed, hacking and stabbing weapons each have specific advantages and roles; as an example, the player is granted the ability to perform finishing moves. There are over eighty-five spell types, which can be used in ranged and close combat forms. Spell types have specific qualities; a frost spell slows and drains stamina, while a fire spell causes prolonged damage through burning, and may also ignite the environment. Players can equip one spell per hand and will be able to charge up spells before casting for greater power. When practicing archery, arrows take longer to draw back than in previous Elder Scrolls games, but do greater damage. Because of this, arrows are expensive and considered rarities. A player equipped with a bow can use it defensively in close combat, in a charging counterattack. The player can sneak, and non-player characters (NPCs) become alerted if the player's movements are detected.
Skyrim makes use of the Radiant AI artifical intelligence system created for Oblivion, which has been updated to allow NPCs to "do what they want under extra parameters".[10] The updated system allows for greater interaction between NPCs and their environments; NPCs can perform tasks such as farming, milling and mining in the game world. NPCs can interact with the player character through conversation, and can request favors and training for the player, or challenge the player character to a duel. Events such as dueling are randomly-generated encounters, taking influence from Bethesda's previous game Fallout 3.[11] Skyrim introduces the Radiant Story system, which governs quests and how they function. Side-quests are dynamically altered based on the player's actions, and are tailored to the player's abilities and progress within the game. As an example, the player might be sent off to a dungeon that has not been previously explored, and face enemies that are defeated most effectively with the player's preferred combat style.[5]
Read More ...

0 comments




Tactical Intervention is an upcoming video game by Minh Le, the co-creator of Counter-Strike. It is a multiplayer first-person shooter in which a team of counter-terrorists face off against a team of terrorists, much like its predecessor, Counter-Strike. Tactical Intervention will enter the closed beta on May 28th 2010 in North America, however this did not result in the release of the game. New information and a website from European publisher Mayn Interactive surfaced in April 2011. The website, featuring a description of all of the game modes, as well as levels, also contains an option to sign up for closed beta, which the publisher will start for Europe on May 6th, 2011.
Read More ...

0 comments






Gameplay

The Old Republic will use cover mechanics for the second time in MMO gameplay, the first being Tabula Rasa. Members of the two main factions – the Galactic Republic and the Sith Empire – will have different moralities; the project's key focus is to differentiate between the player's faction and morality.
While each class in The Old Republic will still favor a certain play style (be it ranged, melee, or otherwise), customization combined with companion characters will make for having a class be able to tackle many different situations, with or without the support of other player characters, and without requiring specific other classes in order to move forward.
Players' choices will permanently open or close storylines and affect players' non-player character (NPC) companions. It is intended that the game should provide more context for characters' missions than any previous MMORPG. Every character in the game, including the player character, will feature full voice dialog to enhance gameplay, and interactions will feature a dialogue system similar to that used in the Mass Effect series. Players will be able to choose from a variety of NPCs, although spending time with a single companion will help more in developing story and content than dividing time among several, and may even develop a love interest. It is possible for players to "blow it big time" if they fail to meet NPCs' expectations. Players will also have access to dozens of planets, including Korriban, Ord Mantell, Nal Hutta, Tython, Coruscant, Balmorra, Alderaan, Tatooine, Dromund Kaas, Taris,Belsavis, Voss, Hoth, Corellia, Ilum and Quesh, and the moon Nar Shaddaa.[26] Every player will receive their own starship, which was announced at Electronic Entertainment Expo 2010.[citation needed]
Footage of space combat was released at Gamescom. The short clip provided by BioWare revealed that space combat would be a "tunnel shooter."[A tunnel shooter, otherwise known as a scrolling shooter, is a flying game where the player is on a predetermined track. Game play includes moving right and left on the X axis and up and down on the Y axis; however, players won't have control of the speed of their space craft. Jake Neri, LucasArts Producer, told PC Gamer in their upcoming October 2010 issue that their goal is to "capture the most cinematic moments that we can create. We want players to get in and feel like they're in the movies. It's about highly cinematic, controlled combat moments ... very heroic, action-packed, exciting, visceral and dangerous encounters that'll make you pee your pants."
Read More ...

0 comments