Tuesday, 21 May 2024
News with tag Below  RSS
Bridge Constructor builds a Portal package of titles

Added: 02.07.2018 19:43 | 1067 views | 0 comments


The Portal adaptation of the addictive Bridge Constructor is one of the best game mash-ups I've played – you really can't go wrong with Portal – and now a physical release of the game is headed to stores. If this wasn't reason enough to pick up the bridge building puzzler, there's two more reasons why you should buy this – Bridge Constructor and Bridge Constructor Stunts are also included! “We love seeing the highly creative and unique approaches players take in the Bridge Constructor series,” said Gregor Ebert, PR Manager of Headup Games. “You can really innovate and create your own victory path in each of these games, so we’re excited to share each of these challenging experiences in a single bundle.” Coming late Summer, 2018 the trio of titles will cost a measly $29.99 – that's a whole lot of puzzling for your dollar. Check out the launch trailers for all three titles below.

Tags: Trailer, Below
From: www.thisisxbox.com

Five Ways Dying Light 2 Is A Bigger, Better, And More Intense Sequel

Added: 02.07.2018 19:38 | 1207 views | 0 comments


Despite the overabundance of zombie games on the market, the original Dying Light stood out from the undead horde thanks to its first-person parkour mechanics, gritty melee combat, and dynamic day/night cycle (you really didn’t want to get caught outside after the sun went down). For the sequel, Techland is not only improving upon these pillars, but also introducing a wealth of narrative choices that will shape the very city you find yourself in. Here are five big takeaways from our hands-off demo.
Improved Parkour
The ability to climb, jump, and slide your way through the city of Harran gave players a fighting chance in the original Dying Light, and Techland is literally doubling down on mobility for the sequel – players have twice the number of parkour abilities at their disposal compared to the first game. During our demo, we saw the player slide under railings, hop across the tops of lamp posts, swing around corners on a rope, and slide down a banner Errol Flynn-style by slicing through it with a knife.
Dying Light 2 also introduces parkour attacks and parkour puzzles. Parkour attacks allow players to take down enemies while navigating the environment – examples during our demo included kicking a bandit while vaulting over a waist-high gate, and knocking another enemy off of a building while swinging from an overhead bar.
Parkour puzzles, on the other hand, take a bit more planning. Players will encounter certain areas that require them to string together a combination of moves before their stamina bar depletes. In our demo, the player was tasked with navigating the inside of a water tank; each successive leap and climbing action took off another chunk of his stamina bar, until he reached a platform he could stand and rest on. Other sections were more timing-focused, requiring him to combo wall-runs into jumps and monkey-bar swings to reach the top.
The fluidity and variety of Dying Light 2’s traversal reminded me less of the first game and more of Mirror’s Edge – albeit with more zombies.  
More Complex Combat
Dying Light 2 takes place 15 years after the infection, in the last city humanity has left. As such, humans are as big of a threat as the undead – most of the enemies the player encountered during our demo were club-wielding bandits.
All in all, the melee combat seemed even more complex and deliberate than the previous game, with enemies changing stances during encounters, requiring the player to block, dodge, and time their attacks when they see an opening. You can also use environmental objects to your advantage – the player in our demo finished off one particularly adept enemy by picking up a bucket and hurling it at his head, before giving him the aforementioned parkour swing-kick down to the pavement below. Taking on even just two bandits at a time seemed challenging, so if you get on the wrong side of an entire gang of enemies, you may want to put your parkour moves to good use.
Deadlier Undead
While our demo mostly focused on human enemies, the undead are also getting an overhaul. Techland says that in the original Dying Light, nighttime was scary, but not complex. As such, the developer is revamping the infected to feature both independent and group A.I., which will result in more complex behavior from our undead counterparts. Players can expect to run into bigger hordes of slow-moving zombies on the streets during the night, as well as faster and more agile zombies on the rooftops.
During the day, the infected will congregate in nests inside darkened buildings. We got a peek at one of these nests during our demo, when the player ducked into an old, abandoned department store. Over a dozen enemies stood eerily among a collection of mannequins, grunting and sniffing as the player tried (in vain) to sneak around them. While stealth is an option, Techland says that most of these nests will contain valuable loot if you clear them out – and manage to stay alive during the process. Your Choices Matter
Dying Light 2’s biggest change is how you affect the city itself. Each choice you make during missions will shift the balance of control between the game's various factions, which in turn affects the state of the city (scroll between the above images for a visual example of how the city might change).
In the demo we watched, the player had the choice to relinquish control of the water tower he scaled to either an organized force called the Peacekeepers, or a pair of less-than-reputable entrepreneurs. If you side with the Peacekeepers (and then wait a few in-game weeks), the city transforms into a cleaner and more secure environment. Squads of Peacekeepers will attack any zombies they find shambling in the streets during the day, and help clear out zombie nests. New shortcuts such as ziplines and pulleys also become available, and the water tower you handed over to the Peacekeepers provides fresh water to the entire population via fountains throughout the city. However, there are downsides to aiding the Peacekeepers as well – the faction isn’t particularly big on democracy, and holds public executions to discourage or dispatch of anyone who breaks their rules.
If you side with the water-stealing bandits, on the other hand, the citizens remain free to do as they please – but they also don’t have the added security that the Peacekeepers provide. The city looks more rundown and dangerous in this scenario, and you’ll run into destitute survivors begging for water, as the criminals you handed the tower over to charge a premium price for a drink. On the bright (and somewhat cynical) side, however, your “business partners” will supply you with a share of the revenue from their endeavor. How do you live with yourself?!
Techland is taking these player-driven choices seriously; the developer has hired on famed game designer Chris Avellone as the Dying Light 2’s narrative designer, and hired members of The Witcher 3’s writing staff to help craft compelling choices. The decisions you make will also open up entirely different areas in the city. For instance, if you sided with the bandits, a massive black market called La Puerta will open in the city, with new NPCs that you can interact with, adding another layer of replayability to the game.
The Game Is BIG
Techland is no stranger to creating big games; not only did the original Dying Light take place over two sprawling open-world maps, The Following DLC introduced a third map that was twice as large as the two previous locations combined. Dying Light 2 ups the ante yet again – Techland says the new city you’ll be exploring is four times the size of all the previous maps put together. While bigger doesn’t inherently mean better, our demo already showed the player having way teraction and influence over the environment than the previous game. Add to that the increased parkour abilities, deeper combat, and the return of four-player co-op, and Dying Light 2 may just keep fans busy until the actual zombie apocalypse.

