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Tuesday, 25 August 2015

LEGO Dimensions Starter Pack includes 14 distinct levels to play across

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Warner Bros. Interactive Entertainment has revealed its upcoming toys-to-life game, LEGO Dimensions, will include a total of 14 distinct levels to play through the main game.

Players will be able to interact with most of the universes within LEGO Dimensions from the Starter Pack. It won’t matter what characters, vehicles, and gadgets you choose to play with and there’s no additional purchase or expansion pack necessary to experience the 14 levels.

The opening moments of LEGO Dimensions will have Batman, Gandalf, and Wyldstyle making their way down the Yellow Brick Road to the world of Oz. Their quest then takes them through the city of Ninjago, then Metropolis, Middle Earth, Hill Valley, and more. Each new level offers players a new mission as they attempt to save the LEGO Multiverse.

Those who wish to further customize their experience can use characters, vehicles, and gadgets from any of the LEGO Dimensions Level, Team, and Fun Packs with no restrictions. The Level Packs will offer additional levels to play across in addition to the 14 levels included in the main game.

LEGO Dimensions will launch on September 27 for Xbox One, Xbox 360, PlayStation 4, PlayStation 3, and Wii U.



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Avatar: The Last Airbender: "The Runaway" Flashback Review

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Previously on Avatar... IGN revisited one of the great animated series of all time, Avatar: The Last Airbender! Since we're missing some reviews in our backlog -- in this case, episode 209 through 311 (22 episodes total) -- we thought it'd be fun to fill that gap, while also looking back at what made the show so great. (Two turtle ducks with one stone!) We'll be reviewing episodes Tuesdays and Fridays, so feel free to follow along by watching the episodes with us via DVDiTunes or Amazon Prime!

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Dishonored Definitive Edition arrives today with launch trailer in tow

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It's been three years since Arkane Studios helped bring a new take to the stealth genre with Dishonored. It was one of the strongest games of 2012, good enough to take home a solid #3 spot on Shacknews' Best of 2012 list. Now the game has arrived on next-gen consoles with a launch trailer in tow.

Today is the day that Dishonored Definitive Edition hits both PS4 and Xbox One. The game includes the contents of the Dishonored Game of the Year Edition, which includes the base game and the Dunwall City Trials, The Knife of Dunwall, The Brigmore Witches, and Void Walker's Arsenal DLC. The game also includes enhanced graphics to take advantage of the next-gen hardware.

Check out the full launch trailer below.



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Just Cause 3 'Win An Island Contest' is exactly what it sounds like

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Square Enix has announced a competition for its upcoming open-world adventure game, Just Cause 3, that would give North American players the chance to win their own island.

Yes -- an actual island is up for grabs in this competition.

The Just Cause 3 Win an Island Competition kicks off once the game launches on December 1 and will run for 90 days. Those who pre-order the Just Cause 3 Day 1 edition for PlayStation 4 or Xbox One will receive a contest entry code. You’ll then need to visit http://ift.tt/1WQ4Htw to enter that code to complete your registration.

The contest will require participants to cause as much mayhem as possible to score the most Chaos Points as possible. The more creative the mayhem, the more Chaos Points players will earn. Whoever is at the top of the leaderboards will win their very own island.

No word where the island will be located and if it’s currently inhabited by anyone, but we’re sure whatever’s on that island will accept you as the destructive God that you are.



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Mega Man Legacy Collection Review

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Mega Man Legacy Collection is an extraordinary implementation of accurate emulation, a clean interface, archival content, and thoughtful remixes that distill what I love about Mega Man into tense new challenges. You won’t find any flashy new graphics, skins, or arcane layers of unlockable hidden content -  just a handful of remarkable platformers treated like the video-game royalty they are.

The visual execution in Legacy Collection is stellar, producing a crisp, perfectly-proportioned image on HD displays. Both boxed and vertically fullscreen 4:3 ration options are clean and precise-looking. The two filtering options were also welcome, especially the monitor filter simulating the bright, crisp sharpness of a vintage arcade display.

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Mega Man Legacy Collection Review: Rock Out

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You may not remember exactly how the system slowdown during Needle Man's boss fight in Mega Man 3 makes it easier to aim the Gemini Laser, but your fingers do. Mega Man Legacy Collection is a game that understands that authenticity is in the little things. It retains the feeling of the classic Mega Man series with pinpoint precision, even as it introduces a few appreciated added features like better controls.

In fact, between its attention to detail and those additional bells and whistles, Legacy Collection is a better homage than 2004's Anniversary Collection. MMLC seemed like an odd choice for Capcom, given that the prior anthology included four more games. This one is strictly focused on the NES titles, in a series that saw diminishing returns throughout its lifespan. However, it carries itself more reverently, to the point that this one stands out as a better package overall, even if a less complete one.

Most notably, the buttons are correctly placed. That may sound obvious, and it certainly should be, but the previous collection made the fatal error of reversing the jump and shoot buttons. Longtime fans found the reversal so strange it rendered the entire game practically unplayable, because it simply felt backwards. Digital Eclipse was sure not to repeat that particular grevious mistake. On top of that, the buttons are fully mappable, so anyone crazy enough to prefer the switcheroo can have it their way. There's also a dedicated Turbo button, handy for mopping up tougher enemies with rapid-fire.

The classic Mega Man games are notoriously tough, and Legacy Collection doesn't pull any punches or change anything about their structure. However, it does make the task a little easier with the introduction of save states. These are a mainstay on bootleg emulators, where Mega Man games have been much more surmountable for years. You can save a state anywhere, at any time. It has to be done through a menu, making it slightly less convenient than if it were mapped to a button, but the utility is undeniably helpful.

If those weren't hard enough, it also packs in several challenge levels. These gauntlets are chopped up pieces of several Mega Man games, with small warp portals linking them and a timer ticking away throughout. You may be asked to play through all the disappearing block segments in a row, or to defeat every incarnation of Dr. Wily. They add some welcome longevity to an otherwise straightforward game collection.

In most games, museum content would be gated behind these challenges, but Mega Man Legacy Collection gives you all of them upfront. I appreciated being able to browse goodies like character art and rejected boss designs without needing to unlock them first. It makes the whole collection feel like a true museum piece. No velvet ropes, just content to enjoy however you'd like.

That's a feeling that permeates the entire Legacy Collection. Everything from the menu presentation to the game emulation is crafted with such care that its developers clearly understood the subject matter. It's the best Mega Man game collection to date, and shows how a classic series can be revitalized in the right hands.


This review is based on a Xbox One code provided by the publisher. Mega Man Legacy Collection is now available. The game is rated E.



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Until Dawn: All Totem Locations, Night of the Totem Hunter Trophy

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Totems are small collectibles that are hidden throughout the various “episodes” of Until Dawn. These collectibles, when triggered, activate a short cut scene that can clue players into a possible future available within the game.

Alongside Totems, there are also 77 Clues hidden throughout the game's Prologue and ten episode story. These clues are broken down into three different categories: The Twins, 1952, and The Mystery Man.

Totems are broken down into five categories, featuring six Totems per category. The categories are Death, Loss, Danger, Guidance, and Fortune.

This guide will showcase each Totem, its location, and what episode of the game you will find them in.

Curious to know if Sony's most recent exclusive is worth your cold-hard cash? Check out Daniel Perez's Until Dawn Review to see why he's already itching to play it again.

NOTE: It is important to know that in your collectible playthrough you must make sure every character survives, otherwise you will not be able to find every item and collect all of the trophies.


Death - Prophesies a dreamer's death.

#1 This Death Totem will be found during the Prologue sequence of the game. After you gain control of Beth, and are moving through the woods in search of Hannah, you will come across this Totem beside a fence post on the left side of the path. It is hard to miss it.

#2 When playing as Matt in Episode 5, move forward into the cable car area, and then turn left towards the picnic table. Pass the table by, and keep a close eye out for this collectible shimmering near the foot of a slender tree near the cliff edge.

