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Dealspwn Playthrough | Amnesia: A Machine For Pigs - Opening Gameplay

Author:
Carl Phillips
Category:
Features
Tags:
#PIGGEHS, Amnesia: A Machine For Pigs, Dealspwn Playthrough, Frictional Games, Gameplay, Horror games, PC games, Survival Horror Games, The Chinese Room, Why is there a MACHINE FOR PIGS?!

Dealspwn Playthrough | Amnesia: A Machine For Pigs - Opening Gameplay
During this year's Gamescom, Matt kept bringing up three topics of conversation. The first was how good Peggle 2 was. The second was how to refine our Octodad dance. However, the third was simply this - "Carl, why is there a MACHINE FOR PIGS?!"

Today, we attempt to answer that question.

In the latest episode of Dealspwn Playthrough, Carl dares to go through the first 25 minutes of Amnesia: A Machine For Pigs from The Chinese Room and Frictional Games. Watch as he braves getting out of bed, marvel at his billiard skills, and shake in terror at the idea of a machine. For piggehs!

This episode also features a first for the series - a reaction cam. Carl didn't do this willingly, and was forced to do so by Matt. As such, we here at Dealspwn apologise profusely for the following video, which you can find after the jump.

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WildStar Interview | Jeremy Gaffney On Crowd Control, Housing, & Story

Author:
Carl Phillips
Category:
Features
Tags:
Gamescom 2013, Interviews, Jeremy Gaffney, MMORPGs, NCsoft, PC games, Video interviews, WildStar

WildStar Interview | Jeremy Gaffney On Crowd Control, Housing, & Story

We've made no secret of our optimism towards WildStar, the upcoming MMORPG from Carbine Studios, and the recent DevSpeak video on how the game will attempt to mix up crowd control is yet another reason we're keeping a close eye on it. So, it was only natural for Carl to take some time out to chat with Carbine's head honcho Jeremy Gaffney about the latest developments for the game. Watch it for yourself after the jump.

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Assassin's Creed IV: Black Flag Interview | Lead Writer Darby McDevitt On Stealth, Pirates, And Returning The Series To Its Roots

Author:
Matt Gardner
Category:
Features
Tags:
Assassin's Creed IV: Black Flag, Darby McDevitt, Games previews, Gamescom 2013, Interviews, Ubisoft, Ubisoft Montreal, Video interviews

Assassin's Creed IV: Black Flag Interview | Lead Writer Darby McDevitt On Stealth, Pirates, And Returning The Series To Its Roots

I must admit, I was impressed by my hands-on time with Assassin's Creed IV: Black Flag. It might be that Edward's story sees him play the role of pirate for a far greater period of time than assassin; or perhaps it's the return to the roots of the series with freeform assassination missions making a return; or could it be that the on-ship, naval gameplay is far more intrinsic to the entire experience than it was in Assassin's Creed III?

The answer is simple: it's all of the above.

But my time with the game itself, PS4 controller in hand, was brief. I needed something more, and luckily my guide through the demo happened to be lead writer Darby McDevitt, who, with the final business day of Gamescom drawing to a close, was happy to give me an interview and chat about where the team was taking the saga with this title.

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Assassin's Creed IV: Black Flag Hands-On Preview | A Pirate's Life For Me

Author:
Matt Gardner
Category:
Features
Tags:
Assassin's Creed IV: Black Flag, Games previews, Gamescom 2013, Ubisoft, Ubisoft Montreal, Video Previews

Platforms: PC | PS4 (tested) | Xbox One | PS3 | Xbox 360

Developers: Ubisoft Montreal

Publishers: Ubisoft

You could have been forgiven for forgetting that Assassin's Creed III had "assassin" in the title. There was one example, maybe two if you squinted, of some actual assassinating in Connor's adventure. For the most part, it was a bloated mess, punctuated by lengthy fetch quests, instafail linear sections, and walking lengthy distances as colonial luminaries delivered historical lectures in audio that kept fading in and out of earshot. To be honest, we've rather been lamenting the series' slow abandonment of freeform assassinations, but it appears that the decline of stealthy sandbox murder-plotting might be at an end.

Black Flag is bringing them back in a big way.

Assassin's Creed IV: Black Flag Hands-On Preview | A Pirate's Life For Me

Ubisoft have expanded Edward's set of clandestine tools. The blowpipe is particularly fun, sending guards to sleep or, better yet, sending them into a berserk frenzy whereupon they promptly attack their chums. But by far the most welcome change, is that Edward won't prematurely reveal himself when he performs ranged attacks or attempts to skewer a nearby guard. Gone are the days of a professional security type coming over to investigate, lured into the perfect position for a sly and stealthy assassination, only for our murderous protagonist to stand up as if to shout surprise, wrecking the "Avoid Detection" objective, and completing his grisly business almost insultingly visible to all. Now Edward can grab people from the bushes, whistling from leafy cover and snatching guards unaware without tripping the detection meter. The same goes for darts and guns and knives. Click here to read more...

