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Battlefiled 3 Multiplayer

JETS, CONQUEST, MULTIPLAYER GAMEPLAY

Game Feast

NEC BIRMININGHAM 16-18 Sept 2011

G.V.C

is all about gaming, From Gameplay, Multiplayer, To DLC... If you want to watch one of our LIVE gameplay streams, or Multiplayer matchs. THEN CLICK HERE!

Gears Of War 3

All The Info on the Final part of the trilogy

Deus Ex: Human Revolution

We got our hands on a preview build of the game, has Edios montreal done a good job, or have they gone down the road of another FPS?

Archive for 2010


Need for Speed: Hot Pursuit Review









Get Microsoft Silverlight



This racer proves that gameplay can make up for ANY flaw.
Some might say that Need for Speed took a wrong turn with its recent games. In all fairness, they were decent racers with plenty to offer, but they just couldn’t live up to the pedigree once owned by the NFS franchise. Criterion have looked to rectify this by shifting things up a gear with 2010’s Hot Pursuit, and in doing so they’ve left all the other recent games in the series in the dust.

Let’s make one thing clear: This is a racing game. It is not going to thrill you with its gripping storyline, nor is it going to keep you in the garage for hours whilst you tune your car and look at performance graphs. You are thrust straight into the action with very little explanation as to who your character is or any sort of cutscene, but you won’t care about that once you tap the accelerator. Some players may find the lack of options to be a little basic, given today’s focus on customization and replayability, but Hot Pursuit is strictly about driving thrills – and lots of them – so if that’s what you’re looking for from a racing game, you’ve come to the right place.
Gameplay As has been mentioned, there is no story to speak of past a continuous game of cat and mouse between the cops and the speeders. The main screen presents the player with two gameplay options: Offline and Online. The entire experience is designed to put the player in the driver’s seat as quickly as possible, and this works to the game’s advantage. Selecting Career will allow the player to choose “missions” or events for either side – cops or speeders – and the option to switch between one and the other is available. This subtly changes the play style required, and reduces the likelihood of getting bored with either faction’s missions.



Upon selecting a mission and a car, it is time to race. There are no standing starts in Hot Pursuit – all missions begin with a short cutscene and start with the car travelling at speed – which again works in favour of the game’s feeling of fast-paced gameplay. The cars all seem to have their own personalities in terms of handling, though there isn’t really a statistic to tell you this when selecting them – in fact, the only stats given to the player are acceleration, top speed and RPM, which makes for a lot of trial and error in finding a car that fits your style of play. However, this again encourages experimentation and serves to keep the gameplay fresh – there is no single car that dominates each class, allowing players to really express some individualism.

On the other hand, the lack of tuning options and the preset number of paint jobs does mean that players won’t become attached to any one car. If you’ve played Modern Warfare 2 and Black Ops, you’ll know that your guns become much more personalised on Black Ops – they’re your signature in the field of battle – whereas everybody had the same gun in MW2. This premise is similar to Hot Pursuit and, say, Forza 3 with its decals and wheel options. It would have been nice to see some optional customisation included for those players who enjoyed expressing themselves through their car, but at the end of the day I would still much rather play Hot Pursuit than Forza.



In terms of racing, this game will be very familiar in terms of look and feel to anybody who has played a Burnout game. After all, it was handled by Criterion; the creators of Burnout. They’ve done a great job of making the game playable and exciting, and most players I have spoken to agree they have done the NFS franchise justice. As with all Burnout games, the focus here is on speed and crashing, and both are done to perfection. There is nothing quite like crashing one of the world’s most expensive cars into oncoming traffic, be you pursuing or escaping. Tension runs high at all times and one wrong move can cost the player dearly, but it is still possible to make a comeback should this happen. That is the beauty of this game – each move, each twitch of the thumb stick is critical... but the same goes for every other cop and racer. Watching somebody crash at 200mph behind me because they were trying to avoid my spike strip is one of the most rewarding gameplay experiences I have had in a long time.

Speaking of the ‘power-ups’, the game has a limited selection – but this again is fine, because not a single one is useless. They are also all believable – the cops can call in road blocks or helicopters, the speeders can use turbo or jam communication systems – there are no bouncing koopa shells here; once more contributing to the game’s slick presentation and atmosphere. When called in at the right time, they can make all the difference to a pursuit and again add to the split-second tension offered by the game.

The only issue I have with the gameplay is the rubber-band AI. It is tricky for a developer to know just how elastic to make the computer-controlled opponents so as not to make for a boring race, but also not to take away from a player’s skilled racing – and most of the time Criterion seem to have hit the sweet spot. Somebody is constantly on your tail in Single Player, yet there have been instances where I seem to have been unfairly punished by cars with a lower top speed than my own managing to beat me to the finish line after a perfect race.
All in all, you will not find a more tense and exciting racing experience than this. It is high-velocity excitement, distilled down to its purest form. It makes no excuses for it, and it does not need to.



Presentation:
Put simply, this game is gorgeous to behold. Once again there are not as many aspects of graphic design as there might be in other games, but Criterion have ensured accordingly that each aspect of this game looks its best.
The car models all faithfully recreate their real-world counterparts. They also all sustain damage, with bumpers hanging off and paint being chipped away as time goes on. It is nice to see such prestigious and high-end cars being subjected to this kind of damage, as it adds another reason to drive well – to keep your precious Lamborghini Gallardo from looking like you let your grandmother drive it to the shops. The paint jobs look crisp, and the pearlescent ones only add to how gorgeous some of the cars look. Each car’s SCPD variant looks infinitely more bad ass with its own individual placement of police lights, bumper and menacing paint-job.
The environments all appear to be just as lovingly crafted, with a meticulous attention to detail. There are plenty of open roads on freeways and through small towns, and often your eye will wander to the impressive background visuals – only snapping back to your car when it is bouncing off a corner because you weren’t paying attention. The variation in locations also keeps the player from becoming bored – there are snowy mountains, enclosed forest tracks, long desert stretches and coastal roads to name but a few. To be quite honest, I haven’t yet begun to recognise many lengths of track, knowing which turns are coming up just by looking at my surroundings, but this is because your attention is often so focussed on not crashing that you will not have time to memorise the roads – it is not at all anything to do with the environments being forgettable.
The menu system fits the overall atmosphere of the game well – it is slick, and looks futuristic. If Tony Stark made game menus, this would be the result. The in-game HUD follows a similar minimalist style, and again fits the high-tech feel of the rest of the game.


