The Titanfall beta has been and gone, and as we weep over not knowing what to do with ourselves for the next three weeks, we have a bit of a natter about what we thought of the game thus far.
Be sure to stay tuned for a written roundtable of our thoughts on the recent beta, and we'll have a Titanfall-based edition of Game Night to stuff in your eyes come 5PM.
Cloudbuilt has been haunting our dreams ever since we first laid eyes on it. Not only is this Swedish platformer achingly beautiful, but it's also a fantastic gameplay proposition, hinging around pulling off insane feats of agility against the clock in some geometrically implausible stages.
The fact that it stars a mysterious protagonist clad in an epic mech suit equipped with rocket boosters and a laser cannon is just icing on the rambunctious speedrunning cake.
We'll have a full hands-on preview ready for you very soon, but here's a first look at Cloudbuilt in action to get you in the mood, featuring my attempts to suck as little as possible in some early levels.Click here to read more...
"They're very helpful creatures around the house you know, what with catching and eating flies and other bugs."
This line always gets trotted out whenever I try to explain my moderate arachnophobia to people. A large house spider dropped into my hair when I was a young lad, I went a bit mad, everything went red and a few seconds later the spider was in various bits on the floor and in my hand, surrounded by clumps of mini-fro. I don't care if they're helpful. They're evil, spindly, scuttling minions of Satan who deserve annihilation. Probably.
With that in mind, it's not hard to see why we end up jumping at the chance to take out a bunch of arachnids terrorising the Sylvan Glade.
From there, though, we return to the shimmering waterfalls at the top of Celestion, and finally get round to grav-hopping between the islands on top of the world.
There's something unmistakeably, what's the word I'm looking for... *cool* about pressing a button and having Delsin Rowe flick out a wrist and suck the neon out of the signs that adorn the streets of a dark and sleepy Seattle.
Sleepy, that is, apart from the swathes of anti-Conduit activists lining the pavements, and the gun-toting military nutjobs trying to blast you into chunky kibbles.
Still, draining the gaudy visions of urban excess of their fluorescent hues and then using the brightly-coloured energy to scale a 15-storey tower block in a second or two is pretty sweet. As is turning said energy into something of a beam sword, and using it to smash armed aggressors over the head in rhythmic, robust fashion that comes with echoes of Arkham-era Batman.
Superpowers are still as fun as they used to be, then.
Our aforementioned protagonist Mr. Rowe is a more youthful frontman for the inFamous franchise than the lightning-charged Cole McGrath, and he's a bit more versatile too. Rowe is able to pinch the powers off of other Conduits, meaning that eventually he'll end up like a superpowered pack of Skittles, with a new flavour for each occasion.
Our demo only yielded two -- smoke and neon -- but it was a promising start. The former allows Rowe to make dash jumps across small distances with a puff of smoke, and travel through steam pipes to pop out of rooftop chimneys. He can lob smoke bombs at people, his punches pack more weight behind them, and his area of attack moves are more powerful. Neon is a speedier, more agile power, gifting Rowe the ability to glide up and over walls, engage enemies with a disco-flavoured melee weapon, and pepper foes with rapid-fire pulses of energy, slowing time for a few brief seconds with L2 if you want to take a more precise shot.Click here to read more...
This week sees us grappling with spiders. And I hate spiders.
After a spot of weaponsmithing, and discovering that we need more iron, we follow Shepherd Borg into a dark cave, riddled with arachnids, to rescue a lost Aurin. We also try to take on one of the game's hunting bosses singlehanded. That doesn't end well at all.
So, you like WildStar? Perhaps you like beta keys? Because Carbine Studios and NCSOFT have tipped us off to a rather cunning plan. You see, they're holding a special beta weekend between Friday 21st - Sunday 23rd February (that's right - this coming weekend) and so they have decided to give a few lucky people the chance to play this anticipated MMO.
Well, I say a few. There's actually 40,000 beta keys up from grabs. So how do you claim one? All you have to do is click the link below and submit your email address- that's all there is to it! You'll be sent instructions on how to get involved in the upcoming beta weekend if you're successful. Be quick though, as it is a first come, first served kinda-dealio.
The Titanfall servers have been slammed over the past day or two as Respawn made the decision to open the beta up to everyone who wants in, but by and large the game's remained pretty damn stable and gloriously playable.
Here's the last in our little miniseries of Titanfall 101 videos, taking a look at the beta's game modes, and it's probably the favourite of the Dealspwn team -- Hardpoint.
Much like Conquest Domination in Battlefield 3, Hardpoint sees two teams vying for control of a handful of capture points. In the case of the beta, there were three capture points on Angel City and Fracture, with the former making for tight encounters with lots of indoor combat and narrow urban pathways, and the latter handling things rather differently with large patches of open ground.
Hardpoint requires some tactical thinking, as teams are fighting to be the first to reach 400 domination points, achieved by holding the capture points for as long as possible and successfully defending your holds. The Smart Pistol, though a great offensive weapon, is perhaps not the best for defensive purposes, and often stationing your Titan as a tactical decoy can prove immensely effective when looking to (quite literally) get the jump on an enemy mech.
