Helldivers Super-Earth Ultimate Edition is Announced, Coming to Retail on PS4 in August
Added: 08.07.2015 17:15 | 10 views | 0 comments
The new retail edition will be made available at certain retailers in North America on August 18th and in Europe on August 26th. The Playstation 4 retail edition is hilariously called the Helldivers: Super-Earth Ultimate Edition and it comes with:
Helldivers PS4 Game on Blu-ray
Helldivers PS3 and PS Vita digital games
Helldivers Turning Up the Heart and Masters of the Galaxy Expansions
11 DLC packs + bonus weapons pack + PS4 Dynamic Theme
Tags: Vita, Gain, North, America, North America, Europe, August, Coming, Heart, Galaxy, Ultimate, Playstation, Earth
From:
n4g.com
| Shadow of the Beast Remake Is Much Bloodier and More Challenging | Gameranx
Added: 07.07.2015 12:15 | 7 views | 0 comments
Heavy Spectrum has done a spectacular job at bringing an old favorite into the 21st century.
From:
n4g.com
| MOBAs You Might Not Have Heard Of
Added: 05.07.2015 13:15 | 11 views | 0 comments
GamerBolt: "MOBAs or Massive Online Battle Arenas, have become incredibly popular in recent years. If you play games on the PC youve probably heard of League of Legends or DotA 2."
From:
n4g.com
| In Case You Missed It - Brutal Legend
Added: 04.07.2015 12:15 | 6 views | 0 comments
A look back at this love letter to all things Heavy Metal
From:
n4g.com
| Heavy Shooter 1.0
Added: 03.07.2015 21:04 | 10 views | 0 comments
Shoot the enemies as quickly as possible using a variety of guns and gadgets in this casual shooter
From:
spd.rss.ac
| Doom is fast, thrilling, authentic, and deeply, hilariously gory
Added: 03.07.2015 15:41 | 31 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.
Tags: Evil, Onto, Daly, Jump, Xbox, Click, Heart, While, Help, Down, Fire, Machine, Arena, Because, Beyond, Jack, Bethesda, Club
From:
www.gamesradar.com
| Mist Champions Introduced to Guild Wars 2 Strongholds
Added: 03.07.2015 12:15 | 10 views | 0 comments
Today ArenaNet announced Mist Champions, an all-new element for the Stronghold PvP mode in Guild Wars 2: Heart of Thorns.
From:
n4g.com
| Nightmares from the Deep: The Cursed Heart Announced for Xbox One, Video Available
Added: 02.07.2015 19:09 | 14 views | 0 comments
Pirates wiil board Xbox One for the first time
From:
www.gamershell.com
| The 18 Scariest Shinji Mikami Moments That Made Us Soil Our Shorts
Added: 02.07.2015 0:06 | 68 views | 0 comments
1. The Very First Zombie in Resident Evil
It may be hard to imagine, but there was a time when the sight of a fully rendered zombie in a video game was both frightening and breathtaking. This was the moment we discovered Resident Evil had teeth. (Photo: Capcom) 2. The Magic Carpet Lava Chase in Aladdin
The Battletoads hoverbike race gets all the fame, but Mikami's lava chase is a contender for the most harrowing tunnel run in video game history. (Photo: Capcom) 3. The Cerberus Window Scare in Resident Evil
When these rabid dogs jumped through a window in a dimly lit hallway, most of us had to fight the urge to jump out of a window in real life. (Photo: Capcom) 4. The Chainsaw-Wielding Dr. Salvador in Resident Evil 4
After a brief warm-up in the woods, Resident Evil 4 quickly descended into all-out chaos as a swarm of angry villagers lusts after your sweet neck blood. The chainsaw brute became a series icon. (Photo: Capcom) 5. The T-Rex Bursting Through the Window in Dino Crisis
The best Jurassic Park game isn't even called Jurassic Park. Dino Crisis is a cool 90 degree turn from Mikami's other horror titles, but the dude couldn't give up his classic window scares. (Photo: Capcom) 6. The Tentacle Erupting From a Ganado in Resident Evil 4
