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).
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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"
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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".
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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]
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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]
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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.
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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."
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Gameplay

The Line is primarily a third-person shooter with emphasis on squad-based tactics. The player controls Captain Martin Walker who is accompanied by a Delta Force bravo team to rescue a U.S. Army Colonel who remained behind in Dubai. To accomplish this goal, players must traverse the city to neutralize enemy threats and natural disasters to find and recover the lost Colonel, named John Konrad. As the player progresses, better weapons and equipment will become available to accomplish goals more easily. Squad commands will also be available, allowing the player to direct their teammates to perform certain actions or move to certain areas.
The game focuses on the natural sandstorms of Dubai to provide dynamic terrain changing during gameplay, similar to Fracture and the Red Faction series. This is supported by an unpredictable engine that randomizes when and where sandstorms will arise, as well as how harsh they will be. Sandstorms may open or close paths to the players as well as turn advantages in a firefight.
A multi-player mode will be included as well, though the extent of this has yet to be revealed. Yager describes the multiplayer as a campaign that expands the single-player experience. In addition, there will multiple mode types with at least a few focusing on terrain deformation and expansion.
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Soulcalibur V  is the upcoming fifth installment in Namco's Soul series of fighting games, and will be released for the PlayStation 3 and Xbox 360 in 2012. The game will take place 17 years after the events of Soulcalibur IV. The main protagonist is Patroklos, the son of Soul series veteran Sophitia and the deuteragonist is Pyrrha the daughter of Sophitia as well.
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In the distant future, the world is rocked to its core by the arrival of the Apocalypse. Though many predicted the ultimate confrontation between the Forces of Good and Evil, no one foresaw that the two forces would eliminate each other and leave the world in ruin. From the ashes of this catastrophic event, a new global government, known as the Regime, rose to power to fill the void left by the previous conflict. However, the Regime uses its militaristic power to spread its oppressive ideologies throughout the world and demands unquestionable obedience from all its subjects. Yet, there are some who refuse to follow in step with the Regime's global vision. Known simply as "the Resistance," this band of freedom fighter seeks to liberate the world from the oppressive rule of the government. United in their desire to stop the Regime, around the globe, Resistance cells disrupt the Regime war machine and bring truth to the world otherwise bombarded by propaganda.
In Scivelation, two individuals' stories will rise into an unrelenting story of survival. Mikhail Ivanov, a Captain of the Moscow Resistance Cell, is a grizzled combat veteran who is addicted to heroin.
Alongside Mikhail, Elisha Amano is another character with a vendetta against the global government. Formerly a scientist working in tandem with the Regime, Elisha was working on perfecting the human genomes in an attempt to eradicate diseases.
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Having defeated the rival gangs of Stilwater at the end of Saints Row 2 and overthrown the influence of the Ultor Corporation, the Saints have turned into national superstars, and they have their own energy drink, clothing line, and fanbase. They target a bank, attempting to airlift the vault out of it, but the alarm alerts the Stilwater PD and the Saints are incarcerated. In prison, they learn that the bank they tried to rob was owned by a huge international crime organization called the Syndicate, led by Phillipe Loren. After bribing the police, the Syndicate capture the Saints' leader, Johnny Gat, and Shaundi to try and negotiate a business plan with them, aboard Loren's private jet. While in-flight, Loren tells them they will be allowed to live if they turn over two-thirds of their territory in Stilwater. The leader of the Saints rejects this offer, and a gunfight breaks out, with the Saint's leader and Shaundi escaping from the jet while Johnny Gat holds back their enemies to buy them time. It is unknown if Johnny Gat survives or not.
