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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 August 2010


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:








Get Microsoft Silverlight


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