Thursday, June 26, 2014

Valiant Hearts: The Great War | Codec Moments


With E3 largely having been a mixed bag of controversy and confirmation of/extra insight into what a lot of us were anticipating, that’s not to say there wasn’t a sprinkling of surprises on display.  Case in point, Ubisoft Montpellier’s latest Ubiart Framework title, Valiant Hearts: The Great War.  A World War 1 puzzler based on letters studied by historians over the years since the war began a full century ago.  The reveal trailer made the fairly hefty promise of delivering a powerful gut-punch right in the feels and I’m entirely certain it caught a lot more attention than simply my own.  Much like a shock trooper unit, Valiant Hearts found its way to the frontline quickly – being the first E3 2014 reveal to release, other than Entwined – but does it justify the combination of sadness, joy and intrigue felt by many while viewing that first trailer?

As the story begins, the scene of things to come is set as we’re introduced to Karl, a young German living on a farm in Saint-Mihiel, who has been ‘asked’ to leave France and is forced to return home where he will serve his country.  Leaving behind his wife and newborn son, Marie and Viktor, as well as his father in-law, Emile.  Shortly after this, Emile is also called forward to serve for France and he, too, is forced to leave behind his daughter and grandson.  Being the first of five characters we assume control of, Emile carries the responsibility of being the first insight into what to expect from the game overall.  Almost every aspect of the war is covered, not excluding, but far from limited to, the events taking place on the battlefield.  Making his way to the town of Saint-Mihiel, Emile enlists within the ranks and begins his training, which serves as a brief tutorial for the remarkably simplistic control scheme, before being sent to the Paris to await assignment.  During this time, Emile writes home showing concern for his family and consternation for the oddly high spirits he has encountered since arrival.


Soon after this Emile encounters a future friend in Lucky Freddie, an African-American soldier who volunteered with the Allied British forces for motivations few beyond revenge.  With little left to lose, he is the character most frequently found embracing the more dangerous events in the road ahead.  Other characters, including Ana, a Belgian student and pacifist who volunteers as field medic; George, a British fighter pilot who lied about being able to actually fly a plane; and of course Walt, the painfully endearing dog on everybody’s mind.  Each brought into the fold with their own individual stories to ultimately share one unified story of fighting, surviving and living alongside one another… but I can’t sit here and explain the whole story, can I?  Each character is very different, serving unique roles and causing there to be a great many ways to experience the various aspects of the events taking place.

Suffice it to say, the key component to this game is the narrative and it serves extremely well.  Despite the fact that all characters, both playable and otherwise, speak – or should I say mumble – in their own respective languages (except in letters, where the narrator speaks on their behalf), the character development excels none the less.  Given the situation, actions and motivations for said actions, you will be compelled to empathise and support these characters within the first few minutes of them having been on screen.  It’s a big and passionate story that covers a lot of ground both emotionally and geographically.


One of the things I particularly liked about it was the grey area discussion, the moral ambiguity behind both allied and enemy forces on a person to person basis.  Even though the French suffered heavily at the hands of the Germans and the game was developed by a predominantly French team who lost family in this very war, they chose still not to portray every single German as a slavering abomination with no motivations beyond the “let’s kill stuff because it’s fun!” kind we have come to expect their portrayal to be in all forms of entertainment media.  This was, after all a World War, so you can also expect to see people from all over the world being represented and not just French, British, German and a handful of Americans.  The gameplay, as is no surprise, is puzzle gameplay, but to call it that stirs up the wrong connotations.  What’s going on here is much more than simply “oh look, a jigsaw puzzle” or “I stand here and get them to stand there and the door opens”.


Firstly, those action sequences you can find in gameplay footage have more agency than it would at first appear.  There’s a nuanced method at play that makes them look intense and rehearsed while actually not being quite so straight-forward.  For instance, there are charge events in the game, but carelessly running forward with no consideration for the fact that you’re being bombarded simultaneously is a surefire way to bring the story to a very anticlimactic end.  The puzzles are handled in a way I could only describe as a combination between Portal and a point and click adventure.  When Walt is present, you have tangential control over him and he can go places you cannot go, retrieve items and interact with objects out of your reach and carry items when you are already encumbered.  The puzzles are ingenious, more varied than you would ever believe and require subconscious attention to detail.  Due to the increasing complexity to some of the many puzzles found within, there is a timed and layered hint system to keep the story flowing and they even bring music into the gameplay at points.  Very well.  But that can be a surprise.

