#egmr » Azhar http://egmr.net Let's Talk Games — Videogame News, Reviews & Opinions Wed, 29 Oct 2014 17:29:30 +0000 en-US hourly 1 http://wordpress.org/?v=4.0 With Marvel Civil War On The Horizon, What Will Happen To Spider-Man? http://egmr.net/2014/10/marvel-civil-war-horizon-will-happen-spider-man/ http://egmr.net/2014/10/marvel-civil-war-horizon-will-happen-spider-man/#comments Wed, 29 Oct 2014 13:30:37 +0000 http://egmr.net/?p=161741 Marvel has just lifted the lid on its entire cinema plan for the next few years, which include big things such as Captain Marvel, Black Panther, Civil War, Inhumans, Guardians […]

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Marvel has just lifted the lid on its entire cinema plan for the next few years, which include big things such as Captain Marvel, Black Panther, Civil War, Inhumans, Guardians of the Galaxy 2 and other such exciting things for geeks. However massive fans of Spider-Man, such as myself, are suddenly wondering what the hell is going to become of the wallcrawler in all of this, especially given the issues facing Sony and their messed up plans and of course the major role he has in the civil war story. October proved to be a breeding ground for rumours on exactly that, and I’m going to try and dissect through all of it so that we can speculate away. It would really be a pity if Spidery falls to the wayside.

It began in early October with a rumour that sounded very much like a fan’s wet dream. HitFix reported that, while they couldn’t confirm it, they heard some “very cool” Spider-Man plans are being discussed which, “would help Sony refocus their enormously important franchise while also opening up some connections in the onscreen Marvel movie universe that would blow fandom’s minds.”

Effectively this meant that Spider-Man would be brought into the Marvel universe. Marvel doesn’t exactly have the best of relationships with 20th Century Fox (the studio which owns the Fantastic Four and X-Men rights), but they do hold the merchandising rights to Spider-Man, further adding to what a giant cluster fuck this legal business is. The Amazing Spider-Man and The Amazing Spider-Man 2 performed well enough at the box office, but unfortunately the latter fell far short of expectations and the response from critics was far from enthusiastic.

This sounded like little more than a hopeful dream, until a day later on October 7th where it seemed like trouble was brewing in paradise again. Spider-Man appeared to be facing big changes, as more discussions involving possible plans for the webhead were disclosed.

A report from Badass Digest suggested that “Sony is going to soft reboot Spider-Man with The Sinister Six, having a new actor playing a Spidey who works with the villains The Dirty Dozen style to take down a larger threat.”

Of course that means Andrew Garfield wouldn’t return as Peter Parker. I always felt he was an excellent Spider-Man, but fell a bit short in the Peter Parker department. If you’re unsure what a “soft reboot” is though, it’s basically like 2008’s The Incredible Hulk, where they just go ahead and reboot it without making a whole fuss about a new origin story or past events.

Another idea being thrown around was, “To put Spider-Man on the shelf for four or five years and see if they can develop any of the side characters into their own franchises.”

As we know the Sinister Six movie took The Amazing Spider-Man 3’s 2016 release date, and there was also talk of a female-led spin-off in this fading series. Keep in mind that this is all speculation, and none of it is confirmed or based on fact.

Badass Digest also said that, “Venom is functionally dead again,” which obviously means that the villain-centered movie is back to square one and Alex Kurtzman probably won’t direct it anymore.

Imagine we just got a fucking Spider-Man movie about the black suit and Venom?

As the month progressed to its midpoint and it became more and more likely that Marvel would be doing Civil War, fans grew more restless. If you didn’t know, Peter Parker has a pretty big role in the Civil War story, as he initially sides with Iron Man only to end up revealing his secret identity to the world and then defecting to Captain America after realising the big mistake he made.

But alas just yesterday via Spider-Man News, in the aftermath of Marvel announcing their plans which did not contain any Spider-Man reveals, we got an actual response on the matter.

Marvel Studios President  Kevin Feige was quizzed by a fan about all the Spider-Man rumors, to which he said: “Anything that wasn’t specifically and obviously revealed today is either not true at all, or still rumor until it’s worked out.”

I suppose the desperate among us may read into the latter part of that comment, but word around the block is that secret identities won’t play that big of a part in this Civil War, and it’s apparently more about being forced to work with the government. That would mean that Marvel could have effectively eliminated the importance of Spider-Man in their adaption.

It’s a crying shame, but what all this means is that we still don’t have a damn clue what’s going to happen with Spider-Man. I’m pretty damn pissed at all of it, because Sony was in a really good position to do whatever the hell they wanted with the hero. They could bring out his biggest guns in Venom and the Sinister Six, but shitty decision-making, extreme sequel-baiting, unnecessary plot focus like Peter’s parents, dodgy script-writing, making Oscorp the root of all evil and much more led to this mess we now find ourselves in.

Let’s hope something can happen for Spider-Man soon.

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This Sunset Overdrive Breaking Bad Easter Egg Could Sway Your Wallet http://egmr.net/2014/10/sunset-overdrive-breaking-bad-easter-egg-sway-wallet/ http://egmr.net/2014/10/sunset-overdrive-breaking-bad-easter-egg-sway-wallet/#comments Wed, 29 Oct 2014 12:00:06 +0000 http://egmr.net/?p=161737 Who doesn’t love Easter Eggs? We know that they go hand-in-hand with humourous games, and it appears that Sunset Overdrive has a pretty hilarious Breaking Bad Jesse Pinkman one. Early […]

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Who doesn’t love Easter Eggs? We know that they go hand-in-hand with humourous games, and it appears that Sunset Overdrive has a pretty hilarious Breaking Bad Jesse Pinkman one.

Early on in the game you’re tasked with helping this young entrepreneur, incidentally named “Jess”, with a “cook”, contained in barrels called “blue”.

It ends up that he’s making Vodka rather than meth, but watch the video above and listen to the words of the walking and talking Easter egg to see more.

While you’re at it make sure you pay a visit to our review to see whether this is the game for you or not.

Science, bitch!