With the Syndicate in full control of Stilwater, the Saints relocate themselves to the city of Steelport. Pierce is instructed to remain in Stilwater to make sure everything runs smoothly. Steelport is a city that was created as factories flourished with little city planning, and since has suffered from economic failure, contrasting the glamour of Stilwater. The Syndicate has already begun to take control of some parts of Steelport, focusing on vices like merchandise and gambling. To extend their reach, the Syndicate had divided their control of the city through three gangs. The Morning Star, lead by Loren directly, are typically European men with impeccable taste, selling guns. The Mexican wrestler Killbane controls the Luchadores who deal with gambling and drugs smuggling. The Deckers, led by hacktivist Matt Miller, are computer geniuses, and handle the money laundering. The Saints see the opportunity to take control of Steelport from these groups. As the war between the gangs intensifies, government trained Special Tactical Anti-Gang (STAG) units will attempt to halt any violent activity whether it be perpetrated by the Saints or the Syndicate
Much like previous Saints Row games, several celebrities voice characters in the game. Daniel Dae Kim reprises his role as Johnny Gat, Sasha Grey voices Viola DeWynter, and Hulk Hogan voices professional wrestler and Saints ally Angel De LaMuerte.
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The game will retain mostly the same gameplay mechanics as its predecessor albeit with several changes. The weapon wheel and health bar from the first Resistance game will be returning after it was excluded from Resistance 2. There will also be new environmental objects such as chimeran plants which explode when shot. The game will see a mixture of new and old weapons; returning weapons include the Bullseye, Magnum, Rossmore, Auger, Marksman and Carbine. The new weapons include the Mutator, which shoots biological mist that causes enemies to eventually explode causing splash damage, the Deadeye sniper rifle, and a new food-can based explosive called a shrapnel grenade, which releases an arsenal of nails when it explodes.All weapons are upgradeable, and become more powerful the more they are used. In line with the survival theme of Resistance 3, humans are forced to assemble their weapons from whatever scrap they can gather.
The video game will also feature PlayStation Move support and stereoscopic 3D. Additionally, players will be able to utilize the PlayStation Sharp Shooter peripheral attachment.
[edit]Multiplayer
Resistance 3 features 16-player competitive online multiplayer component. It will offer five modes: Team Deathmatch, Chain Reaction, Deathmatch, Breach, and Capture the Flag. It also includes a customizable progression system where players spend points earned by playing online to unlock customized loadouts that include various tactical and combat attributes. There is also a co-operative mode where players can team up to play through the story mode either online or split-screen. Gameinformer's podcast revealed that there will be no 8 player co-op like in Resistance 2.The multiplayer maps are set in locations around the world, such as the Fort Lamy prison in Chad; the Seaside of Glamorgan, Wales, UK; and the Trainyard in Bogota, Colombia. Some of the locations these maps take place in are not included in the story mode.
[edit]Multiplayer Beta
Owners of the specially marked copies of SOCOM 4 will be able to download and play the beta on August 4th using the codes they have, while PlayStation Plus subscribers in Region 2 territories will gain access on August 10th. On August 23rd, worldwide subscribers of PlayStation Plus will be able to get in. Insomniac announced that they will give away some codes via Facebook and Twitter to join the beta. Also, they promise to reveal more ways to participate in the beta, with no information about when the beta will end.The public beta started in August 30. The beta will offer two multiplayer modes: Team Deathmatch and Chain Reaction. These modes will be playable on two major maps: the Seaside of Glamorgan, Wales, UK; and the Trainyard in Bogota, Colombia. Players will be able to do everything they want in the beta, from leveling up to upgrading abilities, exactly the same as the full game, except the highest level will be level 30 and some weapons & abilities will not be unlockable.People that played the beta between August 30 and September 4 will receive a Nathan Hale skin for Resistance 3.
[edit]Demo
Resistance 3 will have two demos, one for purchasing Battle:Los Angeles on Blu-ray and the other one will be released in the Playstation Store.
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Red Orchestra 2 is a realistic first person shooter. Guns behave realistically, with bullet drop and spin taken into account. The game also takes away with elements of a traditional HUD like an ammo counter, forcing players to remember, or manually check, the aproximate ammount of rounds are left in the gun's magazine. When reloading a weapon, the character will check the weight of the new magazine and determine if it's heavy (full or close to full) or light (empty or close to empty). The game's first person cover system allows players to hide behind all objects in the world to avoid gunfire. While in cover players can peek out to take more accurate shots or fire blindly. However the shape, size and composition of the object will change its effectiveness at protecting the player. Smaller objects may not cover the player's entire body and some may not stop bullets. Health does not regenerate over time or by use of medical equipment, but wounds must still be bandaged so no more health is lost through blood loss.