Strewn about each level, you will discover an assortment of items that, as well as being collectibles, also add a little history lesson to the games infobase, on things such as how ID tags changed over the years or how the Germans had the heaviest helmet ever put into production and more.  Journal entries from each of the characters update frequently for those interested in how the other characters are keeping outside of knowing when they’ll next get to see or play as them, and certain events and occurrences will trigger information on whichever it may be.  For instance, while walking through a muddy trench at a certain point you will be given the option to learn a little about how muddy trench life truly was for these soldiers.  All of this comes with Facebook and Twitter sharing options prominently displayed for like-minded friends and acquaintances.


From a design perspective, the UbiArt Framework Engine has showcased some real talent in its three most noteworthy titles.  The weird and wonderful in Rayman, the serine fairytale world found in Child of Light, and now the beautiful yet haunting theatre of war in the early 1900’s.  It looks fantastic, but do not let that fool you, the things you’re going to see are not going to make you feel all warm and fuzzy inside.  The originally composed music is fantastic.  Both effective in it’s given purpose and very well implemented with that dynamic shifting for flipping tone in a heartbeat.  There are also sequences within the game that use familiar classical music to play a role in what you’re to do in that given moment.  Kind of like a rhythm game but nowhere near what comes to mind when you hear the words “rhythm game.”

All in all, there’s a lot I’m afraid to say here because I sincerely don’t want to spoil the game for anyone interested.  Something like this doesn’t come along often and I would hate to be the guy that ruins it for anyone.  What I will say is that when I finished Child of Light my first thought was “I hope there’s more of this sort of stuff to come!”.  The artistic, out of left field (some might say) time fillers between big name Ubisoft franchise releases… and this confirms it.  I don’t know where they plan to go next with this “let’s try something crazy unexpected” initiative, if at all, but I sure as hell look forward to finding out.  I’m no history buff, I am not notably learned in this particular area of our past so I don’t know how much of the events on display here are true and how much is embellished for the sake of narrative, but I’m going to go out on a limb and say that the war was ‘probably’ pretty atrocious.  Regardless of whether or not these particularl people existed, when we’re talking numbers of 70 million people fighting – that’s not including field medics like Ana or Dogs like Walt – my guess is this story didn’t just exist once, it did so hundreds of times.


To answer my previous question of, “does it justify the combination of sadness, joy and intrigue felt by many while viewing that first trailer?” Yes, yes it does.  This is a strong contender for the most inspiring game I will play this year and if you so much as felt yourself tearing up at the reveal trailer, get ready to feel like your eyes are on fire.

A review code for the PC version of Valiant Hearts: The Great War was provided by Ubisoft’s PR team.

Rating: 10/10

Sleeping Dogs Devs Working On 2015 Free To Play Title, Could Be Triad Wars


Sleeping Dogs developer United Front Games has signed a deal with Nexon America to publish a free-to play-game, which is slated to release in 2015.
We’re not sure what this might entail, but the way it has been spoken of by Nexus certainly implies the game could be a AAA quality title…
"We can't wait to unveil our new title with Nexon America - we're confident it's going to be a smash hit," UFG boss Stephen van der Mescht said in a statement on the game.
Back in October last year, United Front Games confirmed that it was working on a game called Triad Wars that was to be set in the Sleeping Dogs universe. Of course, we don’t know that this is the title, but given the release date Triad Wars would certainly be a plausible candidate for the launch. We even got a couple of screenshots of the game back when it was first revealed, so it seems like it is slowly cooking somewhere at UFG.
As well as Sleeping Dogs, United Front has had something of a diverse palette of games in the past few years, creating LittleBigPlanet Karting, ModNation Racers and has recently worked on Tomb Raider: Definitive Edition.