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Assassin’s Creed Rogue Is About Anonymously Assassinating Assassins http://egmr.net/2014/10/assassins-creed-rogue-anonymously-assassinating-assassins/ http://egmr.net/2014/10/assassins-creed-rogue-anonymously-assassinating-assassins/#comments Wed, 29 Oct 2014 10:30:45 +0000 http://egmr.net/?p=161680 The Assassin’s Creed franchise has always been one uniquely filled with so much promise and potential, but for some of us it has opted to grow stale with multiple entries […]

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The Assassin’s Creed franchise has always been one uniquely filled with so much promise and potential, but for some of us it has opted to grow stale with multiple entries stuck in the same setting with the story largely edged out and with very little advancements made between games. Assassin’s Creed Rogue is a genuine attempt at mixing up the premise at least, so is it worth taking a second look at? Maybe it is, and maybe it isn’t, and maybe this preview won’t do a whole lot to convince you either way, but since we’re all here we may as well make the most of it.

Name: Assassin’s Creed Rogue
Genre: Roguelike
Players: 1
Multiplayer: N/A
Platforms: PC, PS3, Xbox 360
Developers: Ubisoft Sofia
Publishers: Ubisoft
Release Date: 13 November 2014 (PS3, 360), 2015 (PC)
Price: $60

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If I have to be honest I’m not entirely against the idea of Assassin’s Creed Rogue. I actually quite like it. Many of you would be forgiven for looking at it, turning a blind eye and maybe writing it off for milking while you’re at it, but I’d encourage you to look at the positives of what Ubisoft is doing here. Make no mistake I’m usually first in line to criticise Ubisoft for something or another, as is evident by a number of opinions I could pull up, but with regards to offering two Assassin’s Creed games I’m actually in favour of it and I understand why it’s happening. The reason is because when we got Watch Dogs it was also on PS3 and Xbox 360, and there is no doubt that catering to hardware over six years old will mean making concessions and eating valuable resources. There’s also the issue of not making the next-gen versions vastly superior to the previous-gen. However in this case, we get to have a fully next-gen Assassin’s Creed in Unity, but all those millions of gamers still with the PS3 and Xbox 360 get to have a title in the series as well with Rogue. Win-win, for big time series fans.

In short, Ubisoft doesn’t have to make any compromises on Unity, and previous-gen gamers don’t have to be left out. So what is Rogue all about then, and how does it fit into the grand scheme of things? I say ‘grand scheme’, but there hasn’t been one in this franchise since Assassin’s Creed III took a giant dues ex machina shit all over it. Anyhow, Rogue is set in the mid-18th century during the Seven Years’ War, and follows Shay Patrick Cormac, an Assassin turned Templar. The game is a sequel to Assassin’s Creed IV: Black Flag, but will fill in the gaps between it and Assassin’s Creed III, and will even tie into Assassin’s Creed: Unity. The name of the game is revenge once again, and Shay will turn to the Templars after growing disillusioned with the Brotherhood and subsequently betrayed and abandoned after a disastrous assignment. Offering his services as an Assassin Hunter Shay will chase after his vengeance, and the game will chronicle the downfall of the Brotherhood.

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The game will play similarly to Black Flag, mixing naval exploration and combat. Shay’s ship, Morrígan, will play a bigger part in the gmae, because we absolutely have to beat that horse until it’s just a pile of mush on the ground. This is due to the fact that the Morrígan has a shallower draft compared to Edward Kenyway’s Jawdaw, and thus can travel in rivers. It will come packed with some new weaponry, such as releasing oil into the waters which can be ignited afterwards as a trap. Enemies will also be able to board the Morrígan during ship combat, so it won’t just be a case of you invading others as it was in Black Flag. Weather effects were present in Black Flag and did affect ship maneuverability to some extent, and that will continue in Rogue as the arctic environment will factor into gameplay. There won’t be underwater diving missions, which I felt were pretty shitty in Black Flag, as it is the North Atlantic and thus swimming will not exactly be an option, unless you want your health to drop until you die. I’m not joking, you actually will die in the game if you try to swim.

As far as combat is concerned, your arsenal will be expanded to make killing more efficient, as if it wasn’t always the easiest thing in past Assassin’s Creed games. You’ll get an air rifle this time around, which lets you silently take out enemies at a distance, kind of making your hidden blades redundant. The air rifle can also be outfitted with a variety of projectiles, including firecrackers, so it will probably end up being a primary weapon in the game. Then there’s a grenade launcher, which will fire off shrapnel and other such nasty stuff. What actually sounds kind of cool though is that enemy Assassins will actually play the part and not just be normal enemies with different models. They will emulate skills we’ve used in previous games, such as hiding in bushes, blending in with crowds and even performing aerial attacks on the player. I sincerely hope that killing Assassins, at least the higher ranked ones, feels like a feat rather than just like wiping out any traditional enemy, and that’s something that could make Rogue stand out. As for the rest, you should know the drill by now with this series.

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Rogue won’t have any multiplayer component, so tough luck if you’ve been a big time fan of it since it began. Ubisoft didn’t rule out anything happening after the game’s launch though, but I wouldn’t hold a breath for it.

Suspected Selling Points
  • Playing as a Templar and hunting Assassins could make the game unique.
  • Lots of fan service with regards to its crucial ties to Assassin’s Creed III and Black Flag.
  • Naval combat is back (again…), so if you haven’t had enough yet, this is for you.
Potential Pitfalls
  • Haven’t we had enough of this setting after Assassin’s Creed III, Liberation and Black Flag?
  • It doesn’t appear to be doing much to build on Black Flag, from a gameplay perspective.
  • How much more can the PS3 and Xbox 360 do, technically-speaking?

Assassin’s Creed Rogue looks to be serving you more of what you already love and maybe want some more of. It doesn’t appear to be revolutionising anything or even making that much of an effort to build on Assassin’s Creed IV: Black Flag, but there is the possibility that playing as a Templar and hunting Assassins could make the game awesome on its own, or at least set it apart from its predecessors. The good thing though is that if you’re a major fan of this franchise you won’t be left out if you haven’t yet got your hands on a shiny new console. To that end, if you haven’t yet had your fill of this series, here’s some more of it in Rogue.

