Officially Licensed PS4 Media Remote Revealed
Added: 21.07.2015 13:56 | 7 views | 0 comments
Video game accessories company PDP has designed an officially licensed
From:
www.gamespot.com
| 11 tips to make your life easier in Batman: Arkham Knight
Added: 02.07.2015 22:41 | 30 views | 0 comments
As an infinitely wealthy martial artist looking down upon the denizens of his city, usually as he glides over them en route to his luxury tank, Batman isn’t really touched by the small indignities of living in Gotham. The rain-slick city, which recently beat out Chernobyl in a ranking of the world’s best places to live, is an ever-escalating battleground for Batman and the super-criminals always tugging at his cape for attention. In , the city is wider and in greater danger than ever before, demanding bigger and better solutions from Batman’s futuristic fanny pack. Who has time to sweat the small stuff?
Still, that doesn’t mean your quality of life, a truly alien concept within the borders of Gotham, needs to suffer in such a grand scale of things. The detail-oriented design of Arkham Knight means that keeping in mind a few tiny tricks will ultimately grant you the upper hand and an easier, smoother way to pummel the Scarecrow into a wheezing pile of creepy-straw. But, sure, having a giant tank also helps.
After you’ve been to the Gotham City Police Department for the first time, venture into the game options and set the Batmobile’s tank mode toggle to “on.” A tap of the right bumper or R1 will now switch Batman’s armor-plated city sled between drivin’ and blastin’ modes, making for a more sensible control scheme overall. The tank’s vulcan cannon goes on left trigger and its primary cannon goes on the right, just as the video game tank god intended.
Before this change, the Batmobile turns into a roving gun whenever you hold the left trigger - or whenever you want to brake in the Batmobile and mistakenly extend Batman’s cannon with embarrassing prematurity. Another bonus with toggle: The drift button is mapped to Square or X, making it far easier to handle tight corners in the Batmobile. Not that you should be too worried about threading through alleys: Batman’s car can withstand plenty of scrapes without losing speed, so don’t worry about garbage cans, benches, trees or any of the pointless attempts at obscuring Gotham’s terribleness.
You can take the shock gun, or “Remote Electrical Charge” in gadget parlance, as soon as you arrive at the Gotham City Police Department for the first time. It’s locked up in the evidence room, but it’s shielded only by a pathetic layer of glass, belongs to you in the first place and - oh yeah - YOU ARE BATMAN. Just take it.
As you leave the room you’ll overhear police officers consider and then quickly cancel the idea of stopping your impromptu removal of evidence. You can march out with confidence, knowing that you’ve gotten early dibs on one of the most useful gadgets in the game. It’s handy in solving a few of Riddler’s conundrums later on, but you’ll really want to fire it during combat (LT + Circle, or LT + B), where it will stun enemies, trigger their machine guns in undirected fire, and remove electrical shielding from the crooks you can’t normally punch.
The wonderful cadence in Arkham Knight’s combat has you flitting between numerous goons, delivering a biff here and a pow there. Some enemies are temporarily knocked down, leaving you free to deal with the others behind you, but your merciful restraint is costing you in the combo meter. If you have a chance, you can press RT + Circle (or RT + B) to lift up dazed opponents and thrust them back into the fight.
Why do we fall, minor henchman? So Batman can pick us up, pepper us with punches and extract that delicious combo juice. A well-timed pummelfest can help push you past the 8x multiplier quickly, which then lets you do an instant takedown of a tougher enemy nearby.
Brutes, the large and padded men populating every respectable supervillain’s menagerie of minions, can really trip up your flow. Usually, you need to stun them with your cape (you know, like how you were stunned and dazed as a child when you ran through sheets on the clothesline) and then punch them 15, 20 times while countering incoming blows from behind.