Tuesday, June 24, 2014

GRID Autosport Review | Codec Moments

GRID Autosport
It's not always about speed.
Coming a little over one year after the last instalment, GRID Autosport continues the focus of multi-discipline racing gameplay that is the cornerstone of the series, but shifts focus away from pick-up-and-play arcade action and into a more hardcore track and car setup based arena.  Does it deliver a pure racing experience usually reserved for the games that like to use “sim” in the advertising, or does it keep its accessible roots so that anyone can drive it?  Don your Nomex suit, gloves and helmet (or not), and read on to find out.
To a degree, booting the game up to the menu felt like coming home – I hadn’t had a good experience with GRID 2 and wasn’t expecting to play another game in the series, but Codemastershave a unique way of presenting their games which draws you in and feels familiar, and you instantly know you’re in something that’s been built with the Ego engine.  All the usual touches are there that add to the immersion: setting your own first and last name, language, country, and working out what nickname you want the in game voices to call you.  I actually went for my own name this time round and there’s something satisfying about being welcomed back and encouraged by someone who at least sounds like they know you.  What’s also a great touch is that the game lets you choose exactly how difficult a time you want to have with a considerable amount of customisation available.  Want to have easy opponents but challenge yourself with no traction control, ABS or racing line?  No problem.  How about hard as nails AI but a car that nearly drives itself?  It’s up to you.  The good part is that there’s a baseline XP awarded regardless of how you decided to tackle the events, and changing the options either raises or lowers a percentage bonus XP depending on how easy/hard you want it.  And believe me, you’ll want to get some of that bonus XP coming in as soon as you can.  I need to stress this because I think it’s one of the best things I’ve seen in a racing game – putting you in full control of how it works so that you can get the most out of the game.
Once you’re through the setup though it’s time to pick a racing discipline and get going.  There are 5 to choose from, each coming with it’s own intro video so you know what you’re letting yourself in for, and all are pretty self explanatory – race as fast as you can and beat the competition.  There’s Touring, Endurance, Open Wheel, Tuner and Street, each offering a different 4-wheeled experience and covering nearly everything you could want in a racing game (barring rallying, which they’ve got their own series for anyway).  All is familiar up to this point, it’s when you load the “season” that things are a bit different.  Every event you pick is classed as a “season” of racing, so picking the first Touring event is two races on circuits in touring cars that follow the format of a race weekend – Friday practice, Saturday qualifying, and two sprint races on Sunday.  Pretty much all the disciplines follow this structure with some minor tweaks to the qualifying and number of races depending on what you’ve picked.  Endurance is about driving for a set time limit, usually at night; Open Wheel is in fast, purpose built track machines; Tuner is for custom spec machine races and drifting; and Street is about driving fast through tight, twisting city streets and trying not to crash.
The course and cars are varied enough that you don’t tend to repeat the same combinations, and when you visit locations more than once there’s a good chance it’ll be a different layout to learn.  This though is where I feel the shift from accessible arcade racer to borderline simulation kicks in.  Each time you visit a track you’re going to have to spend some time in practice learning it and setting your car up, otherwise you’ll not stand a chance.  Then, if you’ve got the option, qualify.  Fail to do this and you’ll be fighting from the back of the pack trying not to get rammed off the road by the aggressive AI, or getting a puncture or too much damage because that will mean a restart.  Of course, you can switch all the settings to easy and turn damage off, though you’ll be removing a large portion of the challenge and the XP boost.  Following the practice and qualifying routine, the races become something you feel you’ve earned, but at times I wanted to just get into it without needing 20 minutes of orientation, especially if I only had half an hour to play.  Be prepared to spend time with GRID Autosport, it’s not short or “quick fix” gaming.