#3 In Episode 5, after shooting the lock off the door to follow the Stranger, Move down the hall and through the doorway to the left. Before following the stairs to the next level down, veer left, and move around the railing. Keep pressing forward until you reach the back corner of the area, and spot this collectible lying beside a broken chair.

#4 The fourth Death Totem is found within Episode 4. When you gain control of Chris, after Ashley has been taken by the Psycho, head outside. Follow the snowy path until you come to a fork in the path. To the left you should spot some bloody smears. Follow these smears to the left, and you’ll find this Totem resting near the end of the small alcove.

#5 In Episode 6, when playing as Emily, move past the ladder that you have to climb to reactivate the power to the elevator, and follow the minecart tracks until you spot this collectible resting on the floor beneath the collapsed beams.

#6 After you climb the wall with Sam in Episode 9, head up the stairs to the right of the camera. Follow the pathway across the gap, and continue up the next set of stairs. This will lead you to a small area with this Totem resting on the ground to the left of where you entered.


Guidance - Offers visions to help and guide.

#1 When playing as Sam at the start of Episode 1 you’ll come across a large rock statue, with a sign about butterflies on it, right before you enter the cable car area at the foot of the mountain. If you look to the right of the statue you will find this Guidance Totem resting beside the rocks.

#2 In Episode 2, when you first gain control of Chris, move down the stairs and instead of following Josh head back towards the gate that leads to the cable car area. As soon as the camera angle shifts you should spot the totem gleaming on the ground in the middle of the path.

#3 This Totem is found when playing as Michael in Episode 3. Before you cross the bridge beside the waterfall, look to the left of the path, and you should spot this Totem resting in the snow at the foot of a snowy tree.

#4 In episode 4, when playing as Michael, head down the stairs towards the elevator inside the barn. Ignore Jessica’s pleas for help right now, instead turn to the left at the bottom of the stairs. You should spot this Guidance Totem resting on the barn floor at your feet.

#5 Follow Emily up the stairs after you shimmy around the cable car in Episode 5. Move directly across from the top of the stairs to find this collectible resting in the snow right off the side of the path.

#6 This Totem can be found shortly after Emily and Matt trigger the Firetower’s motion sensor lights in Episode 6. Look directly to the left after you regain control of Emily, and you should spot this Totem lying on the ground beside the picnic table.


Loss - Foretells tragedies affecting friends.

#1 After you regain control of Chris in the basement in Episode 2, turn around and walk straight forward towards the object with the sheet tossed over it. You should spot the shimmering of this Loss Totem resting on the floor. Interact with it to witness the scene inside, and claim it in your collectibles book.

#2 This Totem can be found just outside the mines when you’re playing as Michael in Episode 2. When you exit the mines on the opposite side, turn to the left, and follow the path down towards the blockage that originally forced you to detour. Here you’ll find this Totem shimmering in the snow, just waiting to reveal its secrets.

#3 In Episode 8, after Chris and the Stranger have made their way to the barn to get Josh, continue into the barn, and out the other side to find this Totem resting in the snow near the corner.

#4 As you head towards the sanatorium doors in Episode 5, turn left, and follow the stairs down the side of the building. This will lead to a small alcove in the building’s side, which will let Michael climb into the basement. Move forward and through the broken fencing, then turn left to spot this Totem resting in a puddle near the wall.

#5 Choose the “Investigate Voice” option in Episode 9, but make sure not to open the hatch if you want to survive. Once you’ve moved into the lower area press forward until you reach a small fork in the tunnel. To snag the collectible you’ll need to look to your left, and move into the next area with the two barrels. This collectible can be found on the ground just past the barrels.

#6 When Matt meets up with Jessica in Episode 10, move forward through the door and down the tunnel until you come to a set of minecart tracks. Head to Matt’s left to find this Totem resting between the tracks.


Danger - Warns of dangerous events.

#1 The first Danger Totem can be found shortly after taking control of Michael in Episode 2. As you make your way to the generator building to activate the power, look to the left of the path and you should spot this Totam resting in the snow.

#2 When playing as Michael in Episode 3, move forward along the path just after you regain control on the other side of the faller trees. You should spot a snow plough, half buried in the snow. Turn left here, and continue up the path to a dead end, where you should spot this Totem laying in the snow.

#3 Right after activating the elevator in the mines in Episode 6, move down the stairs until you reach the cavern floor. You should spot the shimmering of this collectible in front of a wooden barrel before you exit through the doorway right beside the shovel.

#4 When playing as Michael in Episode 9, make your way to the main room of the sanatorium. After you’ve equipped yourself with the torch and shotgun, make your way to the back corner opposite of where you found the gun. Pass through the door, and then turn left in the room just before the exit to the cemetery outside. You should spot this Totem resting on the floor.

#5 When playing as Ashley in Episode 9, follow the tunnel until you spot a group of barrels on the right-hand side. Turn left here, and you should spot this collectible lying in a small alcove beside some metal sheets.

#6 After Sam climbs completely out of the mines in Episode 10, follow the right path around the first two forks in the road. You should spot this Totem shimmering in the snow directly in your path.


Fortune - brings dreams of luck and good fortune.

#1 Once Mike and Jessica have moved the minecart in Episode 2, follow the tracks up until they end at a wall of fencing and boards. This first Fortune Totem will be found beside the junk pile, at the foot of the fencing.

#2 This Totem can be found right in front of the gates to the sanatorium in Episode 5. When playing as Michael, move to the left of the massive frozen water fountain in front of the sanatorium. You should easily spot this collectible glimmering on the path ahead of you, just before the gates.

#3 As you follow Emily along the path in Episode 5, keep an eye out for this Totem in the snow. You should spot it resting near a tree just to the right after you leave the wooden Cliffside walkway on your way to the Firetower.

#4 After getting the flares from the Stranger in Episode 8, continue down the path until you reach a minecart resting against fallen stones on the left side of the tunnel. Now duck into the small area to the right to snag this collectible from the wooden plank floor.

#5 You’ll find this collectible in Episode 10. When playing as Sam, move forward towards the underground pond. Just before you climb down into it, look to your right, and you should spot this collectible right beside the railing.

#6 When playing as Josh in Episode 10, follow Michael until you reach a fork in the road before the underground pond. Move down the left path to find this collectible at the end.



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Monday, 24 August 2015

Madden NFL 16 Review in Progress

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Editor’s Note: We’re holding off on the final review until we have a chance to play some multiplayer matches after the game is released. Stay tuned soon for the final score!

The new mechanics of Madden NFL 16 are useful tools that allow you to control every aspect of the passing game. Some are more useful than others, and long time Madden players might need to retrain their brain to take full advantage of these mechanics, but to be sure, it’s a positive step in the right direction.

Right as you start Madden 16, you’re thrown into an overly cinematic, somewhat ludicrous prediction of Super Bowl 50. You’re forced to play as the Pittsburgh Steelers, who face the Arizona Cardinals in Madden’s prophetic big game. This isn’t only meant to anger non-Steelers fans though, but to serve as a tutorial for the new passing/defending mechanics, most importantly, how you catch and throw the football.

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Gears of War: Ultimate Edition COG Tag Locations

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Microsoft Game Studios and The Coalition have released Gears of War: Ultimate Edition on Xbox One and soon on PC, which means Gears fans will once again be tasked with collecting COG tags throughout their adventure. Fortunately for those who collected all COG tags in the original Gears of War, the tags are in the same locations in this Ultimate Edition. The tags are slightly easier to find this time around as the improvements in graphics means the blue highlight is more prominent.

If this is your first Gears of War experience, you should know the majority of COG tags are located near a bloody Crimson Omen. While the majority of COG tags should be available to pick up in close proximity to the Crimson Omen, sometimes, you’ll need to look around a bit as it could be on the other side of a room or at least somewhere nearby. Be sure to keep this in mind as you read through our guide to collecting all of the COG tags.

