#egmr » Azhar http://egmr.net Let's Talk Games — Videogame News, Reviews & Opinions Thu, 16 Oct 2014 15:00:44 +0000 en-US hourly 1 http://wordpress.org/?v=4.0 Anita Sarkeesian Cancels University Speech Because She Could Get Shot For It http://egmr.net/2014/10/anita-sarkeesian-cancels-university-speech-get-shot/ http://egmr.net/2014/10/anita-sarkeesian-cancels-university-speech-get-shot/#comments Wed, 15 Oct 2014 14:15:23 +0000 http://egmr.net/?p=159811 I’m sure you all have heard about the famous feminist media critic Anita Sarkeesian. In the latest bit of controversy surrounding her, she has had to cancel a Utah State […]

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I’m sure you all have heard about the famous feminist media critic Anita Sarkeesian. In the latest bit of controversy surrounding her, she has had to cancel a Utah State University speech planned for later on Wednesday after the institution received numerous threats of a shooting if the talk went forward.

Standard Examiner reports that a number of university staff members got an obviously anonymous email threat on Tuesday, apparently sent by a student, which threatens “the deadliest school shooting in American history” if the talk by Anita went ahead.

Stay strong, kids. Puberty is hard.

Anyway, University officials initially decided to move forward with the plans for the speech despite the threat, but it ended up being cancelled after discussions with Anita Sarkeesian, who deemed that the planned security measures at the venue weren’t good enough given State of Utah law, which allows individuals with a permit to carry a concealed firearm. Anita said, in a series of Tweets:

GamerGate is an online movement which is supposedly aimed at improving ethics in games journalism and protecting gamer identity, whatever that means, but it’s also come under a lot of criticism nad has been associated with harassment, online sexism and counter productivity. In fact a new hashtag has spawned and is now trending as #StopGamerGate2014, if you’re one to join movements and stuff.

This isn’t the first incidence of alleged danger directed Anita’s way, as there were hints of a bomb scare at GDC 2014 that we heard about in September.

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So How Long Will Far Cry 4 Be, And How Many Ps Will It Have? http://egmr.net/2014/10/long-will-far-cry-4-many-ps-will/ http://egmr.net/2014/10/long-will-far-cry-4-many-ps-will/#comments Wed, 15 Oct 2014 12:00:36 +0000 http://egmr.net/?p=159770 Ubisoft’s creative director Alex Hutchinson has said on Twitter that Far Cry 4’s campaign mode will take you round about 35 hours to complete, including all side content, which is definitely […]

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Ubisoft’s creative director Alex Hutchinson has said on Twitter that Far Cry 4’s campaign mode will take you round about 35 hours to complete, including all side content, which is definitely enough to be satisfying but probably not enough to impress as far as open world is concerned.

Nevertheless, I can’t see too many complaining about that. I only hope for a more varied world than Far Cry 3, despite how much I loved that game.

Of course what would any gaming news be these days without some mention of the famous p? And by that I mean resolution, and not penises. Just in case you were wondering.

Ubisoft has also said regarding resolution: “We have not locked the resolution as yet but we are aiming for 1080p on all platforms, including PC.”

Riveting stuff.

Check out all these newly released Far Cry 4 videos because madness and jungles and war elephants.

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Review: Alien Isolation Treads A Fine Line Between Masterpiece And Disaster http://egmr.net/2014/10/review-alien-isolation-treads-fine-line-masterpiece-disaster/ http://egmr.net/2014/10/review-alien-isolation-treads-fine-line-masterpiece-disaster/#comments Tue, 14 Oct 2014 13:30:28 +0000 http://egmr.net/?p=158857 Visit review on site for scoring. I always maintain that one of the greatest tragedies of the triple A industry was its abandonment of the horror genre in favour of […]

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Visit review on site for scoring.

Alien Isolation Review - 1

I always maintain that one of the greatest tragedies of the triple A industry was its abandonment of the horror genre in favour of ‘cinematic action’, and it’s been a true marvel for me in recent years to see the powerful resurgence the genre has experienced in the indie scene. I hoped that eventually this would inspire a comeback for the genre in mainstream, and what do you know suddenly we’ve got two major triple A horror titles releasing in the very same month. It’s further interesting that The Creative Assembly seem to have drawn quite a bit of inspiration from the indie scene for Alien Isolation, but I’ll get to that later. What I want to establish now is that I have respect for this game and its creators because the horror genre is one of the most difficult to get right, yet its also a genre with an enormous, untapped potential. Successful horror is down to atmosphere, intensity and immersion, and awareness of the fact that you can’t guarantee someone will be scared by what you create, in the very same way that you can’t guarantee someone will have fun with your game. To that end, crafting horror is a delicate and bloody difficult job, and in the many words to follow I’ll be explaining exactly why Alien Isolation is an admirable effort, and a good achievement for the genre despite its flaws. Wordy intro is wordy.

Alien Isolation is an interquel set fifteen years after the events of Alien and forty-two years prior to its sequel, Aliens. The game follows Amanda, daughter of the film protagonist Ellen Ripley, as she investigates the disappearance of her mother. In her quest for closure Amanda gets transferred to the space station Sevastopol in order to find the flight recorder of the Nostromo. Unfortunately what she discovers is that all has gone to hell aboard the station, and a pesky Alien has already infested it. The story keeps it simple and does an adequate job of stage-setting, and you’ll pretty much forget about it once you become immersed in what is quite frankly an exceptionally crafted world. I’m not exactly the biggest Alien nut out there, but The Creative Assembly have absolutely gone out of their way to make this a true tribute to the original film, in the way that it looks, feels and sounds. If this doesn’t appease Alien fans I have no earthly idea what game will, and the developers honestly deserve a truckload of credit for paying this much respect to the source material and crafting a tale that may very well be canonical despite not being very risky. I could perhaps say that this is a forgettable story wrapped in an unforgettable world, which is a decent trade-off in a game like this to be honest.

What excited me about this project leading up to its release was the fact that it’s a pure survival horror title, and not an action breed. That means you’re vulnerable, easily killed, your enemies are dangerous and resource management is key. It’s been a long time since I’ve played a game that does well with trade-offs, and barring the latter stages where you have more resources the bulk of the game requires you to make your decisions with care. A gun is all well and good, but stealth and crafting are your main tools, as the Alien is almost always lurking nearby, looking for an excuse to pounce. Your primary enemies consist of a few human survivors, not all of whom are hostile, Working Joe synthetics who have gone off the rails and of course the Alien, who cannot be killed and stalks you throughout the entirety of the game. Where Alien Isolation takes most of its inspiration from the indie scene is in that, aside from a handful of set pieces, encounters with the Alien are completely random or reactive. What that means is that the Alien could drop in as well as leave at any moment, could come from anywhere and can also be summoned based on your actions, the actions of others and the amount of noise in the area. And it’s here that the game continuously slides between brilliance and insanity, and above all else memorable.

Alien Isolation Review - 2

Before I get into the whole ordeal of why, I want to stress that Alien Isolation absolutely nails one of the most important elements of horror, and that is atmosphere. Every little sound, or clatter in the vents or change in tone has been meticulously crafted with no other reason than to oppress you and unnerve you, and it’s fantastic. The incredible sound work, intimidating noises of the Alien and the stunning art direction come together to present an atmosphere that is at times simply masterful. Few horror games have this good an atmosphere, so I’d urge you to experience this game with headphones and a healthy dose of darkness. What seals the deal is your motion tracker, which is brought up at any moment by the push of a button. Fans will remember a version of it in the original films, but basically it shows a little dot on the screen’s device depicting a source of movement. It’s only accurate in the direction you’re facing, and it’s a primary tool for survival. However it emits a small amount of noise, so if the Alien is near you’re caught between wanting to know where it is and wanting to remain quiet. There’s a cool blur effect when it gets brought up, but you can focus your vision and blur the motion tracker screen with a button push.

The Creative Assembly deserve credit because the Alien itself is a menacing sight to behold. It’s footsteps are loud and heavy, its sounds pitch perfect and the level of terror it can induce when it catches sight of you and charges is a rush only horror games can provide. Alien Isolation successfully makes the Alien a foe to fear, and does so with style. In many ways the core of the experience is built around this single creature, and it will always be on your mind in dealing with every situation. For example I encountered a group of enemies who were clearly more dangerous than I was, with better guns. They were hostile too unfortunately, which meant they’d fire on sight. I turned to my inventory and took out my only flashbang, and threw it between two of them. The resulting explosion and open fire from the hostiles was more than enough noise to attract the Alien, who descended down upon them and mercilessly wiped them all out while I hid like a coward. It’s these moments that are absolutely glorious, allowing decision-making to be ever important with each step you take in moment-to-moment play.

I’ll stress again that you can’t kill the Alien. You can only distract it, hide, send it the way of others or cause it to flee with fire. It’s here that the crafting system becomes essential, as you’ll use valuable resources to build a number of items to help your cause. You can construct medpacks, flashbang grenades, EMP mines to stun synthetics and Molotov cocktails. That last one costs quite a bit of your resources to make, but is one of a few ways to send the Alien fleeing. You can also find some weapons and flares, the latter of which prove far better as distractions for enemies, including the Alien, rather than for vision. Ideally you’d want to avoid encounters altogether, but sometimes it can’t be helped or the Alien will just decide to go on the hunt, and as the game points out hiding is only a temporary solution. Sooner or later you’ve got to go on the move if you want to survive in Alien Isolation, and do so with the least amount of noise. Sprinting, using your flashlight, using any weapon or even just participating in combat can all prove highly dangerous and risky, and that’s what’s great about the game.

Alien Isolation Review - 3

However for all the potentially brilliant encounters the randomness of the Alien can lead to, it does come bundled with the other side of the coin, which is sheer frustration and damn near disaster at times. I played the game on Hard, because that’s the recommended difficulty, and fair enough the game gives you a really good challenge without much hand-holding, which I respect. But it can also be extremely unfair to you, and it can be this way often. There are times where the Alien will land a few feet away from you, leaving you powerless to do anything but die. There’s the possibility that depleting extremely valuable tools like a Molotov cocktail or flame thrower will send the Alien away for all but five seconds, wasting your resources. And then there’s the hair-pulling torment involved in the Alien going away after a while, far away according to your motion tracker, only to return again the very next second. This process can repeat, leaving you stuck in a hiding place in what becomes a game of irritating patience rather than tension. What can be the cherry on top of these frustrations is that you can lose a substantial amount of progress by dying, since save points are manually activated around levels, which can make the game become an exercise in trial, error and agony. Unfortunately this can kill the atmosphere and scare factor, but there is the other side where getting to a save point can provide a huge amount of rewarding relief.

There were some segments of the game that were so unfair and frustrating that I actually turned down the difficulty just to get through them. Not because I didn’t think I could do it, but because there’s a point where I feel replaying the same section for the seventh time becomes a waste, breaks the immersion and leads to more frustration. Some of these issues could have been fixed with a cooldown on the Alien’s return. As in, if you burn the sucker it can’t come back for the next ten or so seconds. And some of these issues can be easily forgiven, because of the randomness and because of how excellent other encounters can be as well as the atmosphere. But the other extremely disappointing element of the game is that it doesn’t really change its rules or introduce new challenges throughout its duration. What you deal with in the first bunch of hours is essentially what you deal with for the majority of the game, and in a genre that champions unpredictability it is disappointing to get to a point where you can play the game on autopilot. You should not be able to do this in a horror title unless you’re seasoned and doing a speed run or something. You should be oppressed, tense and unnerved a large amount of the time.

But it can be said that its mechanics are intuitive and Alien Isolation does well to make you play using your wits and good decision-making, which is an awesome part of the experience. I would have liked a few more human encounters, since these offer a lot of variance, as well as more variety to the synthetics, who get repetitive the longer the game goes on. The Working Joe synthetics are wonderfully eerie when they want to be, but your struggles with them are reduced to button-mashing quick time events if they grab you, and little else. They don’t do much different and your ways of dealing with them in electrocuting, escaping or hiding from them remain the same. I was also a bit let down that they don’t really engage with the Alien, apart from repetitive dialogue lines when they see it. It can be a little immersion-breaking as a result when the Alien just ignores a synthetic, who stands there muttering to itself about the creature, or when both get distracted by something you do and go over to investigate.

Alien Isolation Review - 5

Alien Isolation is a long game, about ten hours without counting the times you’ll replay sections repeatedly, and unfortunately this isn’t the best of things. The game’s failure to introduce new elements or mix up its rules and throw curve balls at you results in it overstaying its welcome a little bit, and resorting to irritating padding sections to prolong the experience. The primary gameplay outside of stealth consists of minor puzzle solving and navigating, some hacking, information-seeking, errand-running and switch activating. It all works just fine thanks to the atmosphere and survival elements, but unfortunately a problem of horror is that without its intensity and oppression it can fall flat at times, and Alien Isolation does fall victim to this now and again. Unlike an action game for instance, repetition does more to hurt a horror game due to you becoming used to the atmosphere and less tense as a result; even ceasing to be afraid if it goes on long enough. That’s why curve balls and changes to the rules are important, but sadly Alien Isolation chooses to unnecessarily pad with mundane errands.

Once you complete the main campaign there are Survivor challenges to do, which basically throw you into levels and give you objectives complete while timing you and matching you up against other players through leaderboards. For instance the first mission tasks you with escaping the Alien in the shortest amount of time. I admittedly didn’t spend much time here because the campaign gives you more than enough of your fill of this experience, and this mode seemed more there for trophy or achievement hunting than anything else. I suppose it does alright to squeeze a little more out of the game once you’re done, but it wasn’t wholly interesting and it’s largely more of what you dealt with in the main game, just with some minor twists. I wouldn’t have been an advocate of a tacked-on multiplayer mode, so I’m glad one wasn’t thrown in. Although I did entertain the idea of a bunch of humans hiding from an Alien, possibly a player, which on paper sounds like an exciting novelty. It could have been cool, but I’ll always choose a well-crafted single-player over an unnecessary multiplayer component any day of the week.

I’ve already stated that the game’s art direction and atmosphere are breathtaking, but it’s a bit unfortunate that these weren’t without costs. The game has awkward lip syncing and inexplicable lag during cutscenes, which puzzled me since I thought the sizable day one patch was to address exactly these issues. It’s possible it could be a PS4 problem since I wasn’t able to test the game on other platforms. It’s a relief then that cutscenes don’t dominate the experience, so you won’t be faced with this issue all too often, noticeable as it is. The game as a whole can be a little rough around the edges, as you’ll encounter clipping issues, you’ll sometimes get shot through cover or there’ll be some glitchy animations. By large though it’s an excellent example of a game that uses wonderful art direction and stylisation to compensate for not having the most technically impressive graphics, although I did totally marvel every single time I saw the Alien up close. A final technical annoyance is that load times can be a little on the long side when travelling between sections, and it doesn’t feel ‘next-gen’ in that regard.

Alien Isolation Review - 4

It’s difficult to put it into words how Alien Isolation simultaneously can come close to being a masterpiece as easily as it can to being a disaster, and it’s something you’ll most likely have to experience for yourself in order to understand. Nevertheless I would hope that it’s a significant step to giving the horror genre more of a presence in the mainstream scene, and truth be told it’s a really good experience that is loaded with merit. Either a shorter or more varied experience would have worked wonders here, but I can’t complain too much given its accomplishments in atmosphere, and I walked away from this experience largely satisfied, despite my many criticisms. To that end the game was successful.

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Assassin’s Creed Rogue Joins The Master Race, New Trailer Out http://egmr.net/2014/10/assassins-creed-rogue-joins-master-race-new-trailer/ http://egmr.net/2014/10/assassins-creed-rogue-joins-master-race-new-trailer/#comments Tue, 14 Oct 2014 12:00:16 +0000 http://egmr.net/?p=158904 Ubisoft has officially confirmed a PC version for Assassin’s Creed Rogue in a new story trailer released this week. The game was set for release in November on PS3 and Xbox 360, but […]

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Ubisoft has officially confirmed a PC version for Assassin’s Creed Rogue in a new story trailer released this week.

The game was set for release in November on PS3 and Xbox 360, but the new video confirms that a PC release will be happening in “early 2015″, delayed as standard for the franchise.

Check out the trailer above if you’re keen for Rogue, or don’t have a shiny new PS4 or Xbox One but love Assassin’s Creed.

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Hype Sells Stuff According To Destiny’s Average Daily Players http://egmr.net/2014/10/hype-sells-stuff-according-destinys-average-daily-players/ http://egmr.net/2014/10/hype-sells-stuff-according-destinys-average-daily-players/#comments Mon, 13 Oct 2014 14:15:16 +0000 http://egmr.net/?p=158778 We don’t yet have concrete sales figures for one of the most hyped games of all time, but Bungie has revealed some Destiny stats which are definitely impressive. In case […]

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We don’t yet have concrete sales figures for one of the most hyped games of all time, but Bungie has revealed some Destiny stats which are definitely impressive.