It's alive! Just when players got a handle on evil villagers, this guy showed up. And head shots just made things worse. Now that is scary. (Photo: Capcom) 7. Iwazaru the Bondage Suit Servant in Killer 7
A chill went down everyone's spine when this red-suited freak descended on his bungee cord. Suda 51 rightfully gets acclaim for Killer 7, but Shinji Mikami shares the credit as co-writer. (Photo: Capcom) 8. The Angry Crimson Heads in Resident Evil: REmake
In addition to the lurid new graphics, the Resident Evil remake had some devious updates, including angry Crimson Head zombies that roar to life when a corpse wasn't crispy enough. Yikes! (Photo: Capcom) 9. The Near Invincible Spider-Lady in The Evil Within
We don't know what it is about creepy ladies with long hair covering their faces, but they're a staple of Japanese horror. This spider creature was almost impossible to kill; the only other option: just run, run, run for your life. (Photo: Bethesda) 10. The Licker Surprise in Resident Evil 2
Everything went wrong for poor Claire in the Interrogation Room. If only she knew Mikami's penchant for busting through windows with disgusting creatures, she might have stood a chance. (Photo: Capcom) 11. Pulling Off "Slidekick Backflip Bullet Time" in Vanquish
Scary stylish is more like it. Vanquish was Gears of War on a steady diet of anime and methamphetamine. It was often overwhelming, but pulling off insane stunts like this in the middle of a terrifying firefight felt thrilling. (Photo: SEGA) 12. Getting Barricaded by Griefers in Resident Evil Outbreak
This online Resident Evil oddity for the PS2 left limited means to communicate with co-op partners. That mechanism created the perfect way for pranksters to serve up players as zombie suppers. (Photo: Capcom) 13. The Azel Boss Fights in God Hand
The Head Slicer. The Daisy Cutter. The Reverse Hell Kick. These were all weapons in Azel's formidable arsenal. If players weren't quick to the draw with a Hand Plant Kick, they were toast. (Photo: Capcom) 14. The Draining Bathtub in Resident Evil
Nothing good ever came from draining a bathtub in a haunted mansion. Why is it so impossible to resist? Fate guided our hand forward, revealing the loathsome beast that slept beneath. (Photo: Capcom) 15. The Red and Blue Skeleton Bosses in Goof Troop
Who thought a harmless little game about Goofy and his son Max could hide such a terrifyingly difficult boss fight? They lived up to their self-proclaimed goal of filling our hearts with dread. (Photo: Capcom) 16. The Fleming Fight in Shadows of the Damned
Another Mikami and Suda teamup! Besides having a disgusting totem pole of skulls for a face, Fleming lobbed beams from his eyes, and hid a whole girlfriend in his trench coat. What a creep. (Photo: Electronic Arts) 17. The Search for Dr. Valerio's Key in The Evil Within
The worst part of this scene had to be the disgusting squishing sounds that accompanied the manual exploration of a cadaver. And, of course, the inevitable killer scare. (Photo: Bethesda) 18. The Cabin Battle With Luis in Resident Evil 4
By now, battles with zombies breaking into cramped rooms is de rigueur. But when Leon and Luis first fought this rampaging horde, it felt dynamic and frighteningly realistic, like nothing that came before. (Photo: Capcom)
Tags: Gods, Hack, Paul, Evil, Resident Evil, Resident, Fight, Dirt, Mask, Electronic, When, Lucy, Battle, With, Jump, Japanese, First, Bolt, Another, Fate, Sure, Last, There, Heart, After, Help, Blue, Gears, Zombie, Angry, Magic, Killed, Chart, Shadows, Crisis, Soul, Plane, Leaf
From:
www.gamespot.com
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