To speed up the process, try pushing or luring Brutes to environmental hazards, activated with Square + X, or X + A. They glow blue in unison with enemies that are in range, and they’re indiscriminate in who they knock out permanently - even a Brute at full health won’t get up after you knock them into an electrical box or drop one of Gotham’s many industrial lamps on them. The city planners must have gotten them with that bulk shipment of stone gargoyles.
The Arkham Knight’s propensity for erecting towers all over Gotham seems to hint at his true identity as a disgruntled Ubisoft game designer. His militarized towers don’t “reveal” anything other than an opportunity to punch optional dudes, though, so their difficulty tends to be higher than most challenges stemming from the main story. As such, they’re often guarded by emplaced sentry guns, which are huge pains in the bat-posterior.
You’ll come across a few of the Knight’s watchtowers early on, but don’t bother swooping through the red lights until you’ve obtained the Remote Hacking Device in the story. The wireless gidget lets you temporarily blind sentry guns, letting you tussle with tower guards without having to worry about getting shot. Even a fully upgraded batsuit can only shield you from bullets for so long, and the hassle without hacking just isn’t worth suffering through a lengthy loading screen.
It’s easy to forget the Batmobile’s other flourishes in the roar of its fiery exhaust. It’s a valuable puzzle-solving tool throughout the game, thanks to its sturdy winch and cable, but it can also help you deal with tougher gatherings of goons. Sometimes it’s best to think of it as another gadget in Batman’s arsenal.
If you’re about to descend on a batch of buffoons, take a look around and see if they’re near a road or a window. Chances are you can remotely summon the Batmobile and leave it parked nearby. Now, after building up your combo meter and spotting an outline of blue on your target, you can press A + X (or X + Square) to uppercut them into the air and marvel as your car blows them out of the sky like a crooked clay pigeon. This cool maneuver, like many others in the game, continue to show Batman’s questionable grasp of the words “non” and “lethal.”
If you intend on completing the majority of sidequests in Batman: Arkham Knight, there’ll be plenty of points later on to upgrade Batman’s suit, fists and gadgets. At the outset, it’s better to focus on beefing up the Batmobile’s cannons. The Arkham Knight has more drones than a militarized Amazon warehouse, and taking them out with fewer shots will help battles breeze by and just seem more fun.
Bruce Wayne’s friend and inventor Lucius Fox will also offer a choice of upgrades to the Batmobile as the story progresses. The most useful of these, which you should get as soon as possible, is the EMP, short for Electro-Magnetic Pulse and even shorter for “I’d like to destroy some drones while they’re immobile and defenseless, muahahaha.”
Because urban planners desperately wanted to add “drowning beneath a bridge” to the long list of horrible things you sign up for when you move to Gotham, the city is split between three major islands. You start on Bleake Island (seriously, why does anyone live here?), but from there you’ll venture into Magiani and Founder’s Islands as you track down the Scarecrow and his debilitating fear toxin.
Your video gaming impulse will be to clear out an island of sidequests as soon as you get to it - and before you move on - but you’ll run into a lot of dead ends this way, especially for tasks that require the Batmobile. To avoid wasting time, and to pursue sidequests organically, whenever, play the story missions until your beloved butler Alfred lowers the bridge to that island. Once that’s done, the Batmobile has access to the roads and can bail you out if you get in trouble with drones. It also gives Alfred something to do beyond listening to Batman batsplain every little thing he’s doing. YES, sir, of course you’re using the deep tissue scanner. I get it, it makes sense.
Batman’s predatory style is more refined than ever in Arkham Knight, thanks to the new Fear Multi-Takedown system. Provided you’ve taken enough foes out in silence - just enough to induce a little panic in the rest - you can instantly take out several clustered thugs back-to-back by popping out of a grate or dropping in from the roof.
You can only incapacitate three enemies at a time in the beginning, but bumping this number to 4 and 5 via Waynetech upgrades makes later story missions much easier, especially when the opposition is armed (plus: a sequence of fear takedowns is guaranteed to succeed unless you fail to point the camera at the next guy). This maneuver is especially powerful if you’re foiling Two-Face’s bank robberies across Gotham, which must be completed before his troops make off with all the cash. With vault alarms drowning out the sounds of gunfire and punching, quickness is better than silence.