In case you need reminding, Destiny is that game that I gave an okay score in my review and left pretty frustrated and over it in my post-review update a month later. It’s also the phenomenon that has overtaken Halo as a new religion. That is, until Halo 5 releases.

So how about those stats I was talking about? Well, here goes.

Bungie, in a post on its official website, said that Destiny averages 3.2 million players daily, and that the average playtime is around three hours a day, even on weekends. The average player plays Destiny 1.8 times a day, and the average player has played Destiny 20.9 times in total. The average player stats have been holding fast a month from launch.

The only thing we’ve heard in terms of sales was that Activision confirmed the game brought in $350 million in its first five days.

Bungie has also said that over the past three weeks it has seen more players online in Destiny than it did during the same timespan for Halo 3 and Halo: Reach combined, which is a bit of a misguided comparison since Destiny is on four platforms as opposed to one and more importantly requires an internet connection to play, unlike the aforementioned titles.

“We thank you for playing,” community chief David “Deej” Dague said. “And, we thank you for the passion and enthusiasm that has made the Destiny community so strong already. It’s been amazing to watch your Guardians become legends. Your reactions and your opinions have helped us to make Destiny better over this past month.

“Pioneering something new is never easy. When we see the raw numbers, it’s easy for us to say that the destination was worth the journey. Stay tuned for the next evolution of our shared adventure.”

I’ll avoid commenting on ‘pioneering something new’ while making this comment. The contradictions are real.

Bungie will also be tweaking the Iron Banner, which is a competitive multiplayer mode in Destiny that is designed to give players who have powerful gear an advantage. The developer has also called for feedback on the Iron Banner after, funnily enough, people complained that gear did not provide enough of an advantage.

Senior designer Derek Caroll, in the most recent Bungie Weekly Update, offered an explanation as to how Iron Banner works.

“If you were expecting to vaporize a crowd of noobs with a single burst from your SUROS Regime, I can see how you’d be disappointed,” he said.

“Imagine going into the Iron Banner as a mid-20s player totally unable to participate in the fun. We didn’t want players to have to complete the Vault of Glass in order to compete.

“The way we pitched Iron Banner did make it sound like a ‘no-holds-barred’ playlist,” he admitted.

“In reality, we delivered what we felt would be a competitive experience for everyone, not just players at the level cap. The reaction from players seems to be: ‘No, we want it to be bad for lower-level players. That’s the point!’

“We’re listening to that feedback, but this first Iron Banner is fairly conservative.”

“A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.

“If you want to test this, go back to your vault and grab some of the guns you outgrew on Venus and feel the difference in your engagements. If you really want to feel the burn, start a new Guardian and jump right into the fray.”

Carroll estimated that player skill is about 80 percent of what counts in the Iron Banner, while that other 20 percent is down to gear.

“Having a lot of Defense reduces the damage you take from lower level players. Conversely, having a lot of Attack on your Weapons or high character level for your Abilities neutralises the advantage higher level players might have against you.”

The designer also said that the largest advantage you can have is about seven levels, in order to keep competition close and avoid unwinnable fights, “So, if you attacked a target 20 levels above you, you’d have a fair shot at winning that fight.”

Unfortunately there is the issue of rage quitters in the Iron Banner, because unlike the other Crucible Modes, it rewards reputation points only if your team claims victory. So basically when a team falls a couple of hundred points behind the opposition, it leads to quitting because they know they won’t gain anything out of the game. There isn’t any penalty attached for quitting a Crucible game, so obviously quitting is no big deal.

“Please remind players that, win or lose, they get Crucible Marks, XP, and Gear rewards for completing the match,” Carroll said.

“As with all things Destiny, we’re looking at the data and we’ll come up with a plan to address it in future events.”

Bungie community chief David “Deej” Dague concluded: “Lord Saladin will very likely play by different rules the next time we clear a landing zone for him in the Tower.”

Destiny has done a pretty impressive job thus far, if in these numbers as opposed to quality. I’m still very, very interested to see whether people in my circles are playing this game come January or so, or will keep going back to it in the absence of other titles.

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The Xbox Is Apparently Fat Enough To Smuggle Cocaine Inside http://egmr.net/2014/10/xbox-apparently-fat-enough-smuggle-cocaine-inside/ http://egmr.net/2014/10/xbox-apparently-fat-enough-smuggle-cocaine-inside/#comments Mon, 13 Oct 2014 13:30:36 +0000 http://egmr.net/?p=158774 It seems that the original Xbox has an innovative feature that not many people were in on. It’s been discovered recently that the Xbox is fat enough to use as […]

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It seems that the original Xbox has an innovative feature that not many people were in on. It’s been discovered recently that the Xbox is fat enough to use as a smuggling tool for cocaine. Only problem is it doesn’t seem to be a very good option, since the idiots who did it were apprehended.

Four Pennsylvania men were arrested after actually filling thousands of grams of cocaine inside original Xbox cases. You can’t make this shit up. The fools were arrested after officers did their duty and busted them, when they started loading the consoles into a vehicle. The idiots were also dropped off at another meeting point where police subsequently swarmed the area and went all American on them. This prompted the criminals to flee on foot, but sprint juice eventually runs out and they were quickly captured.

The drug bust in question was an international problem for authorities, as many agencies were involved after learning that large amounts of cocaine were being smuggled from the Dominican Republic to Pennsylvania. Funnily enough there were more consoles inside one of the criminals’ homes, which clearly means the Xbox was a go-to option. These were dismantled (oh, the horror that has befallen our gaming artefacts) and made ready to be packed for delivery.

Police seized 1100 grams of cocaine valued at $100,000, which is enough to make our colleague AG here very proud. HardcoreGamer points out that with this money the retards could have bought 250 Xbox One consoles and avoided suspicion by travelling with a system that wasn’t, well, over a decade old.

Then again it would be just as suspicious to fly with your VCR machine, so it could have gone down the same way.

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Can Your PC Handle Dragon Age Inquisition? http://egmr.net/2014/10/can-pc-handle-dragon-age-inquisition/ http://egmr.net/2014/10/can-pc-handle-dragon-age-inquisition/#comments Mon, 13 Oct 2014 12:45:33 +0000 http://egmr.net/?p=158771 Last week we had a video up which showed Dragon Age Inquisiton allegedly running on a PC on max settings, although caution had to be taken since YouTube does all […]

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Last week we had a video up which showed Dragon Age Inquisiton allegedly running on a PC on max settings, although caution had to be taken since YouTube does all its compression and stuffs.

Now EA has released the official system requirements for the game, and you can get the information right from them down below. The PC version will have support for 4K resolution and AMD Mantle, but it seems like it will also be playable on lower spec PCs.

The other benefit of playing on PCs is of course ability hotkeys linked to numbers. That’s what is needed to cast all the things.

Check out the specs down below.

Dragon Age: Inquisition PC specs

Recommended:
OS: Windows 7 or 8.1 64-bit
CPU: AMD six core CPU @ 3.2 GHz, Intel quad core CPU @ 3.0 GHz
System RAM: 8 GB
Graphics Card: AMD Radeon HD 7870 or R9 270, NVIDIA GeForce GTX 660
Graphics Memory: 3 GB
Hard Drive: 26 GB
DirectX 11

Minimum:
OS: Windows 7 or 8.1 64-bit
CPU: AMD quad core CPU @ 2.5 GHz, Intel quad core CPU @ 2.0 GHz
System RAM: 4 GB
Graphics CARD: AMD Radeon HD 4870, NVIDIA GeForce 8800 GT
Graphics Memory: 512 MB
Hard Drive: 26 GB
DirectX 10

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Oh No! LittleBigPlanet 3 Delayed In Europe http://egmr.net/2014/10/oh-littlebigplanet-3-delayed-europe/ http://egmr.net/2014/10/oh-littlebigplanet-3-delayed-europe/#comments Fri, 10 Oct 2014 14:15:13 +0000 http://egmr.net/?p=158626 LittleBigPlanet 3 has been delayed by Sony in Europe, which by extension means for us here in South Africa as well. The game was originally meant to release on PS4 […]

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LittleBigPlanet 3 has been delayed by Sony in Europe, which by extension means for us here in South Africa as well. The game was originally meant to release on PS4 and PS3 in mid November, but due to cataclysmic events the game will now be out, well, a week later.

Not the end of the world then, is it?

The game will now be out on November 26 in Europe and November 28 in the UK.

One of the game’s developers posted on the European PlayStation website, to explain that Sony felt  it would be best to launch the game in a less competitive week.

“We’re currently working our socks off with Sackboy and friends to get the game to you as soon as possible but it’s recently come to our attention that we’re going to have to move the release of LittleBigPlanet 3 in Europe by one week to give Sackboy the best opportunity to shine,” they said.

“This was a very difficult decision to make but since LittleBigPlanet is such a globally appealing game, it seemed only right to give more people the chance to get to know Sackboy and his new friends.

“Sorry for any bubbles that may have just been burst but we thought it best to give you the heads-up now and to assure you that we’re still working to bring you all LittleBigPlanet 3 in Europe by 26th November. This doesn’t affect the release date in America.”

LittleBigPlanet 3 will still release on November 18 in North America, which is insanity since Grand Theft Auto V for PS4 and Xbox One, Dragon Age: Inquisition, Far Cry 4, and Middle-earth: Shadow of Mordor for Xbox 360 and PS3 all release on that day. Good luck, Sackboy.

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Here’s 10 Minutes Of Quantum Break For You Xbox One Fans http://egmr.net/2014/10/heres-10-minutes-quantum-break-xbox-one-fans/ http://egmr.net/2014/10/heres-10-minutes-quantum-break-xbox-one-fans/#comments Fri, 10 Oct 2014 13:30:55 +0000 http://egmr.net/?p=158623 Microsoft Japan recently published ten minutes of gameplay footage for the Xbox One exclusive Quantum Break by Remedy Entertainment, which you can check out above. It’s worth noting that most […]

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Microsoft Japan recently published ten minutes of gameplay footage for the Xbox One exclusive Quantum Break by Remedy Entertainment, which you can check out above.

It’s worth noting that most of this gameplay was shown at Gamescom in August, but there are a few extra minutes if you’re really that starved. Of course it’s here if you happened to miss it in August, because we’re busy people.

There’s nothing much else to say, other than that the game looks pretty cool although combat seems easy based on this footage. Of course, this could be because demonstrations are usually done with all these settings so that developers can’t die and stuff. Or they’re just played on the easiest difficulty.

Either way, check it out.

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Ubisoft Is Still Doing Damage Control Over Assassin’s Creed Unity Resolution Drama http://egmr.net/2014/10/ubisoft-still-backtracking-damage-control-assassin/ http://egmr.net/2014/10/ubisoft-still-backtracking-damage-control-assassin/#comments Fri, 10 Oct 2014 12:45:58 +0000 http://egmr.net/?p=158618 While I have got over this debate regarding resolution and frame rate, with my stance being that frame rate is more important as it actually impacts the gameplay experience, I […]

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While I have got over this debate regarding resolution and frame rate, with my stance being that frame rate is more important as it actually impacts the gameplay experience, I do still enjoy Ubisoft’s dreadful PR. Either they’ve got Don Mattrick up in there having a go at it, or Ubisoft’s PR are a bunch of crazies who enjoy watching the world burn.

In other words, they’re like us at this website. They cause shit. And they revel in it like sadists. I’m a sadist. Can’t speak for the rest of the people here. I am sidetracking though. As usual.

A couple of days ago Ubisoft’s Vincent Pontbriand said the company wanted to “avoid the debates and stuff” by making the PS4 and Xbox One versions the same. Now Ubisoft did actually give technical reasons as to why the resolution was brought down, but as soon as the man said those words it was pretty much all that stuck, and thus the #PS4noparity hashtag was born. A day later Ubisoft comes out with some bullshit about not yet locking down the specs for Assassin’s Creed Unity, implying that things could change. And then yesterday two other people from Ubisoft went to talk more tripe about how 30fps is more cinematic and 60fps isn’t actually the bees knees for certain games.

Sigh.

Today Ubisoft is completing its week of shit, surely emptying the shit fountain. A blog post by senior communications manager Gary Steinman has clarified that the studio would not stop a game from achieving its full potential.

“Let’s be clear up front: Ubisoft does not constrain its games,” he writes. “We would not limit a game’s resolution. And we would never do anything to intentionally diminish anything we’ve produced or developed.”

“We’ve spent four years building the best game we could imagine. Why would we ever do anything to hold it back?” Pontbriand adds. “I simply chose the wrong words when talking about the game’s resolution, and for that I’m sorry.”

Pontbriand concluded by saying that there’s nothing stopping the team from increasing the resolution post-launch like it did with Assassin’s Creed IV: Black Flag.

“We know a lot of gamers consider 1080p with 60 frames per second to be the gold standard, especially on the new generation of consoles,” Pontbriand concluded. “We realise we had also pushed for 1080p in some of our previous games, including AC4. But we made the right decision to focus our resources on delivering the best gameplay experience, and resolution is just one factor. There is a real cost to all those NPCs, to all the details in the city, to all the systems working together, and to the seamless co-op gameplay. We wanted to be absolutely uncompromising when it comes to the overall gameplay experience. Those additional pixels could only come at a cost to the gameplay.”

You go Ubisoft. Dance your PC circular dance. It seems you were saving up all this crap to unleash it in a week. Look, I’ve said this before. I’m cool with it if you can’t achieve 30fps or 1080p. Stuff happens. We can’t have everything. The struggle is real. But please drop the bullshit as if we’re toddlers, and try and convince us 30fps is better and more ‘cinematic’, or that there is no difference between 900p and 1080p. They didn’t say that last one, I’m just making examples.

Clearly the above information points to a lot of backtracking and damage control.

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Bring Out The Master Race: The Evil Within On PC Locked At 30 FPS http://egmr.net/2014/10/bring-master-race-evil-within-pc-locked-30fps/ http://egmr.net/2014/10/bring-master-race-evil-within-pc-locked-30fps/#comments Fri, 10 Oct 2014 12:00:26 +0000 http://egmr.net/?p=158614 In what will surely cause more than a few discussions among the glorious master race (I’m a loving PC gamer, don’t hate), Bethesda has confirmed that The Evil Within on […]

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In what will surely cause more than a few discussions among the glorious master race (I’m a loving PC gamer, don’t hate), Bethesda has confirmed that The Evil Within on PC will be locked at 30 frames per second.

You’re probably immediately smacking your head thinking this was done for that bullshit ‘cinematic reason’, but actually it was done for another bullshit reason, which is to have parity between the PC and console versions.

That’s according to Bethesda, who said that the game’s director Shinji Mikami wanted this and wanted all versions to look and feel the same.

“Shinji Mikami and the team at Tango designed The Evil Within to be played at 30fps and to utilize an aspect ratio of 2.35:1 for all platforms,” Bethesda said on its forums. “The team has worked the last four years perfecting the game experience with these settings in mind.

“For PC players, we’ll provide debug commands on how you can alter the frame rate and aspect ratio, but these commands and changes are not recommended or supported and we suggest everyone play the game as it was designed and intended for the best experience.”

Why not just enable PC gamers to do what they want? You know, because that’s how PC gamers to do it? But what do I know. I’m just a worthless Xbox fanboy cow who owns a PlayStation console and mostly games on PC.

Bethesda has also confirmed that the PC version will require 4GB of VRAM in order to run at 1080p resolution. Take that master race.

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DriveClub Servers Are Proper F*cked http://egmr.net/2014/10/driveclub-servers-proper-fucked/ http://egmr.net/2014/10/driveclub-servers-proper-fucked/#comments Fri, 10 Oct 2014 09:45:20 +0000 http://egmr.net/?p=158612 DriveClub has just recently released, and like many games embracing this always-on thing, servers are having a bit of a hard time. Evolution Studios has promised that more information about […]

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DriveClub has just recently released, and like many games embracing this always-on thing, servers are having a bit of a hard time. Evolution Studios has promised that more information about the game’s online problems will arrive later today, but the messed up part is that currently while the servers are running, they won’t accept new connections until a current online player leaves to free up a space. Effectively, someone needs to stop playing online in order for you to be able to, if the servers are loaded.

I’d call that proper fucked indeed.

Evolution Studios released a full statement on the matter on their Facebook page:

We’re just as frustrated as you about the server performance issues right now. We want you to be racing with clubs and having fun playing challenges, not checking Facebook updates from us to see if the servers are updated yet.

We’ll have more info for you later today (Thursday) so please bear with us while we work through this.

In case you don’t already know, the servers are up and running but they are hitting their performance limits, so they won’t accept new connections until one of the current online players frees up their space (allowing another to join in their place, which happens automatically and player selection is random).

If and when you get online, you should not have any connectivity issues during the remainder of your session. When you finish and disconnect, you’ll free up a space for someone else. This is obviously not ideal, especially given that there are a lot of players waiting to connect, but that’s how it’s working right now.