In Gears of War: Ultimate Edition, there’s a total of 33 COG tags to collect, just like in the PC version as it contained some new chapters. This time around, collecting these tags does more than offer achievement points for collecting them. The Coalition is rewarding those who take the time to remember their fallen brothers with five digital graphic novels, which we noted in our review. Each retrieved COG tag will unlock a page in one of the comic books, with all books unlocking once all tags are retrieved.

Now that we have all of that out of the way, let’s get down to business. Here are the locations of all of the COG tags in Gears of War: Ultimate Edition. Once you collect them all, you'll earn the Time to Remember, Honor-Bound, and For the Fallen achievements.


Act 1: Ashes

14 Years After E-Day

  • COG Tag #1
  • Once Marcus is let out of his jail cell, you’ll be asked to choose a path. The path you choose won’t influence the location of this tag as you should see a Crimson Omen in the next room directly in front of you. The COG tag will be located underneath the logo.
  • COG Tag #2
  • You’ll pick this tag up in the rear of the room that’s cut open by enemy locusts. You should spot the Crimson Omen on a pillar to the right of the room. Proceed underneath that pillar and go behind it to pick up the tag.
  • COG Tag #3
  • As soon as you enter the courtyard area, take the first set of stairs to your left. Against the wall of the crumbled building, you’ll see a Crimson Omen. This is one of the first logos that doesn’t have the tag located close by as you’ll need to turn to your left to spot them.

Trial By Fire

  • COG Tag #4
  • This COG tag is really easy to pick up as Lieutenant Minh Kim will point it out to you. The tag will be located behind some cover to the right of the Crimson Omen after you make your way through a church.
  • COG Tag #5
  • You’ll make your way through another church, but this time, you’ll be fighting off Locust that rise up from two emergence holes. After defeating them, the tag will be located to the left of the exit.

Fish in a Barrel

  • COG Tag #6
  • When you enter the area with what looks like a dried-up fountain, you’ll be fighting off some Locust that come up from a number of emergence holes again. Once they’re taken care of, look for the Crimson Omen located on one of the sides of the statue. Facing the Crimson Omen, turn left to the stairs, but turn left again when you get close to them. You should see the tag to the side of the stairs just a few feet away from some grenades.

Knock Knock

  • COG Tag #7
  • You’ll enter an area in front of a building with a lot of steps. Before heading up to begin your battle with the Locust, be sure to spot the Crimson Omen on the side of a van to the left. Head towards the van and go to its left where you should spot the tag in front of a wall.

Hammer

  • COG Tag #8
  • This COG tag is located in the hallway where you first interact with Wretches. Jack will work on opening a door, which you’ll then need to fight a wave of them. Once they’re taken care of, you can find the tag next on the opposite side of the room behind some display tables.
  • COG Tag #9
  • Once you defeat the Seeder, you’ll pass through what looks like a small church. As you enter, you should spot a Crimson Omen above the entrance of the back of the church. Passing through that door will take you to a dead soldier. Go to the right side of the soldier and you should find this tag.

China Shop

  • COG Tag #10
  • At the start of the China Shop chapter, turn around and follow that hallway. Continue down this path towards the flames, and at the end of the corridor, you’ll find this tag.
  • COG Tag #11
  • While you’re fighting the Berserker, you’re going to be luring her through various doors to access different rooms. Before you head outside, you should collect this COG tag. To find it, stick to the left side of the last room. The tag will be located in a small alcove on the ground.
  • COG Tag #12
  • The next COG tag is located outside, although you should be careful considering you have a wild Berserker on the loose. A Crimson Omen can be spotted on the left side of the map (right side if you’re facing the door), so try to lure the Berserker to the other side. The tag will be located behind the light post to the right of the omen.

Act 2: Nightfall

Tick Tick Boom

  • COG Tag #13
  • You’ll regroup with your squad into a small, industrial-looking room. Make your way down the first set of steps and jump over the small obstacle. You’ll see a second set of stairs leading down to another set of obstacles, and beyond that, you’ll see a couch. Jump over the obstacle and you’ll see this tag to the side of the couch.

Grist

  • COG Tag #14
  • In Grist, you’ll continue to a room with a large turbine in the middle of it where you’ll walk up some stairs onto a metal platform. As you make your way through the platform, you’ll be ambushed by Wretches. You’ll pass through a door to find some more Wretches. Make your way to the bottom of the stairs and then turn around into the small alley. Continue through the alley and find this tag behind the dumpster.
  • COG Tag #15
  • You’ll come across a Stranded Settlement as you progress. Before heading into the settlement, a Crimson Omen can be seen to the left of the gate. Head back there before you go towards the gate where you’ll find this tag located behind a tree and some newspaper vending machines.

Lethal Dusk

  • COG Tag #16
  • In Lethal Dusk, you’re tasked with shooting propane tanks in order to generate light. The reason for this is so the Kryll don’t attack you in the dark. Shortly after being introduced to this game mechanic, you’re going to be ambushed by an emergence hole between two cars. Once you deal with that, look to the left where a Crimson Omen can be spotted near a shed. Shoot the propane tank inside of the shed to light it up, then roadie run your way over there for this tag.
  • COG Tag #17
  • Marcus is tasked with helping Dom make his way down a road that’s completely dark. After he’s safe, lanterns will light up allowing you safe passage. Point the spotlight at the rubble and cars close to where you entered. Head back down to the street and head over to the spotlight and pick up the tag in front of the wrecked car.

Dark Labyrinth

  • COG Tag #18
  • You'll exit through a house to the street. Once you exit, turn right to see a Crimson Omen on a wrecked car. Look further right to find this tag.

 


Act 3: Belly of the Beast

Downpour

  • COG Tag #19
  • Marcus and Dom are instructed to head towards an elevator. As they make their way to it, there will be some buildings to the right. The building with a large “3” on it is where you need to go. Go behind it and you’ll see a long pier. Go take a short walk on that long pier to pick up this tag.

Evolution

  • COG Tag #20
  • You’ll come across a room with rotting wooden floor boards which you may or may not fall through, depending how light you are on your feet. The tag can be found in the far-right corner of the room. Don’t worry if you fall as there’s a ladder that allows you to get back to that level.
  • COG Tag #21
  • After you exit the mine cart control room, go down the stairs and turn right. You’ll find this tag next to the stair case. Be fast, though, as you’ll want to get it before the cutscene starts.

Darkest Before Dawn

  • COG Tag #22
  • As you progress through the stage, you’ll be presented with a split path. Going left will continue the story, but if you go right, you’ll find the tag just a few feet in front of a Crimson Omen.
  • COG Tag #23
  • The squad will fall down a waterfall where they’re ambushed by Locust. Once you defeat them, you’re going to want to stick to the right to where there’s some blue lighting illuminating a platform. Make a right prior to the stairs of that platform to find this tag.
  • COG Tag #24
  • Once Marcus and Dom reunite, you’ll progress to an area that’s glowing yellow because of imulsion. Turn to the right to find two vehicles. Walk behind the closest vehicle and head over to a small platform where this tag is located.

Act 4: The Long Road Home

Campus Grinder

  • COG Tag #25
  • Once you enter the campus, stick to the right and climb up a small platform. Walk past the first building and come around to the second building. This tag will be located just behind that building’s staircase.

Bad to Worse

  • COG Tag #26
  • Once you start this chapter, head straight towards the car where you can spot a Crimson Omen on the wall. This tag is sitting right below that omen.

Imaginary Place

  • COG Tag #27
  • You’ll need to make some progress through the Fenix Estate for this one as there will be a room with four pillars and a desk at one end of it. This tag can be found by destroying the desk with either revving up your Lancer or just attacking it with any of your weapons.

Act 5: Desperation

Comedy of Errors

  • COG #28
  • You’ll progress through what looks like old Stranded homes where you’ll be ambushed by Wretches. Once you kill all of them, you’ll make your way through an open garden. Look directly to your left where a Crimson Omen can be seen. Walk towards the omen and behind the broken gate. Walk past the gate to find this tag and some ammo.