Working your way through the disciplines and building XP opens up the GRID championships which you can get to at levels 3, 6 and 9.  These consist of combining all the race types into one long event (around 10 unique races) and challenging you to come out on top.  It sounds like a repetition of the work you’ve already done to open them up, but there are different track layouts and vehicles to sample, and the rewards are there in terms of more XP to keep climbing to the top of the rankings.  One thing that’s clear with this game is that it’s not all about coming first, especially when you’re in the lower teams.  Their targets are all about beating those with a similar performance, so not coming in first doesn’t mean you lose out, and you feel a little less pressure than maybe you would in other racers.  Flashback also makes a return so if you make the odd mistake you can hit a button to rewind time and try again. Quite smartly with this, your opposition won’t necessarily do the same thing again so it’s not a get out of jail free card, it just means you can put your tyre back on if it’s been punctured or you’ve caved your engine in.
What about the handling?  There’s not much I can say here other than it’s classic Codemasters with a bit more emphasis on setup, which is implemented simply to make it easy to do.  The cars roar, brake, slide, grip and crash as well here as in any other game, and the damage modelling is impressive.  One of my favourite moments so far has been heading down the Sepang main straight with the cars in front of me spewing bits of bodywork into my path.  You can get the hang of the types of cars pretty quickly, it’s just learning the tracks and perfecting your lines that need the concentration and commitment.  One thing you’re always aware of is that the car will handle exactly as you expect it to, as long as you’ve set it up right, and the slower more basic cars are much more forgiving than the high powered monsters.
So I’ve been pretty complimentary so far, sadly there have been a couple of things I’ve been avoiding.  Firstly, the graphics.  There’s nothing wrong with the way it looks as the screens on this page show (though these are the PC screens, not the PlayStation 3 version I’ve played).  However, in motion I’ve never seen so much screen tear in a game.  It pretty much always happens in the races, but practice and qualifying are fairly smooth (and even some of the online races too), and I had to turn off the camera shake option because it amplified the stuttering and tearing.  There’s screen tear in a lot of games (anything with the Unreal engine on the PS3 for instance), but usually it’s limited to the very top of the screen, GRID Autosport has it affecting the top quarter and it’s really distracting.  Secondly there are audio problems.  I like the pit crew radio and its feed of information, particularly as you can hit a button to get an update when you’ve turned the HUD off (XP bonus!).  It’s great when it works and gets the information right, annoying when it’s telling you someone else is winning despite you knowing you’re out in front, or you just get a static click and silence.  I’ve experienced a lot of disappearing engine noise which can be triggered, for instance, by flashbacks or going through a tunnel, that lasts for the whole race weekend regardless of moving to a race or restarting.  I like ambient noise, I just prefer to drown it out with a V8 roar when I’m hurtling through downtown Dubai.  There’s also the YouTube upload option that doesn’t actually send the video to YouTube.  I’d recorded some snippets of action to drop in here to show where the game shines, spent the time rendering the video, uploading, and they’ve disappeared into the ether.  It’s not exactly a quick process either.  At least this should be easily fixable, it sounds like some of the other Codemasters games are suffering the same fate at the moment after a quick trawl of the forums.
The online is a tough one to talk about because there’s no one playing at the moment seeing as the game hasn’t come out at the time of writing.  It looks like there’s pretty much all the game modes available online as offline, and everything’s geared towards a party mode and keeping friends together, linking in nicely with the RaceNet system.  There are also RaceNet challenges which were active whilst I’ve been playing, and these are specific vehicle and track combinations for you to test your skills against the rest of the world.  It was fun being top of the leaderboard for all of 35 minutes on one of them, and being 7th in the world overall as I write this (that’ll disappear with half an hour of the game coming out!).  This may be the part of the game that really stands out, and I’ll update this review in a couple of weeks after I’ve sunk my teeth into it.
Overall, should you buy GRID Autosport?  There’s a lot going for it, especially as there’s a bit of a drought in racing games at the moment.  I can’t recommend it on the graphics, the screen tearing is bad; the audio issues shouldn’t have got through QA; and YouTube uploading is not working for some unknown reason.  However, I would recommend it if you’re looking for a solid racing game with a huge amount to do and plenty to work at.  I’ve been enjoying it because when I look past the superficial parts that don’t sit right, at its heart it’s a pure racing game, and it’s made me work to improve my skills, something I’ve not had to do so consciously since the original Gran Turismo.  I will finish with one final question though, why hasn’t it come to the next generation systems?  It could clean up at this point in time with the delayed DriveClub and The Crew.