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How Does The Flash Compare To DC’s Impressive Series Line-Up? http://egmr.net/2014/10/flash-compare-dcs-impressive-series-line/ http://egmr.net/2014/10/flash-compare-dcs-impressive-series-line/#comments Tue, 28 Oct 2014 13:30:56 +0000 http://egmr.net/?p=161644 Never let it be said that this isn’t an amazing time to be a geek or comic nerd, with reference to the current world domination of Marvel and DC as […]

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Never let it be said that this isn’t an amazing time to be a geek or comic nerd, with reference to the current world domination of Marvel and DC as far as movies and TV series are concerned. The Flash is the one DC series we haven’t written about yet, because we’re assholes I suppose. Yesterday I covered the Constantine pilot, and today I’m going to be talking about the speedy adventures of Barry Allen and whether or not it’s worth watching. As we gamers know shared worlds are currently the in-thing right now, and it seems no different with comic book heroes, as The Flash takes place in the same universe as Arrow. You should know this if you watched the latter, since the character of Barry Allen was introduced in that series, which happens to be my favourite of the DC Comics line-up.

The Flash begins with a retelling of the character’s origin for its pilot. After witnessing his mother’s strange murder by what appears to be a ball of lightning with a man inside of it, Barry Allen’s father is wrongfully convicted for the crime and thrown in prison. Barry grows up with Detective West and his family. As you may know from watching Arrow, Barry is struck by lightning and doused with some pretty nasty chemicals when an advanced particle accelerator malfunctions during a thunder storm in its public unveiling, sending him into a nine-month coma. The trade-off for losing all that time of his life though is the power to move at super speeds. Unfortunately for him, he wasn’t the only victim of the particle accelerator, and all over the city ‘metahumans’ are rising with super human powers. Together with Harrison Wells, the designer of the particle accelerator and man of many secrets, Barry has to use his powers and become The Flash in order to protect the people of Central City from the escalating violence of metahumans. That’s more or less a summary. Yeah, I should learn how to summarise.

Similarly to Constantine, I’m not really a reader of the source material. My exposure primarily comes from the Justice League and enjoying playing as the character in Injustice: Gods Among Us. I’m mostly a Batman and Spider-Man kind of dude. Nevertheless finding myself immensely enjoying Arrow broadened my horizons a bit, and I felt keen to give The Flash a try as a result. The thing you’ll notice about it pretty early on is that it’s not afraid to feel like a comic. It’s probably the closest to being comic book campy than any of the other series’, and it actually works out quite well. It’s lighthearted in a good way, and this plays on Barry Allen actor Grant Gustin’s strengths, as he has plenty of quirk. He’s one of those quick-to-like characters, but the jury is still out on whether he’s commanding in a lead role. I’m not entirely sold just yet, but I can’t say he isn’t a likable character and actor, and you will warm up to him, his scientific mind and his human problems if you had your doubts about him.

Of course the premise of the show means you’ll be seeing superhuman feats each episode, which is part of why I say it’s the closest to being a comic book out of the current line-up. It employs the expected ‘villain of the week’ episodic setup so far as a result, although a twist at the end of the pilot suggests the writers have some long-term plans in mind. It’s only three episodes in so far so I can’t comment on any overarching plot or primary villain, but I would hope something of the sort gets established so that we have an idea of where it’s all going, as we do in Arrow with its core villains. Unfortunately I can’t comment much on the show’s relation to the comics, since I’m not a reader of The Flash, but for the newbies out there it’s its own show and you don’t need to know much about the character to enjoy it, since it does actually begin with an origin story after all.

The Flash certainly has high production values, as we’ve come to expect from the DC Comics TV series line-up, and it does look really cool whenever the character is moving at blitz speed, as the series makes use of a red streak of lightning to depict his movements. It’s not the most stylish of shows with regards to the aesthetics of the city and tone, as I’m sure most of the budget goes to the depiction of superhuman powers, but it’s enjoyable to watch and it certainly doesn’t feel like any shortcuts were taken with the special effects. As I’ve recommended with Constantine and Gotham, if you are going to watch this I would suggest to do so in HD, so that you can enjoy the effects in all their glory.

If I have to give some verdict, whether you should watch The Flash or not is not too tough a question to answer. If you’re a fan of the Arrow TV series, The Flash offers something similar but different to it, in the sense that it’s more lighthearted and comic bookish than its counterpart. It’s pretty likely you’ll enjoy The Flash too because of its thematic differences. However if you’re not at all into more campy comics and prefer your dark and broody setups, The Flash may not be for you. At the end of the day though if you’re a DC nut I’d advise watching it anyway, because you won’t know until you try it.

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Far Cry 4 Game Director Reveals His Top 5 Awesome Moments In A Video http://egmr.net/2014/10/far-cry-4-game-director-reveals-top-5-awesome-moments-video/ http://egmr.net/2014/10/far-cry-4-game-director-reveals-top-5-awesome-moments-video/#comments Tue, 28 Oct 2014 12:00:13 +0000 http://egmr.net/?p=161639 Far Cry 4 is releasing towards the end of November, and if war elephants hasn’t done all that it should to convince you to at least look at the game, […]

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Far Cry 4 is releasing towards the end of November, and if war elephants hasn’t done all that it should to convince you to at least look at the game, perhaps this video will. The footage captures five memorable moments for Far Cry 4 game director Patrik Methe.

I usually am not interested in this sort of thing, but I actually found this video to be really great because it felt like a gamer was talking to me about cool things that happened to him in his game, and not like I was just being served some PR on a plate. It’s funny, you get to see footage of what happened and it probably will make you want to play Far Cry 4 just to make a list of moments too.

Take a watch up above.