The whole team here at Evolution Studios have got their shoulders to the wheel working hard to improve this situation: developing updates and upgrades to the servers – and testing these updates around the clock so that we can get them live. We hope you can enjoy the game offline while we work to improve the server performance and get you connected – and we’re sorry that you’re having to wait to play the game online as we intended for it to be played.

Are you forced to play offline with DriveClub, or have you managed to actually get in on the online aspect?

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Ubisoft On Why In Their Minds 60 FPS Is Not The Bee’s Knees http://egmr.net/2014/10/ubisoft-60-fps-bees-knees/ http://egmr.net/2014/10/ubisoft-60-fps-bees-knees/#comments Thu, 09 Oct 2014 13:30:11 +0000 http://egmr.net/?p=158564 It’s a year after the launch of the black Pony machine and its rival the VCR, yet we’re still talking about frame rate and resolution because well done Sony and […]

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It’s a year after the launch of the black Pony machine and its rival the VCR, yet we’re still talking about frame rate and resolution because well done Sony and Microsoft, you turned them into buzzwords. Now everybody wants to talk about them, even though many can’t even tell the difference between the higher resolutions and frame rates. On that separate note, here’s a fun test to see whether you can tell the difference between 1080p and 900p. I got all three correct, because I’m a fucking loser.

I also got sidetracked, and for that I accept your apology.

Assassin’s Street Cred Unity is always a fun topic, but not as much as Ubisoft themselves I suppose. A developer working on the game has come out and said that he believes the industry is actually moving away from focusing on making games run at 60 frames per second, because it’s difficult to achieve and the struggle is real.

Unity world level design director Nicolas Guérin told TechRadar that the recent announcement from Ubisoft that Unity (the Assassin’s Creed game, not the engine) will run at 30fps was partly a stylistic choice, and not just limited to technicalities. Haven’t we heard that one before?

“At Ubisoft for a long time we wanted to push 60fps,” he said. “I don’t think it was a good idea because you don’t gain that much from 60fps and it doesn’t look like the real thing. It’s a bit like The Hobbit movie, it looked really weird.

“And in other games it’s the same – like the Rachet and Clank series [where it was dropped]. So I think collectively in the video game industry we’re dropping that standard because it’s hard to achieve, it’s twice as hard as 30fps, and it’s not really that great in terms of rendering quality of the picture and the image.”

Metal Gear Solid: Ground Zeroes may be wanting to get a word in here, buddy.

Alex Amancio, the game’s creative director, also weighed in and backed up Guérin’s point. However he did argue that there are other genres where 60fps is worth pursuing.

“30 was our goal, it feels more cinematic,” he explained. “60 is really good for a shooter, action adventure not so much. It actually feels better for people when it’s at that 30fps. It also lets us push the limits of everything to the maximum.”

Do you think 30fps makes a game more cinematic? Do you find 60fps to be too weird? I don’t know hey, I think Ubisoft is talking a bit of bullshit here. For fast moving and colourful action 60fps is pretty awesome, or at least upwards of 30fps. I don’t mind too much for resolution, even if a higher one is always nice to have, but frame rate is important. In racing games, shooters, fighting games and such genres, it can be fantastic and highly rewarding. It’s also excellent for action games like Uncharted or Assassin’s Creed as well, and Ground Zeroes is a really good example of where it’s used splendidly. I’m sure the Phantom Pain will do it justice as well, so I’m not quite sure what the deal is.

Perhaps it’s a matter of gamers being too used to 30fps, given last generation? I’m not disputing that it’s more difficult to achieve technically, but rather I’m discussing the matter of it looking ‘weird’, which I think is horseshit. I know I said bullshit, but I’m upgrading it now.

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What Does It Take For Capcom To Make A Sequel? http://egmr.net/2014/10/take-capcom-make-sequel/ http://egmr.net/2014/10/take-capcom-make-sequel/#comments Thu, 09 Oct 2014 12:00:04 +0000 http://egmr.net/?p=158562 Capcom used to be a company in charge of epic franchises and always ready to put out stellar titles like Street Fighter IV, my favourite fighting game of all time. […]

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Capcom used to be a company in charge of epic franchises and always ready to put out stellar titles like Street Fighter IV, my favourite fighting game of all time. Then Crapcom Capcom got greedy and dirty and became one of the worst publishers currently in existence, systematically destroying their popular franchises, at least as far as quality is concerned. Maybe this generation they’ll change that. Or not.

Anyway, the story here today is regarding what it takes for Capcom to make a sequel to one of their games. Well Capcom Producer Yoshinori Ono has recently had a chat with Famitsu (seen by Eventhubs), in which he stated that the company would be unlikely to make a sequel to a game unless it sells at least 2 million copies.

“For instance, if a game doesn’t sell over 2 million copies, then we’d have to put the brakes on any plans for a sequel,” Ono said. “All that means is that we weren’t capable enough. And all we can do after that is to reflect on the experience, take what we can learn from it, and try to apply those lessons on some other title.”

Ono was also asked about the possibility of another Darkstalkers game, but he said that won’t be happening “anytime soon.”

Since June 30, 2014, many notable Capcom games haven’t hit that magic 2 million unit sold mark, such as Dead Rising 3, DmC: Devil May Cry, Street Fighter X Tekken and Dragon’s Dogma. I think it’s easy to see how many have lost faith in the psychologically damaged publisher.

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Over 100 PlayStation Games Discounted In European Store Sale http://egmr.net/2014/10/100-playstation-games-discounted-european-store-sale/ http://egmr.net/2014/10/100-playstation-games-discounted-european-store-sale/#comments Wed, 08 Oct 2014 13:30:05 +0000 http://egmr.net/?p=158482 Sony has started up quite a big sale on the European PlayStation Store, in addition to the ‘Games Under £8 sale’ currently going on. The new sale reduces the prices of […]

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Sony has started up quite a big sale on the European PlayStation Store, in addition to the ‘Games Under £8 sale’ currently going on. The new sale reduces the prices of over 100 PS4, PS3 and Vita games and will run until October 22, while the other sale will go on until October 15.

Below you’ll find the complete list of specials. It’s not exactly a reason to party for PS4 owners, but if you’re an owner of a Vita or PS3 I’m sure you can find some good deals to get in on.

PlayStation 4

  • Bound by Flame – Was £49.99/€54.99, now £19.99/€24.99
  • Madden NFL 15 – Was £59.99/€69.99, now £44.99/€49.99
  • Worms Battlegrounds – Was £19.99/€24.99, now £14.99/€17.99
  • Angry Birds Star Wars – Was £29.99/€34.99, now £19.99/€24.99
  • The Amazing Spider-Man 2 Digital Edition – Was £49.99/€59.99, now £32.99/€39.99
  • Transformers Rise Of The Dark Spark – Was £54.99/€69.99, now £34.99/€39.99
  • Rayman Legends – Was £34.99/€54.99, now £29.99/€34.99
  • Pure Chess Complete Bundle – Was £9.49/€11.99/, now £5.79/€6.99

PlayStation Vita

  • Angry Birds Star Wars- Was £29.99/€29.99, now £11.99/€14.99
  • Assassin’s Creed III Liberation – Was £14.99/€19.99, now £6.99/€9.99
  • Dynasty Warriors 8: Xtreme Legends Complete Edition – Was £34.99/€39.99, now £14.99/€19.99
  • Dynasty Warriors Next – Was £29.99/€34.99, now £11.99/€14.99
  • Everybody’s Golf – Was £6.99/€9.99, now £3.99/€4.99
  • F1 2011 – Was £14.99/€19.99, now £3.99/€4.99
  • Lego Batman 2: DC Super Heroes – Was £19.99/€24.99, now £13.99/€16.99
  • Mahjong Gold – Was £3.99/€4.99, now £2.49/€2.99
  • Mind Zero – Was £24.99/€29.99, now £11.99/€14.99
  • Mortal Kombat – Was £19.99/€24.99, now £13.99/€16.99
  • Open Me! – Was £6.49/€7.99, now £3.29/€3.99
  • Sonic & All-Stars Racing Transformed – Was £34.99/€39.99, now £9.99/€12.99
  • Table Top Racing – Was £4.99/€5.99, now £2.49/€2.99
  • Tales from Space: Mutant Blobs Attack – Was £5.79/€6.99, now £2.49/€2.99
  • The Amazing Spider-Man – Was £34.99/€39.99, now £11.99/€14.99
  • Top Darts – Was £6.49/€7.99, now £3.29/€3.99
  • Touch My Katamari – Was £14.99/€19.99, now £5.79/€6.99
  • Uncharted: Fight for Fortune – Was £3.29/€3.99, now £1.69/€1.99
  • Unit 13 – Was £11.99/€14.99, now £6.99/€9.99
  • Virtua Tennis 4: World Tour Edition – Was £34.99/€39.99, now £11.99/€14.99
  • Z-Run – Was £7.39/€8.99, now £3.99/€4.99

PlayStation 3

  • Angry Birds Trilogy – Was £19.99/€29.99, now £10.99/€14.99
  • Angry Birds Star Wars – Was £29.99/€29.99, now £15.99/€19.99
  • Assassin’s Creed – Was £11.99/€14.99, now £4.99/€5.99
  • Assassin’s Creed Brotherhood – Was £10.99/€14.99, now £4.99/€5.99
  • Assassin’s Creed 2 Game of the Year Edition – Was £10.99/€14.99, now £4.99/€5.99
  • Assassin’s Creed Brotherhood Complete Pack – Was £15.99/€19.99, now £6.49/€7.99
  • Assassin’s Creed Double Edition – Was £19.99/€24.99, now £7.99/€9.99
  • Assassin’s Creed II – Was £10.99/€14.99, now £4.99/€5.99
  • Assassin’s Creed II Complete Pack – Was £15.99/€19.99, now £6.49/€7.99
  • Assassin’s Creed III Gold Edition – Was £36.99/€44.99, now £15.99/€19.99
  • Assassin’s Creed Revelations – Was £10.99/€14.99, now £6.19/€7.49
  • Assassin’s Creed III Classic Edition – Was £15.99/€19.99, now £7.99/€9.99
  • Carnival Island – Was £10.99/€12.99, now £5.79/€6.99
  • CSI: CRIME SCENE INVESTIGATION FATAL CONSPIACY – Was £10.99/€14.99, now £3.29/€3.99
  • Doctor Who: The Eternity Clock – Was £7.99/€9.99, now £3.99/€4.99
  • Dragon Age: Origins – Awakening – Was £15.99/€19.99, now £4.99/€5.99
  • Dragon Age: Origins – Witch Hunt – Was £5.79/€6.99, now £1.69/€1.99
  • Dragon Age II – All-Class Item Pack – Was £3.99/€4.99, now £1.19/€1.49
  • Dragon Age II – All-Class Item Pack II – Was £3.99/€4.99, now £1.19/€1.49
  • Dragon Age II – Legacy – Was £7.99/€9.99, now £2.49/€2.99
  • Dragon Age II – Mage Item Pack – Was £2.49/€2.99, now £0.75/€0.89
  • Dragon Age II – Mage Item Pack II – Was £2.49/€2.99, now £0.75/€0.89
  • Dragon Age II – Mark of the Assassin – Was £7.99/€9.99, now £2.49/€2.99
  • Dragon Age II – Rogue Item Pack – Was £2.49/€2.99, now £0.75/€0.89
  • Dragon Age II – Rogue Item Pack II – Was £2.49/€2.99, now £0.75/€0.89
  • Dragon Age II – The Exiled Prince – Was £5.79/€6.99, now £1.69/€1.99
  • Dragon Age II – Warrior Item Pack – Was £2.49/€2.99, now £0.75/€0.89
  • Dragon Age II – Warrior Item Pack II – Was £2.49/€2.99, now £0.75/€0.89
  • DRIVER San Francisco – Was £10.99/€14.99, now £3.99/€4.99
  • Far Cry 3: Blood Dragon – Was £11.99/€14.99, now £4.99/€5.99
  • Far Cry 3 – Was £15.99/€19.99, now £7.99/€9.99
  • Far Cry 3 + Far Cry 3 Blood Dragon – Was £32.99/€39.99/, now £15.99/€19.99
  • Far Cry 2 + Fortunes Pack – Was £15.99/€19.99, now £6.49/€7.99
  • Flashback – Was £7.99/€9.99, now £1.99/€2.49
  • Hitman: Absolution Digital Edition – Was £15.99/€19.99, now £5.09/€6.19
  • Hyperdimension Neptunia Mk2 – Was £15.99/€19.99, now £7.99/€9.99
  • inFamous – Was £10.99/€14.99, now £6.49/€7.99
  • LEGO Batman 2: DC Super Heroes – Was £19.99/€29.99, now £10.99/€14.99
  • Madden NFL 15 – Was £59.99/€69.99, now £39.99/€49.99
  • MASS EFFECT 3 – Citadel – Was £11.99/€14.99, now £5.79/€6.99
  • Mass Effect 2 – Arrival – Was £5.79/€6.99/, now £2.89/€3.49
  • Mass Effect 3: From Ashes – Was £7.99/€9.99, now £3.99/€4.99
  • Mass Effect 3: Leviathan – Was £7.99/€9.99, now £3.99/€4.99
  • Mass Effect 3: Omega – Was £11.99/€14.99, now £5.79/€6.99
  • MIGHT & MAGIC CLASH OF HEROES – Was £11.99/€14.99, now £4.99/€5.99
  • Outland – Was £7.99/€9.99, now £3.29/€3.99
  • PlaystationMove Heroes – Was £10.99/€14.99, now £6.49/€7.99
  • Prince of Persia – Was £10.99/€14.99, now £4.99/€5.99
  • Prince of Persia The Forgotten Sands – Was £11.99/€14.99, now £3.99/€4.99
  • Prince of Persia Trilogy – Was £11.99/€14.99, now £6.19/€7.49
  • Prince of Persia: The Sands of Time – Was £7.99/€9.99, now £3.99/€4.99
  • Prince of Persia: The Two Thrones – Was £7.99/€9.99, now £3.99/€4.99
  • Prince of Persia: Warrior Within – Was £7.99/€9.99, now £3.99/€4.99
  • Prototype 2 – Was £39.99, now £11.99/€14.99
  • Rain – Was £9.99/€12.99, now £5.79/€6.99
  • RIDGE RACER Unbounded Extended Pack – Was £3.29/€3.99, now £1.69/€1.99
  • Ridge Racer Unbounded – Special Edition – Was £19.99/€24.99, now £5.79/€6.99
  • Risen 3: Titan Lords – Was £44.99/€49.99, now £29.99/€39.99
  • Sacred 3 – Was £44.99/€49.99, now £29.99/€39.99
  • SCOTT PILGRIM VS. THE WORLD: THE GAME – Was £7.99/€9.99, now £1.99/€2.49
  • Shaun White Snowboarding – Was £10.99/€14.99, now £3.99/€4.99
  • ShaunWhite Skateboarding – Was £11.99/€14.99, now £3.99/€4.99
  • Sonic & All Stars Racing Transformed – Was £29.99/€39.99, now £9.99/€12.99
  • South Park: The Stick of Truth – Was £49.99/€59.99, now £19.99/€29.99
  • Splinter Cell Blacklist – PS3 Deluxe Edition – Was £19.99/€39.99, now £11.99/€24.99
  • Splinter Cell Complete Pack – Was £29.99/€39.99, now £12.99/€15.99
  • Starhawk – Was £10.99/€14.99, now £6.49/€7.99
  • TC’s Splinter Cell Blacklist – Classic Edition – Was £15.99/€29.99, now £10.99/€19.99
  • TEKKEN TAG TOURNAMENT 2 – Was £15.99/€19.99, now £3.99/€4.99
  • The Amazing Spider-Man 2 Digital Edition – Was £39.99/€49.99, now £24.99/€29.99
  • The Expendables 2 The Videogame – Was £11.99/€14.99, now £2.99/€3.59
  • Thief – Was £39.99/€59.99, now £11.99/€14.99
  • Tom Clancy’s EndWar – Was £10.99/€14.99, now £2.99/€3.59
  • Tom Clancy’s H.A.W.X – Was £10.99/€14.99, now £2.99/€3.59
  • Tom Clancy’s Rainbow Six Vegas 2 – Was £10.99/€14.99, now £3.99/€4.99
  • Tom Clancy’s Rainbow Six Vegas 2 – Game of the Year Edition – Was £11.99/€14.99, now £3.99/€4.99
  • Tom Clancy’s H.A.W.X 2 – Was £11.99/€14.99, now £3.99/€4.99
  • Tom Clancy’s Rainbow Six Vegas – Was £11.99/€14.99, now £3.99/€4.99
  • Tom Clancy’s Splinter Cell Chaos Theory HD – Was £7.99/€9.99, now £3.99/€4.99
  • Tom Clancy’s Splinter Cell Double Agent – Was £11.99/€14.99, now £4.99/€5.99
  • Tom Clancy’s Splinter Cell Pandora Tomorrow HD – Was £7.99/€9.99, now £3.99/€4.99
  • Tom Clancy’s Splinter Cell HD – Was £7.99/€9.99, now £3.99/€4.99
  • Tom Clancy’s Splinter Cell Trilogy HD – Was £11.99/€14.99/, now £7.99/€9.99
  • Tomb Raider: Underworld – Was £16.99/€20.99, now £3.99/€4.99
  • Tony Hawk’s Pro Skater HD – Was £11.99/€14.99, now £6.19/€7.49
  • Transformers Rise Of The Dark Spark – Was £49.99/€59.99, now £19.99/€29.99
  • BROTHERS IN ARMS D-DAY – Was £6.49/€7.99, now £1.69/€1.99
  • TOM CLANCY GHOST RECON PREDATOR – Was £6.49/€7.99, now £1.69/€1.99

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Why Are Final Boss Fights So Terrible? http://egmr.net/2014/10/final-boss-fights-terrible/ http://egmr.net/2014/10/final-boss-fights-terrible/#comments Wed, 08 Oct 2014 12:00:46 +0000 http://egmr.net/?p=158405 It’s often a flaw of us humans that we see the past better than it actually was and the present worse than it honestly is. However if there’s one thing […]

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It’s often a flaw of us humans that we see the past better than it actually was and the present worse than it honestly is. However if there’s one thing in our games that I feel is an exception to that, it would have to be boss fights. I can say that because my favourite game of all time is the Metal Gear Solid series, which contained some of the greatest boss fights ever to be put in games. However over the course of the last generation boss fights more and more seemed to be fizzling out of games, and today it’s pretty much safe to say that boss fights as we know them by tradition aren’t really a thing anymore. Sure we had Devil May Cry 4 and God of War III and some little rays of sunshine here and there with things like the Mr Freeze fight in Batman: Arkham City and DmC: Devil May Cry’s attempts at doing stuff, but largely boss fights have taken a back seat to new trends like cinematic set pieces and the like. And it’s absolutely not something I feel is a good thing for certain types of games.