Game of the Month | August 2013

Author:
Matt Gardner
Category:
Features
Tags:
Cubetractor, Disney Infinity, Game of the Month, Papers Please, Rayman Legends, Saints Row IV, Shelter, SteamWorld Dig, The Wonderful 101

Game of the Month | August 2013

The end of August saw what was possibly the most ridiculous fortnight of the year so far. We had a windfall of big-budget, outstanding titles from Saints Row IV to PayDay 2 to Disney Infinity to Rayman Legends. Oh, and Sam Fisher and Suda51 and a bunch of Sectoids showed up too. As did Platinum Games.

As such, this has been one of the toughest Game of the Month pieces to sort out. Not in terms of the outright winner, perhaps, but the runners-up have been hotly contested. And then there's all of the fantastic indie titles such as SteamWorld Dig and Papers, Please and Gone Home and Brothers: A Tale of Two Sons and Shelter.

Here in the UK, we've actually had some sunshine this August. But thankfully, there were so many reasons for staying inside this month, safe from that massive cancerous ball of fire in the sky. Let's take a look at the best of them...

Runners-Up

Game of the Month | August 2013

Saints Row IV -- Saints Row IV might not be the game that the die-hard Saints Row 2 fans have hoped for, but neither is it the bundle of juvenalia that The Third became. Instead, Volition have taken the best of both worlds and forged a fantastically self-aware opus that proves phenomenally engrossing whether you're dipping into  it for a quick, cathartic blast after a long day or settling in for a few hours of extended gameplay.  It's wonderfully referential and surprisingly refined in its approach to mixing things up, it's frequently funny and provides a challenge consistently even when you fear you're about to become too powerful. But best of all, it's a whole damn heap of fun, whether alone or playing with a friend. 9/10

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Game Buzz Extra | Gamescom 2013 - The Post-Mortem

Author:
Matt Gardner
Category:
Features
Tags:
Assassin's Creed IV: Black Flag, Beyond: Two Souls, EVE: Valkyrie, Game Buzz, Gamescom 2013, Microsoft, Octodad: Dadliest Catch, Oculus Rift, Podcast, Project Spark, PS4, PWNCAST, Rain, Ryse: Son Of Rome, Sony, South Park: The Stick of Truth, Star Citizen, Titanfall, Xbox One

Game Buzz Extra | Gamescom 2013 - The Post-Mortem

Yes, that's right! There's another podcast this weekend, aren't you lucky? Having had time now to collect our thoughts and reflect on the games we saw and played in Cologne this year, Carl and I look back on Gamescom 2013, we ask if Microsoft managed to wipe the slate clean as hoped, and we pick out some highlights from the show.

Oh, and sing the Octodad song we invented whilst delirious from fatigue.

Game Buzz Extra | Gamescom 2013 - The Post-Mortem. Recorded 30th August, 2013.

Parental Advisory: We've tried to keep it as conversational and informal as possible, and you should be warned that there may be some instances of strong language.

Click the banner or the title link above to play the podcast, or right click and select 'Save Link As' to download the file onto your hard drive.

Want more? Check out the rest of our PWNCAST posts onsite, hit us up on iTunes, or subscribe to the PWNCAST Feed here.

Game Buzz Extra | Gamescom 2013 - The Post-Mortem Game Buzz Extra | Gamescom 2013 - The Post-MortemGame Buzz Extra | Gamescom 2013 - The Post-MortemGame Buzz Extra | Gamescom 2013 - The Post-MortemGame Buzz Extra | Gamescom 2013 - The Post-Mortem

Dark Souls II Interview | Tak Miyazoe

Author:
Carl Phillips
Category:
Features
Tags:
Dark Souls II, From Software, Gamescom 2013, Namco Bandai, RPGs, Tak Miyazoe, Video Interview

Dark Souls II Interview | Tak Miyazoe

Whether you love it or hate it, it's hard to deny that Dark Souls has made a huge impact on the games industry thanks to its unforgiving combat, devious boss battles, and incredible vistas. I was invited to have a quick chat with Tak Miyazoe, global producer for Namco Bandai, to learn more about the upcoming sequel Dark Souls II. Watch the interview for yourself after the jump.