Tanks will be in Red Orchestra 2, with more vehicles added in after the game's launch. The interiors of each tank are fully recreated with either human or AI controlled characters manning each station. The level of detail was described by Tripwire's president John Gibson as rival or exceeding tank simulation games.Because of the extensive work required to recreate each vehicle, which Tripwire estimates to take three months each, the game will launch with two tanks. The German Panzer IV and Russian T-34. Two more tanks and two troop carriers are in production and will be added to the game for free shortly after launch.
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Unlike previous games in the series which were mostly single-player only games, All 4 One focuses on a four player cooperative multiplayer mode which allows for drop-in and drop-out online as well as offline multiplayer. Players can each take the role of one of the four main characters of the game namely Ratchet, Clank, Qwark and Doctor Nefarious.
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The user plays as a survivor of the 2029 Apophis meteorite impact who has just awoken from an Ark (a world-wide movement which took scientists and other significant people, and froze them underground in cryo-pods so they could rebuild Earth). Soon, the player comes to realize that his Ark has malfunctioned and that he is the only survivor. Apparently this environment is perfectly suited to the rough-and-tumble dune buggy racing seen in games like MotorStorm, as that sort of gameplay will be an important feature of Rage. Players will have the ability to augment their cars with various items and upgrades they can gain by completing races, but the game is not specifically a racing title, trailers have shown a mix of mainly first person shooter elements as well as driving elements. (Racing is optional in Rage.)
Rage will also feature some role-playing game (RPG) elements—an inventory system and the capabilities of weapons will be based around types of ammo. Players will also have the option to customize their weapons. There will also be side missions. More on the RPG elements have not been detailed. At E3, Tim Willits stated that at the game's core is a first person shooter with car-combat added in and without the racing being the sole and central focal point. The game will be set in a post-apocalyptic wasteland created by an asteroid impact. The world will be populated by the human survivors of the impact who were preserved from the asteroid by being buried in the Arks. The world will also be populated by mutants, Gingers and Fattys (Referred to in the game as 'Beached Whales') who will serve as the player's main enemies at least for the first half of the game, as id is currently talking of a major change taking place at the midway point of the game.
[edit]Multiplayer
Rage has two multiplayer modes: Combat Rally and Legends of the Wasteland. In Combat Rally, up to six players compete in a free-for-all match that takes place in an arena designed to make use of the vehicles. The objective is to collect rally points that appear around the arena while killing your opponents and stealing their points. Legends of the Wasteland is a series of two-player bonus co-op missions based on stories that you hear about as you play the single player campaign.
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Gameplay

Like Alex Mercer, James Heller can shapeshift and assume other people’s identities and memories by consuming them. Taking peoples identities and shape-shifting into them has become more tactical. Due to Blackwatch's actions in the Yellow Zone, if the player assumes the role of a soldier, people will react back to him in a way that they show they want nothing to do with him. To make sure that enemies do not overwhelm the player, Radical has created a dodging system and new, more realistic AI. Heller will be able to use weapons in the game, such as ripping the cannon off of a tank and using it against enemies. Heller can also sneak up on unsuspecting human enemies, inject the Blacklight virus in them and create a "BioBomb" out of them to blow up objects, enemies and such. James Heller also has improved strength, movement, invulnerability (self-healing and endurance), and has a sonar sense. The sonar includes a new pulse ability that highlights the key features of an environment to make it easier for the player to find something or someone, instead of looking in a large crowd for a person with an icon above their head. Radical has stated that the powers will be more meaningful, they will come in mutations and upgrades that let players decide how they want to play as Heller.