Sound:
Once again, the sound can hardly be faulted in Hot Pursuit. The menu noises are just as futuristic-sounding as the screen looks, and the almost monotonous female announcer sounds like an on-board computer system, which is a nice touch.
The cars each have their own engine note, and sound just as I would expect them to – the Lamborghinis sound like Lamborghinis, and the muscle cars sound suitably meaty. A nice touch is that upon selecting a car, it revs a few times. Just from this sound alone, the adrenaline will start pumping – a sign of how well-produced the sound is.
The in-game music is well-thought out too. In single player, a radio plays catchy songs from a good selection of artists. The songs compliment the mood of the racing well. In Multiplayer or in offline chases, the music is suitably tense and again fits the mood well. Also the police chatter over the radio seems realistic and often adds to the feeling of tension in pursuits. Driving as a cop car thankfully does not get annoying because of the siren wailing away. A nice touch is that when a player crashes or their car is at critical damage, the sound weakens.



Multiplayer:
The multiplayer experience is the highlight of Need For Speed: Hot Pursuit. Like many other areas of the game, options are limited but done to perfection. Players can choose to participate in Pursuits, Interceptor (1v1) or straightforward Races. The majority of fun (for myself) is to be had in the Pursuits, where a group of up to 4 cops have to take down up to 4 speeders. Each player has an individual number of power-ups, but cannot stack certain ones – for example, only one cop can call in a roadblock at once and it also has a cool-down time. This helps balance the multiplayer gameplay, as does the fact that there is no game-breaking power-up.
As has been mentioned, no single car dominates each class which means players can expect to see a good variety of cars on the road, yet it would have been nice to have a way to further personalise cars.
Multiplayer action itself is incredibly exciting, with options for tactics left wide open. Four cops can take down one speeder at a time, or go after one each. Speeders can leave each other to race to the finish, or try and hinder each other. Not knowing who’s after your car – from 0 to 7 other players potentially – really makes the game unpredictable and allows for a lot of variety from match to match.

Longevity:
The main point of this entire review has been to explain that this game is for those who want an exhilarating competitive racing experience. If that is you, you will find plenty on offer here. If you are looking for an exhilarating car ownership experience, it may be best to give this a try but to stick elsewhere in the long term. The replayability of this game depends entirely on how much enjoyment players can derive from racing different cars on different tracks against different opponents, and not much else. Personally, I find each race to be different and the gameplay is exciting enough to have had me hooked for at least 20 hours’ playtime now.
Players can continue to unlock cars in multiplayer for use in their single player game and vice versa, and unlocks for both online and offline modes come at a steady and good pace.
The most innovative feature of the entire game, however, is what may prove to extend it’s useful life for a lot of players. The Autolog system is a social network style arrangement, where friends can challenge each other and beat each other’s times. It can recommend races and lap times for players to try and beat, and allows a bit of trash talking should the players beat their friends. It works well and adds another avenue of competition to the game, and is something I predict big things for in the future – not only in Need for Speed, not only in the racing genre, but throughout gaming as a whole. I am very impressed with Criterion for putting this feature in the game and I would say they deserve a lot of credit for moving social competition forward. It breathes new life into previously completed races – for example my friend picked the game up and beat my score on a track I completed weeks ago, which gave me a reason to try the track again using new cars I’d unlocked since.
If by now you haven’t realised that Need for Speed is the most streamlined and most rewarding racing game to be released in months, then maybe I should stop writing reviews. This game admittedly doesn’t do as much as rival games do, but it doesn’t need to apologise for that fact because it more than makes up for it in terms of what it does offer – which is racing, good racing and amazing racing. If games could speak, this one would say “I don’t need no fancy options to prove how good I am, I let my gameplay speak for itself”... and it would be right. If racing games were superheroes, Need for Speed would be Batman – no special powers except for a few high tech gadgets; one of the best franchise reboots of our time, and a totally bad-ass luxury car collection.

9.5/10: The speed, thrills and crashes in this game place it firmly in pole position for the title of best racer of Christmas 2010. If you like arcade-style racing and you have a competitive streak, this game is for you. If, however, you want a more involved car experience than simply driving them, try before you buy.

Pedal to the Metal!
+ Thrilling racing
+ Beautiful visuals
+ Good selection of cars
+ Great for friendly competition

Insurance Write-off!
+ Rubber-band AI sometimes unforgiving
+Some players may be put off by the lack of options
+ No car customisation features


Making a game about the “The Divine Comedy” would never of been an easy task, yet Visceral Games have done just that, well at least the first part of “The Divine Comedy” withDante’s Inferno” even though we can say the game doesn’t quite stick to the Poem this doesn’t mean it’s not good, Far from it as Visceral Games take on “Dante’s Inferno” is somewhat of an action adventure/hack n Slash game.



You play as Dante, a Knight in the king’s crusade which starts off with you being attacked by the prisoner’s that you have kept locked up, and you are given a brief tutorial of the combat and controls; X= light Attack, Y= heavy attack, Right stick= Dodge, Left trigger= Block B= Beatrice’s Holy Cross [which you don’t get until later] after you get to grips with the controls you are confronted by Death and told you and your loved one’ will suffer for your sin’s.