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Dreamfall Chapters: The Longest Journey Interview | Dag Scheve & Ragnar Tørnquist

Author:
Carl Phillips
Category:
Features
Tags:
Adventure Games, Dag Scheve, Dreamfall Chapters, Gamescom 2013, Mac games, PC games, Ragnar Tornquist, Red Thread Games, Wang

Dreamfall Chapters: The Longest Journey Interview | Dag Scheve & Ragnar Tørnquist
It has been a fair few months since we last spoke to the folks at Red Thread Games about Dreamfall Chapters, and much has happened since then. At the time they just hit their Kickstarter target, but when the crowdfunding campaign ended with a grand total of over $1.5 million, it meant the Norway-based developers would be able to create a bigger and more in-depth sequel. Having shown off an example of what they call "game spaces" at this year's Rezzed convention, giving players a preview of how Zoe Castillo will be able to interact with her surroundings when the game releases next year, I jumped at the chance to speak to the two of the men responsible for bringing the worlds of Arcadia and Stark back to life - Dag Scheve and Ragnar Tørnquist - at this year's Gamescom.

In the interview, we talk about life after the Kickstarter, getting the old gang back together, their previous project The Secret World, developing with the Unity Engine, and the characters of The Longest Journey saga.

Then the word 'wang' is used, and the whole thing goes straight to hell. To find out the context for it, and for the rest of the interview, hit the jump.

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Dealspwn Playthrough | Star Citizen - Hangar Module

Author:
Carl Phillips
Category:
Features
Tags:
Chris Roberts, Cloud Imperium, Dealspwn Playthrough, Hangar Module, Space Sim, Star Citizen

Dealspwn Playthrough | Star Citizen - Hangar Module

Yesterday we ran our video interview from this year's Gamescom where Chris Roberts previewed the first playable section of Star Citizen - the Hangar Module - but in the early hours of the morning the team at Cloud Imperium finally allowed all of its backers access to their virtual ships for the first time. So, we felt it would be be rude not to do a quick walkthrough of what you can find in the initial release. Carl provides commentary as he explores the Business Hangar, jumps in his Hornet fighter, and rides an elevator.

Just because he can.

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Opening Scenes | The Bureau: XCOM Declassified Gameplay - First 25 Mins

Author:
Matt Gardner
Category:
Features
Tags:
2K Games, 2K Marin, Action Strategy games, Opening Scenes, The Bureau: XCOM Declassified, TPS games

Opening Scenes | The Bureau: XCOM Declassified Gameplay - First 25 Mins

It's had a tortuous road to release and undergone a fair few makeovers, but the game formerly known simply as XCOM, is finally with us, and we've got the first 25 minutes of the game for you to check out.

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Titanfall Video Interview | Respawn's Abbie Heppe On Guns, Jetpacks, and Mechs

Author:
Matt Gardner
Category:
Features
Tags:
Electronic Arts, FPS games, Games previews, Gamescom 2013, Interviews, Respawn Entertainment, Titanfall, Video interviews

Titanfall Video Interview | Respawn's Abbie Heppe On Guns, Jetpacks, and Mechs

I called Respawn's shooter "thrillingly, beautifully frenetic fun" in my hands-on preview of Titanfall earlier in the month, and at Gamescom we got the chance to sit down with the studio's community manager -- Abbie Heppe -- to chat about Pilots and Titans and parkour and jetpacks and loads of guns, and how all those things combine to create one of the most exciting shooters we've seen in a long time.

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Guild Wars 2 Interview | Isaiah Cartwright On Living Story & WvW

Author:
Carl Phillips
Category:
Features
Tags:
ArenaNet, Gamescom 2013, Guild Wars 2, Isaiah Cartwright, MMORPGs, NCsoft, Video interviews

Guild Wars 2 Interview | Isaiah Cartwright On Living Story & WvW
Despite new challengers entering the MMO landscape over the last year or so, Guild Wars 2 has managed to continue its climb to the top with the recent news it was the most successful MMO launch ever. To that end, I sat down with lead game designer Isaiah Cartwright to talk about the recent influx of content updates, specifically the Living Story progression, and ask where the game will be heading in the near future. Watch the video interview after the jump.

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Star Citizen Interview | Chris Roberts On The Hangar Module

Author:
Carl Phillips
Category:
Features
Tags:
Chris Roberts, Cloud Imperium, Gamescom 2013, Hangar Module, Interviews, PC games, Roberts Space Industries, Space sims, Star Citizen, Video interviews

Star Citizen Interview | Chris Roberts On The Hangar Module

Deep within the business centre of the Koelnmesse in Cologne, hidden away amongst the copious amounts of stands privately previewing the latest games, Cloud Imperium studio head and creator of the Wing Commander franchise Chris Roberts was presenting an early look at the first playable part of Star Citizen - the Hangar Module - which will allow players to walk around and interact with the ships they have purchased via pledging to the crowdfunding campaign.

