Hitman: HD Trilogy Review

The Baldy-Eagle Strikes Again!

Bioshock Infinite Review

The AI Partner of your Dreams is Here

Breaking Down the New GTA V Screens

Listen to Roger Pick Apart These Sexy New Pics

Peeling Back the Layers of the Bioshock Infinite Onion

What the hell just happend and why can't I stop crying?!?!

Why Does Sony Love Indie Developers So Much?

Because Sony Wants to Get in Their Pants

$60 Price Point

Too Expensive or Just Right?

Why Is Bioshock So Loved?

Could it really be THAT good?

Showing posts with label Preview. Show all posts
Showing posts with label Preview. Show all posts

Thursday, April 4, 2013

Lets Breakdown Thief's Screenshots

This could easily be assumed as a still from a cinematic. Could be the opening of the game or a monumental plot point.




















We're unsure if your bow can be upgraded or not but that arrow sure looks fancy. Stealth-based games like Hitman and Assassin's Creed require a certain essence of patience, strategy, and coordination. Eidos has stated that Thief will take those skills to a new level. This screenshot is taken at a moment where Garret is aiming at the fire-pit; could those fancy arrows manipulate the flame somehow? Water-arrows?




















Patience goes hand=in-hand with timing so taking out more than one foe at a time will be inevitable. Memorize how the guards act and the patterns they follow. Your wit is sure to help you.

Many places to hide and many things to steal. The only problem is how you're going to fit all of it in your satchel. 





















Watching NPCs will take up quite a bit of gameplay as Garret has to learn who his targets are without getting too close. He'll have to time his movements precisely and figure out ways of distracting his targets.

Agile and acrobatic has a cat-burglar Garret will be able to take out victims from up above Sam Fisher style. The only worry is finding the right moment to strike. Be wary of nearby opponents as you could be in their line of sight.

Learning crucial information is all in a day's work for Garret. Being in the right place at the right time could prove very rewarding.

Lock-picking is as crucial as breathing for a thief. As Garret you'll be up to your neck in broken lock-picks and fickle tumblers. The harder the lock the better the spoils.

This image looks like it is from a cinematic; possibly the opening of the game. Garret makes a leap of faith to evade pursuers. In his right hand it looks as though he is wielding a grappling hook.

Pay close attention to the movements of your enemies. Learning what they do or listening to what their plans are could be life or death.











This hazy image could be a special ability Garret posses in order to see specific items, quest markers, or enemies.
Close quarters hand-to-hand combat looks prevalent in Thief. Stealing an enemy's weapon could serve useful but timing is everything. You can clear a room with your skill in murder or sneak through without a whisper.
Garret seems to be taking to the rooftops in this image. There is no doubt that Eidos will take cues from Assassin's Creed but the real question is how much will they imitate?

Gold. Everything is always better with gold. Whether this is a mission item, a personal conquest, or a potion this object is important.











There is no telling what Garret is unleashing and learning in this image but the object definitely reminds me of stars and galaxies, but looks like a cipher. I'm assuming this piece belongs to a larger puzzle of the main quest.










Could be another cinematic image. Same with the one below.














Shadows and blind corners are a thief's best friends. There is no doubt that many missions you are tasked with will place you in highly populated rooms and areas. It's your challenge to overcome such impossible possibilities.
From the looks of it cinematic executions could be used to add a bit more flare in your homicidal gameplay. Different weapons would trigger different methods.

Thief Previews:




Thursday, March 21, 2013

Media RoundUp; Bioshock Infinite, Battlefield 4, Beyond: Two Souls, Metro: Last Light, Dead Island: Riptide

Hello and welcome to the Media RoundUp where in one thread you get to see some of the best videos, screenshots, and images posted and archived around the net. On today's menu we have Bioshock Infinite, Battlefield 4, Metro: Last Light, Dead Island: Riptide, Dragon's Dogma: Dark Arisen, Army of Two: The Devil's Cartel, Beyond: Two Souls, a curious photo that could be the Xbox "Durango" Dev Kit, and a teasing image of a video in the editing process that could very well be The Phantom Pain GDC trailer. Enjoy.
BioShock Infinite 
'Waking Up in Columbia' & 'Columbia Raffle and Fair' Videos
Bioshock Infinite releases on March 26th worldwide. Learn all about the new powers that you'll use as Booker as you attempt to save Elizabeth.




Battlefield 4 "Prepare 4 Battle: Sea" & "Land" Teasers
Battlefield 4 is set to be officially announced next week at GDC on March 26th. The Official website has launched.



Metro: Last Light First 10 Minutes of Gameplay
Set for release on May 14 (NA), May 17 (EU) Metro: Last Light is being brought to you by new owner Deep Silver (Dead Island).