Rating 7/10

A review copy of GRID Autosport on PlayStation 3 was provided by the Codemasters PR team.

Metro Redux Release Date Confirmed

Deep Silver today confirms that Metro Redux will hit stores on the 26th August in the US, and the 29th August in Europe. 



The boxed copy of Metro Redux contains remastered versions of both Metro 2033and Metro: Last Light, with all previously released add-on content. Both campaigns can be tackled in ‘Spartan’ or ‘Survival’ play styles, and the legendary Ranger Mode is also included in both games. Metro 2033 Redux and Metro: Last Light Redux are also available separately as digital download only. 


The current situation of Crytek UK and how it’s impacting the development of Homefront : Revolution and it’s possible release


In the last few weeks, many reports have revealed that Crytek UK is not doing so well in terms of financial stability and in terms of management.
Now it seems that since the development of Homefront : Revoluton started over 30 developers of the team have left Crytek UK. This information comes from an article published by Eurogamer.
It seems like the current situation that Crytek UK is going thorough will indeed impact game development, and if things get worse it’s possible that the game might not even see the light of day.
It has been reported by a source close to the website, that the employees are getting paid late and this might create a huge impact in the team’s moral. Not only was this revealed but apparently according to a post in Kotaku, revealed that Free Radical Design co-founder Karl Hilton had left his role at Crytek UK as managing director.
Changing a managing director during a middle of a game development process is not the best idea, especially if all these issues going around are true.
Not only this is an issue, but apparently according to Glassdoor feedback, ( a website for people to give feedback on the employer) it’s said some worrying comments from the users who sent feedback. ( Please take it with a grain of salt as we do not know whether this is true or false, there’s even been bullying reports in Glassdoor)
Quotes below :
A user posted early this month the following :
The management for the UK studio was given by proxy to the most senior member of the team after the administration from Free Radical. This individual had previously left to start their own venture, that had flopped and seen them come back, just in time to take the position in the power vaccume left by most of the directors leaving.
This lack of experience leads to daily changes of direction, poor choices, an obvious and gratuitious ‘old boys club’ made of friends of management, open hostility towards those who disagree with work often being thrown away and direction in areas of the game where the management has little or no experience.
And the most worrying feedback from the same user was :
 The big players in all departements have left or are leaving, and the studio is being reduced to a poor combination of yes men, those too stuck by mortguages or families in the economic climate to move on and the newer recruits who don’t have enough experience/reputation to question the crazy changes of direction.

 Another user said :
Some managers that don’t seem to know how things are made nowadays. They also are involved too much into game design decisions sometimes which leads to wasted milestones when they realize their input was pretty bad.
Now, we don’t know whether this is true or not, but recent reports close to various websites around the web are reporting the same issue regarding management.
But regarding the development of Homefront : Revolution there have been reports saying that the leaders/managers don’t know anything or have the minimum experience required, this might not be good for the game itself.
So far it seems that things aren’t going well , but we expect that Deep Silver is in contact with Crytek to help the studio to manage and release it’s upcoming Homefront game.
Homefront was a IP that used to belong to THQ before it was sold on a auction to Crytek, the studio has been reportedly working on it since 2011.
The game is slated for a 2015 release and we hope the game hits stores shelves.

Monday, June 23, 2014

Ubisoft Trying Really Hard To Not Delay Assassin’s Creed On PC

Assassin’s Creed’s history with PC tardiness is about as well-documented as the Templars’ involvement in history isn’t. Almost annually, the story is the same: Ubisoft is non-committal about a PC date, release gets close or close-ish, and then the publisher suddenly announces a delay of a few weeks. It’s nearly as much of a tradition as annual Assassin’s Creed releases themselves. But will it happen again this time, or has Ubisoft finally kicked its inexplicable (or at least thus far not well-explained) delay habit to the curb? Well, if nothing else everything’s going according to plan so far. Ubisoft told me that it’s trying really hard for a simultaneous release of Assassin’s Creed Unity.
“We’re always aiming to ship all our games on all platforms at the same time,” producer Lesley Phord-Toy told RPS. “I don’t have any specific news on the PC version of Assassin’s Creed Unity, but I do know we’re planning on shipping on all three [platforms]: Xbox One, PlayStation 4, and PC. I haven’t heard any news differently than that.”
I asked why PC delays are so prevalent for the series, and Phord-Toy gave her perspective from being producer on Assassin’s Creed IV’s PC version, specifically.
“It can be challenging,” she said. “PC has a variety of different hardware configurations that you can’t necessarily predict. On a console you know what’s in the box. Every customer has the same configuration for the most part, and first-parties push firmware updates so everyone has what you’re expecting to have. PCs are nowhere near as consistent. So it can be extremely challenging to try and support as many of those permutations as possible.”
Granted, those issues don’t often drive other publishers to last-second delays (anymore), so it’s kind of a puzzling response. That said, Phord-Toy also spoke of Ubisoft’s new commitment to bolstering its PC support teams so that any early issues can be squashed quickly. Can’t knock Ubisoft for that. She then concluded hopefully:
“Like I said, Ubi has been very successful at achieving same-ship in the recent past, so we’re very confident that we’ll be able to do the same for Assassin’s Creed Unity.”
Granted, that doesn’t mean a whole lot until something actually happens to wash the bitter taste of Ubidelays and Uplay outages out of our mouths, but it’s not like being upset at Ubisoft is fun. I very much hope they get the issues in order so we can properly enjoy their games. They make some cool stuff from time-to-time. I just wish they’d make it, you know, better. And maybe also get their priorities in order, but that’s another (series of) stories.