Window Shopping

  • COG #29
  • At the start of this chapter, you’ll be walking through a garage. You’ll go through a door and have to go upstairs to progress the story. Instead, walk past the first set of stairs and go to the second that go down. Taking those stairs will get you to this tag.

Jurassic Proportions

  • COG #30
  • We recommend you destroy the Brumak’s guns located on his arms prior to attempting to picking this one up. Once you feel comfortable with the Brumak’s inability to kill you so suddenly, head towards where the Brumak first spawned to see a Crimson Omen. Head over to the omen and find the tag located behind two concrete guardrails.

Train Wreck

  • COG #31
  • At the start of this chapter, Jack will rip open the door to a passenger car. Walk into the passenger car and look to the left of the entrance to find this tag.
  • COG #32
  • You’ll come across a passenger car with two turrets propped on top of it. Instead of progressing the story by climbing a ladder to access them, head inside of the car where you’ll spot a Crimson Omen on the left side. The tag is located on the opposite side of that omen just below a window.
  • COG #33
  • Marcus will need to release a bunch of cylinders from the fifth passenger car. Once they’re cleared, you’ll see a Crimson Omen against the car. Turn left to go inside that car and proceed to a door with a green button to its side. Push the button and you’ll find this final tag.


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Virgil Review

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Editor's Note: This is an advance review of Virgil, which releases on September 9 from Image Comics.

It's sometimes said that everything has already been written, and that the trick is to write something familiar in a completely original way. Virgil, from Steve Orlando and J.D. Faith, feels like one such book. At its base, it's a familiar tale of a man, ripped from his loved one, who fights through insurmountable odds and endless punishment in the attempt to see that same loved one returned. At its heart, though, it's a fiery tale of identity, love, and the strength that comes from both. It’s a powerful read, and one that beats it's way into your consciousness with surprising force.

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Gears of War: Ultimate Edtion COG Tag Locations

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Microsoft Game Studios and The Coalition have released Gears of War: Ultimate Edition on Xbox One and soon on PC, which means Gears fans will once again be tasked with collecting COG tags throughout their adventure. Fortunately for those who collected all COG tags in the original Gears of War, the tags are in the same locations in this Ultimate Edition. The tags are slightly easier to find this time around as the improvements in graphics means the blue highlight is more prominent.

If this is your first Gears of War experience, you should know the majority of COG tags are located near a bloody Crimson Omen. While the majority of COG tags should be available to pick up in close proximity to the Crimson Omen, sometimes, you’ll need to look around a bit as it could be on the other side of a room or at least somewhere nearby. Be sure to keep this in mind as you read through our guide to collecting all of the COG tags.

In Gears of War: Ultimate Edition, there’s a total of 33 COG tags to collect, just like in the PC version as it contained some new chapters. This time around, collecting these tags does more than offer achievement points for collecting them. The Coalition is rewarding those who take the time to remember their fallen brothers with five digital graphic novels, which we noted in our review. Each retrieved COG tag will unlock a page in one of the comic books, with all books unlocking once all tags are retrieved.

Now that we have all of that out of the way, let’s get down to business. Here are the locations of all of the COG tags in Gears of War: Ultimate Edition.


Act 1: Ashes

14 Years After E-Day

  • COG Tag #1
  • Once Marcus is let out of his jail cell, you’ll be asked to choose a path. The path you choose won’t influence the location of this tag as you should see a Crimson Omen in the next room directly in front of you. The COG tag will be located underneath the logo.
  • COG Tag #2
  • You’ll pick this tag up in the rear of the room that’s cut open by enemy locusts. You should spot the Crimson Omen on a pillar to the right of the room. Proceed underneath that pillar and go behind it to pick up the tag.
  • COG Tag #3
  • As soon as you enter the courtyard area, take the first set of stairs to your left. Against the wall of the crumbled building, you’ll see a Crimson Omen. This is one of the first logos that doesn’t have the tag located close by as you’ll need to turn to your left to spot them.

Trial By Fire

  • COG Tag #4
  • This COG tag is really easy to pick up as Lieutenant Minh Kim will point it out to you. The tag will be located behind some cover to the right of the Crimson Omen after you make your way through a church.
  • COG Tag #5
  • You’ll make your way through another church, but this time, you’ll be fighting off Locust that rise up from two emergence holes. After defeating them, the tag will be located to the left of the exit.

Fish in a Barrel

  • COG Tag #6
  • When you enter the area with what looks like a dried-up fountain, you’ll be fighting off some Locust that come up from a number of emergence holes again. Once they’re taken care of, look for the Crimson Omen located on one of the sides of the statue. Facing the Crimson Omen, turn left to the stairs, but turn left again when you get close to them. You should see the tag to the side of the stairs just a few feet away from some grenades.

Knock Knock

  • COG Tag #7
  • You’ll enter an area in front of a building with a lot of steps. Before heading up to begin your battle with the Locust, be sure to spot the Crimson Omen on the side of a van to the left. Head towards the van and go to its left where you should spot the tag in front of a wall.

Hammer

  • COG Tag #8
  • This COG tag is located in the hallway where you first interact with Wretches. Jack will work on opening a door, which you’ll then need to fight a wave of them. Once they’re taken care of, you can find the tag next on the opposite side of the room behind some display tables.
  • COG Tag #9
  • Once you defeat the Seeder, you’ll pass through what looks like a small church. As you enter, you should spot a Crimson Omen above the entrance of the back of the church. Passing through that door will take you to a dead soldier. Go to the right side of the soldier and you should find this tag.

China Shop

  • COG Tag #10
  • At the start of the China Shop chapter, turn around and follow that hallway. Continue down this path towards the flames, and at the end of the corridor, you’ll find this tag.
  • COG Tag #11
  • While you’re fighting the Berserker, you’re going to be luring her through various doors to access different rooms. Before you head outside, you should collect this COG tag. To find it, stick to the left side of the last room. The tag will be located in a small alcove on the ground.
  • COG Tag #12
  • The next COG tag is located outside, although you should be careful considering you have a wild Berserker on the loose. A Crimson Omen can be spotted on the left side of the map (right side if you’re facing the door), so try to lure the Berserker to the other side. The tag will be located behind the light post to the right of the omen.

Act 2: Nightfall

Tick Tick Boom

  • COG Tag #13
  • You’ll regroup with your squad into a small, industrial-looking room. Make your way down the first set of steps and jump over the small obstacle. You’ll see a second set of stairs leading down to another set of obstacles, and beyond that, you’ll see a couch. Jump over the obstacle and you’ll see this tag to the side of the couch.

Grist

  • COG Tag #14
  • In Grist, you’ll continue to a room with a large turbine in the middle of it where you’ll walk up some stairs onto a metal platform. As you make your way through the platform, you’ll be ambushed by Wretches. You’ll pass through a door to find some more Wretches. Make your way to the bottom of the stairs and then turn around into the small alley. Continue through the alley and find this tag behind the dumpster.
  • COG Tag #15
  • You’ll come across a Stranded Settlement as you progress. Before heading into the settlement, a Crimson Omen can be seen to the left of the gate. Head back there before you go towards the gate where you’ll find this tag located behind a tree and some newspaper vending machines.

Lethal Dusk

  • COG Tag #16
  • In Lethal Dusk, you’re tasked with shooting propane tanks in order to generate light. The reason for this is so the Kryll don’t attack you in the dark. Shortly after being introduced to this game mechanic, you’re going to be ambushed by an emergence hole between two cars. Once you deal with that, look to the left where a Crimson Omen can be spotted near a shed. Shoot the propane tank inside of the shed to light it up, then roadie run your way over there for this tag.
  • COG Tag #17
  • Marcus is tasked with helping Dom make his way down a road that’s completely dark. After he’s safe, lanterns will light up allowing you safe passage. Point the spotlight at the rubble and cars close to where you entered. Head back down to the street and head over to the spotlight and pick up the tag in front of the wrecked car.

Dark Labyrinth

  • COG Tag #18
  • You'll exit through a house to the street. Once you exit, turn right to see a Crimson Omen on a wrecked car. Look further right to find this tag.