To give gamers more power in the game, the developers have added tendrils. Tendrils sprout from Heller's arm and can be used for a variety of purposes, such as reaching out into the game environment. Players can use tendrils to smash objects into other objects, such as a car into a tank or vice-versa. Also, players can string up enemies into "webs", much like the abilities of Spider-Man, to make them vulnerable for further attacks. Players are able to rip enemies in half. Players will be able to dismember all enemies, a force that will become more useful as the game progresses. There are many more ways to kill enemies, ranging from throwing a tank at group of Blackwatch soldiers, hacking off a mutants head or using the tendrils. In the original game, players could only take down helicopters with a "ninja-kick", in Prototype 2 they have many more options available such as an uppercut, or the use of tendrils. When the player picks up a person, the game will no longer automatically kill them starting a combat sequence, Radical has tweaked this to become a useful tool, an intimidation factor.
Unlike the original, Heller will not be given his missions by a person, but rather choose them himself. Hacking onto Blacknet, a system of Blackwatch that details military operations and the three areas of NYZ, Heller chooses his own missions. Blacknet will allow Heller to find operations that he can disrupt or take control of for his own purposes, or find important people that will allow him to learn more about what he has become because of the Blacklight virus. It will also help him find out more about Alex Mercer and what his connections are to his family's deaths. The missions that are selectable can be sidequests (sub-missions) or extensions to the main quest that tell Heller more about the Blacklight Virus.
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Gameplay

The gameplay of Heroes VI represents a stepaway from the five original installments. About half of initial schematics, including spells, skills, abilities, heroes, units and buildings will remain present, with the other half being innovative.For example, every faction now features one single hero class (instead of two), evenly adept in weaponry and spellcasting. Another example is the absence of the magic guild, mandatory building for town updates in the previous games. In Heroes VI, the magic guild leveling is replaced by the hero skill/ability wheel leveling, while new spells are learned only at particular dwellings outside the town. Finally, the game will feature only four collectable resources (instead of the classic seven): gold, wood, ore, and blue crystals. Multiplayer will be present.
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Gameplay



Players assume control of Raiden, protagonist of Metal Gear Solid 2: Sons of Liberty and supporting character in Metal Gear Solid 4: Guns of the Patriots. Unlike previous titles in the Metal Gear series, Rising will be a fast-paced action game, and creative producer Shigenobu Matsuyama notes that gameplay will focus on two key elements: swordfighting, and a style of stealth that is more fast-paced and action-oriented than in previous titles, which were Tactical Espionage Action games.
A key gameplay feature for the game is titled zan-datsu (斬奪 lit. "cut and take"?), which involves "cutting" through enemies and "taking" parts from the bodies of dismembered cyborgs and robots.Things which can be taken include life, energy, parts, ammunition, items, and occasionally information. For example, in the E3 2010 trailer, Raiden tears a battery — in the form of a glowing mechanical spine — from a dismembered cyborg enemy, which he then crushes after absorbing energy from it to heal himself.
"Cutting" entails sophisticated swordplay that lets players engage in third person melee combat, as well as precisely slash enemies and objects "at will" along a geometrical plane using a "free slicing" mode. Virtually any object in the game can be cut, including vehicles and enemies, though elements of the environment were intentionally limited to structures such as pillars and walls to better facilitate gameplay. The free slicing mode is similar to other aiming modes in previous Metal Gear Solid titles, but produces a special targeting reticule in the form of a transparent blue plane which can be rotated and moved, tracing orange lines across the surfaces of objects to indicate exactly where they will be cut; it can also be used to enter a bullet time state, giving players the opportunity to precisely slash targets during moments of action, such as slicing through a falling target from multiple angles before it hits the ground. These features can be employed strategically, for example disabling opponents, finding weak points and gaps in armor, severing support columns to collapse ceilings or walls onto enemies, deflecting enemy fire, or cutting through objects to remove enemy cover. This is particularly important when facing cyborgs and robots, as cutting through different areas of their bodies will allow you to take different mechanical parts from within. Although Raiden's main weapon will be his high-frequency blade, he will also have "sub-weapons", Kimura revealed; gameplay footage has briefly shown Raiden wielding a dagger in his left hand.