Dead Island: Riptide "They Thought Wrong" Trailer
Techland is bringing Dead Island: Riptide to shelves on April 23 (NA), April 26 (EU) and the game's story picks up right after where Dead Island left off, as the four survivors find themselves on the island of Palanai in the Banoi archipelago, where it has been overrun by zombies.


Dragon's Dogma: Dark Arisen 
'Mystic Knight' Gameplay Video



Army of Two: The Devil's Cartel Launch Trailer



Beyond: Two Souls Gameplay & Screens
Set for October 8, 2013 Quantic Dream's psychological/spiritual thriller is only for PS3 and is one of the most anticipated titles of the year.
















We have a curious and intriguing photograph posted by Tequila Works on Twitter of what could be the Xbox "Durango" dev kit...



And finally we are beyond teased with what appears to be a video in the process of being edited with Hideo Kojima's credited. Could this be The Phantom Pain's GDC Trailer?


Tuesday, March 19, 2013

Previews & New Screenshots of The Elder Scrolls Online

Below are new screenshots accompanied by excerpts from various previews from other websites. Gaze at the glory that is Bethesda's newest title and first MMO The Elder Scrolls Online. No release date is set yet but 2013 will see the larger than life scope that Elder Scrolls fans know and love. The game will be set a millennium before the events of The Elder Scrolls V: Skyrim and around 800 years before The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, with the Daedric Prince Molag Bal appearing as the main antagonist as he attempts to conquer all of Tamriel.

Skills, Classes, & Progression

Though you choose one of four classes at character creation in The Elder Scrolls Online, that choice has only slightly more impact than selecting Spellsword or Conjurer in Skyrim. The way it works is that you have access to (eventually) dozens of skill lines, of which your class choice determines three. Weapon styles (one-hand and shield, dual wield, bow, destruction staff, etc.) offer their own skill lines, as do skill lines for light/medium/heavy armor, mages/fighters guilds, races, alliances, PvP, and more. Your rank in a skill line determines which active and passive skills you can unlock with the points you earn for leveling up, exploring, and fighting in PvP.

Skill lines are also how players can gain the benefits and drawbacks of being a werewolf or vampire, though Zenimax Online went into no specifics about those other than that they must be earned through questlines just as they are in mainline Elder Scrolls games.

You can learn as many skills as you find points for - and there's no theoretical limit on skill points, as you continue to earn them past level cap - but only five (plus a powerful ultimate skill) can be equipped at a time and can be freely swapped outside of combat. Passive skills take up no slots, but only apply to skills in their own line, so collecting tons of passives doesn't represent the kind of absolute power growth that can unbalance level-cap PvP.

Finally, each level you gain allows you to boost either health, magicka, or stamina. Some kind of limited respeccing will be available, though Zenimax Online is still working out the details. My experience with the system was extremely positive; it let me experiment with different combat styles and roles without undue cost, while still forcing me to make choices about how I developed my hero. [GameInformer]

THE FOUR PILLARS OF ESO
Game director Matt Firor said that the design of Elder Scrolls Online is predicated on four distinct pillars. "These are important to us, as gameplay developers, because whenever we come up with a new system, we make sure it fits one of these four pillars of the game."

World immersion: "When you sit down and play the game, you feel like you're in an Elder Scrolls game. It feels like a living world. It feels like a familiar place you want to explore."

Combat: "We want to make sure we have strategic, reactive mouse-driven combat." (See sidebar above).

Unique progression: "As you level, you can make unique decisions about your character. What abilities you want to learn, what weapons you use. As you use things, you get better with them."

Modern social experience: "With friends systems, megaservers, we put a lot of effort into making sure it's a modern socially connected game." [Polygon]

Each NPC you encounter is fully voiced, which brings life to what would otherwise be unread quest text. Like other Elder Scrolls titles, your conversations with the denizens of Tamriel involve making dialogue choices that blend clues about quest objectives with bits of lore and flavor. Sometimes these choices have a noticeable impact on the story and your interactions with others.

For example, I was given the choice whether to save an evil woman who had been poisoned or to let her die. I chose to save her with some antidote, while Scott thought she should pay the ultimate penalty for her crimes. When we completed the quest, we compared the responses we got from the NPC who poisoned her. Scott was welcomed with open arms, while I was basically called a soft-hearted idiot! [Massively]

The combat feels very much like what you'd find in an Elder Scrolls game; the bad news (particularly for melee-oriented players) there is that means it's subject to the series' signature stiff animations. But here's the thing – I felt as though I was actually hitting stuff. Playing with a sword and shield, I reveled in the familiarity of using my left mouse button to both block and bash for spell interrupts, and immediately found myself holding down the right mouse button for power attacks and merely clicking it for lighter ones.

