I spend an inordinate amount of time creating characters for RPGs. For my first runthrough of any game where you can stamp your personality on proceedings, I always like to play naturally, making decisions that I would make, immersing myself in roles close to my heart depending on whatever I'm feeling at that time. I tend towards offensively capable builds, mixing melee stylings with a bit of magic wherever possible.
I pore over stats and attribute screens, deliberating over single points, trying to give myself wiggle room as a conversationalist. Lockpicking and trap setting nearly always come in second to having the gift of the gab. Talking my way into and out of situations has always been something I've revelled in here in the real world, small wonder that I like my avatars to be able to do the same.
Thankfully, Pillars of Eternity is stuffed with options when it comes to character creation, if the beta is anything to go by. Choosing between the two sexes is straightforward enough, but then there are six races, each with a few sub-races from which to choose too, then you need to choose between the eleven classes on offer, knowing that all of them are relatively flexible when it comes to the next stage: Attributes. The beta dishes out plenty of points, and there's no wrong way to build a character, but that almost makes it worse. The paralysis of choice and all that.
What I love already about Pillars is that there are options here in character creation that barely have any mechanical impact whatsoever, things like determining your cultural background and your place in the world. Chatting with Josh Sawyer, the game's Project Lead, a few weeks ago, it became clear that these sections are almost entirely included to give players a chance to role play in a deeper fashion, fleshing out the backstories and origins of their characters, and creating a deeper, richer narrative that really roots characters in the lore of the game and the world that Obsidian have created.Have an in-depth gander at character creation in Pillars of Eternity >>
Since then, the game has reached the beta stage having been continually patched, with new features and materials added to expand both the scope of creation possibilities and the scope of the progression. So, in today's episode of Dealspwn Playthrough, Carl provides commentary for this return to the renamed Landmark, with SOE dropping the Everquest Next label as players have been creating things that go beyond the franchise.
In this video, Carl demonstrates how to get a claim of your own, and shows just how powerful the voxel-based creation toolkit can be. We also get to see the template system, and how easy it is to use.
We will be back with more from Landmark in the near future. Access to the beta is available via an Early Access purchase, but it will be Free To Play when it eventually launches.
Having tried out the single-player Drone Sim mode in the previous episode, we spend dive into the online Spectrum Match mode for today's Dealspwn Playthrough. Carl provides commentary as he attempts to dogfight in his first sortie of the free-for-all gametype, and finds out if the intense action against human opponents is any better than fighting waves of AI foes.
Today's episode of Dealspwn Playthrough is the long-awaited look at Arena Commander - the first playable module for the gargantuan crowd-funded space sim Star Citizen. Carl provides commentary as he demonstrates the animations for the Hornet fighter, gets a kick out of the lighting effects, and smashes up his craft to show off the damage system - all before getting stuck into some combat in the Vanduul Swarm mode.
In today's episode of Dealspwn Playthrough, we take a look at how the difficulty of WildStar - specifically involving the telepgraphs - plays a huge part in the Veteran dungeons at level 50. To illustrate this, Carl provides commentary over footage of him taking on the bosses of Stormtalon's Lair, demonstrating both how to succeed and how to perish. Horrifically.
In our latest episode of Dealspwn Playthrough dedicated to WildStar, Carl provides commentary as he makes demonstrates one of the many Shiphand missions to be found throughout Carbine's newly-released MMO. As well as demonstrating the sort of activities these missions away from Nexus provide (including some sort of dance-off... no, really) Carl gives us his overview of how the game has been since launch.
Sony and Activision threw the gates open to Destiny this week, announcing that everyone who applied for a place in the PS4 alpha this weekend would get one. As such, I've been playing an awful lot of Destiny over the past day or two, and it does feel pretty good.
You can tell it was made by Those Folks Wot Made Halo, mind.
To be honest, though, that's to be expected, but it's difficult not to get the impression that what we have here is a shinier, more expansive, spiritual successor to Halo. Everything from the default button layout to the floaty jumping, to the alien spines that adorn certain caves that remind me instantly of the Needler, and the diseased parasites that line rock walls that prove instantly reminiscent of Halo's Flood levels.
But we'll get onto that later when it comes to longer playthroughs and an eventual preview. For now, let's quickly jump into some competitive multiplayer and check out the basic combat...
After a hiatus, Dealspwn Playthrough is back! We're taking a look at the Open Beta for WildStar in this episode, with Carl being joined by Matt (aka "The Noob") to sample some capture-based PvP in Walatiki Temple.
How does Matt fare in his fire foray into the PvP action of Carbine's upcoming MMORPG? Do the Exiles manage to hold their own against their Dominion opponents? Answers to these questions - and a spot of dancing - can be found in today's video.