Rising's stealth elements will emphasize Raiden's considerable speed and agility through what Matsuyama describes as "hunting stealth." Unlike the "waiting stealth" of previous titles, in which players remained hidden and avoided combat, players in Rising will instead quickly stalk their enemies and use acrobatic maneuvers to stay out of sight while closing in. This ties in with the game's zan-datsu feature, allowing them to prey upon enemies to obtain weapons, items, and energy.
Director Mineshi Kimura has stated that Rising would carry on the series tradition of encouraging players to progress through the game without killing, noting that there is a moral difference between attacking cyborgs or robots and attacking human beings, and that there's a "certain virtue to simply disabling your enemies instead of killing them."While it was considered important to give the players freedom to do what they want, Matsuyama has indicated that players will never be rewarded for killing human opponents, and that the game will be designed so that players are never forced to do so

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Gameplay

Decisions from Mass Effect and Mass Effect 2 will be imported into Mass Effect 3 to keep continuity within the series. Over 1,000 variables will be pulled to shape how players experience the final chapter.[10] Unlike in Mass Effect 2, Commander Shepard will start the game with some powers.[8] The character creator will have more features and hair-styles included than in Mass Effect 2 and players will be able to change class when importing their character. There will be no origin-story comic for new players to help them make quick decisions without having to play the previous two games. Upon finishing the game, there will be a New Game+ option that allows players to continue playing after the main story ends or start again with their finished Shepard and collect items they missed the first time around. If players achieved a love interest in both Mass Effect and Mass Effect 2, then there will be two love interests vying for their Shepard's attention in Mass Effect 3.This "love triangle" will be resolved by the end of the game.
Locations in Mass Effect 3 will include the salarian homeworld Sur'Kesh, the asari homeworld Thessia, the turian homeworld Palaven, the quarian homeworld Rannoch, a human mining base in a Martian crater, and a giant city on Earth representing the combination of Seattle and Vancouver. Players will also return to Tuchanka - the krogan homeworld - and Illium.
Mass Effect 3 will have more RPG elements than Mass Effect 2. For the first time in the series, players will have skills that start along a single path and then splinter into two branches where they can select only one upgrade or the other along a sequence of possibilities. Players will also be able to customize their weapons with different scopes, mods, barrels and ammo types.The game will include mini-games (although planet scanning is unlikely to return) and Hammerhead and Mako missions.
As of August 23, 2011, BioWare has confirmed the return of previous characters Illusive Man, Garrus Vakarian, Liara T'Soni, Kaidan Alenko or Ashley Williams, Legion, Tali'Zorah, Urdnot Wrex, Jack, Mordin Solus, Ambassador Udina, Captain Anderson, Zaeed Massani, Kelly Chambers, Thane Krios, Jacob Taylor and Miranda Lawson from Mass Effect and Mass Effect 2. Some characters will not return if they were killed at any point during the previous games. The number of characters available as squad mates will be smaller than in Mass Effect 2 for the purposes of deeper relationships and more interesting interplay, including same-sex relationships for both male and female Shepards. BioWare has also confirmed a new character called James Vega.
Combat
Combat in Mass Effect 3 has been radically changed and refined from Mass Effect 2, and further emphasis has been put on third-person shooter aspects to make the game more commercially viable.[24] In a preview for IGN, editor Arthur Gies went so far as to say the game "plays like a shooter" and that "combat-wise, Mass Effect 3 is in an entirely different space" from the first two games.
The series' cover system has been improved so players no longer need to slide into cover and then hop over objects. Players will have more options for moving around the battlefield, including a refined sprint capability, combat rolling, and the use of climbable ladders. Players can also blindfire their weapons from covered positions, and have opportunities to shoot selected armor pieces and limbs off enemies.Moving and shooting, a previously "suicidal maneuver" in Mass Effect 2, will finally be a viable option because of a revised melee system. Players will be able to execute formidable punches and attacks, and instant melee kills will be introduced specific to each class; for example, by holding down the melee button, a soldier Shepard will deliver a killing blow with a tech-blade in his/her wrist armor. Actual, round, conventional grenades will also be available.