People often say that the journey is what matters and not the ending, or that all endings suck, but those aren’t statements I always want to get behind. An ending can validate your entire experience, it can make your entire experience and, put in a different way, it’s your last memory of the game and as such what you’ll walk away with. Going out with a bang is ideally the way you’d want to go, but for some reason many games these days choose to go out with a whimper. And what makes me upset about the whole thing is that it doesn’t seem to be for a lack of ability. It’s more mind boggling than that.

I’ve recently completed my playthrough of Middle-earth: Shadow of Mordor, which is a freaking awesome game that I adored and was pleasantly surprised by. A true reward for me, being only the second licensed game I had real faith in after Arkham Asylum. Our review had plenty of praises for it as well, if you’re interested. Yet, without spoiling anything, despite what a great experience it is and the amount of epic it has scattered throughout the game, the final fight is downright appalling. It took me back to the days of Uncharted: Drake’s Fortune or Batman: Arkham Asylum (both fantastic games, save for their piss poor finales), where the final boss fight was little more than a pathetic, glorified quick time event that required no brains, had no epicness, was over too fast and basically didn’t even allow you to play it.

If you play Shadow of Mordor you’ll see that the game certainly doesn’t lack a sense of epic scale, especially in its final missions which involve armies. Yet despite that the game goes brain-dead for its final boss fights. I truly wonder whether modern developers don’t care about final boss fights, have no idea how to do them, whether they think their ‘cinematic’ approaches make them mean something more than an actual gameplay approach, if they are catering ludicrously to casuals or genuinely think their shitty quick time event or brainlessly repetitive rule-of-three-following button press ideas are actually good. I’d be scared if it was the last one. And again I look at Shadow of Mordor and it’s not a walk in the park. I could see casuals easily dying like flies to this game. I even have evidence of people on my friends list constantly being killed and me getting the opportunity to avenge them in Vendetta missions.

Good times.

Obviously Shadow of Mordor isn’t the only guilty party. And of course I would do well to remind you that I specifically said ‘certain’ games, because there are those which opt for more cinematic finales and they work, without needing a final boss fight of sorts. I don’t know about the rest of you, but when there’s a big baddie the game has been building up to, who isn’t some businessmen or unlikely combatant, then I’d kindly like to fight the thing to the death. For me there aren’t a whole lot of things more frustrating than being left with a “is that it?” at the conclusion of a game, or wanting to fight an enemy so badly only for the game to make it a quick time event or some shitty mini-game that requires you to repeat the same thing three times over and achieve victory. Who finds this fun in any way? What happened to final boss fights akin to Metal Gear Solid 4: Guns of the Patriots or God of War III?

Sure you could say that I had a right old rant here, and I’m not going to deny that. The annoyance is fresh after finishing Shadow of Mordor, mind you. It’s just whether it’s Dead Space’s shoot-the-glowy-thingies-repeatedly finale, Shadow of Mordor or Uncharted’s quick time event win-a-roo, Batman: Arkham Asylum’s repeat-the-same-thing-three-times-like-a-tutorial show or Assassin’s Creed 2’s beat-up-a-fatty deluxe, final boss fights these days just aren’t what they used to be. They’re often downright rubbish. And I honestly do not know why they’ve gone so bad. I remember criticising Metal Gear Solid 4: Guns of the Patriots for having the weakest boss fights in the MGS series barring the final few, yet despite that the game still boasts better boss fights than almost any title in the last generation.

And I guess my question is: when did boss fights stop being potentially epic parts of our games? When did we lose so much care and respect for them that asking the user to press three buttons and watch a cutscene constitutes as a great way to finish off your game? I truly wonder: do the developers actually think what they created is good? Which trend exactly is being followed? You can usually always pick out the culprits who started an unlikable trend, yet in this scenario it seems more to be the changing of an era. Maybe boss fights don’t appeal to casuals. I don’t know what kind of market research goes into this sort of thing. Yet if it’s the difficulty that is being concerned about, who said you had to make final boss fights really hard? You’ve got to make them something along the lines of fun, unique, rewarding after the build-up, and be a way to close off the game on a high. Most importantly, at the very least, you just have to let gamers actually play them and not watch them, or be restricted from all you’ve done over the entirety of the game to just repeat one simple pattern.

Boss fights are really one of the few old parts of games that I never felt should have been left behind. Clearly if you’ve played Metal Gear Solid 4, God of War III, Devil May Cry 4, or even experienced Shadow of Mordor’s Nemesis system, these unique, memorable encounters give the game a chance to change its rules, or test your skills, or massively increase the scale or create set pieces you actually get to play and remember. They’re a pay off for wanting to get the bad guy throughout the whole game. And by virtue of the fact that I can still point to these games from years ago is indicative of what final boss fights or boss fights in general can offer to, and I emphasise, certain types of games. Want to know how far it goes? I still remember that damn evil turtle from Jazz Jackrabbit 2, and the encounter with Darth Malak in Star Wars: Knights of the Old Republic.

In closing, final boss fights, yo. #BossGate.

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This Is What Dragon Age Inquisition Will Look Like On PC On Max Settings http://egmr.net/2014/10/dragon-age-inquisition-will-look-like-pc-max-settings/ http://egmr.net/2014/10/dragon-age-inquisition-will-look-like-pc-max-settings/#comments Tue, 07 Oct 2014 13:30:50 +0000 http://egmr.net/?p=158366 Rise, PC master race. Like moths to a flame or the righteous to a potato, graphics begets gamers. Especially master race graphics. I don’t have any idea what I’m typing at […]

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Rise, PC master race. Like moths to a flame or the righteous to a potato, graphics begets gamers. Especially master race graphics. I don’t have any idea what I’m typing at this point.

In either case a YouTuber has captured footage of an early build of Dragon Age Inqusition apparently running on max settings on PC. Of course YouTube will do its video compression thingies so it may not be the bestest representation ever, and the final product may look a bit better, but still it’s 9 minutes of Dragon Age Inquisition gameplay.

The YouTuber in question, Rechyyy, claims that he was invited to an EA event to capture footage of the game. He could be a spy and stuff.

Watch it if you want.

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Why Does Crytek Think It’s More Difficult To Wow People With Graphics? http://egmr.net/2014/10/crytek-think-difficult-wow-people-graphics/ http://egmr.net/2014/10/crytek-think-difficult-wow-people-graphics/#comments Tue, 07 Oct 2014 12:00:29 +0000 http://egmr.net/?p=158362 A key developer over at Crytek, one of the strange penguins of our era, has spoken about how it has become increasingly more difficult to impress gamers with graphics now […]

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A key developer over at Crytek, one of the strange penguins of our era, has spoken about how it has become increasingly more difficult to impress gamers with graphics now that we’re firmly embedded in the new generation.

Nicolas Schulz, lead rendering engineer at Crytek, chatted to DSO Gaming about a wide variety of technical things, but within that he spoke of the major leaps made with regards to visual fidelity, and also found time to talk about how Ryse on PC will change your life. Not quite so dramatic, but it’s Crytek, so I’m allowed to take shots at the developers formerly known as relevant.

“I think with its advances in material quality, lighting and the quality of facial animations, [the PC version of] Ryse is extending the boundaries of realtime graphics quite a bit again,” he explained.

“Generally though, as opposed to the times of the original Crysis, we as an industry have reached a quality level now where it is getting increasingly more difficult to really wow people.

“That said, there’s still enough areas to explore and we will definitely keep pushing the boundaries as much as possible.”

What he says makes sense, but taking this as it is what I feel the man is not considering is that art direction has become ever more important now that graphics have reached this level. You look at Crytek games after the original Crysis, and now matter how much raw power and whatnot their games push out, they never quite look ‘beautiful’ or truly wow you. Yet, you can easily be wowed by an Uncharted or Forza Horizon 2 or Killzone Shadow Fall even, for something a little more close to home. And simply because, there is a great art direction in those games, there’s attention to little details and there’s vibrancy and colour.

Crytek has failed to understand this for a long time now, not since the first Crysis game which remained gorgeous and a standout piece of graphical excellence for years after its launch. I can definitely concede and agree that with the advances made it is more challenging to impress people, but also remember we are just at the beginning of the generation. Games will look a lot better in the years ahead, and games will need to focus on art direction and little details and stylisation if they want to break free from the rest. You could make a game as graphically intensive as you like, but drab brown and grey is still drab.

Either way, Ryse will be out on PC on October 10, and will support 4K resolution as well as include all DLC released for the game thus far. That means the Day One Edition DLC as well.

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The Worst Of Destiny Is All In Its Endgame – Post Review Update http://egmr.net/2014/10/worst-destiny-endgame/ http://egmr.net/2014/10/worst-destiny-endgame/#comments Mon, 06 Oct 2014 13:30:04 +0000 http://egmr.net/?p=158261 I had more than enough criticisms for Destiny in my lengthy review of the most hyped game ever, as well as in my subsequent more fun approach to the whole […]

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I had more than enough criticisms for Destiny in my lengthy review of the most hyped game ever, as well as in my subsequent more fun approach to the whole thing. I usually don’t go back to games once I complete my review, as I let go pretty easily and am always busy doing something or another, but one of the things I said I would do is revisit Destiny at the end of the month, and in the months that follow, to assess the game as it gets updated and ‘improved’, because that’s the way Destiny is going to be, and I felt somewhat obligated after all my criticisms. To that end I returned to Destiny over the weekend after all the September updates, and decided to give it another go and see whether it was something I could get back into, or try and determine whether the changes have put the game in the right direction. Unfortunately, my return was far more brief than I intended, and a whole lot more frustrating.

The most recent patch notes point to revised changes to loot and the notorious Cryptarch, meaning you won’t get cheated out of decrypting rare or legendary engrams anymore. Aside from the raid and the events, updates over the month have mostly been concerned with balancing and tweaking of weapons, abilities and difficulty, and adjustments to the loot. But while these do improve the game, and address widespread irritations surrounding it, what I am criticizing in this update is exactly what I criticised at length in my review: the fundamental structure of the endgame. The design of it. The core of it. As long as the element of randomness relating to levelling and thus actual progress persists, the game will continue to be flawed in its very design. It’s been around a full month since the launch of the game, but it looks no closer to fixing the worst of the problems I and many players and critics had with it at launch.

Once I fired up Destiny I was actually quite keen to revisit it after my review with a different mindset, that being one not burdened by time. I figured that the daily story mission and weekly strike were as good a place to start as any to get back into Destiny, and that’s where I went. Unfortunately it took all of two hours before my enthusiasm turned to familiar frustration and after my previous 30+ hours of Destiny, it didn’t take long before I shut the game down and just went back to Middle-earth: Shadow of Mordor. It’s really saddening because I intended to play for 6-8 hours further, but the entirety of the endgame and its ludicrous random element destroys the whole purpose of natural progression and reward for your play time, and the result really is a meaningless time sink. All that I received for my two hours of effort were useless green gear and engrams which you basically destroy without even reading, and two blue ones that were much weaker than what I was currently using. So effectively the only thing I had to show for my time was some Vanguard marks and rank points, which aren’t exactly drool-worthy considering the sheer number you need for legendary gear. It’s an absurd slow walk, drowned in repetition and boredom.

In contrast, but obviously not a fair comparison, after two hours I had wiped out the warchief leaders in Shadow of Mordor who had risen up the ranks, done multiple side missions to progress towards big unlocks and acquired new abilities which made the game even more fun. I could of course list more relevant examples like other MMOs or Demon’s Souls or a competitive online game, but the basic concept of assured progress shouldn’t have to be explained. Some may argue that it’s still fun and such, but the entire concept makes me livid, for two core reasons. Firstly levelling up is a necessity in Destiny. If you want to do raids and harder missions, you have to reach minimal levels. So, not being able to level up is a barrier to actual progress or unlocking more content. And the second reason goes hand in hand with that, and it’s the fact that your progress in Destiny is not guaranteed. It’s luck. It’s random. It’s without skill. You could play five hours of Destiny with the risk of achieving nothing, while some lucky sod walks away with good gear and because of that is able to progress on with the game.

Now another argument may drop in, which I’ve read from a few commenters, that it doesn’t actually take that long to level up, even though it’s random. In less than a month people are walking around with exotic gear and playing the highest level missions. But why should I stick with a game for a month just to play harder variations of mission I have already done, not counting the new raid? You may say that I wasn’t fair in only giving the game another two hours, but my rebuttal is that it’s an absurdity to begin with that I wanted to give the game six to eight more hours, without guarantee of progress. Besides, my colleague here played for an additional ten hours after reaching the level cap and pretty much agreed with my criticisms and frustrations. I could finish an entire, far superior game in that time. Heck, I could just play Shadow of Mordor and actually have a great time. Look, I have nothing against anyone who enjoys Destiny. Go forth. Be free. Play it to your heart’s content. But this game came with unprecedented hype, and from a critical standpoint I have to be harsh to a glorified time sink which I gave a second chance and went back to post-review. There’s plenty of merit in the game. It’s all in my review. I wouldn’t blame you for sticking with the great PvP, but my main point here is that Destiny needs fundamental changes.

I am a person who values my time extremely highly. It can make me selfish with it and quite reclusive, so when I fork over a ton of cash to buy a game or sit down to play one, I expect at the very least to feel like it was worth the time. It’s essential that part of the reward in any game you play, or as a matter of fact anything you do, is progress in some form. And it’s here that Destiny commits the worst of offenses, and offers a criminally poor endgame which I criticized at length in my review and am doing so again. Two hours spent after my review of Destiny was dedicated to redoing missions I’ve done to the point of masochistic behaviour, with nothing to show for it at the end. That is not something I want to be a part of, and it’s going to take core changes to how the endgame of Destiny works if I’m ever going to go back and give it a third chance. Lord/Gordon Freeman knows second chances are hard enough.

There are a ton of games, potentially far greater than Destiny, coming out over the next two months. I could choose to sit and labour away for my entertainment in Destiny, or I could play other games, like the fantastic Shadow of Mordor. I could stop abusing the Cryptarch after updates to him (which should have been standard to begin with) yet still approach him with a scowl and more than a few emotional scars, or I could forget he ever existed. I think I’m going with option two in both cases, because if you have to work to have fun or get something out of a video game, then it has failed as a video game.

It doesn’t get any simpler than that, I’m afraid.

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Master Chief May Not Be The Protagonist In Halo 5 http://egmr.net/2014/10/master-chief-may-protagonist-halo-5/ http://egmr.net/2014/10/master-chief-may-protagonist-halo-5/#comments Mon, 06 Oct 2014 12:00:11 +0000 http://egmr.net/?p=158254 It seems the disciples of Master Chief may be in for some slight surprise or disappointment, depending on how you are about this sort of thing. The star of the upcoming […]

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It seems the disciples of Master Chief may be in for some slight surprise or disappointment, depending on how you are about this sort of thing. The star of the upcoming TV series Halo: Nightfall as claimed that his character Agent Locke will be the protagonist in Halo 5: Guardians, instead of the old Chief.

