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From: www.gamesradar.com

From: www.gamesradar.com

Warner Bros. would 'consider' an E3 press conference, talks F2P Midway games

Added: 07.07.2015 10:15 | 7 views | 0 comments


WBIE Executive VP and General Manager David Haddad talked about why they decided not to put on their own E3 press event when companies like Square Enix and Bethesda did this past E3.

From: n4g.com

Lessons Learned from Skyrim's Issues will Help Fallout 4

Added: 06.07.2015 22:15 | 3 views | 0 comments


"Skyrim's ambitious offering of possibilities made it a major success with players and critics, but also created a large number of technical issues across all platforms, particularly on the PlayStation 3. That's why the development team at Bethesda Game Studios have learned from past experiences and carefully refined their process to make the upcoming launch of Fallout 4 as smooth as possible."

From: n4g.com

The 15 weirdest weapons in Xbox history

Added: 06.07.2015 13:43 | 16 views | 0 comments


Shovel Knight is remarkable in many regards, but let’s not let that get to the guy's head. He might have turned up on our consoles with a choice of weaponry that could be described as "unconventional", but it’s by no means the weirdest Xbox has to offer. The following list is but a snapshot of the sum total of imaginative, unsettling or plain stupid ways we’ve been given to hurt people in fantasy lands - some of which are among the . Bayonetta’s hair is part-clothing, part-weapon and part-demon portal. The macabre forms of Hell’s most powerful denizens emerge from her scalp to dismember angels. There’s no easy way to explain how weird this is in practice, so let me put it this way – she also uses bazookas powered by the soul of a character from Apocalypse Now, and they didn’t make the list. Tedious spiritual types will tell you that “true strength comes from within.” To be fair to them, that point is somewhat proven by this, the Sniper’s last unlock – a mason jar filled with his own urine. Not only does it weaken those doused, it’s also an efficent roleplaying tool for outraged music festival attendees. In a series with both tens of playable characters and a wanton disregard for responsible history teaching, there was always going to be a point at which a character just carried around Sun Tzu’s famous tactics manual/’80s business bombshell and use it to summon ghosts. This is that point. While an artefact that spontaneously gives Dante gloves, thruster boots and an enchanted SCUBA mask doesn’t stray too far outside of the series’ penchant for weirdness, the fact that practically all of its moves are drawn from Bruce Lee films or Capcom fighting games is a bit odd. He’s essentially wearing a website list feature – we’re going to sue. On the surface, there are far stranger concoctions in the Dead Rising series, but this has an endearing simplicity. It’s a bomb, and it’s massive. So massive you can’t put it in your inventory – you cart it to its endpoint, lob it, and wipe out a city block. And blow all of lead character, Nick Ramos' clothes off in the process. The majority of tower defence games are content to give you a castle that conveniently parps out siege weapons. This undersung XBLA offering swaps all that for a sentient rock plonked to earth by the hand of God, to roll down hills and try to destroy priceless works of art given Terry Gilliam-esque life. Boganella is a pink shotgun that talks to you in an Australian accent. Well, swears at you. She swears at you for firing her, she swears at you extra-loudly for swapping her out for another gun, and she gets – er – excited when you reload her (which she indicates by swearing at you). Bethesda RPGs are notable for their preponderance of junk. We’ll spend hours carting around candlesticks and forks until we realise they’re useless – but this weapon finally gives them meaning. Quickly unencumber yourself by firing the prized possessions of those you’ve robbed out the front of a vacuum-powered cannon. Bows are ten-a-penny in video games these days, but the Stranger’s version comes with a twist. This wrist-mounted ballista fires a selection of chittering alien beasts, from body-less chipmunks to spiders that crap out immobilizing webs in (entirely reasonable) surprise at being used as ordnance. Lara Croft’s nothing until she’s twanging whole wolves at enemies. This long-forgotten third-person shooter was probably the start and end of the action-comedy genre – a sad fact given how brilliant this weapon was. There’s little more satisfying than pointing at an enemy and having them bitten in half. It’s so good, in fact, that the Saint’s Row devs stole this idea wholesale. Bunch of chum-bags. Inadvertently the creepiest addition to our list. One of the few redeeming features of this half-baked game was the ability to equip a cartoon unicorn who farts catastrophic rainbows when you lift his tail. But look at the pain on Toots’ face – this is clearly non-consensual misuse of a magical arse. Don’t they have laws on Mars? You can make this one at home. Just get a standard “big foam hand” from any good sporting event, then point it at people and childishly mutter “bang bang bang” or “pew pew pew”. All you need to do then is work out some way of making your targets’ limbs fall off once you’ve done so. Perhaps a spiritual predecessor to Shovel Knight, this XBLA action platformer also swaps out traditional weapons for something we keep in the shed and try to forget about. Brooms serve the double purpose of vanquishing enemies and, well, sweeping up dust (albeit in the kind of style you’d expect from a Hong Kong kung fu movie character) Johnson is a weapon in more ways than one. He’s an irritating, levitating British skull who also serves as every one of lead character Garcia Hotspur’s guns, and becomes a game-long source of dick jokes. Oh, and just to quadruple down, some of those gun names are dick jokes too – just in case you didn’t get it. Context is all. In most action titles, a crossbow would be a mid-game stealth option – at best a one-shot kill machine provided you get a headshot. But in an RPG where most weapons are either turds or twigs, the ability to fire high-velocity bolts into people’s abdomens suddenly becomes a very strange thing indeed.
Mods already exist for Fallout 4