Mass Effect 3 plans to be the most difficult in the series, with increased artificial intelligence to challenge players and increase the sense of reward. Enemies no longer act as individuals as they did in the previous games, instead fighting and supporting each other in units. Enemies include 15-foot tall Cerberus mechs, assault troopers, and ninja-style shock troops, as well as Reaperized husks of all races and Reaper ships ranging from 500m to 2km long. Some changes will be made to already-existing class types; for example, Engineers will be able to build turrets.
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While carrying on from the traditional Mario Kart gameplay, Mario Kart 7 introduces some new gameplay features. One of these includes a hang glider attachment which allows players to drive off ramps and fly through the air in order to clear across obstacles or take alternate paths throughout the course. Driving underwater adds a propeller to the kart, offering a different style of handling. Another new feature is the ability to customize a character's kart, such as changing its tires which effects its handling on certain surfaces. Coins make a return from some of the previous entries in the series, which will allow players to increase their speed or strengthen defenses against attacks.
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The gameplay of Skyward Sword departs from the Legend of Zelda series' traditional flow of alternating overworld and dungeon exploration. The controls are revised, with swordplay based on the Wii MotionPlus peripheral, which allows one-to-one motion control between the Wii Remote and the in-game sword. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. In addition to the sword, there are items such as a mechanical flying beetle to grab items from a distance, a whip, and series staples such as bombs, a slingshot and a bow, which can also be controlled with the Wii MotionPlus. A stamina meter will allow for sprinting and running up walls.Drinking health-restoring potions does not interrupt the gameplay anymore, and the maps were made easier to read, which makes it harder to get lost in the game. The player will have the option to turn off the heads-up display.
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Gameplay

The player controls Adam Collins in a third person perspective. The player can use various tactics to stay alive, including using an empty gun to threaten enemies, finding food and water around the city in order to keep Adam alive and healthy and use of actual live weapons, including pistols, machine guns, and grenades if found. The player can also drive abandoned vehicles. The game has an emphasis on platforming and exploration. The player will scale wrecked buildings and navigate hazardous areas. Gameplay footage shows similar mechanics to the Uncharted series.
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Microsoft Flight is the title of a new flight simulator from Microsoft Studios announced in August 2010, intended to replace the long-running discontinued Microsoft Flight Simulator franchise that has existed for nearly 30 years. In January 2011, Microsoft announced it would be compatible with Windows Vista, Windows Server and Windows 7.
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Director Tetsuya Nomura has stated that the gameplay will be a realistic derivation of Kingdom Hearts's battle system with some elements of a third-person shooter. Nomura has also stated that the game will depart from the light and magical aesthetic of his previous directorial games (i.e. Kingdom Hearts) and opt for a world based on reality. According to Nomura, the world of Final Fantasy Versus XIII is based on the real world and will have actual real world global crisis situations happening in it. In further pursuit of this theme, Nomura has stated that he wants the characters to be "believable as real people" and thus realistic in body movement and facial expressions. As a testament towards his desire for realistic characters, he appointed Jun Akiyama to be the event director due to his experience directing cut-scenes with characters that felt like real people in Final Fantasy XII.
Nomura stated in July 2011 that all the cut-scenes in the game will be real-time and the player will still be in control of the main character while the cut-scene is happening. The player will be able to run around and perform various actions during the cut-scenes such as in Heavy Rain. Nomura has called these new types of cut-scenes "Real-Time Events" and they will make up all the cut-scenes in the game. However, he has also stated that the game will also have some pre-rendered CGI scenes. The real-time events will be triggered by the player unexpectedly and with no forewarning unlike Final Fantasy XIII. Players should expect to suddenly be attacked or trigger certain real-time events while just walking around. For example, when Noctis reaches a pedestrian bridge, a behemoth suddenly appears and attacks. Another example is a plane crashing into the road in front of Noctis while he is running down it. Nomura states that implementing these kinds of real-time events, which transition seamlessly into the flow of gameplay, takes a long time in terms of development.There will also be a new real-time lighting system in place for a day/night cycle. The player also has the ability to take photos whenever they want with Noctis' cell phone.