Well as most people who have actually read the “The Divine Comedy” would know Dante was not a Knight he was a 13th century Italian poet. But then if they had stuck to the Poem then we think we would have some rather confused Gamers’ on our hands as it’s not easy to understand let alone put into a game. Any way this is the direction Visceral Games went and as we said it’s not a bad direction by any means, as we said Death appears and Dante refuses to allow his beloved Beatrice to be punished, and this starts off Dante’s quest for Revenge, Redemption and maybe even Forgiveness as he traverse’s the 9 Circle’s of Hell.



And over the course of the game you keep, meeting up with The Roman poet Virgil who will read parts of the poem and guide you through the Inferno.


“they had their faces twisted toward their haunches
and found it necessary to walk backward,
because they could not see ahead of them.
…and since he wanted so to see ahead,
he looks behind and walks a backward path



The combat in “Dante’s Inferno” is not quite up there with the likes of God Of War or Ninja Gaiden but it’s still satisfying none the less, we never got tired of punishing people ok we did absolve some sinner’s you can upgrade Deaths Scythe or Beatrice’s holy cross these paths are classed as Unholy/Holy. You do this by using the soul’s you have set free, dammed or killed. We went for the unholy path on our first play through, and then finished off the Holy path on our second.



The combat can get quite fast and even on the Normal setting we found the game to be quite a challenge at some points especially at the trial’s later on in the game, there are QTE’s in the game usually during the Boss fights or when you’ve damaged an enemy enough to pull these move’s off Now this is one area where “Dante’s Inferno” lets it slip as some of the enemies don’t have this option they don’t even allow you to do different move’s to them i.e. you can’t grab them then; punch/throw etc as once you damaged them enough you can only either punish/Absolve them which was a shame really.



You can do juggle combo’s which you’ve come to expect from these’s type’s of game’s you even get to ride some of hells beast’s which open’s some good opportunities during combat But again some parts of it felt a bit let down, as you can tell “Dante’s Inferno” could of done with some more move’s or even some Different weapon’s as you go through the whole game with Death’s Scythe/Beatrice’s Holy Cross.



But then as we said this is Visceral Games Vision on the Inferno and on some parts it looks’s amazing and others not so much. after Visceral Games did Dead Space you’d expect quite the high standards from them, well it is here in some area’s but it still does lack polish, especially the platforming sections got to say though there vision of some things is Bizarre as we could never look at another woman’s……. the same again or baby’s too!



Each area of the Inferno is different to the next and is done quite well yet we couldn’t help but feel as though it could have been more to it but then maybe Visceral Games had to be careful and not to go too far, Dante’s Inferno will last around 10hrs+ on the default difficulty but beyond that there is not much to make you go back unless you want to max out both unholy/holy, There is going to be some DLC in the form of Forest pack which really should have been in the game, and a co-op challenge/editor pack. But will people keep the game for these or will the move on to God of War 3 or maybe something else.



Overall Dante’s Inferno is a good game and that’s it yes it’s fun but memorable? No it’s a guilty pleasure, it’s a game you play and enjoy but you won’t think too much of your journey through the Inferno [the 9 circles of hell] once it is over, but we will say it’s is going to be good to see what Visceral Games does for Purgatory/Purgatorio.


PRO’s:



  • Combat System

  • Story

  • Nice References to Alighieri’s “Divine Comedy”

  • Boss Battle’s


CON’s:



  • Weak Platforming Sections

  • Only One Weapon?

  • Could Of Been Much More


  1. Here are the code’s so far for Lost Planet 2; Go to my page and select the Character Customization tab, the press X to bring up the Password screen and enter these into them!

    Item Name————-Code———Details———-Colours——Availability
    ———————————————————————————————————-
    T-Shirt 1 (M/F) = 73154986 Red Weekly Famitsu (Red) XBox-PS3

    T-shirt 2 (M/F) = 94372143 Xbox360 ————-(White) XBox Only

    T-Shirt 3 (M/F) = 69088873 Midnight Live 360 (White) XBox Only

    T-shirt 4 (M/F) = 40358056 Dengeki Playstation —-(?) PS3 Only

    T-shirt 5 (M/F) = 96725729 Yellow Den geki —(Yellow) XBox-PS3

    T-shirt 6 (M/F) =

    T-shirt 7 (M/F) =

    T-shirt 8 (M/F) = 63152256 ?? ————————(Black) XBox-PS3

    T-Shirt 9 (M/F) = 34297758 Weekly Playboy (Hot Pink) XBox-PS3

    T-Shirt 10 (M/F) = 88020223 Blue Famitsu.com (Cyan) XBox-PS3

    T-Shirt 11 (M/F) = 25060016 4gamer.net ——-(Green) XBox-PS3

    T-Shirt 12 (M/F) = 65162980 ?? ————-(Purple+Tan) XBox-PS3

    T-Shirt 13 (M/F) = 56428338 ?? ———————-(Blue) XBox-PS3

    T-Shirt 14 (M/F) = 18213092 WCP——————(Green) XBox-PS3

    T-Shirt 15 (M/F) = 26797358 ?? ——(White+Dark Blue) XBox-PS3

    T-Shirt 16 (M/F) = 71556463 ?? ——————-(Purple) XBox-PS3

    T-Shirt 17 (M/F) = 31354816 WCP 241 (White+Brass) XBox-PS3

    T-Shirt 18 (M/F) = 12887439 StreetJack —(Light Blue) XBox-PS3



Here we have some codes for Medal Of honor [EA Online Pass] these codes are on a first come and use basis, so please don't message/email complaining that you didn't get one. Hopefully we will get more or other codes for other games!

XBOX 360:


BTW38-PJ2DV-CK7TQ-J8FFG-XP6HT

G8QYJ-48JJR-KRX37-QW82C-J4W7J

PS3:

4FGF-2DBH-2QJG

G5QQ-FGBP-3KP2

PHH9-BKB3-FK2P

NP2N-KPBE-64E2





Reach has fallen, Bungie has left the franchise (?) and Halo has had it's romantic send off ('cept for online of course), I believe it's high time to look back on the bravest and most underrated entry in the franchise; ODST.