5 Most Disappointing Games Of 2014 So Far

Lightning Returns: Final Fantasy 13
Based on the first two Final Fantasy 13 games, I shouldn't have expected much fromLightning Returns. Square Enix managed to get my hopes up with some interesting features, though, like free exploration, more action-like combat and a ticking game clock. 

This faith turned out to be misplaced. The new combat system turned out to be great but it was trapped in the middle of a not-so-great game. Thanks to poor environment textures and tedious quests, the world wasn't worth exploring. The in-game clock was a hassle, forcing you to either hurry through a list of tasks or wait around for some timed event. 

These flaws may have been forgiven if the story was satisfying but it's barely understandable. The final chapter of Lightning's story is heavy on both plotholes and metaphysics. Lightning Returns wasn't a teary send-off of the trilogy. Instead, it made me glad Lightning was going away for good.


Thief
The first three Thief games are classics in the stealth genres. The 2014 Thief reboot, released a decade after the third game, won't be so fondly remembered

The development team at Eidos Montreal preserved the basic sneak-and-sap gameplay the heart of the series. They didn't manage to modernize that formula successfully, though. The small, segmented game world with limited paths was okay in 2004 but feels claustrophobic these days. Thief's combat shows its age as well. 

In some respects, the game manages to fall short of the standard set by the original trilogy. Missions are more linear, with mandated chase scenes that force you to free-run along a set route. Cynical hero Garrett has become a stoic ghoul. All of the interesting factions of his city, like the fanatical Hammerites, have been removed. Thief duplicates many of the mechanics of the older games but none of their heart. 

Even worse, the poor quality of the reboot may have doomed the chances of a sequel. We could be waiting a very long time for Garrett's true return. 



Watch Dogs
A lot of players were disappointed that Watch Dogs didn't have the same level of visuals as the E3 2012 demo. That's not really what got on my nerves about the game, though. 

What bugged me about Watch Dogs is how much it felt like every other open-world Ubisoft series. Climb the towers, find the side quests, do the side quests to get more money for equipment that - come on, guys. Don't you get bored of just recycling the same structure over and over? 

Even when compared against sandbox games from other studios, Watch Dogs doesn't stand out. Police pursuit becomes a joke when you realize they can't chase you into the water. Cars always feel like they're driving on patches of black ice. Ubisoft relies on the old "slow-mo ability" trick to liven up the shooting. Then there's Watch Dogs' flavorless portrayal of Chicago and its equally dull protagonist Aiden. 

To be clear: Watch Dogs isn't a bad game. It could have been much better than the final product, though. Ubisoft had some interesting ideas (hacking electronics, spider tanks) and diluted them with a by-the-numbers action game. 


Elder Scrolls Online
Elder Scrolls Online sounds like a fantastic game on paper: Skyrim with multiplayer! However, in trying to make a good MMO and a good Elder Scrolls game, ZeniMax ended up failing on both fronts

The traditional Elder Scrolls experience of exploring a vast open world existed in ESObut with strong compromises. The leveled quests and areas forced you to follow a linear path through the game world. The "forgotten" dungeons of Tamriel were overrun with other players or bots, killing the dungeon-crawling joy of the single-player games. 