In an interview in X-One magazine, which ended up getting posted on Reddit, actor Mike Colter, or Agent Locke, confirmed as much.

“Yeah, I’m a playable character in Halo 5,” he claims. “Once Halo: The Master Chief Collection is released, and then Halo 5 comes out shortly thereafter, you’re basically going to be playing a game with me as the primary character.

“I’ll have some cool weaponry, and some cool abilities, because by that time I’ll be a Spartan IV.”

Colter didn’t suggest anything regarding how much time is spent playing Agent Locke, but he did give some spoiler-ish teasers about the game.

“What’s not known, is whether I’m a friend or foe,” he teased. “The relationship between Master Chief and Jameson Locke is going to be interesting. Because what’s the outcome?

“Is he dead or alive? Because that’s usually what a manhunt comes down to, dead or alive, but you won’t know what the purpose of finding Master Chief is [right away].

“Or what will happen if we do find him, what condition he will be in, and where he’s at mentally. But I’m sure that’ll be a plot twist in Halo 5.”

Agent Locke was revealed back in June as the lead character for Halo: Nightfall, if you’re going to be watching that.

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Shiny Final Fantasy XV Gameplay Footage Is Shiny http://egmr.net/2014/10/shiny-final-fantasy-xv-gameplay-footage-shiny/ http://egmr.net/2014/10/shiny-final-fantasy-xv-gameplay-footage-shiny/#comments Fri, 03 Oct 2014 13:30:29 +0000 http://egmr.net/?p=158087 If you’re still excited for Final Fantasy these days, then perhaps this super special supremely shiny new gameplay of Final Fantasy XV will tickle your fancy, as it shows off […]

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If you’re still excited for Final Fantasy these days, then perhaps this super special supremely shiny new gameplay of Final Fantasy XV will tickle your fancy, as it shows off the combat in the game. And I suppose those gorgeous visuals as well.

There’s not a whole lot more to say here really. As long as it isn’t anything like Final Fantasy XIII, and there’s actually an interesting story in there, I’ll be happy to give it a shot.

Check out the footage up above.

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Dying Light Wants You To Be A Real Life Zombie To Get To Be A Zombie http://egmr.net/2014/10/dying-light-wants-real-life-zombie-get-zombie/ http://egmr.net/2014/10/dying-light-wants-real-life-zombie-get-zombie/#comments Fri, 03 Oct 2014 11:15:01 +0000 http://egmr.net/?p=158078 Ah pre-order culture, where legitimately good pieces of content get cut out of games for those who pre-order it, and we continue to be cool with it because how else […]

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Ah pre-order culture, where legitimately good pieces of content get cut out of games for those who pre-order it, and we continue to be cool with it because how else can those buggers get us to pre-order games.

Dying Light is another title with a pretty cool pre-order bonus, except there may be a case of subliminal or meta marketing going on here. I’ll explain in a bit.

The pre-order bonus for Dying Light will allow you to invade other players’ single-player games in the “Be the Zombie” mode. The mode lets you jump in other players’ online-connected games as a special zombie with unique abilities and attacks to kill humans with. Sounds very Watch Dogs-like. Except, only those who pre-order will get to enjoy it. The special mode seems to be available exclusively as a pre-order bonus on Steam.

We’re current awaiting any official confirmation on whether it will be the same case for other platforms.

You can take a look at the trailer for it up above, and experience jelliness because you didn’t pre-order the game and weren’t planning to.

It’s funny then that the whole subtle message seems to be that you need to be a zombie and pre-order this game in order to get to be a zombie in the actual game. That’s some skilful marketing, to be honest.

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DriveClub Will Punish You Reckless Drivers http://egmr.net/2014/10/driveclub-will-punish-reckless-drivers/ http://egmr.net/2014/10/driveclub-will-punish-reckless-drivers/#comments Thu, 02 Oct 2014 13:30:32 +0000 http://egmr.net/?p=158001 YouTuber Pro Gamer SIEFE has got an early copy of DriveClub, which is releasing in a week’s time, and has uploaded a video of one of the first races you’ll […]

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YouTuber Pro Gamer SIEFE has got an early copy of DriveClub, which is releasing in a week’s time, and has uploaded a video of one of the first races you’ll be doing in the game, which you can check out up above.

The video shows some impressive car damage as well as the way in which you’ll be punished for being a reckless driver. In other words, drivers like me who never let go of that damn accelerate button because vroom vroom.

It’s looking pretty great, and I’m actually keen to play the game in the coming days to see how it looks. Those graphics are so perdy.

Also, it will be freely available on PS Plus this month, albeit with less cars and tracks.

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60 Minutes Of Bloodborne Gameplay For You Dark Souls Fans Out There http://egmr.net/2014/10/60-minutes-bloodborne-gameplay-dark-souls-fans/ http://egmr.net/2014/10/60-minutes-bloodborne-gameplay-dark-souls-fans/#comments Thu, 02 Oct 2014 12:00:30 +0000 http://egmr.net/?p=157999 Of course because if you’re eager for Dark Souls 3 Bloodborne, you absolutely have to be a Dark Souls fan. Or a Demon’s Souls fan. Because Bloodborne is to Dark […]

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Of course because if you’re eager for Dark Souls 3 Bloodborne, you absolutely have to be a Dark Souls fan. Or a Demon’s Souls fan. Because Bloodborne is to Dark Souls what Dark Souls was to Demon’s Souls. Am I doing it right?

My blabbering aside, Bloodborne has recently gone into a super secret squirrel alpha, for select users overseas. It’s so secretive in fact that an hour of gameplay from the alpha has been uploaded online for your watching pleasure.

In chronological order, from the above to down below, you can watch footage of Bloodborne, the PS4 exclusive from From Software, in action.

Bloodborne will be out on February 6.

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Sorry, No Bayonetta 2 For You PS4 And Xbox One Owners…Ever http://egmr.net/2014/10/sorry-bayonetta-2-ps4-xbox-one-owners-ever/ http://egmr.net/2014/10/sorry-bayonetta-2-ps4-xbox-one-owners-ever/#comments Wed, 01 Oct 2014 13:30:15 +0000 http://egmr.net/?p=157952 Bayonetta was a pretty good game on PS3 and Xbox 360, but its sequel ended up being a Wii U exclusive and left fans of the original craving and crying. Well, it […]

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Bayonetta was a pretty good game on PS3 and Xbox 360, but its sequel ended up being a Wii U exclusive and left fans of the original craving and crying.

Well, it looks like even with the new consoles being out, the stance on Bayonetta 2 will not change according to Platinum Games developer Hideki Kamiya. You’ll never get Bayonetta 2 on PS4 and Xbox One. #dealwithit

Gamers have always been sending Kamiya tweets and such asking for Bayonetta 2 to be ported over to PS4 and Xbox One, and now he recently posted a number of responses (translated by Nintendo Everything) explaining why it absolutely won’t happen.

“We [Platinum Games] are developers and receive support from publishers by making games that they request or suggest,” Kamiya explained. “As for Bayonetta, we developed the game after signing a deal with Sega. Later it was decided to also develop the sequel, so we started working on Bayonetta 2.

“When development had progressed to a certain degree, in Sega’s situation it turned into ‘This isn’t a good plan’, so development halted temporarily.

“Without funding we didn’t have the possibility to continue development, but we wanted to get this partially developed Bayonetta 2 available to the public one way or another. So we offered it to various publishers, but as it is a big title, we couldn’t find a partner company.

“Finally, Bayonetta 2 was about to get terminated completely, when Nintendo came in and lent a hand and we were able to restart the development we so desired. The game was finally released last week, so after five years, we were able to make Bayonetta 2 available to the public.

“Knowing those circumstances, if someone is still angry for heading towards Nintendo, I wonder what the reason for that is: could you tell me in a way that is easy to understand?

“As I have said before, if you want Bayonetta 2 on PS4 or Xbox One, how about trying to ask Nintendo? If Nintendo doesn’t say yes, it’s not going to happen. While you’re at it, try asking for Mario and Zelda too.”

Pretty classy response. That last part made me laugh quite a bit.

Bayonetta 2 released in Japan in late September, and is still yet to release in Europe and North America. That will happen on October 24.

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Why Would Rocksteady Go Through The Trouble Of Making Gotham Five Times Bigger In Arkham Knight? http://egmr.net/2014/10/rocksteady-go-trouble-making-gotham-five-times-bigger-arkham-knight/ http://egmr.net/2014/10/rocksteady-go-trouble-making-gotham-five-times-bigger-arkham-knight/#comments Wed, 01 Oct 2014 12:00:08 +0000 http://egmr.net/?p=157925 If you’ve been following the news surrounding Rocksteady’s Batman: Arkham Knight then you may have heard that Gotham will be five times larger compared to Arkham City, which bodes well […]

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If you’ve been following the news surrounding Rocksteady’s Batman: Arkham Knight then you may have heard that Gotham will be five times larger compared to Arkham City, which bodes well for the inclusion of the Batmobile.

But why would Rocksteady go through all the trouble of making such a massive world, especially when the Arkham series has always focused on story and a large open world can detract from it?

Rocksteady marketing manager Guy Perkins recently had a chat with IGN about exactly this, during last week’s EGX convention. Perkins talked about the series’ story and evolution throughout the core games.

“I think we’ve always taken pride in the stories we tell,” he explained. “We try to create that very cinematic story-telling experience through the game. Obviously Asylum was the starting point for that, but the intimate cat-and-mouse gameplay between the Joker and Batman really demanded it took place in the pressure cooker of the Asylum.

“So that had its place for that story, but then we took that into the open world to give players the next piece of the Batman armour as it were, which is the grappling gun and the ability to glide. The introduction of those pieces really required a bigger game world to support them, but then the big thing that was always missing for us was the Batmobile. It was always missing but wouldn’t have worked in Asylum or City, so to build an open-world around that was crucial.

“The narrative is still very defined, though, there’s definite acts that you clearly understand as you go through Arkham Knight. We’ve been conscious to create a rich story that’s interesting for newcomers and for fans alike. You can go off and do your side quests when you like, but it’s still a linear story in the sense that it has a beginning, middle and end.”

Of course Arkham Knight will present a very different world after the Joker’s demise at the end of Arkham City. However, without the clown prince of crime chaos there, suddenly Batman’s villains are free to carry out their plans.

“The death of the Joker at the end of Arkham City has created a different world for the criminals of Arkham Knight,” he explained. “He’s not there to disrupt the things they’re doing, so you have to imagine a world where he’s not there and not causing that chaos. They can get organised, work together and offer a more formidable challenge. He’s at the peak of his powers, but without his nemesis there to cock things up for everyone else then they get the chance to be a bit stronger, a bit braver and do things differently.

“Joker going was a challenge, but we left Scarecrow out of Arkham City for a reason so he’s back in as the big bad and it’s great for us to bring him back. He has so many iconic moments in the first game, to have him back as the Big Bad is really cool. He’s a great mirror for Batman, as they both use fear as a weapon of choice. There’s a dichotomy there. Then working with DC to bring the Arkham Knight to life has been amazing. We were super excited and it’s been a huge honour for us to do something this big.”

Perkins also admitted that Batman: Arkham Knight has been in development for a very long time, and it began almost before Arkham City was even finished and out the door. Obviously this makes it clear that the disappointing filler Arkham Origins wasn’t part of the original Rocksteady vision. So now that the end is approaching, what will make Rocksteady walk away from this with a ‘mission accomplished’ feeling in their minds?

“If people walk away thinking this is the ultimate Batman simulator, then our job is complete,” he says. “We gave them Gotham City, we gave them Batman at the height of his powers and we gave them the Batmobile. I think those three elements come together to make a great game. If people go away feeling like it was awesome, we’ve done a good job.”

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How Much Would It Cost To Buy The Batsuit? http://egmr.net/2014/09/much-cost-buy-batsuit/ http://egmr.net/2014/09/much-cost-buy-batsuit/#comments Tue, 30 Sep 2014 15:00:41 +0000 http://egmr.net/?p=157861 Whether you’re a Batfreak or not, few can deny that at one point in their lives, at least, they had the desire to wear the Batsuit. It’s almost like desiring the […]

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Whether you’re a Batfreak or not, few can deny that at one point in their lives, at least, they had the desire to wear the Batsuit. It’s almost like desiring the Force, or to turn into a Super Saiyan. Just me? Well then, I’m not afraid to admit it.

Anyway, Ben Affleck, who is playing Bruce Wayne in the upcoming Batman V Superman: Dawn of Justice movie, has recently spoke on Live With Kelly And Michael, and revealed that he once had an interest in buying the Batsuit. That is, until he saw the price tag of the iconic getup.

Want to venture a guess as to how much the Batsuit would set you back?

Spoiler: it’s $100,000, more or less.

“I asked them, ‘What about taking the suit home at the end of the thing?’” said Affleck. “And they said, ‘For $100k.’ And I said, ‘Well maybe I’ll just take a picture …’ There’s a lot that goes into it, there’s a lot of designers. These movies have become the big deal, so they spend a lot of money on every little detail. And they’re scrutinized and criticized, and the guy who did the suits did a very good job.”

The Batsuit for the new movie was done by renowned costume designer Michael Wilkinson, who is best-known around the block for his costume work on famous movies such as 300, Twilight: Breaking Dawn: Part One (restrain yourselves), Terminator Salvation and Man of Steel.

In the past Wilkinson has stated that he’ll be treating each of Batman V Superman’s character histories with the utmost respect, as he works to modernise the suits yet still retain the comic book elements. This is pretty evident in the Batsuit, Wonder Woman redesign and the slightly updated Superman costume.

“Suffice to say we really respect the histories of all of these characters,” he said. “We’re all very reverent about the iconic graphic nature of these characters and their costumes. We see ourselves as part of the natural lineage of how these characters are being portrayed throughout the ages and our goal is to create something relevant and exciting for today’s audiences.”

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Short On Cash? FEAR Online Will Hit Steam For Free Very Soon http://egmr.net/2014/09/short-cash-fear-online-will-hit-steam-free-soon/ http://egmr.net/2014/09/short-cash-fear-online-will-hit-steam-free-soon/#comments Tue, 30 Sep 2014 12:00:49 +0000 http://egmr.net/?p=157848 The mad rush of games set for release this October and November is fast approaching, and I’m sure many wallets will empty in the pursuit of happy gaming. Unfortunately, affording […]

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The mad rush of games set for release this October and November is fast approaching, and I’m sure many wallets will empty in the pursuit of happy gaming. Unfortunately, affording games is difficult, and unless you’re like me who always has Dota 2 and Counter Strike: GO to fall back on during the lean times, you might be a pretty sad panda in the coming months.

Perhaps FEAR Online then may serve as some compensation, as it will be hitting steam on PC on October 17 and it will be entirely free to play.

Publisher Aeria Games confirmed as much. If you’re unaware, FEAR Online is a new free-to-play multiplayer title; the next in line in Monolith Productions’ famous horror FPS. Or psychological thriller FPS I should say.

Developed by Korean studio Inplay Interactive, FEAR Online will focus on team-based combat, offering a number of modes, both co-operative and competitive in nature, over ten maps. There’ll also be the Soul King mode from FEAR 3, if you cared about the multiplayer in that title.

The game will also “[further] the dark and ominous story surrounding Alma Wade”, and will allow players to choose between the FEAR team and Armacham.

You can watch the short teaser trailer up above to see the title in action, if you’re keen.

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Battlefield Hardine Multiplayer Won’t Be Broken At Launch http://egmr.net/2014/09/battlefield-hardine-multiplayer-wont-broken-launch/ http://egmr.net/2014/09/battlefield-hardine-multiplayer-wont-broken-launch/#comments Mon, 29 Sep 2014 13:30:34 +0000 http://egmr.net/?p=157790 EA and Battlefield 4 have become largely infamous on the internet due to the game’s severe launch issues, to the point that DICE even had to suspend development of DLC […]

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EA and Battlefield 4 have become largely infamous on the internet due to the game’s severe launch issues, to the point that DICE even had to suspend development of DLC after two months so that the game could get functional. Months went by without it being at optimal level, which was absolutely abysmal for a game of that stature.

Now Battlefield Hardline is due for release in 2015 and suddenly everyone’s a skeptic. However according to Visceral Games’ creative director Ian Milham, Hardline will actually work at launch.

Milham spoke to Game Revolution about Battlefield Hardline, and told them that the studio is already benefiting from the mistakes made with Battlefield 4.

“What you’re basically asking is, ‘Is your game going to work?'”, Milham said, “and the answer is yes, it’s gonna work.

“We actually started on this more than a year before Battlefield 4 came out. We’ve been working with the DICE guys for a long time; some of our engineering work is actually in Battlefield 4 and things they’ve been doing since then. It’s in pretty great shape now and all that work is gonna come into what we’re doing.