 


Act 3: Belly of the Beast

Downpour

  • COG Tag #19
  • Marcus and Dom are instructed to head towards an elevator. As they make their way to it, there will be some buildings to the right. The building with a large “3” on it is where you need to go. Go behind it and you’ll see a long pier. Go take a short walk on that long pier to pick up this tag.

Evolution

  • COG Tag #20
  • You’ll come across a room with rotting wooden floor boards which you may or may not fall through, depending how light you are on your feet. The tag can be found in the far-right corner of the room. Don’t worry if you fall as there’s a ladder that allows you to get back to that level.
  • COG Tag #21
  • After you exit the mine cart control room, go down the stairs and turn right. You’ll find this tag next to the stair case. Be fast, though, as you’ll want to get it before the cutscene starts.

Darkest Before Dawn

  • COG Tag #22
  • As you progress through the stage, you’ll be presented with a split path. Going left will continue the story, but if you go right, you’ll find the tag just a few feet in front of a Crimson Omen.
  • COG Tag #23
  • The squad will fall down a waterfall where they’re ambushed by Locust. Once you defeat them, you’re going to want to stick to the right to where there’s some blue lighting illuminating a platform. Make a right prior to the stairs of that platform to find this tag.
  • COG Tag #24
  • Once Marcus and Dom reunite, you’ll progress to an area that’s glowing yellow because of imulsion. Turn to the right to find two vehicles. Walk behind the closest vehicle and head over to a small platform where this tag is located.

Act 4: The Long Road Home

Campus Grinder

  • COG Tag #25
  • Once you enter the campus, stick to the right and climb up a small platform. Walk past the first building and come around to the second building. This tag will be located just behind that building’s staircase.

Bad to Worse

  • COG Tag #26
  • Once you start this chapter, head straight towards the car where you can spot a Crimson Omen on the wall. This tag is sitting right below that omen.

Imaginary Place

  • COG Tag #27
  • You’ll need to make some progress through the Fenix Estate for this one as there will be a room with four pillars and a desk at one end of it. This tag can be found by destroying the desk with either revving up your Lancer or just attacking it with any of your weapons.

Act 5: Desperation

Comedy of Errors

  • COG #28
  • You’ll progress through what looks like old Stranded homes where you’ll be ambushed by Wretches. Once you kill all of them, you’ll make your way through an open garden. Look directly to your left where a Crimson Omen can be seen. Walk towards the omen and behind the broken gate. Walk past the gate to find this tag and some ammo.

Window Shopping

  • COG #29
  • At the start of this chapter, you’ll be walking through a garage. You’ll go through a door and have to go upstairs to progress the story. Instead, walk past the first set of stairs and go to the second that go down. Taking those stairs will get you to this tag.

Jurassic Proportions

  • COG #30
  • We recommend you destroy the Brumak’s guns located on his arms prior to attempting to picking this one up. Once you feel comfortable with the Brumak’s inability to kill you so suddenly, head towards where the Brumak first spawned to see a Crimson Omen. Head over to the omen and find the tag located behind two concrete guardrails.

Train Wreck

  • COG #31
  • At the start of this chapter, Jack will rip open the door to a passenger car. Walk into the passenger car and look to the left of the entrance to find this tag.
  • COG #32
  • You’ll come across a passenger car with two turrets propped on top of it. Instead of progressing the story by climbing a ladder to access them, head inside of the car where you’ll spot a Crimson Omen on the left side. The tag is located on the opposite side of that omen just below a window.
  • COG #33
  • Marcus will need to release a bunch of cylinders from the fifth passenger car. Once they’re cleared, you’ll see a Crimson Omen against the car. Turn left to go inside that car and proceed to a door with a green button to its side. Push the button and you’ll find this final tag.


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Opinion: The Flock Mistakenly Searches for Meaning In Death

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We expect games last more or less forever. Even as the gameplay and graphics are dated, and we move on to new, more powerful, gaming systems, there is an subconscious understanding that a game will always be waiting for our return. Whether it's a disc collecting dust somewhere or sitting digitally in the cloud, we always have the knowledge that we can load up our favorite games anytime the mood strikes, however unlikely it might be. With Xbox backward compatibility, even games thought to be outgrown or abandoned get a renewed lease on life. Video games exist in an eternal stasis unless some sort of big external event occurs, like if multiplayer servers are shut down or a method of DRM is discontinued.

But a recently released competitive multiplayer game called The Flock sees things a bit differently. Not only does it insist on spotlighting the fact that video games do in fact have a shelf life, it tempts fate by integrating it into the game's design. The game has a fixed number of respawns, and once 215,358,979 characters "die," it will no longer be sold, and all existing owners will move on to a finale phase. Once the finale is complete, the game will go offline permanently, effectively bringing the game to an end. Unless fans find some way to circumvent the designer's wishes, The Flock will become unplayable once the population counter reaches zero.

The emphasis on the game's potential lifespan comes from how, with few exceptions, competitive multiplayer shooters tend to quickly come to an end. As indicated on The Flock's FAQ, games like Titanfall and Evolve shine brightly, then burn out as players grow tired and move on. The idea of having a sort of death counter servers two purposes. Firstly, if the game takes off, then its players will eventually be treated to a grand finale as a reward for their dedication. Secondly, the concept plays into the concept that players are part of some post-apocalyptic species called the Flock that cannot reproduce, therefore dying through gameplay reduces its finite population.

A Flock can die in three ways: 1. By picking up the Light Artifact and transforming into a Carrier. That Carrier is hunted by Flocks, who want to take the artifact for themselves. 2. Being destroyed by the Light Artifact's searing beam. 3. Falling into an abyss. The high count factors in griefers, trolls, and a good amount of time for general gameplay. The death counter is also meant to preserve a sense of the game's dark mood, which might be hoping for too much, since a game can players can only be caught up in a game's aesthetic for so long before it becomes ordinary. To be clear, this isn't a discussion on whether The Flock is a good game, because I have no idea if the game is any fun. Its whether or not the knowledge that each death brings the game one step closer to shutting down is something players should have.

Despite numerous examples of games coming to an end, usually because a low player count makes a game unsustainable (as with a number of MMO games), or because the developers do not or cannot support the game for some reason. But the truth is, even though high-profile games like Counter-Strike that exceptionally long lives, there are games that have a more zombie-like existence as their players inevitably decline. If you do happen to be in the mood to play Unreal Tournament, there's no guarantee that there will be anyone around to play against. Even if there are, chances are, they've been playing the game for so long that they've mastered every aspect of it, making it nearly impossible for a new or returning player to enjoy themselves.

Then there's the matter of the gameplay itself. It's no secret that death is generally a meaningless concept for most games, especially competitive shooters, which practically relies on having infinite lives. There are some fantastically skilled players out there, and days when you get a good kill streak in, but most players may get in a few kills before being taken out themselves. Over time, they devise strategies to last a little longer than before and stick to what works. It might start exciting, but eventually it all becomes sort of mechanical, as players begin to fall into habits.

Part of the appeal of rogue-like games are their attempt to bring a sense of meaning to a character's death by forcing players to restart whenever a character dies. So, can having a finite number of lives, even one that's in the hundreds of millions, bring a greater sense of meaning to a competitive shooter? There's some logic behind it, but it doesn't completely work out, since the population count reduces whether you die or not, since transforming into a different species counts as a death for a Flock. Plus, competitive shooters are repetitive by nature, so you would technically have to restart from with practically nothing from match-to-match no matter how well you did in the last one. So, by emphasizing death, Flock accidentally diminishes the importance of surviving.

But the bigger problem is in how the game is perceived. Personally, I have a sense of comfort in knowing that I can get a couple friends together at any time for a couple rounds of Black Ops 2 multiplayer without having wonder how close the game is to shutting down. There's a further sense of happiness in knowing that a game I enjoy may still be operational years from now. People know, at some level, that everything ends eventually, but that doesn't mean they want that fact to be advertised. It may even be more of a stretch to expect players to comfortably spend money on a game with a promised expiration, no matter how uncertain that date might be, when there are so many other seemingly immortal games around.