Ahead of its release to all backers this Thursday, I was invited to join in on a press session at Gamescom to see the Hangar Module in action before its public unveiling last Saturday, as well as to sit down with Chris and chat about the project's progress so far. We've got it all for your viewing pleasure, right after the jump.

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COMMENT | I Want An Xbox One, But Really Wish I Didn't

Author:
Jonathan Lester
Category:
Features
Tags:
Comment, Microsoft, Next-gen, PS4, Sony, Xbox One

COMMENT | I Want An Xbox One, But Really Wish I Didn't

Or: How Xbox One Makes A Hypocrite Out Of Me

My name is Jonathan Lester. I'm a hypocrite. And I think I want an Xbox One.

I should covet a PS4 more than anything on this planet, even if we ignore everything that happened before Gamescom 2013. By my own criteria, Sony's press conference was utterly perfect; cutting away all the hype, dubstep and bullshit that tends to rot most live shows to the core. Instead of a dubstep montage, Sony literally sat down and talked us through the user interface in a live demonstration, before showing us a cavalcade of great-looking games in a no-nonsense, matter-of-fact way. Not just stodgy AAA exclusives, but indie games, fantastic boutique titles, the type of innovative experiences I bang on about time and time again to anyone and everyone who'll listen. It was genuinely magnificent.

Then we bring back the last few months of staunch indie support and coherent communication, and the choice ought to be obvious.

And yet, gun to my head, I might choose the other One.

COMMENT | I Want An Xbox One, But Really Wish I Didn't

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Opening Scenes | Rayman Legends Gameplay - First 15 Mins

Author:
Matt Gardner
Category:
Features
Tags:
Gameplay footage, Opening Scenes, Rayman Legends, Ubisoft, Ubisoft Montpellier

Opening Scenes | Rayman Legends Gameplay - First 15 Mins

We've had to wait a bit for Rayman Legends, and it rather speaks volumes that Ubisoft are sending out Xbox 360 review code where possible for Rayman Legends. But Michel Ancel and Ubi Montpellier's glorious masterpiece is complete, and glorious it is indeed.

We've captured the opening scenes for your perusal in the usual unadulterated fashion, which means you'll see me screw up in some really basic places because this was the first thing I did after getting back from Gamescom.

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NBA 2K14 Interview | Chris Snyder Talks Features, AI, and LeBron

Author:
Matt Gardner
Category:
Features
Tags:
2K Sports, Chris Snyder, Gamescom 2013, Interviews, NBA 2K14, Video Interview, Visual Concepts

NBA 2K14 Interview | Chris Snyder Talks Features, AI, and LeBron

After NBA 2K13 led me to fall head over heels in love with the sport of basketball last year, I was intrigued to see what 2K Sports and Visual Concepts are planning for this year's instalment. After getting hands-on with the game -- read our NBA 2K14 preview here -- I had a chat with Chris Snyder, the senior director of marketing at 2K Sports, to get his take on things.

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NBA 2K14 Hands-On Preview | King James' Baller Bible

Author:
Matt Gardner
Category:
Features
Tags:
2K Sports, Basketball games, Games previews, Gamescom 2013, LeBron James, NBA 2K14, Sports Games

NBA 2K14 Hands-On Preview | King James' Baller Bible

Platforms: PC | PS3 | Xbox 360 (tested) | PS4 | Xbox One

Developers: Visual Concepts

Publishers: 2K Sports

When you have a sports game franchise so comprehensive in its quality that it beats the competition into hiatus for several consecutive years, how do you go about avoiding complacency? It's a question that NBA 2K13, as good as it was (and it was very good), slightly sidestepped. After all, if it ain't broke...

But NBA 2K14 is looking to deal precisely with that question. At first glance, it's clear that certain things have changed. The production team made a very big deal out of touting their new compression systems, systems that have allowed the developers to add an extra 3,000 animations onto the existing framework in the game. The results are instantly recognisable. There's a smooth fluidity to the on court action that makes player movements seem more natural and versatile than ever before. Those in-between animations mean that the player has more direct control -- instead of having to wait half a second for an animation to finish, intervention to react to the opposition is a very real prospect. Games can be won and lost in single moments, heightening the dramatic ebb and flow of a match, and making every single player decision a vital consideration.