It's fun, but I was dismayed to learn that I couldn't play Elder Scrolls Online as I usually play Skyrim – specifically, as a stealthy archer who whips out either daggers or swords in close quarters. I could use the bow (although the arrow's trajectory looked more like I was tossing it than firing it), I could sneak by pressing Control (although stealth bonuses, I'm told, won't unlock until I've leveled medium armor a ways), but I still found myself frustrated when I couldn't whip out my sword when my quarry finally reached me. For that, I was told, I'd have to wait until level 15 when weapon swapping unlocks. [IGN]

TESO appears to be aiming for reasonable goals at launch: only the Fighters and Mages Guilds will be present, with the possibility of Thieves or Assassins to come later. Fighters receive contracts to destroy Daedra and the aforementioned Dark Anchors, which then earns reputation to trade for new abilities. Mages, meanwhile, search for books to research Necromancy, of which Molag Bal is the patron demon. Housing won't be due at launch either, though the company did remark that mounts are being planned. [Shack News]

The UI is among the most minimalistic I’ve seen in an MMO. The only persistent on-screen items are a crosshair, a minimap, and a small quest tracker. Health, stamina and magicka bars along with the hotbar appear during combat or when you’re wounded, but otherwise the focus is on the world. There are no damage numbers or debuff indicators for enemies beyond what is visibly happening to them. At present, the game could do with better feedback – I can get behind the idea of toning down typical MMO on-hit fireworks, but they need to be replaced with something and at the moment it’s not quite there.

Dialogue takes place in a zoomed-in first person similar to Skyrim, with a slightly expanded dialogue menu that more closely resembles Morrowind. It’s all fully voiced, but facial animation is a bit rough at the moment. [PCGamer]

ZeniMax has chosen to focus on a more or less traditional quest system, but they have largely managed to make what's on offer more interesting than the stereotypical "kill ten rats". Just the fact that all NPCs are voiced makes everything more vivid. The game provides a context for what you are doing and thus draws you into the experience.

A early memorable side quest saw me stumbling across an orc who was torn between following his dream of being a blacksmith, and giving in to his family's wishes to be a warrior. I helped him kill a monster that threatened the village, and convinced him that he was not warrior material (even if I had the opportunity to recommend the opposite). [GameReactor]


In the first thirty minutes or so before I gained any skills, combat felt a little boring, and I had a "this is it?" style reaction. But once I gained projectile based skills, defensive abilities and more, combat ramped up a bit and became more dynamic, like the Elder Scrolls franchise is known for. Zenimax confirmed that the game wouldn't ship with native controller support, but it "shouldn't be too hard" to get the game mapped out with third party software, like XPadder or Joy2Key.

Spells are bound to your selection of hotkeys like a typical MMO, and work just like Skyrim in real time. You can sneak around like the classic Bethesda games, sprint, and upon leveling up, you're able to choose between a health, magica or stamina upgrade. The locales look true to form for the series. As lead developer Matt Firor stated, there are going to be some fundamental differences compared to, say, Skyrim, but in the world of Elder Scrolls Online, "when you're in Windhelmd you feel like you're in Windhelm." [Destructoid]


Elder Scrolls Online is actually a big step back from Skyrim, Oblivion, Morrowind, and co in this respect. But, given that many MMOs nail their worlds down with railroad spikes the size of whaling harpoons, I was pleasantly surprised to discover that I could swipe individual objects off tables, shelves, and things of the like. There was plenty of worthless junk, too, which is an aspect of TES’ world-building that I think a lot of people gloss over. Typical game worlds stuff every nook and cranny with so much treasure that even their impoverished beggars should be buried under magnificent golden statues carved in their own images. Occasionally, it’s nice to find something that means nothing. Hey, a cup. Hm, some bread. I can take these, but I won’t because eh. Someone else probably needs them more than I do, anyway.  [RockPaperShotgun]


Character customisation is the most interesting element, being more ability than class based. You do have to pick a class, like Sorcerer or Templar, but that just locks in three of your skill lines - important ones, yes, but still just three of many. Sorcerers, for example, are blessed with Daedric Summoning, Storm Calling and Dark Magic to develop. Everyone, however, can sneak like a rogue, use any armour or weapons, and earn esoteric skill lines like Vampire.

All characters are split into three factions but share a personal story. In Elder Scrolls tradition, you start out as a prisoner. Raising the stakes a little, this time it's as a prisoner of Molag Bal, Daedric Prince of domination, who also acts as the main game's villain - scheming to give heroes quick soulectomies and ultimately pull the whole of Tamriel into his miserable but at least correctly spelled domain of Coldharbour. This is where the key personal story quests happen, with more general ones restricted to your faction's third of the map. [Eurogamer]