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The Constantine Pilot Is All Over The Show, But It’s One Hell Of A Good Time http://egmr.net/2014/10/constantine-pilot-show-one-hell-good-time/ http://egmr.net/2014/10/constantine-pilot-show-one-hell-good-time/#comments Mon, 27 Oct 2014 13:30:29 +0000 http://egmr.net/?p=161535 The Constantine pilot marks the debut of yet another DC Comics TV production, joining Gotham, Arrow and The Flash in that regard. Based on the Hellblazer comics, the series stars […]

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The Constantine pilot marks the debut of yet another DC Comics TV production, joining Gotham, Arrow and The Flash in that regard. Based on the Hellblazer comics, the series stars Matt Ryan as John Constantine and is written by Daniel Cerone and David Goyer. Yes, that would be the same Goyer who worked on the Nolan Batman trilogy and Zack Snyder’s Man of Steel. If I have to be honest with you, I don’t know a whole lot about Constantine. I of course watched the 2005 movie starring Keenu Reeves, and I know bits and pieces about the character here and there, but that’s where my knowledge ends. Some may wonder why I’m writing about the series then, but I feel that I can offer a valuable perspective for the simple reason that many won’t have read the comic, and would be reluctant to do so if it’s necessary to enjoy the series or understand it. To that end, for all the Constantine newbies out there, let’s talk about the pilot and see whether it’s worth getting into.

The series follows John Constantine, a self-proclaimed exorcist, occult detective and master of the dark arts. At the beginning we learn that he’s haunted by a terrible mistake, fueled by his own vanity, which ended up condemning a child to hell. Struggling with the guilt and his past sins, John is on a path to save the girl, vanquish the demon who holds her and protect humanity from a rising supernatural threat. The pilot largely introduces Constantine as a character, as well as crams as much information as is possible about the world and his role in it. Fortunately, unlike Gotham, the episode focuses on a handful of characters and mainly Constantine, so you never quite feel swamped with too many faces to care about. As far as John Constantine is concerned, the episode spends its time well to make him quickly understood, and very easy to follow as a protagonist.

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I was very impressed by Matt Ryan as Constantine, and I feel he absolutely commands the role. Obviously I can’t say whether die-hard fans of the comics will take a liking to him, but at the least after his performance I’d expect more people to be willing to give him a chance. From what I’ve read, he does seem to emulate his comic counterpart. He has a raw energy about him as well as a penchant for assholish behaviour, yet he clearly cares about a lot more than himself, and Ryan does well to play the parts that are required of him. I’m aware that in the comics Constantine is a chain smoker and there is evidence of him being bisexual, but sadly NBC restrictions prevents the depiction of his smoking habit, and David Goyer has not expressed immediate interest in portraying his attraction to men either. So I guess you can show exorcisms, gruesome deaths and the supernatural, but smoking is too far? That aside, the pilot does a great job of establishing Constantine as a character, and I would certainly hope that the season ahead remembers to focus on him and his depth.

I made a point of watching Constantine in HD, and I’m ever glad that I did because it’s absolutely stunning. The excellent special effects speak of high production values, and the stylish design is awesome. If the series keeps it up to this standard, then at the very least I can say that Constantine will be a joy to watch, artistically and visually. The atmosphere of the show is a weird, intriguing blend of creepy and fun, in a way that’s difficult to explain. It’s not exactly scary, and I doubt the squeamish among you will even have to avert your eyes in the pilot, but it has its fair share of creep factor. For those who haven’t had any exposure to Constantine before, whether through the old movie or the comics, the series is a little like Supernatural, but that’s only to give you an idea of something you can relate it to, and they’re very far apart in terms of what they deliver and how they operate.

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It’s not all glamorous, however, as the pilot does fall victim to a couple of narrative flaws. The main offender is the breakneck speed that it moves at. There’s plenty going on, and half the time it works to keep the show full of energy and without any dull moments, but the trade-off is that you don’t get a whole lot of time to digest nor see characters just play off each other. At times the dodgy pacing can make the pilot feel all over the place or leave you feeling like you’re missing half of the fact sheet in certain moments, but despite that plot elements are satisfyingly explained by the end. It can’t be said, however, that Constantine isn’t entertaining, because it is. Oh it’s extremely entertaining, but at a price. The other issue I had, with characters not really playing off each other, is that by the end it’s only really Constantine that you’ll feel like you know. Sure he’s the title character and all, but that doesn’t mean I don’t want to know about all the other things inhabiting the world.

My other gripe would be Lucy Griffiths as Liv Aberdeen, as I feel she was the weak link of the episode. Perhaps it was the extreme speed of the pilot that stifled her ability to act, but her reactions to most of the crazy things going on, including the death of her friend and, well, the existence of demons, was quite difficult to classify as human. She seemed mainly there by obligation and to help along plot exposition, and it was strange that Constantine was actually far easier to relate to for me than the seemingly but obviously not normal woman who is forced into extreme circumstances because of her father’s life decisions. I read that she was written out of the series once regular filming began, so it’s unlikely she’ll make a return in future episodes. I don’t think she was terrible, but her character didn’t feel natural in the episode. That said, I hope the other characters are explored more in future.

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At the end of the day, the main question to answer is whether or not you should watch this, with the exception of the comic fans who will watch it anyway. Well, if you’ve been loving the DC series thus far, that probably won’t help you since Constantine is obviously nothing like Arrow, The Flash or Gotham. If you loved Supernatural or recall fond memories of the 2005 movie, there’s a decent chance you may find this attractive as well. Bottom line is that it’s a damn entertaining show based on the pilot, and a stylishly awesome one at that, so if you’ve got an eye for demon slaying, Constantine is worth a look. I enjoyed it, and I’ll be back for the next episode to see how it progresses.

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Review: Sleeping Dogs Definitive Edition Suffers For Its Graphical Upgrade http://egmr.net/2014/10/review-sleeping-dogs-definitive-edition-suffers-graphical-upgrade/ http://egmr.net/2014/10/review-sleeping-dogs-definitive-edition-suffers-graphical-upgrade/#comments Mon, 27 Oct 2014 12:00:28 +0000 http://egmr.net/?p=161504 Visit review on site for scoring. I’ve usually disliked reviewing re-releases of games, as there is hardly anything of significance to be said and it feels a bit like a […]

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Visit review on site for scoring.