The Flock's experiment may ironically backfire on itself, since the best way to keep the game alive indefinitely is (as WOPR determined the movie War Games) not to play. That way, the Flock lives on forever, its population never diminishing. But with no players, they don't serve any purpose. The game becomes forgotten, and its finale inaccessible. Or the same result may occur if too many people are turned off by the idea of purchasing a game that may expire someday, and therefore The Flock won't gain enough players to ever reach its goal.

Permadeath by itself doesn't make a game meaningful. Dying means something in games like XCOM: Enemy Unknown because of all the time and energy you put into training soldiers and building a successful organization from the ground up. Rogue-like games force you to replay a section or the whole thing from the beginning if you die or run out of lives, while games like Rogue Legacy let you confer special skills from one generation to the next. Basically, death is only meaningful in its application to the character's life. Even tough games like Dark Souls II and Bloodborne allow players to return, but hopefully players get a little smarter with each obstacle, the characters grow a little stronger with every victory.

The Flock's idea of including its own sense of mortality is a fascinating one, but it's one that mistakenly believes that an ending has some sort of inherent meaning to it. The promise of a finale phase for owners might not be enough incentive to overlook the fact that one way or another, this game is doomed. Owners will be left with nothing but a few memories and an unplayable game in their libraries. The idea of death may end up being the death of The Flock, whether it's a good game or not.



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Introducing 'Shack Asks' This Saturday!

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We're happy to be kicking off a new feature at Shacknews later this week. We call it "Shack Asks," and it's all about connecting our community members directly with developers. We pride ourselves on having a sharp, incisive Chatty community, and we've always made a point of asking the questions that are most on your mind. With Shack Asks, you get to ask them yourselves.

This Saturday at 9 AM PT, Battleborn's development team will be taking time from PAX Prime to answer your questions. Be ready with your most pressing questions about Battleborn, and make sure to register on Chatty for your chance to talk with them.



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Battlefield 4 producer discusses 'Night Operations' and how nightfall changes the game

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It was largely easy to miss, given everything that Electronic Arts and DICE had to show off during Gamescom 2015 earlier this month. There was a lot of excitement surrounding Star Wars Battlefront and Mirror's Edge Catalyst, but one of EA and DICE's most exciting announcements was quietly revealed back at home.

Despite most of DICE focusing on new projects and a new Battlefield releasing earlier this year from Visceral Games, Battlefield 4 continues to chug along and pump out new content. And the latest content update looks to be one of the game's most exciting additions to date. The remaining members of the Battlefield 4 team quietly unveiled Battlefield 4 Night Operations, in which some of the Battlefield 4 maps have made the switch from day to night. This is far more than an aesthetic change, as the sudden shift to evening hours means teams will be working under the cover of darkness, so they'll have to utilize stealth, make better use of their tools, and be wary of light sources potentially giving their position away.

This sounds like a total game-changer, so Shacknews wanted to learn more about the upcoming Night Operations update. For that, we reached out to Battlefield 4 producer David Sirland to ask about how much nightfall will change operations as players know them.

Shacknews: What made you decide to add Night Operations content for Battlefield 4, especially considering it's been almost two full years since the game launched?

David Sirland, Battlefield 4 producer: It was a pretty easy decision. We have a lot of players still and we felt we wanted to do this and please as many players as possible. The reason we picked night maps, in that vein, is that we saw players toy around with dark maps using the cinematic tools and we thought, 'What better way to please that part of the community than by actually making night maps?' We have a lot of night tools and we saw this as an opportunity to tweak the night tools a little bit to make them better and we went as far as going to sound, as well, to make it even more possible to play a stealthy game, if you will.

Shacknews: I've looked at the Zavod: Graveyard Shift map and I wanted to ask, what has this map opened up to you in terms of weaponry and gadgets?

Sirland: In general, you have to play the game differently, especially since it's a map that you know. It's one of the base game maps. It's a map that most people have played before. The point here is that you have to play differently, so that's why we added lights to all of the vehicles and interior lights to the transport helicopter. Taking out a vehicle normally is like a safe haven. You ride around in a vehicle and you can survive pretty easily. But riding a vehicle here makes you a target.

The same goes for actually making sounds and all that stuff, as well. So it opens up a lot of flanking routes that wasn't possible on the sides of the map. You can sneak around and take the back flag in Conquest Large fairly easily now compared to before.

Shacknews: From a design standpoint, what goes into changing one of those base maps from day to night? I'd imagine it's more than just simply flipping a switch and just changing a setting.

Sirland: Absolutely! We could have just done that and flipped it to night, but that wouldn't have been as interesting as it is now. We've added a lot of lights that you can destroy that actually are synced over the network, so when you destroy a light, it gets darker. We've touched all the gadgets, so that night vision is more applicable during night.

We started with light, of course. That's the key thing here. But once you do that, we realized the map started to get too dark. We don't want a map that's too dark or too black, but you do need areas that are that way, because we want people to be able to sneak around. So you have to identify which areas you want to be the dark ones and the potential dark ones, where you put lights that you can destroy. For instance, the tunnel between "C" and "D" on this map was originally totally blacked out. That wasn't fun when we tested it, because once you turn all the lights out, you can spawn in blackness and see nothing. And that's obviously not fun. So we added small lights on the floor that kind of tells you where you are, even though it's really dark. And the same outside spaces and indoor spaces have different lighting, as you've probably seen. Indoors, it's more dark and you can actually hide inside in crevices, corners, and so on. Outside, it's actually moonlit or there are some lights, but surrounded by fog. That gives us a lot of fun gameplay differences from the regular map, where the key to the map is get on the roof and shoot people on the ground floor. That's kind of hard now, because there is this fog around, so you can kind of sneak around in the fog. So we wanted to add new dimensions to the gameplay, not just "go dark."

Initially, people play exactly the same. Then they realize after a while, "Oh, wait, this is not as effective as it used to be, because I'm just getting killed all the time." If you run or sprint, your footsteps are really heard and I can pinpoint. I don't even have to aim. I just wait for you and shoot you.

Shacknews: You kind of touched on this already, but in what other ways do some of the other standard game modes like Conquest, Rush, or even Team Deathmatch change when you make the switch from day to night?

Sirland: I think this will be very interesting when it goes live, because we've seen this in our play tests internally and we've seen it on our testing environment, which we've been testing this map extensively on. Initially, people play exactly the same. Then they realize after a while, "Oh, wait, this is not as effective as it used to be, because I'm just getting killed all the time." If you run or sprint, your footsteps are really heard and I can pinpoint. I don't even have to aim. I just wait for you and shoot you. Once people start realizing that, the game changes. Everyone starts trying to be silent, everyone starts using tools, using smoke to cover even more. Flares even started getting used now, because it negates IR and night vision optics. It's like this evolving meta-game. I don't know where it'll end just yet, but I know it makes the game very different.

Shacknews: Talking about the Community Test Environment (CTE), how has that feedback factored into the design for the Night Operations content and the Graveyard Shift map, in particular?

Sirland: I'd say extensively. This was for the community, almost initiated by the community. We had ideas of doing night versions of maps internally, as well. But then a couple of YouTubers started having a little get-together, where they tried darkening a map and seeing how it played. It looked interesting to us from a gameplay point of view, so we thought, "We should try that. Let's a pick a few maps to test this on." And Zavod was our pick to be released, because we think it has a nice balance between infantry play and vehicle play. And also, from a memory standpoint, it was easier to finish for all platforms.

Shacknews: I'm checking out the Zavod map, but is the team also open to giving the same nightfall treatment to other maps, as well?