“We already had one very successful beta, we’re going to have another beta on every platform we ship on. We take shipping a working game pretty seriously. So, yes, the game will work.”

It was so bad that back in June EA CEO Andrew Wilson had to make an attempt to get some brownie points from gamers by saying that Battlefield 4’s launch was unacceptable, and promised that history wouldn’t repeat itself.

It’s a positive then that Battlefield Hardline was originally meant to release this October, only to be pushed back to early 2015. DICE VP Karl Magnus Troedsson said that the studio plans to “continue to optimize the game for a stable launch” after having “learned a lot from Battlefield 4″.

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Witness The First 18 Minutes Of Alien Isolation, But With A Catch http://egmr.net/2014/09/witness-first-18-minutes-alien-isolation-catch/ http://egmr.net/2014/09/witness-first-18-minutes-alien-isolation-catch/#comments Mon, 29 Sep 2014 12:00:01 +0000 http://egmr.net/?p=157783 If you’re excited for Alien Isolation, which will be releasing on October 7 for PC and consoles, and if you don’t care too much about spoilers or just want to take a […]

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If you’re excited for Alien Isolation, which will be releasing on October 7 for PC and consoles, and if you don’t care too much about spoilers or just want to take a peek at the quality of the game, we have an eighteen minute video of the start of the game.

There’s just one catch though. The video is from Pewdiepie, so if you’re not a fan of the globally famous internet celebrity, then the video might be a bit tough for you to watch. If you love or don’t mind the guy, then enjoy all the scary stuff unfold in the clip above.

You’ll have to let me know how it is though, because I’m spoiler conscious, especially in a horror game where unpredictability is part of what makes the experience actually work, so I won’t be watching it.

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Keep Criticising Destiny, Bungie Is Making Good Changes http://egmr.net/2014/09/keep-criticising-destiny-bungie-making-good-changes/ http://egmr.net/2014/09/keep-criticising-destiny-bungie-making-good-changes/#comments Fri, 26 Sep 2014 12:00:03 +0000 http://egmr.net/?p=157670 Obviously when I say criticise I mean constructively. That should go without saying. Anyway, it seems all the criticisms of the rather frustrating aspects of Destiny are helping, because Bungie […]

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Obviously when I say criticise I mean constructively. That should go without saying. Anyway, it seems all the criticisms of the rather frustrating aspects of Destiny are helping, because Bungie will be making some good changes to the game based on all the feedback. If you want to know where all Destiny wrong, be sure to hit up our review.

Alrighty then, onto those changes. Bungie has outlined a number of them, which being introduced in order to better balance Destiny and sort out some of its rather annoying issues. The changes, which began arriving today and will carry on dropping in over the next few months, will affect weapons, loot drops, Strike difficulty, voice communication and more.

With regards to weapons, Bungie has said that the effectiveness of Auto Rifles and Shotguns at range will be reduced, as both were considered to be overly powerful at range. Following this Scout Rifles will be given a boost in power “soon” to make them comparable to Auto Rifles, especially at a long range where it should have the clear advantage, but doesn’t.

A few Exotic weapons, such as the Thorn and Bad Juju, have according to Bungie “disappointed many of us who have gone through the great effort to obtain them because, despite looking and sounding amazing, they feel underpowered.” The studio also offered some advice saying, “Don’t shard those guns. Their time will come.”

Strike missions will be tweaked. “Since launch we’ve tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result.”

It’s unclear at present, but Bungie suggests that the hatable Cryptarch will get changed with regards to the randomness of his Engram decryptions, and the sheer, hair-ripping frustrations surrounding the way the bastard decrypts Rare and Legendary Engrams into much weaker items below the rarity of the Engram.

Furthermore the infamous, broken loot cave has been nerfed, reducing the spawn rates of enemies that emerge.

“Shooting at a black hole for hours on end isn’t our dream for how Destiny is played,” said Bungie.

Moving on from gameplay, Bungie has planned changes to the UI and voice communication, as it will add an ‘opt-in’ option for the latter between public players in matchmaking Strike and Crucible games.

Bungie also wants to improve the way Destiny acknowledges major player achievements and loot acquisition with better “reward celebration”.

“The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed,” says Bungie. “Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on … We will slowly be addressing these and other issues going forward.”

You can read the full developer post on their website, but for now these changes certainly sound like Destiny is going in the right direction. I will be playing it again soon and hopefully writing about it after some major updates. The jury is still out though on whether this game will have the necessary longevity.

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The Evil Within PC Requirements Provide The Game’s First Scare http://egmr.net/2014/09/evil-within-pc-requirements-provide-games-first-scare/ http://egmr.net/2014/09/evil-within-pc-requirements-provide-games-first-scare/#comments Fri, 26 Sep 2014 09:45:46 +0000 http://egmr.net/?p=157667 Bethesda has released the recommended PC requirements for The Evil Within, and it’s safe to say that some of the things listed offer the game’s first official scare. Is that a […]

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Bethesda has released the recommended PC requirements for The Evil Within, and it’s safe to say that some of the things listed offer the game’s first official scare. Is that a good or a bad thing? I suppose you can decide. I’m just here doing my trolling thing.

You can read the full requirements below, but some of the highlights (or lowlights) include a massive 50GB installation, and a VRAM (video RAM) requirement of 4GB. The specs are as follows:

64-bit Windows 7/Windows 8
Core i7 with four plus cores
4 GBs RAM
50 GB of hard drive space
GeForce GTX 670 or equivalent with 4GBs of VRAM
High Speed Internet Connection
Steam account and activation

On the topic of the hard drive space though, Bethesda commented that, “It’s worth noting that the 50 GB of space required is for the PC install. When the installation is complete, the game will take up ~41 GB of HDD space.”

It’s been confirmed that The Evil Within will take up 40GB on PS4 and Xbox One, and 7GB on PS3 and Xbox 360. The Xbox 360 version will also require a mandatory installation.

In other news involving The Evil Within, the game officially went gold as of yesterday. It’s on the way to the manufacturing process, and the release date is locked in.

How do these specs look to you? Will The Evil Within be on your radar? Let us know down below.

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Here Are A Bunch Of ‘Making Of’ Videos For Shadow Of Mordor http://egmr.net/2014/09/bunch-making-videos-shadow-mordor/ http://egmr.net/2014/09/bunch-making-videos-shadow-mordor/#comments Thu, 25 Sep 2014 13:30:05 +0000 http://egmr.net/?p=157605 Warner Bros has released a series of six ‘making of’ videos for Middle-earth: Shadow of Mordor, which is now just a matter of days away from being released. The videos […]

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Warner Bros has released a series of six ‘making of’ videos for Middle-earth: Shadow of Mordor, which is now just a matter of days away from being released.

The videos delve into the game from the development perspective of Monolith Productions, and you’ll see them talk about challenges that needed to be beaten to create the Lord of the Rings world, The Nemesis System, E3 and more.

You’ll find the first episode above, and then the following episodes in chronological order down below.

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The Gotham Pilot Makes A Promising Start, But Has Some Hiccups http://egmr.net/2014/09/gotham-pilot-makes-promising-start-hiccups/ http://egmr.net/2014/09/gotham-pilot-makes-promising-start-hiccups/#comments Thu, 25 Sep 2014 12:45:21 +0000 http://egmr.net/?p=157575 The current global explosion of comic book super heroism is continuing in fine fashion, as we’re about to get a series based on The Flash to complement Arrow, and now […]

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The current global explosion of comic book super heroism is continuing in fine fashion, as we’re about to get a series based on The Flash to complement Arrow, and now we’ve just got Gotham, which is a unique DC Comics series that is actually a prequel to the entirety of the Batman legend. The pilot aired this week, surprisingly fetching over 8 million viewers, and there’s plenty of interesting discussion going around with regards to how much of a Batboner it gave fans – or didn’t give them. I’ve watched the pilot episode, and I’m pretty eager to talk about it. But don’t worry though, there won’t be any spoilers at all so you’re free to read this without shedding some Battears. I’ve really got to stop that. The Bat is a lie.

Gotham, for those who don’t know, is a prequel to the whole of the Batman legend. It chronicles the story of Jim Gordon as he fights against the city’s scum and corruption, and furthermore acts as an origin story to many famous characters of the Batman lore, such as Bruce Wayne, Selina Kyle (Catwoman), Riddler, Penguin, Poison Ivy and possibly the Joker as well. To that end the first episode has a very “Year One” sort of vibe, and it will successfully give you enough of the familiar while still introducing enough fresh elements to hold your attention. The story starts right away with the death of the Wayne family, which is done really well and is actually among the most violent portrayals of it I’ve seen recently. Their murder forms the central plot of the pilot episode, as Jim Gordon bands together with detective Harvey Bullock to track the mystery killer. It’s perhaps as good a way to start the Batman lore as any, and sets up a very, very loaded episode which presents a lot of promise, but also some concerns as well.

Right off the bat though I will say that Gotham has some great casting choices. I quite liked Ben McKenzie as Jim Gordon. He has a hard edge and a toughness about him while still portraying essential traits of the character such as nobility and empathy, and he does live up to the ‘soldier boy’ mantel he’s given in the series. I have to also give credit to David Mazouz as Bruce Wayne, as he portrays the agony of the character extremely well in the episode, and even more so the well-spoken, trimmed rich boy role I remember from the comics. However one of the stars of Gotham so far based on the pilot would have to be Donal Logue, who absolutely nails the role of Harvey Bullock, and has pretty good chemistry with McKenzie. He’s got a corrupt side, but he’s also got a heart and cares for Gordon, and you can see him comfortably living up to it. Robin Lord Taylor as Oswald Cobblepot (Penguin) is another great choice, and in many ways I felt as though he acted as a similar brand of interest and entertainment as T-Bag from Prison Break. He could be a wild card and real core part of the energy of the show if used correctly.

Gotham 1

Other standout mentions would be Jada Pinkett Smith as Fish Mooney, a mob boss who sometimes acts as an informant for Bullock, as she really gives an interesting twist to this episode. John Doman as Carmine Falcone is another very intriguing role, as his appearance in the episode is actually one of the best parts of it. I have to say I was fairly disappointed with Erin Richards as Barbara Kean, Gordon’s fiance, because the pilot didn’t give much more to her other than being someone to make Gordon a cup of tea when he gets home, and I didn’t like that they had to allude to something mysterious about her past to give her any depth. The other criticism I have in this regard is that, while cameos will certainly please Batfans and get the speculation fires going, I don’t like the excessive amount of them, as the pilot has five or so, which is a bit concerning because one of the best elements of the Batman universe is that his arrival in Gotham brought the super villains out of hiding, and some would say he is the cause of the chaos in the city. I feel then that the show needs to be very careful of humanising or mapping out certain characters, like the Joker for instance. Characters such as Penguin, Black Mask and so forth certainly would work entirely, because they were there before and they work in this gritty, realistic series.

The writer of the story is Bruno Heller, who is best known for The Mentalist. While I lost faith in him the longer that series went on, I have to say that he did a great job with the pilot for Gotham, as it’s an episode with tons going on, but despite that the pacing is good, the intrigue is there and there’s definitely lots of reasons to keep invested. If I have to give one criticism it’s that the writing can be corny or very under-developed in certain places, but assessing it on the whole it’s of a pretty good standard and there’s enough here to get you invested in Jim Gordon and Harvey Bullock, if not to get you to care about the former just yet. Some might say it’s asking a lot from a pilot to get you to care about a character so quickly, but good writing complete with good acting can do that in minutes. I’ll judge that some more throughout the season, because as I said I absolutely like Ben Mckenzie and Donal Logue in their roles, and hopefully future conflicts are meaningful and their chemistry continues to be strong.

It’s a bit difficult to assess the pilot without giving away story spoilers, but I’m going to stick to that notion. By far the best thing about Gotham so far is the excellent portrayal of the city itself. Gotham almost feels like a character itself in this series, and it’s perhaps the best rendition of the famous city that I’ve seen for a long time. I love the Nolan trilogy, make no mistake, but after Batman Begins very little attention was given to characterising the city. In Gotham the city actually looks dark, gothic, edgy and grim all on its own, which is a credit to the excellent CGI work that was done to give the city a unique feel. I would strongly advise watching this show in high definition, because it really allows you to appreciate the fantastic visual quality, which makes it feel like a show of high production values. Another aspect that is a credit to the characterisation of the city is the show’s desire to make it ‘timeless’, so you’ll see cars from the 1970s and phones from the 2000s, truly making the city feel like it came out of a comic book.

Gotham 2

To return to the cameo issue, one particular role that annoyed me was that of Selina Kyle. She was basically in this episode to watch stuff happen, and when considering that the second episode is literally called “Selina Kyle”, it’s odd as to what her purpose is. I don’t quite think many fans had aspirations to see a kid Catwoman, unless they’re pedophiles, but I’ll reserve judgment on this one as well until I see more develop. With that said I am pleased with the characterisation here, as Bruno Heller is clearly going for making Batman’s rogue gallery realistic. To that end it’s working well so far, based on the pilot, but I’ll stress again that the show needs to be about Jim Gordon, which means there’s plenty of room to create original stories as well and not rely on cameos and the rogue’s gallery to keep people watching. Those should stick to being bonuses, unless of course it’s a character who matters to the plot, like Bruce Wayne or Penguin. It will be interesting to see the show’s take on the likes of Hugo Strange, Harvey Dent and Mr. Freeze, and I certainly look forward to those when they drop in.

That last point I’d like to discuss is that, going forward, I really hope Gotham continues to make the city feel uniquely alive, and that it remains a central part of the experience throughout the 16 episode-long first season. It would be seriously disappointing if less attention was given to what I feel is one of the best parts of the show, and it’s absolutely a trump card to keep it feeling unique. To give an example of that, the fourth episode is titled “Arkham”, and there’s so much thematic potential in there to do something fresh. I would hope that Bruno Heller channels some of his brilliant early “Red John” episode quality in episodes such as these, and really gives us a story we can appreciate in the Batman universe. I didn’t mention this before but the audio is actually good as well, although it chooses to be more subtle throughout the episode than overbearing. It fits in comfortably, and complements the scenery and action quite well. I particularly liked one chase scene moment, where the camera wildly danced in front of Jim Gordon as he ran, complete with rushes of wind. It had a real quality to it, and reminded me of the pilot episode of Arrow where the camera jumped into a raw, close-up view of Oliver as he scaled walls.

Gotham 3

At the end of the day we’re all Batman fans (yes, even those who are not Batman fans), but it’s by time something has the confidence to not rely on the Joker or Batman hitting things to make something of quality within the universe, and Gotham really does have the potential to do exactly that. The pilot is a very decent episode that is absolutely an entertaining hour, and it did enough to make me look forward to next week and remain invested. It’s got some issues and there are concerns which could potentially detract from the experience, but it’s certainly on the right path and there’s a ton of things worthy of merit in Gotham, most of all the city itself. Give it a shot, be sure to get it in HD and go into it with an open mind. You may find yourself really loving the characterisation and the city.

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Dragon Age Inquisition Will Not Be For Wimps, Like Dragon Age 2 Was http://egmr.net/2014/09/dragon-age-inquisition-will-wimps-like-dragon-age-2/ http://egmr.net/2014/09/dragon-age-inquisition-will-wimps-like-dragon-age-2/#comments Thu, 25 Sep 2014 09:45:12 +0000 http://egmr.net/?p=157567 If fans recall Dragon Age: Origins was a pretty challenging game, and could be really difficult if you did some fine-tuning with the deep options menu. However Dragon Age 2 by comparison was, […]

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If fans recall Dragon Age: Origins was a pretty challenging game, and could be really difficult if you did some fine-tuning with the deep options menu. However Dragon Age 2 by comparison was, on top of just being bad, a very easy game. I’m sure that was somewhat motivated as usual by that desire to appeal to every single living organism in the entire world.

The good news today is that, according to BioWare producer Cameron Lee, Dragon Age Inquisition will be more of a challenge than what fans are used to. I like that. Challenge is a good thing.

Lee, speaking with PlayStation Lifestyle, was asked whether players will need to actually use tactical view, which is the overhead, birds-eye kind of camera perspective that pauses gameplay and lets you think carefully about your decisions ahead. According to Lee, the usage of tactical view, which came from Dragon Age Origins, will just depend on how difficult you want the game to be.

“It’s not necessary. It really depends on individual players, I know,” Lee explained. “This is quite a complex answer, but when you look at…. Say you were playing on normal difficulty, and all difficulty in Inquisition means tougher than Origins, definitely tougher than Dragon Age II. So, each different player has different thresholds of how much pressure they can handle separately.”

I quite like that the game will potentially match Dragon Age Origins, which is great.

“The way we look at the tactical view–it’s almost like a pressure-release valve,” he said.