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I’ve usually disliked reviewing re-releases of games, as there is hardly anything of significance to be said and it feels a bit like a wasted effort. At least I used to think that, until I played Sleeping Dogs: Definitive Edition and suddenly came face to face with a re-release that actually made me think about whether I was better off with the original game. I’ll get to the why of that in a little bit. But it’s strange, isn’t it? No one quite expected a definitive edition of 2012’s sleeper hit (shoot me please), but Square Enix appeared quite eager to devour more money after the Tomb Raider: Definitive Edition seemed to work out, and here we are. However the unfortunate reality is that Sleeping Dogs: Definitive Edition is a solid example of what happens when your priorities are, let’s call it misguided, and you value pretty visuals above the actual gameplay experience. It’s proven a costly mistake in this case.

Before getting into all that nasty business, this is the part where I direct you back to our original review, because it says all that needs to be said about the game if you haven’t had the pleasure of playing Sleeping Dogs. It’s not quite a revolution by any means, but it’s a solidly good game with a unique setting that allowed it to stand out from the crowd of GTA lookalikes. If you’re still reading, I would venture a guess that you’re interested in the contents of the definitive edition, so let’s get into that. Sleeping Dogs on PS4 and Xbox One comes loaded with the many, many pieces of DLC that released for the original game, and also bumps the resolution up to a glorious 1080p on both consoles. In total there are around 24 pieces of additional content, which includes cosmetic stuff like outfits for protagonist Wei Shen, vehicles and weapons. Also included are the three main extra story missions, namely Nightmare in North Point, Zodiac Tournament and Year of the Snake. These are all accessible from the main menu, and will probably add a few extra hours to your playtime.

Apart from that Sleeping Dogs: Definitive Edition mostly attempts to wow you with its enhanced crispy visuals, better lighting and improved textures. But if you’re like me and you experienced or witnessed the PC version, then it’s unlikely that the definitive edition will impress. If you haven’t, it’s pretty great to see Hong Kong with all these nice touches. Mind you, the original came from 2012, so there’s only so much a definitive edition is going to do to improve the overall graphical quality, and it won’t exactly feel like a current-gen game. That aside, however, this definitive edition makes a terrible mistake, and it’s clear that the enhanced visuals came at a nasty price: the frame rate. You’ll often see the frame rate dip while driving through Hong Kong, engaging in big shootouts or fights and while a lot is happening on screen. It’s distracting and uncomfortable, which is hugely disappointing when the frame rate is at 30fps, and wasn’t even improved to 60fps for this version. I consulted a helpful piece from Digital Foundry on the matter, and discovered that the PS4 doesn’t hold a steady 30fps either, although it’s slightly better than the Xbox One version.

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This was not only a lesson to me to take notice of re-releases because you could possibly be getting an unfortunate deal, but it’s also an excellent example of a point I have stressed since the beginning of this whole resolution and frame rate graphical war between the PS4 and Xbox One. Frame rate is, and will always be, more important than resolution. Don’t get me wrong. I’m also a PC and PS4 gamer, so believe me when I say that 1080p is far better than 720p, in terms of how much more detailed and crispy the visuals look. But in general I would sacrifice it for a rock solid or higher frame rate every time, because it actually affects your playing experience, where resolution does not.

We all want sexier games, but above all I’m sure we want our games to play better too, and with that in mind for me it’s damn disappointing that Sleeping Dogs: Definitive Edition is willing to sacrifice a smooth playing experience for the sake of prettier visuals. I don’t think such a compromise should have even been made, given that this is a game from 2012, and I would have to believe that it’s an issue with development. It doesn’t destroy the game or render it unplayable by any means, but it’s unfortunately noticeable and shouldn’t actually be a thing for a game that’s two years old and is being sold again in a remastered edition. Can we be done with definitive editions for non-classics now?

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Can Your PC Handle Assassin’s Creed Unity, Which Asks For A Lot More Than Black Flag? http://egmr.net/2014/10/can-pc-handle-assassins-creed-unity-asks-lot-black-flag/ http://egmr.net/2014/10/can-pc-handle-assassins-creed-unity-asks-lot-black-flag/#comments Fri, 24 Oct 2014 13:30:55 +0000 http://egmr.net/?p=161375 Ubisoft has released the official Assassin’s Creed Unity specifications for the PC version, and it’s no laughing matter. It could be a crying matter for some. Give me your tears, […]

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Ubisoft has released the official Assassin’s Creed Unity specifications for the PC version, and it’s no laughing matter. It could be a crying matter for some. Give me your tears, humans.

I apologise. I’m a sadist.

This being a current-gen only game, the specs are very much above what was asked  in Assassin’s Creed IV: Black Flag. For one example, the RAM required in Black Flag was 2GB minimum, whereas in Assassin’s Creed Unity Ubisoft is asking for 6GB minimum and recommends 8GB.

Did your eyeballs explode, or are you puffing out your chest because you actually have three hundred and seventy thousand GB of RAM?

Check out the minimum and recommended specifications down below, so that you can either get a boner or a two and a half inch floppy.

Minimum PC Specs:

  • Intel Core i5-2500K @ 3.3 GHz or AMD FX-8350 @ 4.0 GHz or AMD Phenom II x4 940 @ 3.0 GHz processor
  • 6 GB RAM
  • NVIDIA GeForce GTX 680 or AMD Radeon HD 7970 (2 GB VRAM) video card

Recommended PC Specs:

  • Intel Core i7-3770 @ 3.4 GHz or AMD FX-8350 @ 4.0 GHz or better processor
  • 8GB RAM
  • NVIDIA GeForce GTX 780 or AMD Radeon R9 290X (3 GB VRAM) video card

Additionally, the following requirements must be met:

  • Windows 7 SP1 or Windows 8/8.1 (64-bit versions only)
  • DirectX Version 11
  • DirectX 9.0c compatible sound card with latest drivers
  • 50 GB available HDD space

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Outlast 2 Confirmed, Because Red Barrels Still Has One More Horror In Them http://egmr.net/2014/10/outlast-2-confirmed-red-barrels-still-one-horror/ http://egmr.net/2014/10/outlast-2-confirmed-red-barrels-still-one-horror/#comments Fri, 24 Oct 2014 12:00:24 +0000 http://egmr.net/?p=161373 Outlast is a horror game from Red Barrels Games that I reviewed. I then reviewed the DLC for the game at a later stage. That was exciting stuff. It changed me. […]

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Outlast is a horror game from Red Barrels Games that I reviewed. I then reviewed the DLC for the game at a later stage. That was exciting stuff. It changed me. Dark Knight. Now there will be an Outlast 2. Praise Jesus.