It has to be said, this mode has probably been our favourite thus far, thanks to the deeper level of objective-based gameplay. But what did you guys make of it? Let us know how you got on in the box below.
Well into its second year of life now, Guild Wars 2 continues to keep the virtual populace of Tyria busy thanks to its Living Story. Through the initiative, players have fought off underground invaders, taken part in an election, and dealt with some sky pirates, but a lot of events have been building up to the latest update which goes live today. In the newest instalment of the Living Story, supervillan Scarlet Briar takes his forces and attacks one of the most iconic locations in the Guild Wars series – Lion’s Arch – and developers at ArenaNet are saying that the events of this invasion are going to have a lasting effect on Tyria.
In anticipation of the update we invited member of the community to submit some questions to Mike Zadorojny, the design lead on Guild Wars 2, so we’ve got his responses, along with a quick overview of Escape from Lion’s Arch, after the jump.Click here to read more...
So, that WildStar, eh? When it comes to PvE content, it had many, many layers, with groups of players having several ways to keep themselves busy, but besides the way Paths unlock the open world, and how instances provide a more traditional dungeon run, there is another way groups of players can band together. Carbine call them Adventures, and because of the way they are presented in-game it means that they have the potential to provide the most varied experience to those playing WildStar. To learn more about them, I was invited to take part in a Press run of one of these Adventures with two members of the EU Community Team at Carbine, Mark Hulmes and Jan Sterl.
Before we get into what sort of content you can expect from them, let’s explain how these Adventures fit into the world and lore of WildStar. The Eldan (a hyper-advanced race who lived on the planet Nexus long, long ago) left a lot of their stuff on Nexus before disappearing, and one such thing was The Caretaker – an AI construct responsible for overseeing the experiments that took place. With the arrival of the Dominion and Exiles to the planet, it now has new organics with which to perform tests in Simulation suites dotted around Nexus, and has graciously let those who discover these Sim Cores in to help with the experiments. The thing is, in the thousands of years that have gone by since the Eldan left, The Caretaker has developed some glitches that have made it, well, a little bit schizophrenic (ie. completely nuts) and so these simulations end up being a little more dangerous and random that expected.Click here to read more...
Before we begin, there's a simple question that you need to ask yourself: Do you find South Park funny?
If the answer is yes, then all is well. Come on in, kick off those wet shoes, and I''ll regale you with stories from an hour or two spent in the company of an interactive, feature-length South Park episode filled with all of your favourite characters. We'll chuckle about side quests that see you hunting down Man Bear Pig for a super-cereal Al Gore, delight that the game has you trotting about the Colorado town collecting Chinpokomon, and giggle at infiltrating Kenny's garage to pick up some crack from a bunch of addicts for Tweak's dad.
If the answer is no, then we might have a problem, though I'm not entirely sure why you're reading a piece about an RPG based on South Park anyway.
The game opens with a brief character creation screen (The Stick of Truth wins bonus points from allowing me to have an afro -- complete with comb jutting out of the side -- from the start) followed by the arrival of your character in South Park. You're new, a silent amnesiac (a well-worn trope that game takes great pleasure in pointing fun at), you have no friends, and your parents are incredibly insistent that you make some. So off you trot, out onto the streets.
It isn't long before you bump into someone who's also rather eager to make a proper friend or two, dressed up in a tin-foil hat, and stumbling over words in a rather endearing fashion. Butters introduces himself as a Paladin, befriends you on the South Park version of Facebook, and whisks you off to meet his chum who just so happens to be an all-powerful wizard with an affinity for Cheesy Poofs, and protector of the game's eponymous magical totem. Cartman asks you for your name -- a regular feature in RPG games. But the interface doesn't let you, and so after three attempts, and much taunting, Cartman resolves to call you "douchebag" for the entirety of the game.Click here to read more...
The floodgates are open! The Titanfall beta is now open to pretty much everyone, and it's glorious to behold. We've been having an absolute blast with Respawn's fantastic FPS shooter, and we've got more coverage on the way.
Today, we're taking a look at the Last Titan Standing mode, which places each player into the cockpit of their chosen mech right from the start. The only caveat is that there are no respawns, and the first team to have all of their Titans blown up loses. Rounds can go pretty quickly, especially if players fail to work together, so teams race to see who can reach four wins first.
As you can probably tell from the video below, sometimes that really doesn't go to plan at all.
Void Of Darkness is one developer's attempt to go beyond Starflight, the classic 1986 space adventure that puts you at the helm of a tiny ship in an enormous universe.
Tropical Games' Justin Sampson has laboured long and hard to create an entire galaxy to explore, throwing you in headfirst as an ambassador of the human race. You'll trade, battle, mine, parley and chart strange new worlds in a bid for galactic dominance, and to cement humanity's place amongst the stars, with no preset objective save your own moral compass. The gameplay pillars are in place, such as in-depth bartering, accessible yet nuanced twin-stick combat, numerous races, diplomacy, warp travel, scanning and all the mod cons you'd expect from a truly freeform space odyssey.