“So, if you’re in real-time view and you’re battling away, and there’s just too much going on, you know, there’s too many enemies or they’re too tough or something’s gone wrong–maybe, as you were fighting, a pack of wolves came along at the same time and decided to get involved in this three-way fight. That could be too much pressure for me, so I might want to go to the tactical cameras, but for you, you might be quite comfortable to keep banging away in real time.”

Dragon Age Inquisition is due for release on November 18 on PC, PS4 and Xbox One.

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FIFA 15 On PC Has A Bizarre Game-Breaking Bug http://egmr.net/2014/09/fifa-15-pc-bizarre-game-breaking-bug/ http://egmr.net/2014/09/fifa-15-pc-bizarre-game-breaking-bug/#comments Wed, 24 Sep 2014 10:00:06 +0000 http://egmr.net/?p=157500 It seems that EA is going strong with failure lately, or wasn’t that just always the case? A number of FIFA 15 players, who have seen the game release in North […]

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It seems that EA is going strong with failure lately, or wasn’t that just always the case? A number of FIFA 15 players, who have seen the game release in North America already, are complaining of a bizarre game-breaking bug affecting the PC version of the game, and it’s actually pretty hilarious.

What does the nasty bug do? Well, it causes all the players on the field to run towards the half-way line. Goalkeepers included. I wish I was joking.

At first glance it wouldn’t be outlandish to assume that it’s an anti-piracy measure, similar to that funny one packed into The Sims 4, but those affected by the issue are insistent that they bought the game on Origin. Could be lying, but then wouldn’t EA know about it and not attempt to help them on the support forums? Who knows.

These players went to the EA support forum to discuss the crazy error, which you can see for yourself in the video up above.

EA posted some potential fixes on the forum thread, rather than catch out the perpetrators, so is it a real issue? We’ll find out soon, I suppose. Too bad that none of the proposed solutions have worked though, which include things like using the ‘repair game’ option on Origin, disabling Origin while playing, and playing with keyboard and mouse controls.

FIFA 15 will be out on September 25. If you were interested in the PC version, maybe it would be best to wait until this gets sorted.

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One Destiny Player Has Actually Hit Level 30 http://egmr.net/2014/09/one-destiny-player-actually-hit-level-30/ http://egmr.net/2014/09/one-destiny-player-actually-hit-level-30/#comments Tue, 23 Sep 2014 13:30:41 +0000 http://egmr.net/?p=157468 And here I’m feeling inadequate about my level 22-24 Warlock (can’t remember), thanks to that totally stupid random levelling endgame I whined about in my review of Destiny. The news […]

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And here I’m feeling inadequate about my level 22-24 Warlock (can’t remember), thanks to that totally stupid random levelling endgame I whined about in my review of Destiny.

The news today is that Destiny now has its first level 30 player after two weeks.

The player, who is named something you’ll struggle to type quickly on a keyboard, ‘BGTV N3AC3Y’, reached this milestone early in the morning of Monday, September 22, thus becoming the first player to achieve this according to Destiny DB.

BGTV N3AC3Y has played 347 games to date, killing 18,898 enemies. His total playtime to reach level 30 is 107 hours, 15 minutes and 22 seconds.

Here again I stress that the absolutely sad part is that it wasn’t entirely his dedication that got him to that feat. It was also good fortune, because someone thought it was a good idea to implement luck-based levelling in a grind-fest.

Anyway during all those hours he spent about 25% of his time in the Crucible, and over 13 hours in the Vault of Glass (the newly added raid), killing 2008 enemies, dying 251 times and executing 504 precision kills, which refers to headshot kills.

The Vault of Glass raid was released by Bungie on September 16, and it was only open to players who had luckily reached level 26.

“No one knows what lies within the Vault of Glass, only that beyond its gates you will face your greatest challenge yet,” read an official description. “Gather your light. Stand together. Become legend.”

A new patch has gone live today which reduces the difficulty of various activities ahead of the latest public event, Queen’s Wrath.

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SingStar Will Release Extremely Soon For Free On PS4 http://egmr.net/2014/09/singstar-will-release-extremely-soon-free-ps4/ http://egmr.net/2014/09/singstar-will-release-extremely-soon-free-ps4/#comments Tue, 23 Sep 2014 12:00:32 +0000 http://egmr.net/?p=157443 Pretty soon you’ll get to invite regular death threats from your neighbors, because Sony’s famous SingStar franchise will be making its debut on PS4 late next month, according to the […]

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Pretty soon you’ll get to invite regular death threats from your neighbors, because Sony’s famous SingStar franchise will be making its debut on PS4 late next month, according to the master Ponies themselves. That would be Sony, if the joke was missed.

The awesome thing is that SingStar will be a totally free download, but of course if you want additional songs beyond what’s included in the initial package then you’ll have to cough up some monies. The game will be out on October 29.

That’s the European release date, and it will come with a SingStar Ultimate Party disc, which also features the tracks listed down below.

Furthermore, songs and song packs bought on PS3 can be re-downloadaed on PS4 using the same PSN account, if they have been made available on the new console of course. That’s also pretty sweet.

Finally, SingStar for PS4 will release a new app that allows players to use their smartphones as microphones and compile playlists on the fly, because Sony really loves its smartphones and wants to sell them. I make these jibes yet I have an Xperia and I love it, because I’m a SonyPony.  Anyway, say goodbye to needing those USB microphones of old, basically.

SingStar Ultimate Party Disc

  • 5 Seconds of Summer – She Looks So Perfect
  • Avicii – Hey Brother
  • Bridgit Mendler – Ready Or Not
  • Carly Rae Jepsen – Call Me Maybe
  • Clean Bandit Feat. Jess Glynne – Rather Be
  • Coldplay – Magic
  • Demi Lovato – Let It Go
  • Disclosure Feat. AlunaGeorge – White Noise
  • Ed Sheeran – Lego House
  • Ellie Goulding – Burn
  • Icona Pop Feat. Charli XCX – I Love It
  • John Newman – Love Me Again
  • Kylie Minogue – Can’t Get You Out Of My Head
  • Lady Gaga – Born This Way
  • Lionel Richie – Hello
  • Lorde – Royals
  • Naughty Boy Feat. Sam Smith – La La La
  • Olly Murs – Dear Darlin’
  • One Direction – Best Song Ever
  • One Republic – Counting Stars
  • P!nk Feat. Nate Ruess – Just Give Me A Reason
  • Paramore – Still Into You
  • Pet Shop Boys & Dusty Springfield – What Have I Done To Deserve This?
  • Pharrell Williams – Happy
  • Plan B – She Said
  • Selena Gomez – Come And Get It
  • Swedish House Mafia Feat. John Martin – Don’t You Worry Child
  • The Lumineers – Ho Hey
  • TLC – No Scrubs
  • Train – Drive By

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The Watch Dogs Sequel Might Actually Be Something Daring http://egmr.net/2014/09/watch-dogs-sequel-might-actually-something-new/ http://egmr.net/2014/09/watch-dogs-sequel-might-actually-something-new/#comments Tue, 23 Sep 2014 11:15:35 +0000 http://egmr.net/?p=157439 Our Watch Dogs review was very positive, as it’s a great game, but it was pointed out that the game didn’t do a whole lot to innovate or shake up […]

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Our Watch Dogs review was very positive, as it’s a great game, but it was pointed out that the game didn’t do a whole lot to innovate or shake up the genre. By large it was just solidly made and very fun to play.

However in a recent interview with CVG, Ubisoft Montreal’s Vice President of Creative Lionel Raynaud discussed plans for an inevitable Watch Dogs sequel, comparing its reception to that of the first Assassin’s Creed.

“We had a lot of flaws in the replayability of gameplay loops and you could feel that the game [Assassin's Creed] was a first iteration. At the time, there was clear potential but it was not easy to know it was going to become the franchise that it is today,” Raynaud said.

“It’s the same thing with Watch Dogs: it was difficult to do everything at the right level, which is why we took more time.”

Raynaud claimed that Ubisoft is already looking to address the flaws of Watch Dogs, promising us a “radical” approach to addressing them in the sequel.

Does that mean *gasp* female characters?

I’m sorry, but that just won’t get old for me. You’ll have to endure it. Forever.

“There are flaws, obviously. We absolutely want to tackle these flaws and surprise players, and the way to tackle some of those flaws is going to be quite radical. There are parts of the game that will need to change,” he explained.

“We have this ambition to have games that are worlds with systems that offer more agency and freedom for players, that allow them to discover the world in the way they want. We want them to be less narrative or character driven and more creative, with more choices for the player.”

As is typical of Ubisoft the man said that more choices for the player is “quite a high ambition,” further explaining that it would require Ubisoft to “develop technologies” they didn’t have for the first Watch Dogs.

“…this combined with fixing and refining what worked well is probably the way to go for Watch Dogs 2,” he said.

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Kickstarter Updates Terms Of Use Regarding Cancelled Projects http://egmr.net/2014/09/kickstarter-updates-terms-use-regarding-cancelled-projects/ http://egmr.net/2014/09/kickstarter-updates-terms-use-regarding-cancelled-projects/#comments Mon, 22 Sep 2014 13:30:29 +0000 http://egmr.net/?p=157336 Kickstarter has, after numerous controversies, decided to update its terms of use in order to clarify exactly what is expected of content creators should they fail to complete their successfully […]

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Kickstarter has, after numerous controversies, decided to update its terms of use in order to clarify exactly what is expected of content creators should they fail to complete their successfully funded projects.

In a recent post on the official Kickstarter blog, the company points out that while most successfully funded projects go on to be released without many issues, there are some that are less fortunate.

“Sometimes problems come up, projects don’t go according to plan, and people wind up in the dark about what’s supposed to happen next,” it reads. “So we’re spelling it out: what’s expected from backers, what’s expected from creators, and what needs to happen if a project runs into trouble.”

The updated terms of use now features a reworded section which states: “If a creator is unable to complete their project and fulfil rewards, they’ve failed to live up to the basic obligations of this agreement.

“To right this, they must make every reasonable effort to find another way of bringing the project to the best possible conclusion for backers.”

Content creators now need to follow a five-step checklist to satisfy Kickstarter with regards to doing everything possible to resolve the situation if a crisis arises. They are required to:

  • “Post an update that explains what work has been done, how funds were used, and what prevents them from finishing the project as planned”
  • “Work diligently and in good faith to bring the project to the best possible conclusion in a timeframe that’s communicated to backers”
  • Be “able to demonstrate that they’ve used funds appropriately and made every reasonable effort to complete the project as promised”
  • Have “been honest, and have made no material misrepresentations in their communication to backers”
  • “Offer to return any remaining funds to backers who have not received their reward (in proportion to the amounts pledged), or else explain how those funds will be used to complete the project in some alternate form.”

Kickstarter states that if this is not done, then it can’t accept any responsibility for cancelled projects, and the blame will be entirely with the creator.

“The creator is solely responsible for fulfilling the promises made in their project,” it states. “If they’re unable to satisfy the terms of this agreement, they may be subject to legal action by backers.”

Some would say that the updated terms became necessary after a recent high-profile case where a popular YouTube network Yogscast confirmed that its Kickstarter-funded sandbox game Yogventures had been cancelled. This led to numerous backers demanding refunds, but unfortunately the development studio was in danger of going bankrupt. They wanted to offer free Steam keys to backers for a different game, but some found this to be unacceptable.

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New Dragon Ball Xenoverse Gameplay Footage Lands http://egmr.net/2014/09/new-dragon-ball-xenoverse-gameplay-footage-lands/ http://egmr.net/2014/09/new-dragon-ball-xenoverse-gameplay-footage-lands/#comments Mon, 22 Sep 2014 12:00:00 +0000 http://egmr.net/?p=157322 A good chunk of new content has been revealed for Dragon Ball Xenoverse, straight out of the Tokyo Games Show 2014. You can read about the PC confirmation and custom […]

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A good chunk of new content has been revealed for Dragon Ball Xenoverse, straight out of the Tokyo Games Show 2014. You can read about the PC confirmation and custom character creation in our earlier coverage, so I won’t be going over all that again. But after all we’ve seen lately, Dragon Ball Xenoverse actually looks like a DBZ game worth getting excited for, especially for its interesting story premise and MMO-style online mode complete with a custom character creation feature.

The other reason to be excited for this game is that it is being created by Dimps, who were responsible for the Budokai trilogy as well as Dragon Ball Z Burst Limit, so they’re more than capable of creating a decent DBZ fighting experience. At the very least, we know that it will be graphically gorgeous.

Either way, you can check out the full trailer above for details on the online mode and gameplay, as well as watch some in-game footage of Goku squaring up against Vegeta, although the latter appears to be a basic training dummy.

The game will be out in early 2015 on PC, PS4, Xbox One, PS3 and Xbox 360.

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The Order 1886 Behind The Scenes Video Showcases Weapons http://egmr.net/2014/09/order-1886-behind-scenes-video-showcases-weapons/ http://egmr.net/2014/09/order-1886-behind-scenes-video-showcases-weapons/#comments Fri, 19 Sep 2014 13:30:45 +0000 http://egmr.net/?p=157063 Sony has released a new trailer for The Order: 1886 which showcases the weapons that players will use in the alternate history setting, which combines a Victorian-era London with advanced technology. […]

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Sony has released a new trailer for The Order: 1886 which showcases the weapons that players will use in the alternate history setting, which combines a Victorian-era London with advanced technology.

In a PlayStation Blog post that came with the behind the scenes video, Ready At Dawn Studios CEO and creative director Ru Weerasuriya says: “We used weapons based on existing technology in the Victorian era but also created others that stretched the realm of what was possible at the time.

“Some of these weapons were even purposely designed to feel somewhat dangerous not only to your target but to the user as well. We made sure they retained the feeling that they were still in their prototype stage and being field tested.

“This also reinforced something that was true of the era as often inventions and innovations would find themselves in use well before they were deemed safe to the public, very much unlike the stringent testing and safety regulations that are required today.”

You can check out the video up above.

The Order 1886 will be out on PS4 on February 20, 2015.

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It’s 4 Years Late, But Final Fantasy XIII Is Coming To PC http://egmr.net/2014/09/4-years-late-final-fantasy-xiii-coming-pc/ http://egmr.net/2014/09/4-years-late-final-fantasy-xiii-coming-pc/#comments Fri, 19 Sep 2014 12:00:24 +0000 http://egmr.net/?p=157038 Somewhere out there in the great big world someone’s relentless prayers are being answered, because four years after the fact Final Fantasy XIII will be releasing on PC on Steam […]

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Somewhere out there in the great big world someone’s relentless prayers are being answered, because four years after the fact Final Fantasy XIII will be releasing on PC on Steam this October.

Specifically, on the 9th of October. And Square Enix has also confirmed that the two sequels Final Fantasy XIII-2 and Lightning Returns: Final Fantasy XIII will be out on PC in Spring 2015, but we don’t have exact dates yet.

You can pre-order Final Fantasy XIII from Steam now at a somewhat discounted price of $14.39, and I suppose then you’d be Indian or a cheapskate because the final price will be $15.99, which isn’t too bad.

Below you’ll find the minimum and recommend specs for the PC version, which will be more or less identical to the console ones.

Minimum:

OS: Windows XP SP2 or later
Processor: 2GHz Dual Core CPU
Memory: 1 GB RAM
Graphics: NVIDIA Geforce 8 Series/ ATI Radeon HD 2000 series VRAM 256MB or later
DirectX: Version 9.0c
Hard Drive: 30 GB available space
Sound Card: Sound card compatible with DirectX 9.0c

Recommended:
OS: Windows Vista/ 7/ 8
Processor: Intel Core 2 Quad (2.66 GHz)/ AMD Phenom II X4 (2.8 GHz) processor
Memory: 1 GB RAM
Graphics: NVIDIA Geforce GTX 460/ ATI Radeon HD 5870
DirectX: Version 11
Hard Drive: 30 GB available space
Sound Card: DirectX 11 compatible sound card
Additional Notes: A game controller using Xinput is reccomended for this game. (If using a DirectInput based controller, please use the driver side key configuration to adjust settings as required )

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TGS 2014: We Got Trolled With The Metal Gear Collection 2014 http://egmr.net/2014/09/tgs-2014-got-trolled-metal-gear-collection-2014/ http://egmr.net/2014/09/tgs-2014-got-trolled-metal-gear-collection-2014/#comments Thu, 18 Sep 2014 13:30:47 +0000 http://egmr.net/?p=156986 Dear internet, we got trolled hard by the ultimate troll Hideo Kojima. Over the past few weeks Kojima has been teasing us with something called the “Metal Gear Collection 2014″, […]

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Dear internet, we got trolled hard by the ultimate troll Hideo Kojima. Over the past few weeks Kojima has been teasing us with something called the “Metal Gear Collection 2014″, leading many fans to excitedly speculate, or rather just hope, that we would be getting a full collection of all the games for current-gen systems.

At the Tokyo Games Show the Metal Gear Collection was revealed and, well, it’s probably not what you would have thought it would be were you given three guesses.