Added: 06.07.2015 12:15 | 6 views | 0 comments


Its official, mods are already being created for Bethesda Softwares next post-nuclear adventure to the wasteland in Fallout 4. Zealotlee made the announcement via Bethesdas forums, where he revealed that hes working on a Rail Rifle for the RPG.

From: n4g.com

Mutually Abusive Relationships: Gamers And The People Who Charge For Games

Added: 05.07.2015 18:15 | 7 views | 0 comments


Some say it all started with the horse armor. When Bethesda SoftWorks released The Elder Scrolls IV: Oblivion for the Xbox 360, gamers had an option to pay a whopping $3 for horse armor. This horse armor didnt really do anything to protect your horse. It was just a skin that you could buy if you were feeling generous and wanted to give more money to the developers. There was quite the outcry at the time; especially since that same horse armor was free in the PC version of the game.

From: n4g.com

Modder Mashes Dark Souls and Skyrim Together, Looks Super Awesome

Added: 03.07.2015 19:15 | 6 views | 0 comments


OnlySP: By making use of a variety of community developed mods for The Elder Scrolls V: Skyrim, a modder by the name of Tyroine at NexusMods has made the Bethesda RPG look like Dark Souls.

From: n4g.com

Doom is fast, thrilling, authentic, and deeply, hilariously gory

Added: 03.07.2015 15:41 | 29 views | 0 comments


So after all the excitable yelping coming out of last year's Quakecon, after that damnably exciting, damnably brief teaser trailer, we've now seen Doom 4 (or just plain Doom, as it's currently calling itself), by way of a couple of hefty E3 demos. And you know what? The Quakecon converts were right. The new Doom is incendiary.

Faster, harder, gorier, funnier, and altogether more brutal, Doom stands out from the swathe of its bullet-happy contemporaries with a fresh, unique, damnably satisfying-looking combat flow that nevertheless feels 100% authentically Doom. It also looks incredible, has a gloriously horrible sense of humour, and is bringing some seriously unexpected but very, very cool additions in its community-focused customisation tools. Click on, and we'll tell you all.

Shotguns. Super shotguns. Machine guns. Plasma rifles. Chainsaws. Chainsaws that carve up demons at a variety of interesting angles, often changing direction mid-hack in order maximise artistic expression. Rocket launchers. The goddamn BFG. Whatever weapon pops instinctively into your mind’s eye when you hear the word ‘Doom’, it’s in the new Doom. And when it fires, it fires like the end of days.

But there are a few new ones too. We’ve seen – in snatches – a new lightning rifle, and a couple of longer-ranged scoped weapons too. But don’t worry. Mid to close-range, rapid fire slaughter, with Doomguy sprinting through swathes of arterial spray, looks to be the order of the day, 100%. That’s because…

It’s fast, it’s ferocious, and it never, ever stops moving. From the industrial environs of Mars, to the wide, open-air killing fields of Hell, Doom’s combat is a whirling, ever-shifting carnival of weapon-changing, demon-mulching violence. On top of his expected speed (which sees him walking faster than some games let you sprint), Doomguy also has a neat new mantle move, which, alongside his double-jump, opens up a raft of verticality and on-the-fly strategic options.

You’ll never be hiding weakly behind cover, but you can duck behind a crate, climb swiftly over it, and then leap off to retaliate with a surprise shotgun burst as you hurtle through the air toward your previous attacker.

That’s how it looks right now. The combat is too fast and kinectic, and flows with too much momentum, to make static recovery any kind of an option. And the levels and multiplayer arenas we’ve seen are positively littered with health and armour pick-ups. Certain enemies will spew them out too, once you’ve burst said enemies satisfactorily all over the wall.

But that’s not to say Doom is too generous. In terms of game balance it looks more like a case of ‘keep moving, keep killing, keep healing, or die quickly’.

Taking the occasional hint from Doom 3’s more ‘realistic’ monsters, but swinging far closer to the early games’ more colourful, expressive take on biotech body-horror, the new Doom’s demons are a totally faithful, modern recreation of the same, line-up of enemies that have underpinned the series – and in fact FPS archytypes in general – for over 20 years.

