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Reverge Labs and Scott Pilgrim artist Alex Ahad are aiming to hit 2D fighting with something completely fresh in Skullgirls. Sam Clay sits down with UK PR Ian Dickson to deliver over 25 minutes of exclusive gameplay.

Reverge Labs fighter Skullgirls is out next week on Live, and from the look of this it’s going to be an essential purchase for the experimental fight crowd. Here, Sam Clay and UK PR Ian Dickson give a broad overview of what to expect. We’re going to have more from the game in the next few days.

Source: VG247

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[In this weekly column, Gamasutra rounds up the most popular paid and free iPad gaming applications on the App Store as of today, with Angry Birds Space, Skylanders Cloud Patrol and Bike Race Free currently ranking among the platform's top downloads.] This week’s top paid titles are: 1. Angry Birds Space HD ($ 2.99) 2. Draw Something ($ 0.99) 3. Skylanders Cloud Patrol ($ 0.99) 4. Clear Vision (17+) ($ 0.99) 5. Infinity Blade ($ 0.99) 6. Where’s My Water? …


Source: Gamasutra News

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As can be seen above, Ubisoft had a very convincing-looking cannon in their Assassin’s Creed 3 demo theater. This propitious prop (not to mention Cliffy B and Mrs. B in the front row) set the scene for an exciting demo presentation, which expanded on what we already know about the game and its deadly half-Native American hero, Connor Ratohnhaké:ton.

The video opened with a bang, dropping the audience right into the middle of the Battle of Bunker Hill, which took place in what is now Charlestown, MA, roughly three miles from the site of PAX East. Thousands of soldiers milled about in formation — AC3 can render up to 2,500 characters on screen, up from 200 in AC2 — an entire order of magnitude, and no small feat.

As Connor walked forward, he entered history. A Revolutionary officer was in the process of delivering the famed “whites of their eyes,” speech, albeit with an unfortunate modern twist, courtesy of Ubisoft’s writing team. It’s not clear who exactly said those famous words during the battle of Bunker Hill, but he definitely did not use the word “ammo” while doing it, one of many awkward neologisms that cropped up in the video.

Thankfully, it got better from there. Via voice over, AC3 creative lead Alex Hutchinson went into more detail about Connor’s armament, which has recently been expanded to include a period-appropriate brace of flintlock pistols. He also took pains to point out that the hero will make extensive use of the series’ distinctive hidden blade.

The assassination target during the Bunker Hill mission is one Major Pitcairn — a British officer, though there will apparently be evil Templars on both sides of the Revolutionary War. Since Pitcairn was on the other side of the battlefield, Connor began to make his way over there, showing off an all-new set of movement animations that were intended to give players more choice and flexibility, as well as more complete control.

As Connor snuck through the outskirts of the battle, the video showed off an impressive array of graphical effects; explosions kicked up splatters of mud and gunsmoke puffed across the battlefield. Taking cover in a forest, the assassin climbed into some trees, which will have an important role to play in AC3. Ubisoft designers were frustrated by an ironic omission in previous titles — they could climb trees in real life, but Ezio and Altair couldn’t. Having set AC3 in the forested wilds of colonial America, the developers were determined to remedy that oversight. The series’ free-running system has been extensively modified to allow Connor to move effortlessly through the treetops, albeit in a believable fashion — Ubisoft’s team didn’t want it to feel like playing Tarzan.

Eventually, Conor came across a squad of redcoated soldiers, and deployed a new tool — the rope dart — to hang one of them from a tree branch. Taking another soldier hostage as a human shield, he weathered a volley of musket fire before dispatching the rest in a flurry of dual-wielding combos. Though the animations were impressive, the enemies suffered from a perennial series problem: they seemed to stand around waiting to be acrobatically killed, instead of attacking aggressively.

With the soldiers dispatched, Connor scrambled up a cliff, one of the last obstacles between him and his target. Hutchinson described the care lavished on making the environments look “natural.” This was apparent in the design of the trees, but particularly impressive when it came to the cliff face. Instead of obvious, designer-deployed handholds, Connor was able to use natural-looking cracks and crevasses in the rock, and the climbing sequence was one of the video’s best.

With the cliff behind him, the assassin was on the outskirts of the British camp. To avoid the redcoat troops, now in close proximity, Connor used a new stalking feature to move undetected through the surrounding shrubbery. Then, in a burst of gloriously animated homicide, he stormed through the camp and leapt towards Pitcairn. Just as his tomahawk was about the connect, the lights came up.