Battles will take place in real-time environments using all regions of the field, from the tops of buildings down to street level. Nomura said that the game will feature battles that take place in areas with great differences in height, as shown in the trailer, and the players will have to fight using the full environment. This means fighting what's in front, as well as above and below (vertical battles). The battle interface consists of several aspects, mainly Magic, Item, Summons and EX-ARTS. In addition, there are highly animated character portraits on the lower right corner of the screen. The portrait will change according to the character's feelings and current movement similar to Star Ocean: The Last Hope albeit in a wider variety.
The game's combat will be party-based, with each party consisting of a maximum of three characters at a time with players being able to switch between the controlled characters. At the start of the game, the party line-up will be predetermined, though players will get the ability to freely switch out members as the story progresses, similar to Final Fantasy XIII. Each character will have his or her own unique special attack capabilities, and all characters will be able to use magic, although the effect of the magic differs from character to character. For example, when Noctis casts magic, it emerges from his weapon, while for another party member, it may light his surroundings with fire. Noctis is the only character capable of equipping all weapon types in the game; other characters each have their own unique specialties. For example, one of the characters is a gun specialist who can switch to a third person view for precise aiming at the enemy's weak points, buildings, and other objects.
Nomura has also stated in Dengeki PlayStation that he aims to create previously unseen "tricky" battle sequences, reminiscent of the CGI film, Final Fantasy VII Advent Children. He has also stated that the development team have been implementing a traversable world map, used in the main Final Fantasy series up until its removal in Final Fantasy X. Nomura later commented, in an interview conducted via Twitter, that players will be able to control an airship around the world map.
Like some of the previous games in the Final Fantasy series the game will feature large open fields in the world map which allow players to walk through almost anything on the field apart from the mountains. Nomura has also mentioned that the fields are truly vast and that it was very far to traverse from one end to another; thus, to facilitate easy navigation, the game will feature the return of vehicles such as an airship along with a form of fast travel between specific locations on the world map as well as a car, allowing players to easily traverse the large fields. Players can ride cars, aircraft and Chocobos; they can also steal tanks.
One of the trailers shows Noctis selecting from a number of different weapons to defeat the enemy soldiers in front of him. The various weapons in the game will have different methods of attack, and some will even be usable as shields to go along with Noctis's crystal power. Weapons will have some sort of customization such as elemental attacks as well. The trailer also showed Noctis warping around killing enemies. Nomura explained that players won't be able to warp freely to every spot but will be able to warp to the location where the sword is placed but is limited to an attack gauge. This is one area that is being tested on so it's a matter of time to see if this all makes it into the final product. Summon beasts are in the game and will have to be defeated to be used. Nomura has also said that the game may have Sixaxis support.
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GAME PLAY:
Dota 2 combines the real-time strategy element of traditional top-down perspective, while also incorporating the leveling and itemization system of a role playing game. Players are pitted against each other into two distinct factions called the Radiant and the Dire. The Radiant is a light, nature-oriented faction based at the southwest corner of the map, while the Dire is a dark, volcanic-themed faction based at the northeast corner. Players assume the role of a "hero" - a strategically-powerful unit, who, through combat experience, may progress to a maximum level of 25. The basic setup of Dota 2 places two strongholds defended by towers and waves of units which guard the main paths leading to their base with critical structures called Ancient Fortresses at opposing ends of an evenly-balanced map with multiple connecting regions identified as "lanes", in which enemy units primarily traverse, while also combating powerful defensive towers along the way. Players are split into two teams, ideally in a five-on-five format, to compete as the primary defenders for each Ancient Fortress.