Imagine news was covered like that? Those would be tweets I suppose.

Anyway. Red Barrels Games co-founder Philippe Morin has confirmed, in an exclusive interview with Bloody Disgusting, that Outlast 2 is in development.

When asked what’s next for Red Barrels, he responded with:

It’s important for us to be passionate about whatever we’re working on, because we believe it’s the only way to achieve quality.

After shipping the XB1 version of Outlast, we took some time to analyze our situation and we quickly realized we had at least another horror game in us.

So, yes, we are working on Outlast 2.

The game will be a survival horror experience and it will take place in the same universe as Outlast, but it will have different characters and a different setting. We might go back to Mount Massive Asylum one day, but for now we have new ideas and themes we’d like to explore and we think we’re cooking up something special.

We’re still a small indie studio (12 people), so we’ll need a little bit of time to ship our next game, but hopefully it will be worth it.

While Outlast is one of my favourite horror games and I’m all for Red Barrels having another go, horror games unfortunately can struggle with sequels if they turn out similar to the original. It’s not like Assassin’s Creed or Call of Duty where people would easily be content to kill more stuff, as at least for me getting used to the atmosphere and tricks of horrors takes away the powerful element of unpredictability. In other words, you shouldn’t be able to play a horror game on autopilot; just going through the motions.

That was largely a problem I felt existed in Dead Space, where the same tricks were used and the experience was rinsed and repeated, so I never really felt afraid. That and a whole lot of other reasons, but this isn’t a discussion on Dead Space.

Basically what I’m saying is that Outlast 2 can be great, but it can’t be 8 more hours of the original Outlast. It’s good that it’s moving to a new setting with new characters, and I hope the developers can find ways to add new gameplay mechanics or change the rules a bit.

They’re a talented studio and Outlast certainly is memorable for many horror fans, so here’s hoping Outlast 2 will surpass it.

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How To Play Dark Souls 2 As An Even Greater Masochist http://egmr.net/2014/10/play-dark-souls-2-even-greater-masochist/ http://egmr.net/2014/10/play-dark-souls-2-even-greater-masochist/#comments Thu, 23 Oct 2014 13:30:19 +0000 http://egmr.net/?p=161239 The bizarre breed that is the Dark Souls player is not one to shy away from any sort of challenge, no matter how masochistic (just deal with this obviously bad […]

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The bizarre breed that is the Dark Souls player is not one to shy away from any sort of challenge, no matter how masochistic (just deal with this obviously bad stereotype because reasons), and there is now a way to make the whole deal even more pain-inducing.

Back with the first Dark Souls, some handy modder found a way to get the game in first person, increasing the challenge since you couldn’t see all around you and therefore could be mercilessly picked off from behind, and have less of an idea of when you should dodge.

Dark Souls 2 is now playable in first person as well, thanks to instructions provided by the above Youtube video. The description provides a download link, and the video shows what’s cracking.

Of course we can’t verify that this works or that it does what the YouTuber says it does, so if your PC spontaneously explodes then it’s at your own risk. And stuff. Disclaimery stuff.

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The Evil Within Before The Day One Patch Is The Real Scare http://egmr.net/2014/10/evil-within-day-one-patch-real-scare/ http://egmr.net/2014/10/evil-within-day-one-patch-real-scare/#comments Thu, 23 Oct 2014 12:00:43 +0000 http://egmr.net/?p=161223 Day one patches have become commonplace in modern gaming, and most who are connected don’t give much thought to downloading them anymore. However this practice, coupled together with the easy […]

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Day one patches have become commonplace in modern gaming, and most who are connected don’t give much thought to downloading them anymore. However this practice, coupled together with the easy way to update games these days, can lead to complacency as far as quality assurance is concerned, and it seems that The Evil Within is an example that fits that bill.

Now, the game isn’t exactly the smoothest running technical marvel out there, regardless of platform, but the really scary part is that it’s far worse when you don’t have the day one patch. That means for the minorities out there who aren’t even connected to the internet on their consoles, you’re looking at a pretty shitty experience of The Evil Within, from a technical standpoint.

Digital Foundry, everybody’s favourite tech fiends, followed up its initial analysis of the performance of a patched The Evil Within, specifically the digital PSN version that comes with the day one patch (patch 1.01), with a look at the pre-day one patch edition.

Digital Foundry decided to use the standard disc version of the game without applying the patch, and well the results are actually extremely interesting. You can take a look at them in the video above as well as hit the Digital Foundry link in the previous paragraph for a more detailed analysis. In short, the day one patch makes for a far more consistent frame rate as well as an increased resolution, which makes one shudder at the QA, or lack thereof, that this game went through.

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The Developer Who Threatened Gabe Newell Has Quit To Save His Company http://egmr.net/2014/10/developer-threatened-gabe-newell-quit-save-company/ http://egmr.net/2014/10/developer-threatened-gabe-newell-quit-save-company/#comments Wed, 22 Oct 2014 14:15:28 +0000 http://egmr.net/?p=160815 Remember the story from yesterday of one Michael Maulbeck, who got angry at a mistake made by Steam Greenlight over his newly released game and proceeded to Twitter to vent […]

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Remember the story from yesterday of one Michael Maulbeck, who got angry at a mistake made by Steam Greenlight over his newly released game and proceeded to Twitter to vent his frustrations, one of which included a death threat to Gabe Newell? Well, as you know now that you’ve caught up, this resulted in the game getting pulled from the store because death threats don’t cut it with the Gabe.