No one wanted ODST, it's as simple as that. Die hard Halo fans, still fragging away on Halo 3's multiplayer, were hungry for another story continuation, perhaps a return from Master Chief himself. What they didn't want was a touchy feely prequel starring the distinctly un-augmented members of the Orbital Drop Shock Troopers. It's not that the premise of ODST was a bad idea, it just seemed for many a creative and narrative step back for the Bungie team, fortunately, this couldnt be further from the truth.


ODST remains one of the best games in the franchise, it may not have had the robust tool set of Halo 3, or brought anything new to the FPS table like Halo: Combat Evolved, but what it did have was a bold new visual palette and a further fine tuning of those sweet Halo mechanics.


Its clear now that the darker, less vibrant art style of ODST was a dry run for the complete overhaul of Reach, but at first it seems strange and uncomfortable. Ushering the FNG through the desolate night-time streets, not a soul in sight aside from a handful of patrolling covenant, has a tension usually reserved for survival horror titles. The daytime flashbacks are almost a relief, those familiar purple shades soothing the players rattled mood.


The games structure and flow can often make it seem like a greatest hits of previous Halo games. Each clue found on the streets leads to a linear daytime skirmish in which you control one of the other ODSTs, who each have generic FPS roles (soldier, heavy, sniper etc). Yet amongst all that familiarity is a great story containing some engaging characters.


The story of the FNG is a thinly veiled nod to film noir and the hard boiled detective novels of the 1950's. It's fun to think of Bungie as Raymond Chandler, with the FNG as his Phillip Marlowe, getting knocked about in some godforsaken rain drenched city, slowly gathering the clues to solve the mystery. It's a great story mechanic and a refreshing offshoot of the generic sci-fi fable that is the Haloverse.


Elsewhere their is some great characters to fill out the ODST roster. The FNG is the strong silent type as usual but the rest of the crew is voiced by Firefly's Serenity crew. So, heavy trooper is given the gruff tones of Adam Baldwin, cocky pilot duties fall to Alan Tudyk and leader of the unit is Nathan Fillion, whose very presence can increase enjoyment in pretty much any production. The voice cast is a genius stroke for Bungie, highlighting both their commercial heft as a developer and the obvious love they have for the Halo fans.


But lets not forget Firefight, the only evidence of multiplayer on the ODST disc (all Halo 3 maps and modes were generously shipped with the game also) and a mode so good that it quickly outlived any accusations of being derivative (the mode is strikingly familiar to Horde mode in Gears 2).

Firefight brings all the scuba-tight mechanics of single and multiplayer Halo into co-operative arena based battle. Although it has since been built upon and made better for Reach, memories of those early days on ODST firefight will never fade. Provided you had some willing and able squad mates (no Firefight matchmaking in those days), ramping that diffuculty and rocking those skulls could eat up a whole night.

For all these things and more should ODST be praised. It dared to be different in a franchise where change was not welcome. It's visual style paved the way for the best game in the franchise and it's Firefight mode is one of gaming's best co-op experiences.
ODST is a significant triumph in a series full of them and anyone who passed it over on release should definitely give it a try now the sun has set on this beloved franchise.  

    



Why buy consoles when you can get them for free! as here we get given things sometimes like playstation move or games, either way we can't complain!

as right now where trying to move and after packing all our stuff up (apart from some games) we haven't had chance to try out some of the things we get given... but when we do will put up some info/videos once we do until then marvel at our pictures!
Published with Blogger-droid v1.6.0


Why Case 0????

With Dead Rising 2 due out on the 24th September Capcom have decided to release a prequel/Episode its a gap between DR1 and the events of you getting to Fortune city (Las Vegas)it has been several years since the incident in DR1 and you are Chuck who is with his daughter Katy.

Chuck and Katy stop off at a gas station in still creek, and without ruining the story lets just say something happens that leaves them there stuck in the gas station. But that's not all Katy has been bitten and needs a shot of Zombrex every 12 hours!


Heads will roll...... in this sequel!

So you go on a search through Still creek looking for some and you are not alone their is an army or zombies waiting to kill you or be killed by you, as in DR2 you can create your own weapons like a paddle and chainsaws! it is as awesome as it sounds, just like a pitch fork with a shotgun attached to it you do have some good weapons at hand to play around with if you look around the town.

There is a time limit in this Episode, you have until the military arrives which in game time is like 2 hours. but what you do in that time is up to you as there are 4 endings to see and not all of them good ones, some end the game quite quickly as there are survivors to save (if you want) which is good as it will take more than one play through for anyone to see everything, giving you an idea of whats to come in DR2 the full game and how some things work.


There is no lottery here, only hints at what to do!

OK there are 3 save slots but I'm sure people did want a better save system this time round as that is our only gripe with Dead Rising 2-Case 0, Dead Rising 2-Case 0 is a nice little episode as it has a lot to offer, you could of you want just go around killing zombies or save every survivor, and we will say this for the survivors their better than the ones in DR1 (the A.I is just better) for 400 MS points we could not say that this was not worth it by any means.

We don't want to say to much, as we don't want to spoil things for those whole will play it. We did enjoy this nice little taste but we was also reminded of the games faults from the first one, as they save system is not game breaking but we can see a lot of gamers put off by how the game plays or that how if you want to achieve certain things you wont be able to stand around just killing zombies or making weapons. We can also see Katy's Zombrex being a problem for some as on many of our play throughs did we forget or miss out on other situations due to getting back to her to give her the shot!


SUCKERS

But to some Dead Rising was a classic, now we just got to wait till the 24th of September to find out if the sequel is better and can do what capcom wants and be as big as the resident evil series!
in the meantime here is a short video of us killing with a.......


Monday Night Combat Title Update, DLC, and PAX

First of all, we want to thank you for playing Monday Night Combat and supporting Uber Entertainment. We’ve been busy fixing bugs, exploits and optimizing based on your feedback on our forums, emails, Facebook, and Twitter. Our first Title Update is being tested right now and then it will be handed off for certification and in your hands as soon as possible. Here’s a full list of fixes and changes that will be in the Title Update.