Dialogue missteps and cowardly enemies aside, Assassin’s Creed 3 is looking great. Ubisoft’s changes combine the sensible and the spectacular, which is certainly ideal. Check out the screenshots below (which overlap with the events of the demo), and stayed tuned for more Game Front coverage in the very near future.


Game Front is on-site at PAX East all weekend (April 6-8), bringing you daily news, hands-on previews, interviews and pictures. Stay tuned for more PC gaming-focused coverage!




Source: Gaming Today

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When we were picking our Best of the Rest games for 2011, I commented that all I wanted in an Orcs Must Die! sequel was multiplayer. It was at the top of everyone’s request list, and Orcs Must Die! 2 delivers.

Gallery: Orcs Must Die 2

Continue reading Making a new friend in Orcs Must Die! 2

JoystiqMaking a new friend in Orcs Must Die! 2 originally appeared on Joystiq on Sat, 07 Apr 2012 22:30:00 EST. Please see our terms for use of feeds.

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Source: Joystiq

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Cryptic Studios has a long history of creating MMOs, and Perfect World Entertainment has a ton of experience in the free-to-play market. Put these two companies together, and what do you get? Well, today at PAX East you get Neverwinter, the newest game in the classic Wizards of the Coast campaign setting. Before you get confused, you should know that this is not Neverwinter Nights 3. It’s a whole new game, set in a wholly different version of the Forgotten Realms.

Fans of Forgotten Realms will find things have changed a bit in the world of Neverwinter. We’re now 100 years in the future, and the Spellplague has decimated the lands. These are the same changes that WotC introduced in the 4th Edition version of their venerable campaign setting. You will recognize the classes, as they’re staples of the Dungeons & Dragons world. You’ll be able to choose from a Fighter, Wizard, or Rogue, with more classes slated to be revealed. You’ll also feel right at home with the races – human, half-elf, elf, drow, dwarf and tiefling – as they represent those races that have been present in D&D for years.

Players will be dropped into a persistent, open world, but Neverwinter is not your traditional MMO. Instead of a traditional locking target, button-pressing combat system, Neverwinter embraces the recent trend towards action-based MMOs. Utilizing a combat control scheme similar to that of The Witcher 2, Neverwinter binds at-will actions to the left and right mouse buttons. More powerful powers are activated using key bindings, and all your attacks are targeted at the on-screen crosshair. The camera system can be a little disorienting at first, but once you get the hang of it, the pace of combat is actually quite good. Performing actions that are core to your characters (for example, a rogue dodging attacks) will fill a meter shaped like a twenty-sided die. Once it’s full, you can unleash your most powerful attacks. The control wizard we played would pull all the weapons from nearby enemies and then unleash a wave of damaging magic. All the attacks are seamless, and can easily be executed with just one hand.

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So, if you’re executing these powers, where do they come from? While the details weren’t explicit, we did learn that as you level, you’ll earn more powers than you can actually equip. Choosing which ones to slot before going adventuring will be a big part of playing your character. The developers weren’t sure how the system to reslot would work just yet, but they did say that it would be easier than going all the way back to town (Like Guild Wars), but not as easy as Rift’s switch-on-the-fly system. Neverwinter will also have a feat system that will work much like the talent trees in other MMOs. We didn’t get much information on it, but more info should be forthcoming soon.

To help support the social aspect of Neverwinter, Cryptic plans to include a very interesting feature that they call the Landing Page. This is an in-game panel that will show you recommended quests for your character, upcoming events and more. You can queue for the events from here, try to find a group for a dungeon, or just see what’s going on. Using the calendar option, you can see events scheduled for the future, making it easy to plan your adventures to accommodate them. All of these features are things that you’d expect from just about any MMO hitting the market these days, but the next one is something that you won’t see in most any MMO.

Although Neverwinter is not Neverwinter Nights 3, it is faithful to the name in one very important way: The Foundry. What’s the Foundry? Quite simply, it’s a toolset that lets users generate their own content for Neverwinter. whether you want to build out a single quest or an entire series, you’ll be able to write the quest, choose the NPC that offers it, and then sit back and watch other players try it out. Details on the Foundry were scarce, so all we can say for now is that it does exist, and it does sound awesome.