Sirland: We did have a Halloween event last year on the Community Test Environment, where we made Pearl Market and Dragon Pass dark. We also added a crazy CTF mode with a banshee that could run and jump really fast. But the darkness of those maps, we have those still, so we could start toying around with that. We also have a Golmud Railway night version that we are working on and we are also working on Siege of Shanghai. Those are not finished, they're in a prototype stage. We'll see what happens with them, but we are a small team, so we have to pick our releases and do a map at a time, more or less. But they're there and they're playable on the Xbox One CTE and the PC CTE.

Shacknews: In the original announcement post, you also noted that some of the game's weapons will receive some tweaks. Can you go into more detail on how they'll be adjusted?

Sirland: It's a fairly large patch notes list. I've actually finished creating the patch notes list since [Thursday]. In general, we've touched all night optics and made them function better at night and worse during the day. They're affected more by lights, flares, and flashbangs, really negated by their use. There's a tactic right now where you can lay down smoke, use IR, and use an LMG to kill everyone. There is counters, but we've made it even moreso.

We touched sound and improved the sound obstruction engine. That makes it very easy for you, with some training, to pinpoint where people are, compared to before. Sounds gets affected by things between you and the guy making the sound. Let's say he runs behind one of those tanks, you hear that he's behind the tank, instead of hearing that he's to the left behind you. That really helps.

And we've touched vehicle night vision. Vehicles have lights, both front and rear lights. Transport helicopters and miniguns have floodlights, so they have spotlights on them when they're occupied! So it's a very good spot for a sniper to just wait for a light to come up, so you can just shoot them.

Shacknews: I know the obvious assumption is that this is coming to PC, since Battlefield 4 still has a large, dedicated following on PC. But is Night Operations also coming to consoles?

Sirland: Yes! It is coming to all platforms; all five!

Shacknews: Same day?

Sirland: That is a good question. I can't tell you that. Probably not. Like normal, it will probably be staggered. It's like a normal Battlefield release, like the spring patch. I can't give you a date, but they should be very close to each other. There's no "Premium" or anything like that. Everything comes down at the same time, as much as we can.


The Battlefield 4 Night Operations pack is set to release on PC, Xbox One, PlayStation 4, Xbox 360, and PlayStation 3 in September.



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Hearthstone: The Grand Tournament release time happening after 10am PT (Update: It's live!)

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Update: The Grand Tournament is live!

Be aware, however, that since the expansion just went live, there may be lag issues. Blizzard reps have already acknowledged the slowdown on Twitter.

Original story: Blizzard will be launching Hearthstone: The Grand Tournament some time after 19:00 CEST (1:00pm ET / 10:00am PT) as it plans to roll out out the expansion globally, which “may take a while.”

Blizzard admits it doesn’t have an exact release time set due to the complexity of launching Hearthstone: The Grand Tournament globally. The entire rollout process involves making sure the format, vendor, and region are all set when Blizzard pushes its button.

Blizzard announced The Grand Tournament would launch today, although as you could imagine, many players are quite anxious to get into the expansion to experience all of the new cards it has to offer. Hopefully the wait beyond 19:00 CEST won’t be too long as we need our fix of brand-new Hearthstone goodness before we end our day.

In the meantime, be sure to check out all of breakdown of all of the cards Blizzard has announced for The Grand Tournament. And don’t forget to check out our crafting and dusting guide.

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 18: The Rest Of Them)

Inspired: Breaking down the Hearthstone 'Grand Tournament' cards (Part 17)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 16)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 15)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 14)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 13)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 12)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 11)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 10)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 9: New From Gamescom)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 8)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 7: The Jousters)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 6)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 5)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 4)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 3)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 2)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 1)



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Street Fighter 5 stress tests on PS4 will run this Tuesday and Wednesday

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Alright, let's face it. The Street Fighter 5 beta couldn't have gone any worse. Of course, that's the sort of thing that betas are designed to flush out and fix and now it looks like Capcom is ready to get back on the horse. As promised last week, the publisher is kicking off a new round of stress tests for PlayStation 4 and, following a successful run in European and Asian regions, it's now North and South America's turn.

The Capcom-Unity blog notes that the Street Fighter V stress tests will run on Tuesday and Wednesday from 4PM through 12AM PT. If these run without incident, Capcom will double back around and launch a full five-day global beta.

For more on Street Fighter V, Shacknews recently spoke to Peter 'Combofiend' Rosas about the game's competitive scene and how much the game will differ from its predecessor, Ultra Street Fighter IV.



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PlayStation Plus free games for September include Grow Home, Super Time Force Ultra, and more

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The PlayStation Plus Free Games lineup for September has been revealed with something of a twist. This is the first time the lineup includes a game voted on by the PlayStation users. After thousands of votes, the user base has selected Ubisoft's Grow Home, a fine enough choice by Shacknews standards.

In addition to that, PlayStation.Blog has revealed that PS4 owners will get Super Time Force Ultra, Teslagrad, and Xeodrifter, which will mark tha latter's official launch on a PlayStation platform. PS3 users will get Twisted Metal and Teslagrad, while Vita owners will get Xeodrifter and La Mulana EX.

The first Tuesday of the month brings in the new freebies and that means September's offerings will hit on September 1.



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SOMA PC requirements revealed

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It's been established that there's something strange happening in the PATHOS-2 facility, as evidenced by Shacknews' time with SOMA at E3 2015. To help prepare for what's coming, Frictional Games has revealed the PC requirements for their next effort.

Minimum requirements

  • Windows 7 64-Bit edition
  • Intel Core i3 @ 2.0 Ghz or AMD A6 @ 2.0 GHz or better
  • Nvidia GeForce GTX 460M Series @ 1GB or AMD Radeon HD 5770 @ 1GB or better
  • 4GB RAM or more
  • 25GB HDD or better

Recommended requirements

  • Windows 7 64-Bit edition
  • Intel Core i5 @ 2.9 Ghz or AMD FX @ 2.9 GHz or better
  • Nvidia GeForce GTX 480 @ 2GB or AMD Radeon HD 8770 @ 2GB or better
  • 8GB RAM or more
  • 25GB HDD or better

For more on SOMA, Frictional uploaded a behind-the-scenes on the making of the game's soundtrack, which can be seen below. SOMA is set to release on September 22. The game will release on PlayStation 4, but pre-orders for the PC version are open now on Steam and GOG.com.



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Rock Band 4 reveals 10 new songs as pre-orders open at retail

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Harmonix has announced that retailer pre-orders for Rock Band 4 are now open. The music series' revival previously opened pre-orders on digital storefronts, but it's now available to those that would rather get it through a more traditional format. To celebrate, another ten tracks have been unveiled.

The latest ten tracks to join Rock Band 4 are:

  • .38 Special – "Caught Up In You"
  • Arctic Monkeys – "Arabella"
  • The Both – "Milwaukee"
  • Cake – "Short Skirt/Long Jacket"
  • Little Big Town – "Little White Church"
  • Lucius – "Turn It Around"
  • The Mighty Mighty Bosstones – "The Impression That I Get"
  • The Protomen – "Light Up The Night"
  • Soundgarden – "Superunknown"
  • Tijuana Sweetheart – "Pistol Whipped"

Here's the part that Rock Band users may want to pay attention to and that involves backwards compatability with last-gen hardware. While it appears that Rock Band 4 will support instruments from previous generations, it looks like the Xbox One version of the game will require an extra piece of hardware called the Legacy Controller Adapter. This will up the total package on Xbox One to $79.99. The PlayStation 4 will not need any such adapter, so players can pick up the base game for $59.99 and use most of their PS3 instruments without any additional adapters.



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Hearthstone: The Grand Tournament release time happening after 10am PT

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Blizzard will be launching Hearthstone: The Grand Tournament some time after 19:00 CEST (1:00pm ET / 10:00am PT) as it plans to roll out out the expansion globally, which “may take a while.”

Blizzard admits it doesn’t have an exact release time set due to the complexity of launching Hearthstone: The Grand Tournament globally. The entire rollout process involves making sure the format, vendor, and region are all set when Blizzard pushes its button.