Connectivity and Multiplayer:

  • Reworked the way we handle parties in the pregame lobby to avoid splitting them up.
  • Fixed several issues where host migration would fail immediately.
  • Decreased wait time after a successful host migration.
  • Lobbies will now host migrate and not kick you back to the main menu.
  • If the host leaves during the end of match sequence, the host will migrate and players will return back to the lobby and not the main menu.
  • Optimized the time it takes to migrate hosts, shortening the time to migrate.
  • Improved weapon hit detection in high lag situations.
  • Fixed endorsements being incorrect after a host migration.
  • Fixed getting into private matches without an invite.

General Gameplay:

  • Fixed players being able to damage the Moneyball’s shields.
  • Fixed visual effects staying on the player after the effect has worn off.
  • Reduced the amount of increased damage the Moneyball takes in Overtime, thus reducing the effectiveness of “Juice rushing”.
  • Fixed Ringouts, Headshots and Grapple Kills not giving the proper amount of money. Balanced Ringout money to reflect the change. Message now displays correct total amount of money earned.
  • New “You Win!”/”You Lose!” UI for the end of a match.
  • Fixed juice benefits ending early if the player grapples during juice.
  • Fixed juice bar getting stuck full.
  • Fixed deploying on or near active jump pads.
  • Fixed controller sensitivity of 10 not saving.
  • Fixed messaging for kill streaks. Ultra and Uber streaks will now be named properly when popping up above your cursor.
  • Fixed an instance of the player’s skill pick UI going away unexpectedly.
  • Fixed an issue with bots walking by enemy turrets and bots without engaging them.
  • Fixed upgrading a turret that has been hacked to the opposing team.
  • Fixed turret collision not going away after being destroyed.
  • Normalized time between a grapple miss and the ability to grapple again for all grapples. The biggest change is the Assassin not having as big of a penalty for a missed grapple.
  • Fixed the “Team Leader” and “Team Player” highlights from being reversed.
  • Fixed players being able to mute themselves.
  • Fixed idle kicking when standing still but still looking around and/or shooting.
  • Fixed players who cheat and hack their profiles from being able to apply multiple gold endorsements.
  • Optimized main menu ticker for players with large friends lists.
  • Fixed HUD showing Moneyball shields as up during over time even though they are down.
  • Reduced announcer talking for kill streaks to help reduce the repetition of announcements.
  • Various performance optimizations.

Support:

  • Reworked Support’s bot aura so that it doesn’t make the Jackbot appear overhealed.
  • Fixed Support’s Firebase skill from recharging while the Support is dead but the Firebase skill exists.
  • Fixed being able to use the Heal/Hurt gun while taunting.
  • Fixed some instances of the Support’s Firebase not appearing when thrown.
  • Fixed Heal/Hurt gun not being affected by rate of fire endorsements and reduced it’s overall healing/hurting ability to compensate for the change.
  • Fixed Supports being able to use their Hack skill through walls.
  • Fixed Supports being able to throw their Firebases through the wall.
  • Fixed Air Strikes sometimes damaging enemies under cover.
  • Supports can now only Hack enemy turrets at Hack level 3.
  • Increased the time to Hack enemy turrets.
  • Decreased duration of Hack on a turret for levels 1 and 2.

Assassin:

  • Fixed Assassins from being able to get permanent sprint and super speed.
  • Fixed Assassins getting a double smoke bomb allowing them to jump higher than intended.
  • Fixed Assassins being able to cloak during a grapple.
  • Fixed Assassins from being able to use her smoke bomb during a lunge.
  • Retuned damage done by dagger after a lunge.

Tank:

  • Tank’s Jet Gun alternate fire damage is now reduced depending on the percentage of ammo left in the clip. Increased the full clip damage to compensate.

Assault:

  • Fixed an exploit involving the Assault’s Fly.
  • Fixed Assault’s bomb audio lingering after bomb is gone.

Monday Night Combat Live Update System:

  • Pregame Lobby is now 45 seconds.
  • Min Number of Players to start Crossfire is now 6.
  • Increased player bot spawing from 5 seconds to 10 seconds.

DLC Plans

Beyond the Title Update, we will be releasing our first of three DLCs. The first DLC will contain new content, gameplay adjustments, and more bug fixes. What’s exactly in the first DLC will be announced closer to its release. We’re very invested in our community and want to see it thrive so the first DLC will be free.



We bring you these MP video's of Kane & Lynch 2 - Multiplayer; Cop's & Robbers... as we've been playing the game for our review (Which will be up soon) some of the matches we have played have all been very average, or had lag issue's! So here is Cop's & Robbers in action and it was a close match in the end!





As you saw the shotgun does feel a little overpowered, but then most times it is in any MP game.



It’s a remake of one of the most influential titles in gaming history and it’s native console is the most short lived product in Nintendo’s considerable technological repertoire. So why is REmake such an unadulterated masterpiece?
Beginning life as the fruit of an exclusive partnership between Capcom and Nintendo to produce three major titles for Gamecube, REmake was met with skepticism and doubt by the gaming public. The game went on to become not only a worthy imitator of the original survival horror, but perhaps the truest representation of the franchise' core tenets.

THE ORIGINAL


If we are going to be puritanical about gaming history, then 1992's Alone In The Dark is the true progenitor of the survival horror genre. But, in the same way that Black Christmas vies with Halloween for the title of original slasher film (they're both wrong, it's Psycho), we must also recognise Resident Evil and it's contribution to the birth of survival horror.
Graphically impressive in its day, Resi 1 presented a cheesy horror story influenced by endless B-movies and horror classics, utterly atrocious dialogue spoken by abysmal voice actors and a live action intro so bad its actually genius. Yet the reason this game remains a classic is that it was a turning point in the ongoing campaign to make gaming mainstream. Here was a title with sky high production values, great gameplay mechanics and a rich lore ripe for franchise treatment.
When looking back, its the small moments that matter; dogs in the L-shaped hallway, Forest and the crows, racing against time for the anti-venom, mixing the formula to kill Plant 42, the scary as hell lab monsters and of course the arrival of the rocket launcher, the best deus ex machina in gaming. Resident Evil is a patchwork of classic moments that have stuck in the collective memory of everyone who has ever picked up a control pad (or a keyboard, it was released on PC too).