Now Maulbeck has announced his departure from his company Code Avarice, in a move to spare ill will against his fellow employees.

A post on the Code Avarice website details Michael Maulbeck’s leaving, as well as how he will be selling all his shares in order to convince Valve to hold nothing against his fellow employees with regards to future projects.

“As a result of my actions, Paranautical Activity, a game made by four or five people depending on who you count as team members, was removed from steam,” he wrote. “I feel is it my responsibility to step down from Code Avarice completely so that Steam has no reason to harbor any more ill will towards the company, and maybe even if we can’t see Paranautical Activity restored, at least future Code Avarice games may be allowed onto the platform.

“I’m really, deeply sorry that my short sighted, hot tempered actions resulted in not only my own dreams and aspirations being destroyed, but those of the entire team I worked with. I’m sorry that my statements made Valve and/or Gabe uncomfortable and upset (rightfully so).

“My temper and tendency to use twitter to vent has been a consistent problem since I entered the games industry, and I just can’t do it. I don’t have the willpower necessary to be the ‘face’ of a company. If I do continue to work in games it’ll be as an anonymous one of 1000 at some shitty corporation, not the most public figure of a single digit sized team.

“I’ve sold my half of Code Avarice to Travis. Given up all my rights to CA as a company, and all it’s intellectual properties. I won’t receive any money from the sale of Paranautical Activity or any future games CA develops, I won’t be consulted on business decisions, and I won’t have any hand in development.

“I’m out.”

You know what they say about anger. When angry you’ll give the best speech you’ll ever regret. So if you want to be the Phil Fish, you gotta accept the consequences that come with it yo. Nice to see Maulbeck trying to spare his friends and company, and fair play to him for doing that because we all have a moment, or moments, of idiocy we’d like to erase from our lives and they shouldn’t define us for the rest of it. Hopefully Valve will reconsider in light of his departure, but I don’t think he has to call it quits on being an independent developer.

Maybe just catch some anger management classes. Or tweet about unicorns.

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10 Mysterious Minutes Of Assassin’s Creed Unity Gameplay http://egmr.net/2014/10/10-mysterious-minutes-assassins-creed-unity-gameplay/ http://egmr.net/2014/10/10-mysterious-minutes-assassins-creed-unity-gameplay/#comments Wed, 22 Oct 2014 13:30:08 +0000 http://egmr.net/?p=160807 If you haven’t had your fill of Assassin’s Creed Unity, or the entire series in general by now, then here’s another ten minutes of gameplay for the upcoming current-gen only […]

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If you haven’t had your fill of Assassin’s Creed Unity, or the entire series in general by now, then here’s another ten minutes of gameplay for the upcoming current-gen only title. Yeah, you’re not next-gen anymore. Too bad.

The gameplay shows off free roaming, seamless transition from the open world to buildings, and murder mysteries, because Assassin’s Creed Unity has that. Channeling the power of Batman, because Batman came before Sherlock Holmes and invented everything possibly relating to detective work, you will investigate corpses, find clues and try to make sense of the universe.

Not quite, but I’m sure the footage above will do a better job of showing it, so check it out complete with commentary.

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Developer Threatens Gabe Newell, Valve Pulls His Game Off Steam http://egmr.net/2014/10/developer-threatens-gabe-newell-valve-pulls-game-steam/ http://egmr.net/2014/10/developer-threatens-gabe-newell-valve-pulls-game-steam/#comments Tue, 21 Oct 2014 13:30:00 +0000 http://egmr.net/?p=160759 Here’s a funny story to lighten up these early days of the week. Valve pulled CodeAvarice’s first-person shooter Paranautical Activity for sale from Steam after the developer tweeted some threats […]

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Here’s a funny story to lighten up these early days of the week. Valve pulled CodeAvarice’s first-person shooter Paranautical Activity for sale from Steam after the developer tweeted some threats aimed at CEO and founder Gabe Newell in the midst of some frustration involving a Greenlight mistake.

Developer Mike Maulbeck’s (now deleted) tweet, expressing dissatisfaction with Valve’s service, stated “I am going to kill Gabe Newell. He is going to die.” Maulbeck followed up the since deleted tweet with an admission of his mistake.

The tweet came about after Paranautical Activity exited early access/beta and officially released on Steam for sale and other platforms today. The game had been acquiring votes on Steam Greenlight since September 2012. While the game isn’t on the store anymore, its Greenlight page is still alive.

Maulbeck later expanded on his side of the story by telling IGN that he became frustrated when Valve marked the newly released title of the game as out “now on early access.”

“I knew this would greatly cripple sales and confuse customers,” Maulbeck writes. “I in fact had already begun getting tweets and emails from people claiming I marked it as early access myself to try and avoid criticism of the final version.

“This being a project I spent years of my life on, I was very frustrated by this mistake valve made, so I tweeted a series of tweets calling them incompetent that eventually ended in me saying ‘I swear I’m gonna fucking kill gabe’ or something,” he writes. “A statement I obviously didn’t mean, but nonetheless was totally unacceptable and driven entirely by the heat of frustration I was feeling at the time.”

Maulbeck says that Valve emailed him once it became aware of the tweet with an explanation of why Code Avarice’s Steam admin accounts were closed down, and why the game was removed from purchase. The notification, given to IGN, stated that while Valve is totes comfortable with peeps expressing their opinions or frustrations via social media and press, “Death threats cross a line.”

Valve ended up leaving the Community Hub online so that existing customers could have a place to discuss the game, and it will also help Maulbeck deliver any future updates to Steam customers. The developer has approached Valve about reversing its decision, but isn’t confident the game will return for sale on Steam.

Always remember kids. Death threats are wrong. No lollypop for you if you take thoughts of killing people out of the safety of your head and put them on paper. Internet paper especially.

To that end I want to kill you all.