From: https:

What We Loved From Just Cause 4’s Stupid Demo

Added: 02.07.2018 19:38 | 1164 views | 0 comments


Avalanche Studios has been delighting E3 ongoers all week with an action-packed demo of Just Cause 4, and if you’re looking for a traditional preview of what they showed, Javy . However, he’s not the only one who saw the tools of destruction that Rico Rodriguez is packing this time around. Jeff Cork and Jeff Marchiafava also sat in on the demo, with a laser focus on the kind of stupid fun in-game pranksters can look forward to. Rather than keep their ruminations to themselves, they decided to memorialize their thoughts about Just Cause 4 in a text conversation, which you can conveniently view below. You’re welcome!
Jeff Cork: Hello, Jeff Marchiafava! Remember when we saw the Just Cause 4 demo together? What was the biggest surprise for you? Personally, I wasn’t expecting to learn that the tornadoes that were highlighted in the reveal trailer are being controlled by various factions in the game through some kind of weird array of high-powered fans. And no, I am not making that up. The tornadoes in the game are, indeed, being controlled through some kind of weird array of high-powered fans. 
Jeff M: Conspiracy theorists rejoice – the government really is controlling the weather! I think the biggest surprise for me was that apparently Avalanche can read my mind and decided to tailor-make Just Cause 4 into exactly what I want from the series – a big dumb playground for me to mess with NPCs in ridiculous ways.
Jeff C: Sure, you could shoot them with your guns, but that’s amateur-hour stuff. During the demo, we got to see all kinds of wacky nonsense. I think they know their audience perfectly; rather than focus on the various socioeconomic conditions that have led to the downfall of this region, we got to see a lengthy masterclass about how physics can be fun. Rico’s repertoire has been enhanced with an upgraded grappler, allowing for even more mayhem. We all had fun using boosters to rocket people, cars, and other things away, but Just Cause 4 puts it on a completely different level. We saw it in action as the demoer methodically shot booster after booster at a crane and cargo container and stuck them together with a tether. Moments later, the contraption sprung to life, whirling around like an out-of-control wrecking ball and ruining everything within its radius. 
Jeff M: Yeah, I was delightfully surprised to see that you can customize a bunch of characteristics for how your grappler functions, seemingly for the express purpose of causing goofy shenanigans. Some of the options don’t even make sense in any logical circumstance – why would you ever need a tether that continually contracts and expands between to objects? That only makes sense when you’re trying to do something stupid, and I love that they give players the option. Should we talk about the damn balloons now?
Jeff C: Rico can fire off balloons now, which inflate and – you’re not going to believe this – lift whatever they’re attached to into the air. “Whatever” probably includes what you’re thinking about already. You want to pretend you’re a cutrate Snake and whisk people away with your phony Fulton? They won’t be added to your roster, but your victims will float away. Close enough? You can also put them on the corners of the top of a storage container and create a floating mobile platform – one that, when combined with boosters, can fly you around until it probably slams into a mountain or spirals out of control. You can also equip a mod that lets the balloons follow you around, so you can have a conga line of red barrels above you. Why? I don’t know. Maybe drop them and they’ll explode on your enemies? Asking “Why?” seems fairly fruitless, as you said.