THE REMAKE


The first thing you notice, obviously, is the intro. Where there was once unrecognisable nobodies pretending to look scared, now there is impressive digital representations of our favourite characters. When Bravo team member Joseph Frost is eaten by the 'cerberus' dogs, atmospheric night vision replaces poorly shot DV.
When we enter the mansion however, it's clear that not just the intro has been overhauled.
The new Spencer mansion is a joy to behold, beautifully meticulous pre-rendered backdrops blend with the smooth character models to create a wonderfully immersive experience. The mansion itself was overhauled so that even the most seasoned RE veteran could get lost in it's new layout.
Enemies remain largely the same, although the standard zombie is given an extra mutation. As 'crimson heads', the zombies sprout giant claws and become extremely fast. The only way to combat this is to either remove the head of the original ghoul or burn it's corpse with gasoline. This was a subtle change to gameplay but a welcome one, the first time a crimson head comes galloping towards you is a truly memorable moment.
The plot of REmake fortunately had the benefit of hindsight, meaning it could improve upon the shortcomings of the original as well as squeezing in some new elements, and some fan favourites as well. Perhaps the biggest new plot development was the re-reinstatement of the Trevor family subplot, an interesting arc that ties the 'Arklay Mountain incident' together. George Trevor is responsible for designing the impenetrable mansion for Oswell Spencer (yes, Trevor is the lunatic who created the animal crest locking mechanism). His daughter Lisa is both the only person to survive the progenitor virus and the creator of the G-Virus that would later run amok in downtown Racoon City. Lisa Trevor is arguably the best boss in the whole series, the combination of her hideous design and the emotional heft of her back story make her a truly memorable opponent.

All in all, Capcom hit the jackpot with REmake, creating another classic survival horror and rejuvenating the franchise for a newer generation. Resident Evil 4 would later follow and define the series, the genre and the whole medium once again, but it was REmake that reminded us that there really isn't anything like a good Resi game.


Welcome to MNC...

Monday Night Combat Crossfire game mode is a game of defense as well of offense, in the sense that not only do you have to defend your team's money ball but you also have to attack there's too... yet you can't just get into their base and shoot it, nope you have to lead your teams army of bots in there to bring down there shield, so then you can blast away at it!

Now this sounds easy enough and it is if you have a good team and if not, we'll let us just say you'll be losing a lot of matches if you don't as this is no one man army game. Nope MNC is all about team play using each character class to it's strengths and while also using them to the other teams class's weakness's Uber Entertainment have made an amazing arcade game, OK we do feel as though the game could be tweaked a bit more for balance but what game doesn't.


Time to get your game on!

You get to pick from 6 different class's and each one is unique in its own way, you want to be a guy with an assault rifle and bombs? Then the 'Assault Class' is the guy for you or maybe you want to be stealthy stab others in the back kind of player... well clearly you want to be an Assassin! there are different class's to different situations and you will have to learn them all as like we said this game is about team work, and a team full of Snipers, Assassins or Supports will only get a team so far.

As we found out the hard way trying to run around as Assassin's cloaked trying to grab other players to pull off the grapple move or even being a support class, as each have a weakness and you catch a support class on his own without a fire-base to help him or even another team mate and he is basically an easy kill (unless he tags you with a Air-strike) or even assassins are good if there cloaked, as god knows how many times we got killed due to them grappling us with their instant melee kills!


But you said you loved me, and not her!!!

Yet get an assassin uncloaked and that bitch isn't so tough, as any of the other class's could bring her down easily. Gunners are like Arnie from the terminator 2 (no there no robots from the future) that there mini gun is devastating in the right gamers hands, and if they get a good spot and deploy it well they can wipe out players in seconds. We do feel as though the support class is somewhat unbalanced due to their health/hurt gun having no reload/cool down period.

Each class spawns different types of bots for you to fill the arena with, Assault class can spawn Buzzer bots, Assassins can spawn Gremlin bots, Supports spawn Gap Shots... and then each class reacts differently to them as not all class's can grapple every bot and some are better at destroying them than other class's are!


Good View... Huh!

As assassins are the best we found for killing/taking out Jack-bots there grapple on them is almost an instant kill, now you have to remember all this while playing the game keeping an eye on what class's your team mates are etc... Has the other team got an advantage point or have they left open a way into their base. And even if you do get your bots to their base you just hope there aren't loads of turrets defending their money ball. Any class can request a turret (as long as you have the funds for it) but what one do you pick as there are 4 to pick from like; Rocket turret, Laser turret, OK one of them isn't a turret per say but more of a defense turret... it's called a Shavelce turret! and it doesn't fire anything but instead release's a aura to either effect cloaked enemy's or slow down the attacking bots and they come in handy if your money ball is under attack from a lot of bots.


This is my Hood bitch!!!!!!

There is a lot to think about when playing MNC but a as we keep saying MNC is very team based game no lone warrior tactic's will work here. and yet we feel as though we haven't even mentioned half the things we saw or did during some matches of MNC, but then we wouldn't want to ruin some of the surprise's for new players, there is also custom class's for players who have enough money to buy them (See Picture above/below) and you pick Position (base character) and then select which Endorsements (perks) you want to select, you only have three slots open for you to use and they work they same way as they would but there put into Gold, Silver, Bronze... so the gold one will be your main Endorsement (perk) if you pick 'Skill Recovery' first this will be Gold sponsor as the game puts it, meaning that it will work faster than say your silver/bronze sponsor!


The support class loves to jet ski....

