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.
Last week, in a creepy, dilapidated town house somewhere in East London with bloodstained rugs (fake) and lashings of cobwebs (real) for added ambience, I had a chance to sit down for a chat with Eric Studer, the producer at Airtight Games, and discuss some of the elements underpinning the studio's upcoming adventure-mystery game -- Murdered: Soul Suspect.
Adventure games, and mystery games in particularly, have made the jump from their 2D origins to 3D in mixed fashion. But we had a blast with L.A. Noire, we got a great kick out of The Testament of Sherlock Holmes, and we're looking forward to the finished version of Murdered with eager anticipation.
Here's a game that has the balls to kill your character within the first five minutes and then have you investigate your own death.
But what does that mean practically? Why doesn't Conan just float off to the afterlife? How will we interact with the physical world, if that's even possible? What's the deal with Demons? And, wait a second, did you mention powers?Click here to read more...
When I think of Salem I tend to think of crazed Puritans from centuries ago burning anyone they can find at the stake, the religious hotbed of intolerance that Miller paints so perfectly in The Crucible, of a town obsessed with spirits and witchcraft. Even today, Salem notes its infamous history in rather tongue-in-cheek fashion, gently acknowledging the feared mysticism of ages past in restaurant monikers and the names of its schools.
It's just about the perfect setting for a game that's all about a ghostly detective, treading a path between the living and the dead as he tries to investigate his own murder.
Murdered: Soul Suspect is an intriguing game , and much of that comes from that high concept pitch underpinning everything. You play maverick detective Ronan -- a man with a chequered past, a dead wife and a sweet hat, obsessed with tracking down a serial killer that's been operating in the area. He gets a lead on the suspect's next target and immediately rushes to confront him without backup -- a choice that ultimately leads to Ronan getting thrown out of a fourth-floor window.
The game opens with you desperately trying to get back into the building, only to realise that you can't touch anything, no-one can see you, and hey! isn't that your body lying there on the ground? It's during these sequences that the game explains the basics of navigation and interaction, having you try to realign your spirit with your body, only for the masked man you were trying to pursue to emerge from the building and drill seven shots into Ronan's chest. That would explain why his torso has more holes in it than a wedge of Swiss cheese.
It transpires that Ronan is stuck in a purgatorial realm -- both a prison and a bridge of sorts, as his dead wife Julia explains in an ethereal cutscene -- known as The Dusk, and he's there because there's some unfinished business he has to take care of. "Save yourself," instructs Julia, telling him to work out what part of his life isn't done yet. The answer is clear: he has to find his killer.Click here to read more...
After getting rather lost last episode, we set out to explore the mysterious complex of silos and robo-bunkers that we stumbled into at the end of Noob #27, and after successfully completing a side quest that we hadn't even triggered yet, we then get duped by an Eldan AI, lured into a control room under false pretences, and have to fight our way out.
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.
It's a new Thief game, with a new Garrett; but how does Eidos Montreal's stealth 'em up actually play? Well we've gone and recorded the first quarter of an hour of the new game to give you an idea of what to expect.
In case you missed it, I've also popped my interview with lead level designer Daniel Windfeld Schmidt and game director Nicolas Cantin in below the Opening Scenes embed for good measure, and you can hear them chat about the pressures of rebooting a beloved franchise, and how the team at Eidos Montreal have done their very best to try and balance the game for all-comers.
Having started the game over several times under several different conditions to see how the plethora of difficulty settings changes things, the rather exhaustive review will likely be arriving tomorrow for the US launch rather than today. However, there's a vid coming regarding those customisation settings, and a few early thoughts on the game too, so do make sure you're subscribed to us on YouTube and do stay tuned to the site!Click here to read more...
Eidos Montreal are no strangers to rebooting beloved IPs. They did a cracking job on Deus Ex: Human Revolution, and now they've turned their attention to the master pilferer Garrett with Thief.
But stealth games are in an odd place right now. There seems to be an attitude of inclusivity that, whilst not a bad thing in and of itself, has rendered a number of games jacks of action and clandestine gameplay, but masters of neither. So it is that we've had serviceable titles such as Hitman: Absolution that have tried to walk the tightrope between two caps, but ultimately wound up disappointing both parties.
Having one's clandestine cake and stealthily eating it too has proven difficult.
Thief looks like it might change all of that. Yes, it has a glowing, sixth-sense overlay at the push of a button, but the game's apparently been balanced without it, and everything is open to customisation. Eidos' approach to solving the issue appears to have been to make the game that they wanted to make, and then let the player tweak every last aspect the want to make the game as crushingly, deliciously hardcore as they would like. You know where we stand on this: choice is always welcome.
Our review is on the way, so we'll be able to judge this for ourselves come Monday, but I recently sat down with lead level designer Daniel Windfeld Schmidt and game director Nicolas Cantin to chat about how the studio went about delivering a modern reboot of this shadowy classic series, and how the dev team hope to please fans and newcomers alike.Hit the jump to check out our recent Thief interview >>
Today's episode of WildStar: The Noob involves tying up a lots of loose ends, desperately trying (and failing) to find a monkey who's eaten a quest item, torturing a bunch of Shy Guys in the name of science (I thought we were supposed to be the good guys!), freeing the Lopp from the oppression of a giant hulking troll, and eventually getting lost and winding up in somewhere completely new!
I love it when that happens.
"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.
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.
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.
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...
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.
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.