Jeff M: Yeah, unlike the Fulton, there really isn’t a point to it beyond “more physics-based fun,” and that’s good enough for me! I’m really looking forward to diving into the grappler customization and seeing what hilarious combinations you can come up with. The biggest news, however, might be that Avalanche even figured out a way to make the weather fun! Apparently the entire island has simulated wind patterns, which make getting around with Rico’s windsuit a little easier – though I doubt it will stop me from smashing into the sides of mountains. Avalanche said Just Cause 4 simulated a number of weather conditions as well, but the one they were showing off was the aforementioned tornadoes. 
Jeff C: They seem to spin real good. During the demo, we saw one tear through an enemy outpost, where it tore up nearly everything in its path – including the red chaos objects, which ordinarily reward Rico with points for destroying them. Guess what? You still get credit for blowing up those generators, gas tanks, and towers, even if the tornado is technically doing all the work for you. He’s not lazy, he’s enterprising! Those chaos objects have a little more utility this time around, beyond blowing up nicely when shot at. For instance, you can put balloons on a gas tank, blow out the back of it, and watch as the resulting jet flame propels the tank away like a missile toward some enemy fighters. And then, of course, it explodes because it’s still Just Cause. 
Jeff M: It is indeed more Just Cause, which is exactly what I wanted from the series in the first place. The new island seems massive and varied, the destruction physics have been kicked up a notch, and everything is gorgeous. I think the real fun is going to be experimenting – Rico has a new box of toys, and I look forward to playing with them!
Jeff C: Boom.

From: https:

Mavericks: Proving Grounds Is An Ambitious-As-Hell Battle Royale With MMO Aspirations

Added: 02.07.2018 19:38 | 1249 views | 0 comments


Mavericks is the next game to compete in the very competitive Battle Royale genre. It is talking a big game, and in some cases, even calling out what will likely be its direct competitor, PlayerUnknown’s Battlegrounds.
The developer, Automaton Games, is made up of folks who have worked on games like Killzone, APB, and Wipeout among a few other impressive titles. It started out its presentation detailing some of the things it hopes will set Mavericks apart from the competition. It promised different weather effects in the environments, like snow and rain, and said it has the technical capabilities to go as high as 400 players in a match. Automaton Games also wants, long-term, to have 1,000 players broken into a collection of five-person teams. The area of play for the battle royale mode will take place on a 10 x 10 km area (as opposed to PUBG’s 6 x 6 km area), and that will only be a portion of its planned larger 16 x 16 km playable area. Basically, Automaton Games is making an MMO shooter that will have missions taking place in this large area and battle royale will just be one mode present in the larger game.
Players will impact the map as they play. One of the small examples Automaton Games offered was when you change bandages out to heal, your old bandages will be discarded on the ground. This way, other players will know someone has been there, and they’re injured. Bullet shell casings will also litter the ground, along with footprints, blood trails, and used med kits. You will also see animals in the world minding their own business.
The environment is also be destructible, with the ability to fire through thin walls, blow down doors with grenades, or even shoot the locks off of doors. You can also quietly pick those locks, too.
An area called The Capital will act as a safe hub where players will be able to collect quests, buy things in shops, or engage in player to player interaction. Automaton Games has a whole story premise for the world in place occurring after a World War III. People compete in the battle royale for a kind of limited immortality, but we didn’t get more details than that.
Automaton Games talked a big game with its long-term plans for Mavericks, and it is undeniably ambitious. It’s more MMO (or maybe Destiny would be the better comparison) than you might think, considering much of the talk surrounding the game has been related to its battle royale mode. After the presentation, we did get a chance to go hands-on with a very early version of the game.
Its built using CryEngine, so it looks sharp. The trailer released during the PC Gamer Show (seen above) uses the game’s engine, but all the animation and choreography is custom. It started raining during our demo, which looked cool, and I used a bandage and saw that I did leave behind a bandage on the ground. The destructibility was also in place, and I was able to shoot through the walls inside a random house, and shoot up into the ceiling to expose the attic. In theory, if someone is hiding upstairs and you can hear them, you will be able to shoot them from below. It had its hiccups in this early build of the game, and there was no option to go prone, but on its shooter merits (there wasn’t much opportunity to explore the larger open world) it felt pretty good.
Mavericks will enter closed beta in August <(a href="https://mavericks.gg/closed-beta">you can sign up for it here), and you can sign up for it now. In late 2018 the battle royale mode will be available, and next year Automaton Games is hoping to integrate its plans for the persistent open world, ongoing player-driven narrative, as well as player choices that will affect the larger world.
I admire Mavericks: Proving Grounds’ ambition. Automaton Games wants to make a massive shared shooter world where people can experience an ongoing narrative and level up their character while participating in battle royale. The promised tech is impressive, but it’s impossible to say if it will be able to deliver. It’s a game I will definitely be watching to see if it is able to live up to its potential.
[Editor's note: I previously listed the developer as Improbable, but the developer is actually Automaton Games. Improbable is developing the game's SpatialOS platform, the tech that makes it all work.]