However, Void Of Darkness is also still in need of some serious polish and more than a little bug fixing. To his credit, Sampson has continually issued new updates in line with player feedback - the latest of which, v.1.1, is set to go live imminently.
We'll have a full review and in-depth video impressions of the brand new build very soon, but for now, here's a taster of the trials and tribulations of exploring the wild black yonder.Click here to read more...
Take your minds back 28 months to a time before Nintendo Direct existed. It was a time before Rihanna was number 1 with "We Found Love" (yes I looked that up), it was a different time. Before Iwata, Miyamato and the gang would get together infront of clean white backgrounds to update us on the latest goings on at Nintendo Towers. But before November 2011, we didn't have the fun, unique updates that are symbolic of the quirky nature of Nintendo. Little were we to know back then that these Nintendo Directs would also provide regular disappointment to those that watched them.
But why is it always this way? Well, for a few reasons really, and not all of them are down to Ninty themselves. Let's take a look.
Firstly we have to consider the purpose of the Nintendo Direct itself. Obviously they are there to provide key information about Nintendo's new software, hardware and to a lesser extent, their strategies. But who to? Whilst Nintendo's presentations are available to the entire region they are aimed at simultaneously, it would be naive to think that everyone knows about them, let alone tunes in.
Fundamentally the people who are aware and watch Nintendo Directs are going to be those working in the industry, aspiring to be in it, or already have a distinct interest in all things Nintendo. Which means right from the off, Nintendo have a fairly tough audience to please. And not least because the perception of the big N in recent years has been waning. Just ask Matt what he thinks of the Wii U, give him the soap box, stand back, and you'll see what I mean. But ironically this perception doesn't mean the audience wants Nintendo to fail, in fact it wants the complete opposite, and this heaps the pressure on any announcements of any kind. Because we as a group turn up full of hope and expectation of that big story, that new strategy that is going to revert the fortunes of one of the pillars of the gaming community.Click here to read more...
Having successfully navigated the Mechari outpost in the last episode, we venture deep into the ICI's subterranean lair to plant some bombs and take control of a Dominion weapon, so that we might use it against the very people who built it.
However, trying to accomplish this during the stress test proves more difficult than we suspected, particularly when the placements for out explosives end up suspended several metres into the air, and one avenue of exploration leads us into a netherrealm we're pretty sure that the developers never intended for us to see.
Such is life in beta.
Respawn and Microsoft announced over the weekend that the Titanfall beta is to be made available to everyone (first on Xbox One, and then on PC), meaning soon everyone will have a chance to jump into the fray.
So that Game Night is happening, then.
Until then, though, we're going to keep bringing you informative Titanfall videos and Dealspwn Playthroughs, dishing out tips and insight, and plenty of footage of mechs getting blown up.
Today, we're back on the PC version of the game, taking a look at the Attrition game mode, which is basically team deathmatch, but with a few caveats. There's a time limit set, and the team with the highest number of points after the timer hits zero wins; the game then moves into the epilogue -- get to the chopper/eliminate all remaining pilots.
The Titanfall beta is here, and here's our first slice of video coverage -- taking you through the fundamental mechanisms underpinning the fast and furious gameplay.
Want to know where to begin:? Look no further. This is the first in our Titanfall 101 series, dishing out tips and tactics. We'll also have hilariously incompetent Let's Plays coming out over the next few days too, and hopefully, if we can get everybody involved, a mechtastic Game Night on Monday evening.
Welcome back to our sort-of-almost-daily-but-occasionally-not episodic journey thorugh the WildStar winter beta. So we were totally going to do some mining today, but got sidetracked by a scavenger quest, and then got double-sidetracked by a gravelly voiced chap who asked us if we'd be so kind as to infiltrate a Mechari base on our own.
Well, we had a sniper look out for us, but he was rubbish.
Taking a break from our endless WildStar coverage, Carl decided to take a look at the recently released Alpha build for Sony Online Entertainment's creative sandbox MMO EverQuest Next Landmark. So, in today's episode of Dealspwn Playthrough, Carl provides commentary as he explains what the game is all about, provides a quick guide on how to get started, and takes a look at some of the constructive (and destructive) elements that are on offer.
He also tries to create some sort of new sport involving surfing down hills. See if it could become a "thing" by hitting the jump.Click here to read more...
Welcome back to WildStar: The Noob folks! Today we decide to take on a mission for the stoned bunnies of Hijunga, and locate the beasties that have been kidnapping them. Unfortunately, our frolics take us into a dingy cave, filled with bitey creatures that resemble mutant Tribbles and zombie haggises.
However, after teaming up with a nifty Esper, we manage to get the mission done. Sort of.
In this week's Game Night, the trio descend into Loadout, the recently released free to play shooter from Edge of Reality. Watch as they take their customised arsenals into virtual battle and rip apart their foes, as well as be rather gruesomely dispatched themselves.
There may have also been talk of hams. Glazed hams. Delicious, mouth-watering, glazed hams.Click here to read more...