ESO players weren't getting enough to offset these sacrifices. As an MMO, the game fell short of its competitors. Bland fetch and kill quests, a limp storyline, and underwhelming dungeons make it tough for me to recommend the game over any other rival game - some of which don't require a monthly subscription like ESO

Elder Scrolls Online could have been an evolving, growing experience that kept droves of Skyrim fans entertained for years ahead. Maybe some players will stick with it that long. Personally, though, I couldn't make it past the first month. I'd rather wait for Elder Scrolls 6


Castlevania: Lords of Shadow 2
Castlevania: Lords of Shadow 2 seemed like a game that would at least be good, if not great. It was MercurySteam's follow-up to their well-regarded reboot of the series, with a new plotline set in the present day. How could they screw up the formula they had used to great success in 2010? 

The answer to that question turned out to be, "Arbitrary rat stealth sections." Yes, that's right. Dracula, the time-traveling superman, is forced to morph into a rodent to scurry past space marines. It wasn't the only misstep by the development team but it was the most baffling one. 

The still-fun combat system carried over from the first Lords of Shadow couldn't save the sequel from its various flaws, like the incomprehensible story, bland environments and over-reliance on Quick Time Events. Lords of Shadow 2 only succeeded in convincing us that MercurySteam's decision to walk away from the series was a good one. 

Sunday, June 22, 2014

Batman: Arkham Knight Release Date Leaked By Microsoft Store?


The mystery of Batman: Arkham Knight's release date may have been solved. Gamers noticed that the Microsoft Store is now listing a February release date for the open-world action game. 

The Microsoft Store's listing for Arkham Knight says that the game will launch on February 24th, 2015. It does sound like a plausible date. February 24th is a Tuesday, the day of the week when games traditionally launch in North America. 

The date is mentioned on the PC and Xbox One listings of the game. That should be a relief to PC gamers. They sometimes get shafted on multiplatforms releases, with the game hitting their platform weeks or months after consoles. Presumably February 24th applies to the PS4 version of Arkham Knight as well. Here are screengrabs of the Microsoft Store in case the listing gets edited: 




Batman: Arkham Knight was first announced for a late 2014 release. However, Rocksteady confirmed with the Batmobile trailer that they had pushed the launch back to 2015

"Now Batman: Arkham Knight is totally awesome," Rocksteady's Dax Ginn said in aKotaku interview regarding the delay. "The thing about awesome, though, is awesome takes time. And totally awesome takes a lot of time. So in collaboration with our colleagues at Warner Bros Interactive Entertainment and DC Comics, we have decided to extend the development time of Batman: Arkham Knight." 

"The very simple reason for doing this is to ensure we are delivering the awesome level of quality that Batman fans and gamers expect from this, the final episode and the epic conclusion to the Rocksteady Arkham trilogy." 

Late February usually doesn't see a lot of big releases. Many publishers wait until March or later to start rolling out their big releases, perhaps to keep distance from the big holiday season launches. However, February 2015 is getting awfully crowded. The Order 1886 and Witcher 3 have been confirmed for February 20th and February 24th, respectively. 

Batman: Arkham Knight pits Batman against a group of supervillains, led by Scarecrow. The villains have taken over all of Gotham and turned the city into a warzone. Batman can hop behind the wheel of the Batmobile for the first time in theArkham series to take out the enemy's heavy artillery or quickly travel Gotham. This will also be the first game in the series not released on Xbox 360 or PS3.

12 Console Exclusive Games That Badly Need a PC Release

12. BAYONETTA


Bayonetta is a third-person action game for the PlayStation 3 and Xbox 360, developed by Platinum Games in cooperation with publisher Sega. Bayonetta centers on its title character, the witch Bayonetta, who uses firearms and magical attacks to fight against angelic enemies. The game’s developers designed its characters with modern style and fashion in mind, and are composed with a largely upbeat soundtrack.


11. GRAN TURISMO


Gran Turismo 5 is the fifth game in the Gran Turismo sim racing video game. Developed by Polyphony Digital and published by Sony Computer Entertainment, it was released for PlayStation 3 on November 24, 2010.