From: https:

Lara Has Some Devious New Tools In Shadow Of The Tomb Raider

Added: 02.07.2018 19:38 | 1200 views | 0 comments


The Tomb Raider reboot has been about building up Lara Croft from a determined but inexperienced explorer to the hero we know today. During our E3 demo of Shadow of the Tomb Raider, we got to play her as a full-on predator, culminating in a chilling scene that shows her confronting – and dismissing – any remaining fears or lingering insecurities.
Unlike , which featured a gunfight that didn’t end until either Lara or her Trinity adversaries were dead, today’s demo was more flexible. It’s set in a Peruvian jungle, with multiple routes and paths to explore. Lara moves through a dirt trail, as a radio crackles to live with a warning that “Croft is heading to your location.” She climbs a tree, and sees a trio of enemies below her. Jumping down and taking them out with her knife would be a dangerously stupid thing to attempt, so I draw my bow and fire a new fear arrow into the neck of the closest goon.
The projectile hits its mark with a satisfying “Thwack!” and the victim looks around. He begins firing wildly at his comrades, clearly under its spell, taking them both out. A few seconds later, his panic turns to distress as he finally succumbs to the poison and hits the ground dead. It’s reminiscent of the berserk darts and similar toxins from the Assassin’s Creed games, but that familiarity doesn’t make the effects any less enjoyable. Ahead, I use the same tactic to eliminate a cluster of four enemies. The fear arrows are a limited resource, and they’re also not effective on armored enemies, so I take advantage while I can.
Lara is agile as ever, and climbing trees and getting the drop on enemies remains a solid approach. When a Trinity soldier gets too close to me on a patrol, I use a stealth kill that has Lara fire a rope arrow at him, drop from the tree, and string him up. I’m doing so well that I start to get a little cocky; I try to deactivate a generator while a guard is coming back, and he notices me – even though I stopped by a puddle a bit earlier and covered myself in mud.
The fighters are aggressive and relentless. I try to juke their attacks, but it’s hard to avoid bullets with fancy footwork alone. I do manage to scramble away and backtrack to a vine-covered wall, where I can hide in its greenery. It’s enough to fool the guards into thinking I’m gone for good. That was a mistake. I find a gas can in an elevated spot, and throw it on the ground near several guards. They react the same way they do when I chuck bottles at them: firing blindly at the sound. It’s a fatal error, as their shots detonate the container and the explosion clears out the stragglers.
Lara radios for her friend Jonah, and hears an unfamiliar voice. Jonah’s dead, the voice taunts, and his body can be found in the refinery. “I’m coming for you,” she replies.
Lara moves past a gate, and the jungle gives way to a dustrial setting. Steel drums and vehicles are scattered along the path, which leads to the refinery. She’s midway across a bridge when a spotlight blasts on face, mounted on a helicopter. Stealth is no longer an option. An army of Trinity thugs open fire, and an extended platforming sequence begins. We’ve all seen the basic elements here before – collapsing catwalks, rails that bend and swing when grabbed, and death-defying leaps – but the graphical fidelity and effects from the now-flaming refinery keep it exciting.
The demo ends with Lara falling into the water, and her body is limp as it sinks. A montage of audio memories plays; people from her past and Lara herself doubt her resolve. But she refuses to give in. Her eyes open, and she slowly rises from the water, standing tall as walls of flame flicker behind her. A wounded guard is on the dock, and Lara methodically bears down on him, knife ready. It’s a powerful moment, and the screen cuts to black before we see how it ends. I can only imagine it’s not going to be good for him, for Trinity, and possibly for Lara herself. 
Look for Shadow of the Tomb Raider on PlayStation 4, Xbox One, and PC on Sept.  14.