So the support class can now have quicker juice build up than normal, or that having speed selected on a gunner means he moves faster than he was without it! And speaking of juice you get this by racking up kills or taking out turrets and bots without dying mind you. And once you have a full tank your character is like a Tron player but his weapons/skills are more powerful and you move really fast and can take more damage... its not something you will get a lot unless you use some good team play tactics.



For a game that's only 1200 MS points (9.99) it kind of makes you look at some of the full priced games out there and wonder why companies are charging 40-45 per game! When you get amazing games like this for way less. MNC is one of XBL arcades best titles! one of the other things we like about MNC is that the game will never need a patch as Uber Entertainment have said everything can be done server side, so no need for patches/updates or for players to wait for MS's certification process on any of the updates.

MNC is one of the most fun games we have played this year, hell we would so far as to say it's one of the best games we've played in a long time, there is so much fun to be had here. OK we do recommend you have friends to play with or at least a good team as this isn't no quick scoping game... and Uber Entertainment have said they will be supporting this game with more content and we hope they do as you only get 4 maps with the game so far there is another mode called blitz (imagen horde/firefight) but Crossfire is the mode for us!


Yeah shake it Bulleye's, You the man (he got man titty's)

it's Simple Buy Monday Night Combat now....

Get out there and do some pain:
  • Amazing value
  • A lot of Fun
  • Good use of Class's
  • Very addictive
  • Nice mixture of Gameplay
RING OUT:
  • Can feel a bit unbalanced
  • Assassins can get annoying
  • If a game lags its no fun at all
REVIEW BY:








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There are a myriad of reasons why videogame adaptations do not work, they are so large in number that it would be a daunting task to list them all here so I shall simply highlight the most important; what's the point? Over the years, this has become a question that changes considerably depending on the gaming climate. What, for instance would be the point in trying to make a film from the adventures of Nintendo mascot Mario, a series that prides itself on blissfully simple gameplay mechanics and narrative economy? Fast forward a couple of decades and we ask ourselves what would be the point in making Resident Evil into a film? Surely this franchise has proven that it can match the best of what Hollywood has to offer, so why give the world a live action re-imagining? The smart answer would be to say that there are obvious financial benefits in targeting a wider demographic than that of the gaming community, but since i'm a cynical type of guy i'd rather believe that the filmmaker's own blind arrogance has duped them into believing they can improve upon something that has been created by someone far more talented than themselves.

I recently watched Tekken, a micro budget B-movie adaptation of one of my favourite fighting franchises. It was about halfway through the film when I realised I'd been grinning like an idiot for quite some time, I actually enjoyed this film, a lot.... how strange. The only other time I have felt like this while watching a videogame adaptation was when Jean Claude Van Damme's Guile flash kicked Raul Julia's M.Bison in the face. Yes, I, like many others, love the Street Fighter movie. There is a reason that Street Fighter works and there is a reason that Tekken works, they are complete and utter fan service.

The Iron Fist tournament kicks off early in the Tekken movie, the first round is Raven Vs. Eddy Gordo. Gordo wears exactly the same outfit he does in the game, as does Raven. Both fight with real world styles that stick close to the ones they use in the game. They fight on a stage made up of a physical and virtual representations of stages seen, you guessed it, in the game. Tekken never tries to be anything other than a cinematic companion to a fighting game that doesn't need narrative dressing to function. There are no pretensions here, no po-faced attempts at re-imagining, just good old fashioned tongue in cheek fun. It's clear that writer Alan Mcelroy has done his homework, he manages to squeeze in as many of the old favourites as he can, as well as relative newcomers like Dragunov and Roja. He takes some liberties with the overarching storyline of the Tekken universe (Steve Fox as Jin's mentor? Really?!), but it's the only way he could have explained away all those characters without bothering with something as stifling as backstory.

Devoid of any form of cinematic merit, Tekken gets by solely on the energy of it's inspiration. A good videogame adaptation should go hand in hand with the title that inspired it and this film does that so well, it should be given away as an extra with the next Tekken game. Worth watching if only to see Jin's signature fringe flecks appear every time he fights.

Ivory Tower and Midship are reborn.



September the 14th cant come quick enough... and we hope you check out our LAN party footage once we have spent hours playing it, eating pizza and drinking some beers!

We will be doing a Mini Launch Video of days before Halo: Reach Launch, and leading to to our big LAN party, until then check out this Video of whats to come!



After turning head at CES for a promise of virtually endless supply of storage space for game consoles, Infinitec’s Infinite USB Memory Drive (IUM) went MIA as the company finalized there plans for release. However now several months later the company has announced that the IUM is here and starting today you can pre-order the system on their official website, with orders expected to ship on August 31.

If this is your first time hearing about the IUM, it’s a wireless data streaming system that allows people to connect their Xbox 360 or PlayStation 3 to a computer and access and store information on its built-in hard drive or to a connected external storage system. The IUM looks like a regular flash drive, but instead of built-in storage, it features a wireless chip that allows it to connect directly to a paired computer using a dedicated wireless network, which then streams data and media to and from your PC.


Since this uses a dedicated Wi-Fi connection made by the IUM, some might wonder what if you want to surf the web at the same time. The IUM actually uses a dual Wi-Fi technology to basically configure your computer to connect with 2 networks the IUM network and your home network.

Wireless data storage is just one function for the IUM it has other uses as well. Since it’s seen as a regular USB it can also stream different media from blu-ray to HDTVs to stereo systems. The Infinite USB Memory Drive is available for pre-order on Infinitec’s official website for $129.99.

Source: IGN



Here we have the Opening Cinematic to Fable III, with the Village editor along with some combat as well as other video's!

Hope you enjoy them as much as we did....







Thought we would give you some MP video's of Aliens VS Predator on the PC version, as for us we feel as though it's the better version out of all the 3!



Here is the Walk-through for Chapter 4 of the PC version of Gears of War!

