The overall objective of each match is to battle through the opposing force's defenses, in order to arrive at and destroy the opponents' Ancient Fortress. Because Dota 2 is highly team-oriented, players must coordinate with their teams in order to achieve victory. The towers and stronghold defenses are invulnerable to attacks so long as the towers nearest to the enemy side still stand. Periodically, groups of weaker infantry units commonly called "creeps" are spawned, which move along their lane until they reach an enemy unit or structure, which they will then attack.
The currency of the game is gold, which is granted periodically, but accumulates at a practical level by defeating enemy forces. Defeating forces grants a distributed amount of gold to the offending team, with the greater portion being retained by the player who delivers the killing blow. A common technique utilized to prevent the opposing faction from accumulating gold from a kill is "denying", which constitutes destroying an allied unit or structure, which is best employed when it is close to death. Players also gain experience, which accumulates to gain higher levels. The greatest proportion of gold and experience comes from destroying higher priority forces, such as enemy heroes and towers.
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The game is neither a sequel to Doom 3 nor a reboot of the franchise. It was announced as in production on May 7, 2008,] after John Carmack hinted at it at QuakeCon on August 3, 2007.
There are suggestions that, like Doom 2, it will take place on Earth,[6] and will feature gameplay more akin to the original Doom games rather than the horror styled gameplay of Doom 3.
On August 1, 2008, John Carmack, the co-founder and technical director of id Software said that Doom 4 will look three times better than Rage does, as it runs at 30 frames per second, on Xbox 360 and PlayStation 3, rather than 60 that Rage targets.[8] In Windows, Doom 4 will run at 60 frames per second with state of the art hardware. In 2009 he revealed that the multiplayer component is being developed separately and will run at 60 frames per second
On April 10, 2009 GameSpot published an interview with id Software's CEO Todd Hollenshead in which he revealed that Doom 4 was "deep in development." He stated however that the game was "not [in] pre-production". The development team is "relatively new" and id is "still actually hiring people" onto the Doom 4 team. GameSpot asked Hollenshead if Doom 4 would be "a sequel? A reboot? A prequel?" and his response was "It's not a sequel to Doom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those."
On June 23, 2009, ZeniMax Media, best known for Bethesda Softworks, acquired id Software and announced that all future id Software games will be published by Bethesda Softworks, Doom 4 being one (in addition to Rage and future Quake titles).
During QuakeCon 2009, Hollenshead announced that there would not be any news released for Doom 4 until the next QuakeCon in 2010. But during the beginning of QuakeCon 2010 Hollenshead said the development team was not ready to give a demonstration on the game. Tim Willits did however talk to the press in May 2010 to boast that "it'll be even more awesome than Rage."
In a 2009 interview, actor Brad Hawkins said "I do know we are dealing with a post war/post apocalyptic event that civilians and military are fighting for their survival."
id Software technical guru John Carmack has told OPM UK anyone expecting to wait a long time for Doom 4 will have a shorter wait than first thought. Carmack told the magazine that the shooter should not take as long to get out the door, unlike Rage, which was announced in 2007 at QuakeCon, and will not be out until October 2011.
Near the end of E3 2011 John Carmack was interviewed with Gamespot and mentioned that "as soon as Rage ships, the core tech team moves over to start making things happen on the Doom 4 project." In addition, Carmack said that Doom 4, with regards to consoles, will run at 30 frame/s for single player and 60 frame/s in multiplayer, stating that "you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful. -- So [in single player] we can have 30 demons crawling all over you on there."
At QuakeCon 2011, John Carmack said that "there is really not any news" on Doom 4 and that he wanted to devote this year solely to Rage. He also mentioned that Doom 4 will be using a new scripting language that is based off C++ and called it "super-script". This so called "super-script" is a subset of C++ with features like "scheduling", "full performance" and "type safe". Carmack added that once Rage ships, its development team will move to Doom 4 – to speed up on that project. Doom 4 might also feature dedicated servers unlike Rage.
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