Konami gets David Hayter to voice Snake again - in Bomberman

Added: 02.07.2018 19:05 | 1133 views | 0 comments


Here's a turn-up for the books: Konami has got David Hayter to voice Snake again - in Bomberman.
A new patch for Super Bomberman R adds a raft of new Konami characters, such as Raiden Bomber, Bill Bomber, Lance Bomber, Vic Viper ZERO Bomber, Ayako Katagiri Bomber and Ebisumaru Bomber.
But it's the addition of both Naked Snake and Solid Snake Bomber we're most interested in, because they're both voiced by David Hayter, the original voice behind Snake. You can hear Hayter's familiar tones in the video below (also note the new Mother Base stage, which looks pretty cool!).

Tags: Konami, Below
From: https:

Discord launches a Games tab and it's basically Steam

Added: 02.07.2018 19:05 | 796 views | 0 comments


About a week after , Discord has announced - launched, even - changes to be more like Steam.
The changes roll out now, apparently, and introduce game launching, news feeds and friend activity so, as on Steam, you can see what your nice mates are up to. Are they playing PUBG like they said they would or are they secretly playing Fortnite instead? It is this year's biggest gaming dilemma, said no one ever.
Discord provided a screenshot of the new Games tab, where you can see featured news items at the top (I'm not sure where they're sourced from), a Quick Launcher bar underneath, and Now Playing and Listening Together areas below. It looks rather nice.

Tags: Steam, Below
From: https:

We think we've figured out The Elder Scrolls 6's location

Added: 02.07.2018 19:05 | 814 views | 0 comments


The Elder Scrolls 6 location possibilities are... pretty vast. Or at least they are on first inspection of that super brief E3 2018 teaser trailer we saw - but we actually think it might be possible to narrow them down.
Below, we're going to run through a series of potential locations and settings for the Elder Scrolls 6. We'll rule some out - at least in principle - and highlight some others that we think are particularly likely, and then finally, further below, we'll go through a quick rundown of everything else we know about The Elder Scrolls 6 - like its platforms and potential release date - so you've got all the information in one place.
Do bear in mind though that, really, this is a bit of fun - even if we do start to get quite into it as we go...

Tags: E3, Trailer, Below
From: https:

Konami gets David Hayter to voice Snake again - in Bomberman

Added: 02.07.2018 18:52 | 479 views | 0 comments


Here's a turn-up for the books: Konami has got David Hayter to voice Snake again - in Bomberman.
A new patch for Super Bomberman R adds a raft of new Konami characters, such as Raiden Bomber, Bill Bomber, Lance Bomber, Vic Viper ZERO Bomber, Ayako Katagiri Bomber and Ebisumaru Bomber.
But it's the addition of both Naked Snake and Solid Snake Bomber we're most interested in, because they're both voiced by David Hayter, the original voice behind Snake. You can hear Hayter's familiar tones in the video below (also note the new Mother Base stage, which looks pretty cool!).

Tags: Konami, Below
From: https:

We think we've figured out The Elder Scrolls 6's location

Added: 02.07.2018 18:52 | 951 views | 0 comments


The Elder Scrolls 6 location possibilities are... pretty vast. Or at least they are on first inspection of that super brief E3 2018 teaser trailer we saw - but we actually think it might be possible to narrow them down.
Below, we're going to run through a series of potential locations and settings for the Elder Scrolls 6. We'll rule some out - at least in principle - and highlight some others that we think are particularly likely, and then finally, further below, we'll go through a quick rundown of everything else we know about The Elder Scrolls 6 - like its platforms and potential release date - so you've got all the information in one place.
Do bear in mind though that, really, this is a bit of fun - even if we do start to get quite into it as we go...

Tags: E3, Trailer, Below
From: https:

« Newer articles Older articles »
advertising
Call of Duty Infinite Warfare STEAM CD KEY 36.72$ at SCDKey. Shop now!

Copyright © 2008-2024 GameWizzard - Video Game News, Gaming Trends, Top Game Downloads  - all rights reserved