After Completing ArmA II and loving every minute of it (which we'll Review soon) We decided to go through ArmA II: Operation Arrowhead... And after the first hour of playing we are glad we did as it, is as every bit as good as Arma II was. Well even more so with some major improvements and more options.

Now we're sure most people who played it knew how buggy the first game was when it was released but then Bohemia Interactive is no stranger to Game's like Arma II! As we're sure a lot of you have played Operation Flashpoint: Cold War Crisis would know what to expect from the AmrA II games, bloody realistic comes to mind! Even on the default difficulty we struggled with some of the mission's and was not down to the game (o.k. the A.I can be weird at times) but it was down to our impatience by either running out into the battlefield or not using our squad, or checking our map and using it tactical attacks etc...


Do you think we could through a drive by BK with this thing?

One of our mission's was being flown in on a little bird just outside the hot zone where we had to eliminate the enemy hostiles and secure the area then check for any hostages, seems simple enough, well it is but it all depends on your actions, how you manage your squad; Do you sit back and snipe the guys from a distance, do you sneak in and take them out before your spotted, or do you send in your squad while you give them some cover fire?

We even had a predator drone at our disposal, there is so many way's to tackle the mission it was nice to actually feel real freedom with what you wanted to do as the player. Not many games offer this much freedom, we did mention before that the A.I can be weird sometimes but more often than not our team were brilliant at their job of engaging their targets.


Google Earth is still Better!

And once we had eliminated all the threats we proceeded into the warehouse to look for any civilians or hostages only to find that the place was rigged to blow... And suddenly around us each building blew up leaving some of our team wounded or even dead! see we could go on but then we would have nothing for our review which wil be up shortly, unless we get pinned down behind enemy line's! (we will leave you with this Video of the Opening Mission)


Well, as those wonderfully OTT ads so succinctly put it, Starcraft II is finally here. The sequel to a genre defining game whose appeal is such that it has become the unofficial national sport of an entire country (hell, we’ve all heard of the infamous South Korean match fixing scandal covered in the gaming press recently).
Starcraft II: Wings of Liberty is just one of three major titles to be released within the Starcraft universe, each focusing on a different faction/race. For Wings Of Liberty, the hulking space marines of the Terrans will be blasting there way through the Zerg horde.



Let’s just get the obvious question out of the way first, is it any good? The answer is, unsurprisingly, a resounding ‘FUCK YES’.



Now I need to first dispel any ideas that you may be harbouring about experiencing a revolution in strategy gaming, Starcraft II does NOT change the RTS, it’s merely a shining example of how to do one right.
That wonderfully fined tuned squad based mechanic returns and mixes perfectly with some brilliantly balanced units and generously lenient base building.
Marine’s, Fire Bats, Reapers, Marauders and mercenaries are your tools of warfare and all of them come with a deliciously nuanced set of strengths and weaknesses. All of your units and structures can be upgraded to be more efficient fragging machines and an easy to use research tree improves your chances of survival.
All upgrades are performed in the new hub area of Jim Raynor’s ship. The ship is a wonderful example of UI, presenting a 3 dimensional environment which the player can interact with to gain access to sub menus or other areas of the ship. It’s a system that at first seems needlessly quirky but one which you quickly warm to, it’s a lot of fun to click on different aspects of the tech lab or the seedy cantina and here Raynor’s reaction.



The single player campaign is a direct continuance of the first game and it’s Brood War expansion. Jim Raynor is now an exiled booze hound pining for lost love until the arrival of the long dormant Zerg, led by his genetically modified ex Kerrigan, stirs up the freedom fighter in him. Joined by Tychus, a convict imprisoned in a hulking suit of armour, Raynor sets out to find a series of strange artifacts, while fending off the attentions of the Protoss, the Zerg and Arcturus Mengst’ dominion forces.
Showcasing Blizzard’s proficiency for storytelling, Starcraft II is satisfyingly epic, it’s single player campaign will take up to 20 hours to finish (more if you’re an achievement whore). Blessed with a narrative freedom lacking in Blizzards’s MMO ventures, the Starcraft franchise has a great tale to tell, it’s just a bit grating that this grand first chapter is only one third of the story.



Ultimately, multiplayer is where the heart of this game lies, after all, it’s online and LAN skirmishes that have kept the original Starcraft alive and kicking for 12 long years. Blizzard once again do not disappoint, integrating their new and improved Battle.net tools into SCII, creating a multiplayer community that is as friendly as it is punishing.
A decent early tip is to follow the games hint and take place in a few practise matches before jumping in with the big dogs, I myself did not heed this warning and found my ass promptly handed to me on battle worn platter.
The basic structure of Starcraft combat is still there, but the subtle tweaks made to the units and faction development means even the most seasoned player will need to take some baby steps. However, the kind folks at Blizzard have implemented a wonderful new feature to help you survive online, all matches can now be recorded and played back so that you can study your opponents methods and discover precisely how they pwnd you so effortlessly.
Added to this is a brilliant and swift matchmaking system that quickly pits you against an adversary of equal skill, meaning you never have to fight anyone above your weight.


Visually, this game will make your GPU creak. Blizzard forums are already seeing an influx of complaints about graphical hiccups and overheating hardware. These problems will be fixed in time, for those of you who have a system beastly enough to run SCII without any fuss, you are in for a treat.
There are some wonderful sights to take in, aside from the highly detailed units (it's always a treat to zoom in on the battle and see your firebats cookin' some Zerg), there are some great environments too. From the lush vistas of colonised planets to hellish volcanic worlds and ethereal Protoss temples, the visual variety on show is often astonishing, every planet you fight on is unique.




VERDICT: Rather than attempt another revolution of a genre that has been perfected many times since 1998, Blizzard simply offer up a triumphant return to what made the original Starcraft so great.
Visually stunning, with a robust single player campaign and a lovingly crafted multiplayer suite, Starcraft II: Wings Of Liberty is a triumph, roll on Starcraft II: Heart Of The Swarm.

REVIEWED BY:









Get Microsoft Silverlight