What is it? Well, um, it’s…

A clothing line.

I’m not even joking. It’s a line of clothing which includes jackets, shirts, tees and such which will be branded with Metal Gear Solid V and the various logos like Foxhound or Diamond Dogs on them.

Ain’t nobody got time for that.

 

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TGS 2014: Silent Hills Gets An Awesome Trailer http://egmr.net/2014/09/tgs-2014-silent-hills-gets-awesome-trailer/ http://egmr.net/2014/09/tgs-2014-silent-hills-gets-awesome-trailer/#comments Thu, 18 Sep 2014 12:00:29 +0000 http://egmr.net/?p=156984 Silent Hills, due to legendary game creator Hideo Kojima’s involvement, has shot up to one of my most anticipated games next to Metal Gear Solid V: The Phantom Pain. The […]

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Silent Hills, due to legendary game creator Hideo Kojima’s involvement, has shot up to one of my most anticipated games next to Metal Gear Solid V: The Phantom Pain. The Toyko Games Show 2014 has just went down, and in it a new trailer for Silent Hills was released.

Even though it’s short, it is freaking awesome.  I’m even more excited for the game now.

We don’t have many details on the game, barely even knowing which platforms it will be on, but we can certainly drool nonetheless.

Check out the fantastic trailer up above.

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10 Year Old Begs Microsoft Not To Ruin Minecraft http://egmr.net/2014/09/10-year-old-begs-microsoft-ruin-minecraft/ http://egmr.net/2014/09/10-year-old-begs-microsoft-ruin-minecraft/#comments Wed, 17 Sep 2014 13:30:33 +0000 http://egmr.net/?p=156919 In case you haven’t heard the news because you’ve recently underwent a lobotomy or found Jesus, Microsoft has bought up Minecraft developer Mojang for a whopping whoptastic $2.5 billion, continuing […]

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In case you haven’t heard the news because you’ve recently underwent a lobotomy or found Jesus, Microsoft has bought up Minecraft developer Mojang for a whopping whoptastic $2.5 billion, continuing their traditional buy-all-the-things strategy. Of course this has prompted concerned outcries from Minecraft fans on rival platforms, and those worried that the game might now change for the worse. At least for the former, Phil Spencer has reassured fans that the game will continue to be supported.

However there have been a couple of cases in the past where Microsoft bought up something and things didn’t work out so well. One example is GoldenEye and Donkey Kong Countery developer Rare, which is now a shadow of its former self. Then there’s also the Rise of the Tomb Raider timed exclusive deal that happened recently, which went down really well.

Anyway, one Minecraft fan, 10-year-old Sabrina Lane, has decided to speak out against the tyranny of Microsoftesticals (am I back to being a Scony fanboy now?), imploring the company not to change the game. Unfortunately, she wrote to Microsoft chief executive Satya Nadella, and not to Phil Spencer who actually has feelings. And is human, from what we can tell. And a fan of gaming.

Here’s her letter in full:

“So I’ve heard the news that Microsoft might buy Minecraft, one of my favorite games. Kids like me — and teens — love the game, so I have a message for you and everyone at Microsoft: please don’t change it.

People like me love Minecraft the way it is — educational (parents really like that part), and really fun.

Minecraft is educational because you have to earn your stuff. If you want milk, you milk a cow. If you want diamonds, you start mining, and maybe you’ll be lucky enough to find some.

Yes, you really mine in Minecraft — it’s just like the real world. You have to grow your own food to eat, too, and you have to sleep every night to fill up your energy. You shear sheep to make carpets and beds, and you chop down trees for wood so that you can build things. And you mine things like gold and iron to make very strong swords and armor.

Swords and armor are important because of the Creepers, which come out at night. In Minecraft, Creepers can kill you unless you kill them. That’s part of what makes Minecraft so fun!

You can choose to play Minecraft in two different modes: “Creative” and “Survival.” The Creative mode lets you build anything you want (it’s like being in the Lego Movie. You feel free as a bird — it’s awesome). In Survival mode you have to earn your materials and fight with Creepers to survive. It’s about risk-taking, and it’s totally cool!

That’s why Minecraft is perfect the way it is: You can choose to build any way you want, making amazing creations, or you can build like you’re in the real world, and do amazing things.

Everyone I know, both boys and girls (except for Ruth), loves Minecraft the way it is. So, Microsoft, you should know that we all want to keep Minecraft the same!

Thanks for reading!

Sabrina.”

I may talk about killing children fairly often and I may have actually done that in Skyrim once I modded my PC game, but I maintain that I love kids. This letter is cute.

There I said it. Listen to Sabrina, Microsoft. Or feel the wrath of ten year olds from across the globe. I say that because my cousin, who is eight, is also a massive Minecraft fanatic. He practically lives Minecraft. I should tell him about this and ruin his life.

Why am I one of his favourite people again?

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Weird Things Happen In This The Evil Within TGS Trailer http://egmr.net/2014/09/weird-things-happen-evil-within-tgs-trailer/ http://egmr.net/2014/09/weird-things-happen-evil-within-tgs-trailer/#comments Wed, 17 Sep 2014 12:00:15 +0000 http://egmr.net/?p=156912 The Evil Within has received a new trailer from Bethesda, straight out of the Tokyo Games Show for this year. The game has been so low-key though that even as […]

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The Evil Within has received a new trailer from Bethesda, straight out of the Tokyo Games Show for this year.

The game has been so low-key though that even as a massive horror nut myself I have struggled to be excited for it, but nevertheless I have maintained a keen interest in what’s been going on with it.

The Evil Within was previously delayed to “further balance and refine” the experience, but despite that it has a locked in release date of October 14 for PC, PS4, Xbox One, PS3 and Xbox 360.

Obviously, because this is how the gaming industry is now days, The Evil Within already has a DLC plan in place, and you can get a season pass for $19.99, which will give you access to three DLC packs. These are a series of mission-based maps and a two-part campaign add-on, which sounds so worth it, especially when you don’t even know how the game is yet.

Check out the trailer up above.

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Microsoft Will Continue Supporting Minecraft On Rival Platforms http://egmr.net/2014/09/microsoft-will-continue-supporting-minecraft-rival-platforms/ http://egmr.net/2014/09/microsoft-will-continue-supporting-minecraft-rival-platforms/#comments Tue, 16 Sep 2014 13:30:33 +0000 http://egmr.net/?p=156844 Good guy Phil has struck again, folks. Well, that’s after bad guy Microsoft swooped in and stole Minecraft away from all the gamers in the entire universe. Obviously, I’m joking. […]

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Good guy Phil has struck again, folks. Well, that’s after bad guy Microsoft swooped in and stole Minecraft away from all the gamers in the entire universe. Obviously, I’m joking. It’s unfortunate I have to state that plainly now otherwise be forever misinterpreted, but such is life. And such is my pain. Anyway, I’m sure you heard the big news, which is old now, that Microsoft acquired Minecraft for a massive sum of money, and we reported on that story earlier today.

Of course that would naturally make fans of the game on PlayStation and other platforms start to sweat a little, thinking that Minecraft will no longer be supported on rival platforms. According to Xbox boss Phil Spencer, however, that won’t be the case.

Spencer has said that Minecraft will continue to be supported on rival platforms, which includes PlayStation, despite Microsoft’s acquisition of the IP and its studio Mojang.

“This is a game that has found its audiences on touch devices, on phones, on iPads, on console and obviously on its true home on PC,” Spencer said in announcement video.

“Whether you’re playing on Xbox or PlayStation, Android or iOS, our goal is to continue to evolve and innovate with Minecraft across all those platforms.”

Developer Mojang confirmed today that it’s been bought by Microsoft, and its founders are set to leave. Mojang announced the news on a blog post, confirming that Microsoft had acquired them for “a smooth 2.5 BILLION dollars”.

Of course this is good news for all lovers of Minecraft, but let’s be honest for a moment here. We’re adults. We can face reality.

This will last until Minecraft 2 releases.

Am I doing it right?

In before all the timed exclusive DLC in the world.

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My PS4 Gave Me A Serious Scare http://egmr.net/2014/09/ps4-gave-serious-scare/ http://egmr.net/2014/09/ps4-gave-serious-scare/#comments Tue, 16 Sep 2014 12:00:26 +0000 http://egmr.net/?p=156833 I was one of those cretins who purchased a PS4 console at launch, just like I did the PS3 console because I’m a Microsoft fanboy. Jokes aside I’ve largely loved […]

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I was one of those cretins who purchased a PS4 console at launch, just like I did the PS3 console because I’m a Microsoft fanboy. Jokes aside I’ve largely loved my time with the black box of doom, especially that remote play, and recently I’ve been giving it a solid work out for the purpose of that Destiny review you’ve hopefully seen by now. If you haven’t, I’ll allow you a moment to drink until it stops hurting. I’m only teasing. Anyway, throughout the many, many hours I played Destiny there was a moment in which my PS4 decided to give me a massive technical scare, and truly woke me up to the fragility of happiness. That is, until I hopped online and found a fix. After all that rambling the purpose of this write-up is to inform you of the issue if you’re unaware of it and also provide you with the necessary fixes, so that you can proceed to enjoy life again if you’re an unfortunate victim.

What is this nasty issue? Well it’s a potentially serious one, with varying degrees of lethality. While playing Destiny my PS4 console randomly proceeded to quit the same and eject my Blu-ray disc. I thought this was merely an error, or that my PS4 had had a nervous breakdown from my abuse or overheating, and so I promptly got up and tried to put the disc back in. Only now there was this whirring noise which indicated that the Blu-ray disc drive was having a spaz attack, and each time I tried to insert the disc it refused to budge or spat it out. Obviously I wasn’t crazy enough to force it in (that’s what she said), but I immediately started having the slightest tinge of anxiety. I proceeded to reboot my PS4, and casually tried inserting Destiny again, only for my PS4 to stubbornly spit it back out again.

Now I’m someone who can remain perfectly calm in a time of crisis, but even I have to admit that I was beginning to fear for my beloved PS4. Of course I have insurance on the thing, but nobody wants to see their console die. At least now we finally have cloud saves though, so thank the lord for that. Anyway I hopped online and actually found a wealth of information on this topic. It’s funny that there’s a misconception that people who can fix technical problems are considered smart, when the truth is that they’re just better at Googling than the more lazy bunch. Quips aside, it turns out that this issue is actually not that rare, and it can have varying degrees of seriousness. That worries me because it’s early on in the console’s life cycle, and it’s something we need to keep an eye on. Similarly to the DualShock 4 torn rubber issue, which I covered religiously and with some help eventually got an official statement from the necessary authorities as well confirmation that retailers would replace damaged controllers as it was a manufacturing defect.

I apologise for side-tracking. I discovered that the solutions for this problem also vary depending on how bad your luck is. I tried the easiest solution first, which was to turn the PS4 completely off, remove the power cord and leave it for close to two hours. The tips said to remove all cables including the HD one, but I only took out the power cord as I didn’t see how the others would make any difference. Through the divine light of Gordon Freeman, that magically fixed the issue for me, and I proceeded to play another ten or more hours of Destiny without encountering a single issue again. That was the only time since launch that I have experienced the issue, but I’m not the sort to shrug my shoulders and forget it ever happened. That’s why I would like to discuss it, raise awareness about it and of course chat to others who may have experienced something similar.

If the solution above does not work for you like it did for me, the official tips suggest that it may be caused by a loose screw at the Blu-ray drive. However if this is the case keep in mind that your disc could also possibly get stuck inside the PS4 and refuse to get out. Again, that’s what she said. If this happens a thread on the official Sony support forums explains, complete with pictures, how to access the Blu-ray drive in order to tighten that screw. It sounds dodgy, but it doesn’t appear to be all that difficult and neither does it seem to void your warranty, because the pictures don’t suggest you’re breaking any seal. Either way these two solutions should be what is required to fix the issue.

Unfortunately if both of these solutions do nothing for you, then it appears that most likely you’re in for the bad news of requiring official help from Sony. The information suggests that you’ll need to take your console in for repairs, so I would hope if that’s the case that you have insurance and it’s still under warranty, which it really should be. I have seen a few users comment that they have noticed this issue occur more in consoles that are positioned horizontally than vertically, but I’m not sure how relevant that is. Fair enough that my console is horizontal, and that’s due to my worry that someone will knock it over while I’m not around, but I can’t find any evidence to support this as a cause. Nevertheless I’ll mention it anyway because it’s what I read from users. In most cases though the issue appears a lot more scary than it seems to be, and turning off the PS4 and removing the power cord should be what fixes it.

Have any of you encountered this problem? If so were you successful and lucky like I was to be able to fix it? It would be great if you could share your experiences, good and bad, in order to raise further awareness for those who haven’t yet heard about it. I understand that this is covered on the internet already, but more awareness about something that can legitimately scare someone, whether savvy or not, can’t be a bad thing. Let me know down in the comments below.

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50 Questions That Will Haunt You After Playing Destiny http://egmr.net/2014/09/50-questions-about-destiny/ http://egmr.net/2014/09/50-questions-about-destiny/#comments Mon, 15 Sep 2014 13:30:08 +0000 http://egmr.net/?p=156744 If you’ve been alive today you may have seen my mixed Destiny review that went live this morning. It’s been that kind of story with the game’s reception, and it’s yet […]

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If you’ve been alive today you may have seen my mixed Destiny review that went live this morning. It’s been that kind of story with the game’s reception, and it’s yet another frustrating lesson in overhype for gamers and media. I suppose a lesson will only be learned once EA fixes Battlefield 4, but I digress. In the aftermath of the Destiny reception I, and I’m sure many others as well, have a nagging number of questions about the game burning through our heads. And flying out the back of our skulls.

To that end I summon you, dear readers, to help me answer these brain-churning conundrums and help me understand why Destiny has failed to come anywhere close to matching all of its hype. I therefore present to you the ultimate list of questions about Destiny, with puns totally not intended.

Questions about Destiny
  • Where has all the money been spent?
  • Was Destiny marketed all wrong?
  • For whom was this game really made – is it an MMO, a social shooter or a new religion?
  • Why is Destiny a religion?
  • Why did the writers forget to write a story?
  • Why is the story mode so short?
  • Why would you not focus on story in a game about longevity with the promise of story DLC?
  • Why are there so few characters in the game with actual dialogue?
  • Why recruit one of the most talented performers this year and resign him to mediocrity?
  • Why did one of the only characters not have time to explain why she didn’t have time?
  • What is the Collapse?
  • Why do Wizards come from the moon?
  • Why was I dead in the middle of nowhere, and what possessed a Ghost to bring me back to life?
  • Why are the Awoken basically purple elves?
  • What is the Traveler – is it Jesus?
  • Why does the moon have the same gravity as earth?
  • Why are there only three mission types and a handful of actual missions?
  • Why such quick and simple class levelling in an MMO?
  • Why does it take less than a weekend to see everything Destiny has to offer?
  • Why am I bored so soon?
  • Why is the world so linear and empty without anything to explore?
  • Why are there so few locations?
  • Why do events amount to little more than killing some stuff?
  • Why does it take classes until level 20 to play somewhat differently?
  • Why can’t I cancel my super if I need to?
  • Why is the game so repetitive so quickly?
  • Why do the shops become totally useless later?
  • Why can’t I preview armour shaders before I buy them?
  • Why did I spend over 4000 on a ship that I can’t even move during the loading screen?
  • Why do I get so little back for breaking rare items?
  • Why does Destiny have two separate modes for 3v3 and 6v6 Team Deathmatch?
  • Why is there so little loot, and nothing to craft?
  • Why is there no strategy to the game at all?
  • Why is the endgame nothing but a painfully slow-grind for marginally better Legendary armour?
  • Why is levelling up past the cap based entirely on luck?
  • With the stupidity of Light points, what happens when the level cap increases?
  • Why can’t I earn more than 100 Vanguard/Crucible points a week – isn’t the point of MMOs to grind?
  • Why can’t I do more with friends besides dance – like duel or trade?
  • What is the secret to Bungie’s soundtracks?
  • Why is it not an amazing fact that a game can be more fun with friends?
  • If this was another game would gamers be as forgiving?
  • What was the plan to keep gamers after the first week unless Bungie was targeting casuals?
  • In that case which casual sticks around to play something after the first week?
  • Why must I sit around and hope for more content after the first week?
  • Will 343 Industries be contracted to re-invigorate Destiny?
  • Can Destiny recover the way Diablo III did?
  • Will critical reception matter in the end, or will Destiny continue selling like overrated hotcakes?
  • Would you have bought Destiny if there were alternatives out?
  • What happens to Destiny when Call of Duty: Advanced Warfare releases?
  • Will you still be playing Destiny by the end of the year?

There you have it folks. These are certainly questions that boggle the mind and beg to be answered, and I would certainly welcome any that are given or even your shared puzzlement on the enigma that is Destiny. The comments section is your oyster, so have at it dear readers.

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