10. DRAGON’S DOGMA


Dragon’s Dogma is an action role-playing video game developed and published by Capcom for the PlayStation 3 and Xbox 360. The game features an open world fantasy setting, in addition to hack and slash and survival horror gameplay elements, and was released on May 22, 2012.


09. THE LEGEND OF ZELDA: OCARINA OF TIME 3D


The Legend of Zelda: Ocarina of Time is an action-adventure game co-developed by Grezzo and Nintendo for the Nintendo 3DS handheld console exclusive. The game features an updated version of The Legend of Zelda: Ocarina of Time and a mirrored version of the rearranged dungeons from the Master Quest version of the game, along with updated graphics and added 3D effects. This game also should be released for PC.


08. INFAMOUS


Infamous is an action-adventure video game for the PlayStation 3. The player controls the protagonist Cole MacGrath, a bike messenger caught in the center of an explosion that devastates several city blocks of the fictional Empire City. The explosion sends the city into chaos while Cole finds himself with new electricity-based super powers. Though the game’s story follows Cole using his new abilities to restore some semblance of order to Empire City, the player is given several opportunities to use these powers for good or evil purposes in the game’s Karma system. These choices ultimately affect character growth, the reaction of the City’s populace towards Cole, and finer elements of gameplay and the story.


07. HALO 3


Halo 3 is a first-person shooter video game developed by Bungie for the Xbox 360 console. Halo 3′s story centers on the interstellar war between twenty-sixth century humanity and a collection of alien races known as the Covenant. The player assumes the role of the Master Chief, a cybernetically enhanced supersoldier, as he battles the Covenant. The game features vehicles, weapons, and gameplay not present in previous titles of the series, as well as the addition of saved gameplay films, file sharing, and the Forge map editor—a utility which allows the player to perform modifications to multiplayer levels.


06. KILLZONE SERIES


Killzone is a first-person and third-person shooter series of video games exclusively for PlayStation. Killzone currently consists of six games spanning over the PlayStation 2, PlayStation Portable, PlayStation 3, PlayStation Vita, and the PlayStation 4.


05. METAL GEAR SOLID SERIES


Metal Gear is a series of action-adventure stealth video games, created by Hideo Kojima and developed and published by Konami. The player takes control of a special forces operative Solid Snake who is assigned to find the titular super weapon “Metal Gear”, a bipedal walking tank with the ability to launch nuclear weapons. As the first two episodes was released for PC. There is a huge fan of this series and it should be release for PC.


04. RED DEAD REDEMPTION


Red Dead Redemption is an open world western action-adventure game developed by Rockstar San Diego and published by Rockstar Games. It was released for the PlayStation 3 and Xbox 360 consoles on May 18, 2010. The game, set during the decline of the American Frontier in the year 1911, follows John Marston, a former outlaw whose wife and son are taken hostage by the government in ransom for his services as a bounty hunter. Having no other choice, Marston sets out to bring the three members of his former gang to justice.


03. GOD OF WAR SERIES


God of War is an action-adventure game series loosely based on Greek mythology. Debuting in 2005, the series has become a flagship title for the PlayStation brand, consisting of seven games across multiple platforms. It should be release for PC.


02. UNCHARTED SERIES


Uncharted is an action-adventure third-person shooter game series developed by Naughty Dog and published by Sony Computer Entertainment for PlayStation exclusive. The series follows modern-day treasure hunter Nathan “Nate” Drake, senior treasure hunter and mentor Victor Sullivan “Sully”, journalist Elena Fisher, and numerous secondary companions whom they will come to meet and recruit as they travel around the world to uncover various historical mysteries.


01. THE LAST OF US


The Last of Us is an action-adventure survival horror game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation 3. It was released worldwide on June 14, 2013, a DLC episode, Left Behind, was released on February 14, 2014. An updated version for the PlayStation 4, The Last of Us Remastered, including Left Behind, is due for release on July 29, 2014. The Last of Us takes place in the United States, twenty years after a fungal spore-based infection rapidly spread across the globe, wiping out a vast majority of the population by warping its hosts’ brains and turning them into deadly predators capable of infecting people with a single bite, or through breathing in deadly airborne spores. The remnant of the world’s population has been reduced to either struggling survivors or ravenous infected mutants.