If you read my Nosgoth preview earlier in the week, you'll know that things are coming along very nicely indeed with Square's F2P PvP arena shooter. In fact, I'll let Past Matt tell you exactly what I thought:
I had a blast with Nosgoth but I want to see more. We were only playing 4-v-4 team deathmatch. I want more modes, inventive game types. I'd love to see bigger maps and more combatants. Beacham mentioned the War For Nosgoth mode, which is basically the ranked tournament mode for the game that'll become available at regular time intervals, but I'm still curious as to how Psyonix and Square are planning on keeping players hooked for the long haul. I had fun, sure, but I'll need more if I'm going to invest time, let alone money, in the long term. Hopefully, we'll be able to bring you an update on that soon as we jump into the game's beta.
As for that last line, well, we're in! And to give you a better idea of how matches unfold in Nosgoth, here's a little Dealspwn Playthrough video showcasing my first match in the beta, and delivering some more information on the three basic classes for each faction and how battles unfold in the war between Humans and Vampires.
As wonderfully balanced as Attrition is, sometimes you want to make things that little bit more hardcore, and thankfully Titanfall has just the mode for that: Pilot Hunter.
No Grunt or Spectre kills to help you bump that score up here. No rodeoing Titans and blowing their brains out for mega point boosts. No camping out at hardpoints and cackling with glee as your defensive score stacks up. In Pilot Hunter there's only one thing that earns your team the points it needs to win: hunting pilots.
I won't lie, there are are some wildly incompetent moments in our runthrough of this, but the video below does contain what is arguably the finest extraction prevention ever as Jon and I send our Titans nuclear and then gun down the evac dropship with several missile volleys.
Titanfall could have done with some more game types, as Jon mentions in his review, but it does do a very good job of infusing well-worn game types with new flavours simply by virtue of its excellent core gameplay.
Forget everything you thought you knew about Capture the Flag. No amount of Facing Worlds experience can help you here. Here be mechs and wallrunning, jetpack-toting, smart pistol-locking miscreants.
CTF is one of the modes that wasn't included in the Titanfall beta earlier this year, so Jon and I decided to take a closer look at the game mode, and rather quickly realised that we were completely out of our depth.
Click here to read more...
Taking some time out from the endless slaughter (mainly of himself), Carl takes the time to detail some of the changes to be found in Darks Souls II for today's episode of Dealspwn Playthrough. From how to level to, to the way health diminishes, to what sort of things the player can find in the hub of Majula, this video will give you a helping hand in understanding how to survive Dark Souls from the moment you set foot in Draiglec.
Our second Dealspwn Playthrough video for South Park: The Stick of Truth takes a brief look at the ways in which players can go about making friends in the little Colorado mountain town, how your popularity ties into Perks, the sorts of upgrades and strap-ons you can add to your arsenal of weapons, and how the Buddy system works in terms of striding into battle with a friend at your side.
The dastardly Drow Elves have stolen the Stick of Truth and Cartman the Wizard King needs all hands on deck. Only one problem... his best thief is stuck in detention.
Craig Feldspar has gotten himself stuck inside a school classroom with Mr. Mackay, and we have to break him out! Join us for a Dealspwn Playthrough that dives into the world of South Park as we beat back hall monitors, bust through barricades with explosive farts, and use Kenny to summon a rat tsunami.
We're back with another little video taking a closer look at some of the shadowy mechanics in Thief. In this video we attempt to go through one of the side missions that sees us sneaking into a pawnbroker's home to retrieve a rather odd item.
Our client is an inventor of sorts, fixated upon finishing an automaton that he's been working on for years. Only problem is that someone stole the mechanoid's voicebox and flogged it for a quick buck. Now Garrett has to get it back.
Our verdict on the game is now live, and here's what we said in our Thief review:
It's the fourth-best game to bear the Thief name, but it doesn't trample on Garrett's legacy as some might have predicted. The story is utter balls and the game as a whole isn't as cohesive as it could be, but when Thief remembers its name and has you working out the best way of breaking into a place and picking it clean, it does a damn fine job.
We've popped the video review after the jump along with today's Dealspwn Playthrough, and as always if you have any questions or comments do pop them in the box below, and let us know if there's anything else you'd like to see from the game ahead of it's UK launch on Friday.Click here to read more...
Today's Dealspwn Playthrough sees us taking a closer look at Thief's customisation options, and explaining how Eidos Montreal have tried to appeal to both stealth newcomers and the hardcore crowd who remember how things used to be sixteen years ago when Garrett first graced our screen.
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.
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.
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.