NBA 2K14 Hands-On Preview | King James' Baller Bible

The full mapping of all ball controls to the right stick takes advantage of the extra animations, making it easier to move from one action to the next, triggering fakes, dummies, and skill moves more naturally. The balletic build up to a shot or layup by someone like Wade, Parker, Kobe, or Wall, for example, can be more readily manipulated. The right stick feels like an extension of their hands, the controls intuitive, with spins and crossovers simple to pull off. But there's a need for precision too; wild use of the stick will surely lead to fumbles and turnovers when facing a defence of any real skill. The right stick makes sense when playing big too, making dummy movements and eventual fadeaways and hook shots easy to perform.

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Peggle 2 Video Preview | Keep Those Balls In The Air

Author:
Matt Gardner
Category:
Features
Tags:
Arcade games, Games previews, Gamescom 2013, Keep those balls in the air, Metallica, Peggle, Peggle 2, PopCap Games, Puns, Puzzle games, Video Previews

The above video is not the Peggle 2 preview, but it does do a rather good job of summing the game up nicely. Yes, we got hands-on with PopCap's ridiculously addictive bouncing puzzler at Gamescom this year and we didn't want to leave.

The video after the jump is taken from Microsoft's evening event on Press Conference Day at Gamescom 2013 and features a number of terrible puns from the very start as well as exploring a few levels from one of the game's new Peggle Masters -- Luna -- whose ability renders all blue pegs ethereal and intangible for a couple of turns.

There may also be tears, opera, and a discussion of Lars Ulrich's gaming habits. You have been warned.

Click here to watch our Peggle 2 hands-on preview >>

Dealspwn's Postcards From Gamescom #6 - Pirates and Wangs

Author:
Matt Gardner
Category:
Features
Tags:
Assassin's Creed IV: Black Flag, Chris Roberts, Dreamfall Chapters, EVE: Valkyrie, Gamescom 2013, Microsoft, Postcards From Gamescom 2013, Star Citizen, Wangs, Xbox One

The final postcard from Gamescom sees Carl reflect upon meeting Chris Roberts and chatting about Star Citizen, Ragnar Tornquist is apparently obsessed with wangs, AssFlag might actually be the pirate game for which we've all been waiting, and Microsoft finally show us the Xbox One's UI and Kinect features.

"Prepare For Titanfall" | We Go Hands-On With Respawn's Futuristic Shooter

Author:
Matt Gardner
Category:
Features
Tags:
Electronic Arts, FPS games, Games previews, Gamescom 2013, Respawn Entertainment, Titanfall

"Prepare For Titanfall" | We Go Hands-On With Respawn's Futuristic Shooter

Platforms: PC (tested) | Xbox One | Xbox 360
Developers: Respawn Entertainment
Publishers: Electronic Arts

"Prepare for Titanfall," a female voice crackles over the in-game mic as I punch a button on the keyboard. I turn my gaze to the heavens and wait, breathlessly. An aircraft screams by overhead and a shape appears, hurtling towards the ground, barrelling through the clouds. It lands with a thud that kicks up a dusty film, fogging my vision for a few milliseconds. I hammer the 'E' button on my keyboard with impunity just as a smouldering enemy Titan stomps around the corner. Its cannon misses me but the red mist signifies a little collateral damage.

It is of little consequence.

Iron walls envelop me, there is a whirr of mechanical activity, blinders slide back to give me a full view of the smoking, but still standing, enemy ahead. But he is reloading, and I have a cannon that fires four rockets at once. Titan Kill, the screen blinks as I blast the mech and its pilot into oblivion. The grin on my face will not fade until hours later.

I'll be honest, I had my reservations about Titanfall. Despite the obvious talents of the developers involved, many of whom followed Jason West and Vince Zampella after their acrimonious departure from Infinity Ward, this industry hardly needs another Call of Duty. As awesome as mechs are, would they really alter the gameplay significantly? Videos so often promise one thing, only for gameplay to shatter dreams and expectations. I deliberately forced myself not to get my hopes up, instead attempting to engineer some sort of detachment.

"Prepare For Titanfall" | We Go Hands-On With Respawn's Futuristic Shooter

I'd wondered too where Titanfall might fit into EA's roster. They already have a massive triple-A first-person shooter franchise; two if you count Medal of Honor. But where the latter has found itself swimming around in recent years bereft of personality and desperately searching for an identity, Titanfall seems a perfect addition to EA's stable. The focus here is on short, sharp bursts of intense action. Matches clocked in at under ten minutes, the action never more than a street or two away. You're constantly involved, constantly on the move, always watching, always fearful. After all, around any corner there could be an armoured leviathan spitting mechanical death at you.

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