Zombieman is in. Imps are in. Pinkie Demons are in (and returning as the chunky, bipedal melee-bastards we all know and love, rather than the wheel-assisted rhino-dog of Doom 3). Barons of Hell are back, as are Mancubi, Revenants, and Cacodemons, all fulfilling the same roles and behaviours they’re supposed to in Doom’s complex, quietly cerebral ecosystem. Oh, and there’s this really big demon guy too. He’s got a massive gun instead of an arm, so he’s cybernetic, as well as a demon. He’s… I don’t know, some kind of a Robodemon, I suppose you’d call him…

We’ve seen around 15 minutes of solid Doom gameplay so far. And you know what? Not a break in the action. Not a line of dialogue. Not a single pleading NPC or objective-dumping audio diary. Just Doomguy, a lot of monsters, and a lot of guns. All momentum, all the time, without a moment to look back at the trail of gore heaping up behind.

The one concession to ‘narrative’ we’ve seen comes when Doomguy fires up a data file and runs it through his mobile hologram drone, which projects a recording of previous events in the room he’s in, in a manner akin to Dark Souls’ phantoms of the fallen dead. The real-time, 3D playback shows a previous Marine dragged away by a Baron of Hell. Follow the unfortunate grunt’s final path, and you’ll find his body, and the soon-to-be-severed hand required to fire up a fingerprint lock. That’s it. No slowing of pace, no loss of control, and all information delivered in economical and gleefully brutal fashion. If Doom is going to have a story, that’s the way to deliver it.

File this one under ‘Don’t-you-dare-screw-with Doom’s-core-gameplay-Oh-actually-hang-on-yeah-let’s-have-that-new-bit-actually-because-oh-my-God-it’s-incredible’. While the new Doom looks entirely, spiritually authentic to the fast, furious, freewheeling open combat that Doom Just Is, the new melee execution mechanic is an incredibly exciting addition. It’s new, it’s fresh, it transforms things just enough to make Doom feel unique again, but crucially, it’s so well implemented that it feels like it was always there.

Do enough damage to an enemy without completely killing them, and they’ll start to glow. Get in close before they recover, and you can fire off a hilariously, triumphantly violent hand-to-hand takedown, the kind of thing that makes the earlier games’ Berserk power-up look like half a can of Redbull, watered down with camomile. Heads are twisted off. Jaws are wrenched away from heads. Entire limbs are snapped off and used to stove in any heads that may miraculously remain intact. And being delivered by Doomguy, these ‘little’ takedowns, however intricate, happen fast and furiously enough to never, ever slow down the pace of the combat. Seeing a theme here now?

This is no straightforward corridor shooter. Even the enclosed sections set in the, er, corridors of the Martian UAC base are wide, rangey, multi-levelled affairs, filled with a multitude of only semi-linear options and lines of attack at any given time. Yes, you’ll move loosely from A to B, as you always have in Doom, but when the fights break out in between, it’s going to be sandbox slaughter all the way. As it always is when Doom has been at its very best.

Beyond that, we’ve already seen some suitably twisty, turny, multi-layered level designs set in Hell, with a couple of Doom’s traditionally obtuse, explicitly teased, ‘hidden’ power-ups clearly on show.

Doom is going to have multiplayer. And it looks nuts. While the core mechanics of the campaign alone would have delivered the online game of ‘skill, fast, vertical movement, and awesome guns’ that Bethesda has promised, there’s much more than that going on here.

Domination and Clan Arena modes are joined by ‘90s classics like Freeze-Tag (a brilliant, off-kilter favourite from our Quake 3 days), and the claim of ‘very unique power-ups’ definitely seems to ring true. Grabbing a pentogram to transform into a flying, rocket-hurling Revenant, anyone? Yeah, thought so. Oh, and teleports are back, so we should probably take that to mean that telefrags are as well. Delicious.

Okay, it already looks brilliant, but this is the thing that pushes Doom over from ‘exciting’ to ‘potentially essential’. Doom has an immense history with the modding scene. Hell, the original game, and its easy-to-tweak file system, is pretty much responsible for modding being a thing in the first place. Only problem is that more recent id games, such as Doom 3 and Rage, lost the scope for all those customisable fun-times when they moved over to console. We know that Fallout 4 will have mod support on the Xbox One, by way of a natty deal between Bethesda and Microsoft, but Doom possibly has an even better solution, right across the board.

SnapMap is Doom’s in-built suite of level editing tools, and presents a dizzying number of things to build, modify, tweak, and model, all with a couple of clicks. Environmental layouts, hazards, enemy placements, game logic, event triggers… there are even a bunch of single and multi-player game mode presets, all of which can be adapted and reworked into any shape you see fit. See it as LittleBigPlanet, only in 3D, and pissing gore from every hole.

So far we only have a release window of Q1/Q2 2016, but that doesn’t mean things are going to go quiet any time soon. Quakecon at the end of July should throw up even more footage and details, and Bethesda always goes big for Gamescom in August. Expect more news throughout the summer, and probably something big around Hallowe’en. Because Hallowe’en. And Doom.

Fallout 3 Is Coming To Xbox One

Added: 03.07.2015 4:31 | 12 views | 0 comments



As part of Microsoft's new backwards compatibility initiative, the company teamed up with Bethesda Softworks to allow Fallout 3 for the Xbox 360 to be playable on the Xbox One when the feature goes live this fall.

From: www.cinemablend.com


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