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Neverwinter will be free-to-play, but just like everyone seems to be saying lately, Cryptic stressed that it would not be pay-to-win. They didn’t provide a lot of detail on the business model other than that except to say that they would ‘probably’ sell things like cosmetics and boosters. I think you can expect a similar business model to other Cryptic F2P titles, but we’ll have to wait and see on the specifics. The lanch date is still up in the air, but we were told today that it would be out this year.

All in all, Neverwinter is best described as a fantasy MMORPG, with some action RPG elements mixed in. The hands on time we got with it today was good, but we’ll have to see a lot more content before we can render a final judgment. Still, the idea of being able to create our own content is awfully compelling. I just hope Cryptic can make it as fulfilling as Neverwinter Nights’ user-generated content was. If they can, they may find themselves the subject of much interest.




Source: Gaming Today

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More artifacts from PAX East 2012, this time from the good people at TERA. With only a few weeks to go before the May 1 release of The Exiled Realm of Arborea, they were showing off the upcoming MMORPG and our guys on the scene were there to see for themselves. They’ll have a deeper look into the game shortly, but until then, here are a few screens, featuring the villains called Argons.


Game Front is on-site at PAX East all weekend (April 6-8), bringing you daily news, hands-on previews, interviews and pictures. Stay tuned for more PC gaming-focused coverage!




Source: Gaming Today

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German PC games mag PC Action has confirmed in its latest issue that Dark Souls will be coming to PC this year.

The cover for the issue (thanks, Talkar) features it alongside Assassin’s Creed III, Risen 2 and World of Warcraft: Mists of Pandaria as an exclusive

The infamously difficult RPG will arrive on the “master race” this August as Dark Souls: Prepare to Die Edition (via GAF).

There’ll be new bosses for the PC version, but besides that, it’ll be pretty even content wise with the console version.

Not many other details have arrived as yet.

A PC edition of the game was teased as recently as late last month following a fan petition to bring it to the platform seen nearly 100,000 signatures earlier in the year.

The From Software RPG, which launched last October for PS3 and 360 via Namco Bandai, was critically hailed and performed well at retail, charting second in the UK charts at its debut.

Source: VG247

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BE WARNED THERE ARE SPOILERS FOR MASS EFFECT 1-3 IN THIS POST

The cosplayers were the initial stars of the show at BioWare’s afternoon panel — Shepards, Hawkes, and Samaras attracted gawkers and candid photographers as the rest of the crowd filed into the massive exhibition hall.

Once everyone was situated, BioWare community coordinator Chris Priestly worked the crowd, asking for a show of hands on questions like “Quarian or Geth” (even split), “Femshep or Broshep” (guess…), and “which is your favorite Mass Effect game?” When Mass Effect 2 garnered the highest proportion of hands, Priestly’s “so, do you guys want to spend the rest of the time talking about Mass Effect 2?” quip drew big laughs.

This exchange was followed by a trailer for the forthcoming Resurgence multiplayer DLC, which elicited a frankly embarrassing amount of oohing and aahing from the crowd, and no doubt accomplished its intended purpose, which was to get things started off on a positive note.

Sunny positivity was quickly forgotten when Producer Mike Gamble stepped into the firing line and attempted to address the burgeoning controversy surrounding the game’s disappointing ending and the ending DLC, just announced today. Vocal fans attempted to reassure the panel members, calling out things like “we still love you,” but you could tell that everyone was waiting for solid answers.

These were not forthcoming. Gamble’s spiel was an object lesson in carefully managed PR messaging, delivering very little in the way of actual information. Game Front’s Ross Lincoln has more details about all the evasion.

What followed next was nothing short of a charade — Priestly posted a series of carefully curated “questions from the community,” which enabled Gamble to address only those issues that BioWare was comfortable discussing. Would the new extended cut provide “new endings?” “No new endings”, Gamble replied, “but we want to provide closure.” Why wasn’t that content on the disc? Here followed the most risible non-answer: “The dev team stands behind the core product. We’re very proud of it…we couldn’t include it [the DLC content] in the game because we didn’t know about the demand for it.” Let me get this straight, BioWare: your fans’ desire for closure came as a surprise?

Proceedings then moved on to the controversy over the way Tali’s face was depicted in Mass Effect 3. In this case, at least, the panelists had convincing answers. Writer Patrick Weekes explained that the devs wanted to portray Tali’s unmasked visage “in a tasteful way that didn’t throw it into the game engine.” They were defiant in the face of fan complaints about the use of a stock photo: “We often use source art for many things within our game…we poured through thousands and thousands of pieces of source art we’ve done it throughout.”




Source: Gaming Today

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