Blizzard announced The Grand Tournament would launch today, although as you could imagine, many players are quite anxious to get into the expansion to experience all of the new cards it has to offer. Hopefully the wait beyond 19:00 CEST won’t be too long as we need our fix of brand-new Hearthstone goodness before we end our day.

In the meantime, be sure to check out all of breakdown of all of the cards Blizzard has announced for The Grand Tournament. And don’t forget to check out our crafting and dusting guide.

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 18: The Rest Of Them)

Inspired: Breaking down the Hearthstone 'Grand Tournament' cards (Part 17)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 16)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 15)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 14)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 13)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 12)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 11)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 10)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 9: New From Gamescom)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 8)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 7: The Jousters)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 6)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 5)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 4)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 3)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 2)

Inspired: Breaking Down The Hearthstone 'Grand Tournament' Cards (Part 1)

[Via Blizzard]



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Rick and Morty: "Get Schwifty" Review

The latest game news from IGN - one of my fave channels ever - check it out

Warning: full episode spoilers follow.

The appeal of Rick and Morty isn't just that the show is so ambitious in its absurdity, but that it's able to combine all the wacky elements with a conflict that involves real emotional weight. The weaker episodes are those that focus too much on the former without achieving the latter. That's pretty much the problem "Get Schwifty" ran into this week. There was plenty of bizarre humor, but the story tying it all together was a little flimsy and repetitive.

Rick and Morty Announcer Pack Comes to Dota 2

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Until Dawn Review: Here Comes The Sun

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I feel there's always been a time and a place for teen horror films in all of our lives. Growing up, they serve as a great introduction to more hardcore horror films that may traumatize most adolescents, which could lead to sleeping with a night light well into adulthood. Until Dawn certainly seems harmless enough as eight teenagers become trapped on a remote mountain getaway exactly one year after some tragic events took place there.

But what lies beneath is a real nail biter that kept me guessing at every turn. Not only did I worry if these characters would make it through the night, but whether or not my heart was going to jump out of my chest in the process of learning their fates.

The Butterfly Effect

While the reason why all of these friends have gathered together won’t change, how things play out will based on the player’s decisions. As I played through Until Dawn, I was asked to make a variety of decisions that either seemed menial or were completely life-altering.

For example, I was controlling Ashley when I spotted Emily flirting with her ex, Mike, using a tower viewer. Then, her current boyfriend, Matt, popped up and asked what I was looking at. The option I was given was to either lie to him or tell him the truth. While it may seem trivial in the large scheme of things, my action would dictate whether Matt held a grudge against Emily throughout the game, which could very well cost her life if he deemed she wasn't worthy of his help. I decided he should try to have a nice experience on the mountain resort, so I kept the engagement between the two to myself.

Some decisions aren’t as easy to make as there are some that will lead to the death of one or more characters based on what’s selected. Should a character hide or continue running as they’re being chased by someone? Does a character risk their life to save someone or fend for themselves for the sake of survival? Should a character run away or lock the door and then run away? Decisions could be decided with the simple push or pull of the controller stick, or through quick-time events (QTEs). I know QTEs can be contentious, but I'm not opposed to its use here considering Until Dawn is more about the player's actions above all else. And sometimes, that means the game needs to challenge your response time to dictate the outcome of seemingly random encounters.

As I made choices, I was changing the story bit by bit. This is something I was extremely impressed with because the changes were seamless to the action on screen, although I was notified of the change through a pop-up message. I could then view the Butterfly Effect menu to see how the story changed, which I always felt compelled to do to see how my story was shaping. I wasn’t always in the dark as to what was about to happen as totems offered a hint at what could happen in the future based on my decisions. These included visions of character deaths, possible dangers, or helpful guidance.

Disturbing Behavior

As I progressed through the story, I went from thinking this was a simple attempt at telling a teen horror flick within a game to being absolutely terrified about what was bumping around in the night. The amount of jump scares I experienced in Until Dawn felt endless as the eight friends spend the opening moments of the game messing with each other. I felt like these friends loved nothing more than to mess with each other in ways that would cause anyone to have a panic attack, and I wanted them all to die as a result. But then, more serious elements that actually want to cause harm to the friends appear as well as past events involving the mountain that will round out what’s actually going on.

I spent much of my time not only playing God with the lives of these eight friends, but also learning about the mountain’s past by picking up clues throughout my play session. These also helped in my decision making, although some would contradict previous clues I found. Thankfully, previous ones would become updated when a new bit information was discovered, helping to make sense of it all.

Final Destination

At the end of a long night, only Ashley didn't survive as her head accidentally came off of her torso. As the credits rolled, the survivors explained their experience on the mountain, giving me their own perspective in events they were involved in. Some were bitter by decisions made by their friends. Others were grateful to just be alive to tell their tale. And even though only one character didn't survive, I felt the urge to go back and manipulate the story to see how things would have carried out from a slight change here and there.

Until Dawn kept me intrigued from start to finish. I came for the campy teen horror movie feel and left extremely impressed with how well rounded and influential an experience Supermassive Games delivered. This is a game that you'll be talking to your friends and colleagues about for years to come as you'll find no two experiences are alike no matter how hard you try.



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Super Mario Maker Wii U bundle coming to Walmart on September 11

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Nintendo has revealed a Super Mario Maker Wii U bundle will be available exclusively at Walmart in the US on September 11, the same day the standalone game will go on sale.

The bundle will include a Wii U with 32GB of internal storage, a download voucher for Super Mario Maker, a Super Mario Maker Idea Book, and the 30th Anniversary 8-bit Modern Mario amiibo. The Wii U bundle will retail for $299.96.

This isn’t the first time Nintendo has partnered with Walmart to offer exclusive physical goods for sale at the popular retailer. Earlier this year, Nintendo partnered with Walmart to offer the Super Mario amiibo - Gold Edition as an exclusive. We’re sure considering how popular Super Mario Maker has become prior to its release, this Wii U bundle will sell well for those who have been looking for a reason to pick up Nintendo’s console.



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Until Dawn Review

The latest game news from IGN - one of my fave channels ever - check it out

At its best, Until Dawn is a gleefully cheesy homage to horror movies, set in a world built by a developer that clearly adores the genre. Although its thrills are tempered by a lack of story cohesion, its robust choice-and-consequence system and keen eye on horror’s most ridiculous tropes makes Until Dawn ultimately worth playing.

Developer Supermassive Games has threaded horror movie cliches into Until Dawn’s set-up and amplified them to extreme degrees. Eight attractive stereotypes, played with great gusto by a well-rounded cast that’s a little too good for the material, have gathered together to “party like porn stars” in a remote cabin on the top of a snowy mountain that can only be accessed by an unreliable cable car. Why are they there? To mark the one year anniversary of the mysterious disappearance of their friends in the surrounding woods, naturally.

Continue reading…



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Star Fox Zero release date announced; Mega Yarn Yoshi amiibo confirmed for US

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Nintendo will be releasing Star Fox Zero on November 20, 2015 and has announced release dates for additional games and amiibo.

Nintendo has revealed the release date for the upcoming Star Fox game via an infographic highlighting all of its 2015 releases. When Star Fox Zero was announced for the Wii U at E3 2015, it only said the game would be releasing in Holiday 2015. Today’s confirmation means we should be able to enjoy the latest Star Fox game right before Thanksgiving. Nintendo also confirmed Star Fox Zero will have amiibo support.

The roadmap also highlights some other games will be released across both the Wii U and Nintendo 3DS as we can expect Fatal Frame: Maiden of Black Water to release on October 22, Yo-Kai Watch on November 6, and Devil’s Third on December 11 among other previously-announced releases. We’ve also learned the Yoshi’s Wooly World amiibo will be available for the game’s launch, as well as a Mega Yarn Yoshi amiibo that will be available on November 15.

The Mega Yarn Yoshi amiibo will retail for $39.99 and when it’s used within Yoshi’s Wooly World, this amiibo will activate a “Double Yoshi” ability. The ability allows for a second Yoshi to be usable at any point during play, as well as saving the player’s favorite Yoshi pattern.



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