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CD Projekt RED Takes A Stab At Assassin’s Creed http://egmr.net/2014/10/cd-projekt-red-takes-stab-assassins-creed/ http://egmr.net/2014/10/cd-projekt-red-takes-stab-assassins-creed/#comments Tue, 21 Oct 2014 12:00:03 +0000 http://egmr.net/?p=160756 I was one of those who loved The Witcher 2, but unfortunately didn’t see the hilarious shot taken at Assassin’s Creed in the game via an Easter egg. The video […]

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I was one of those who loved The Witcher 2, but unfortunately didn’t see the hilarious shot taken at Assassin’s Creed in the game via an Easter egg. The video of it is up above, where you can find a pretty dead Assassin laying next to a bundle of hay, complete with a sly comment from Geralt.

Now CD Projekt RED has taken another little stab at Ubisoft’s colossal and never-ending franchise in a recent interview, which had side quests as a topic. And we all know Assassin’s Creed loves its mundane, time-sinking, not exactly riveting side quests.

The Witcher 3 producer Stan Just sat down with Play in issue 249 for interview, and one of the questions asked involved the difficulty of telling a story in an open world setting.

“Yeah, it’s definitely difficult to do that,” said Just.

“What’s also difficult is to fill out the world with enough quests to do, while also making sure that those quests feel related to one another in some way. You have a lot of choices that you can make in the game, and they come in all shades of grey, so it’s difficult for us to work out all the intricacies and the relationships between those decisions.”

Just said that even when you find a side quest in the world, it will be grounded in the overarching plot of the game.

“What you need to remember,  is that the world in Wild Hunt is experiencing political turmoil,” Just said.

“A side quest about a force occupying a village might be a separate plot in itself and have a beginning and an end, but it’s also a plot that is grounded within the bigger storyline and the war.”

“These things are optional to do but if you do them you will find they are still part of the bigger picture.”

Play asked Just if all this means that The Witcher 3 won’t feature meaningless distractions as side quests.

“No,” he says,  laughing, “you won’t be doing things like searching for feathers”.

Shots fired, ladies and gentlemen. If you’re scratching your head at this point, then I’d urge you to remember Assassin’s Creed II, in which one of the side missions involved collecting 100 or so feathers, just to access a short bonus cutscene. Incredible, hey?

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DriveClub Should Actually Work Now http://egmr.net/2014/10/driveclub-actually-work-now/ http://egmr.net/2014/10/driveclub-actually-work-now/#comments Mon, 20 Oct 2014 13:30:40 +0000 http://egmr.net/?p=160685 Evolution Studios has faced an uphill battle since launching DriveClub, with the game’s servers ending up proper fucked and issues persisting thereafter as people couldn’t get the online-focused game, well, online. […]

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Evolution Studios has faced an uphill battle since launching DriveClub, with the game’s servers ending up proper fucked and issues persisting thereafter as people couldn’t get the online-focused game, well, online.

However now Evolution says that most DriveClub players should be able to connect and play the game online, so if you haven’t snapped your disc in half from frustration or sold it, now’s your chance to use it.

Keep in mind though that there’s still work to be done, even if progress has been made.

“We’re still improving server performance to get all of you enjoying full online connectivity together, but the majority of DriveClub players should now be able to connect and play online,” Evolution wrote on its Facebook page on Saturday.

“More server updates and upgrades are coming online over the weekend, so while this work continues you may still experience some issues with connectivity but please keep trying.

“When you do get connected you can go online, play for your club, use your club cars, play multiplayer races, compete in face-offs, and compare your best times and scores with everyone on the leaderboards.

“This is in addition to playing in Tour mode, creating your own single events and customising your cars in your garage (which you can do offline too).

“We will continue to keep you informed as we make progress and we know we’ve said this before but we mean it: We know how frustrating it is when you can’t get connected and we feel it too. We are working flat out to get online sign-in, multiplayer racing and leaderboards running smoothly for everyone, all of the time.”

Last Thursday Evolution said that it hopes to offer an update on the status of the delayed, free PlayStation Plus Edition “soon”. You know, that thing we were supposed to get ages ago, on the actual release date of the game.

Be sure to read our review of DriveClub to see whether it’s worth your time or not.

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Hitman Agent 47 Movie Delayed – Possibly For New Game Release? http://egmr.net/2014/10/hitman-agent-47-movie-delayed-possibly-new-game-release/ http://egmr.net/2014/10/hitman-agent-47-movie-delayed-possibly-new-game-release/#comments Mon, 20 Oct 2014 12:00:14 +0000 http://egmr.net/?p=160679 Remember we were talking about the Hitman Agent 47 movie back at the end of July? When Fox revealed some images, including a look at the bald assassin with his […]

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Remember we were talking about the Hitman Agent 47 movie back at the end of July? When Fox revealed some images, including a look at the bald assassin with his signature ballers.

If that in any conceivable way got you excited for the movie, then it’s time for some bubble bursting because Fox International has delayed Hitman Agent 47 by a full six months.

The movie was originally meant to release in February next year, but now it will only be out on August 28, 2015.

Is this possibly to accommodate the release of the new Hitman game that was confirmed all the way back in January? You know, that one inspired by Blood Money, the pinnacle of the series? Well, I would hope they don’t relate, because game to movie adaptions and vice versa aren’t always quality-inspiring.

So what’s the reason for the delay? Well an anonymous source explained to The Hollywood Reporter that Hitman Agent 47 has grown in scope since Fox International originally planned its release calender. Thus, production would need more time to complete multiple special effects shots and stuff. In other words, 1080p and 60fps or die.

Reports suggest that the movie follows Agent 47, played by Homeland actor Rupert Friend, as he helps a woman find her father and “uncover the mysteries of her ancestry”.

I don’t know about you, but that doesn’t really sound like Hitman. You know the assassin. Who kills people. In beautifully sadistic ways. Not the action hero who helps old ladies across the street.

Zachary Quinto, Hannah Ware, Thomas Kretschmann and Ciaran Hinds are some of the names set to star in the film, which is directed by Aleksander Bach and co-written by Skip Woods. Woods was behind the screenplay for the 2007 Hitman movie.

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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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