Batman typically enters the scene from an elevated gargoyle perch, so you might as well use your bat’s eye view to cause some consternation. The Distruptor gadget returns in Arkham Knight with a wider variety of ways to induce malfunction in enemy weapons, so always consider using it before you swoop down and start flailing.
For instance, the Disruptor can disable enemy medics before you join the fight, thereby stopping them before they wake up thugs you’ve already knocked into next Tuesday. You can also set ammo crates to go haywire, giving you a KO’d enemy before they can bring a gun into the fight. In fact, if you booby-trap them and toss a batarang into the crowd from afar, they’ll panic and get themselves electrocuted before you’ve even touched the ground. Now that’s the classic Batman way.
Even if you love the Batmobile’s wrecking ball approach to fast travel, gliding is still the preferred method of travel through Gotham. Though you can often save time by driving through sewers and other secret passageways, going up and over the city is more fun, liberating and - get this - informative.
Batman: Arkham Knight’s storytelling tricks include the clever use of audio cues, some of which you simply won’t hear over the growling of the Batmobile’s engines. As you swoop through the city, you’ll hear signals of nearby sidequests, some of which won’t even be available on the mission menu yet. In between the light patter of rain you’ll hear a ghastly screech, wafting opera music and even the obnoxious beep of a roadside mine - all little distractions that lead to something more. If you’re playing Arkham Knight this way, you’re doing it right.
Looking for more help? We also have a complete .
Tags: City, Evil, Onto, Ubisoft, Batman, Island, With, Jump, Another, After, Though, Square, Knight, Remote, Amazon, Because, York, Arkham, Soul
From:
www.gamesradar.com
| Summoners War: Free Rune Removal Event
Added: 02.07.2015 15:15 | 8 views | 0 comments
Remove as many Runes as you want without paying a single Mana Stone on July. 4th for ONE DAY ONLY!
From:
n4g.com
| Games that never escaped E3
Added: 10.06.2015 14:00 | 40 views | 0 comments
You feel that in the air? The constant buzzing of press releases and hype trailers? It's E3 season, and that means it's time to get excited once again about the future of video games. Usually, the E3 lifecycle works like this: watch a trailer and some gameplay footage for a hot new game at E3, get really excited about it, wait about a year or two, then finally walk to your local store and pick up a copy of the game.
Sometimes, though, games get stuck at the 'waiting' step and never find a way to get out. Time continues to march on, E3s come and go, and these games either disappear into the aether, or get cancelled outright, leaving behind a video or two and brief demo a handful of people actually got to try. So let's gather ‘round, reminisce on promises left unfulfilled, and pour one out for these E3 vaporware games.
When the Wii was originally unveiled at E3 2006, Nintendo also showcased an array of games that would make a case for its then-unheard-of motion controls. Look at all these beautiful people flailing the Wii Remote around as they wield a virtual sword, baseball bat, or hammer! And while demoed games like Red Steel, Wii Sports, and The Legend of Zelda: Twilight Princess saw the light of day, it was Project H.A.M.M.E.R. that was doomed to get the axe.
In Project H.A.M.M.E.R., you would play as a burly dude covered in power armor, and your objective was to swing around a massive sledgehammer, obliterating every enemy and object in sight. That seems to be about as far as the dev team got, as the game was considered "paused" as of E3 2007. While not officially cancelled by Nintendo, it's been nearly nine years since its initial unveiling, so make of that what you will.
Some console names are a bit strange (seriously Nintendo, the Wii?), while others are a bit more obvious, perfectly encapsulating what the machine is and does (like the PlayStation). But no name is more perfect than The Phantom, a console developed by Infinium labs that, other than brief showing at E3 2004, never saw the light of day.
The Phantom was a console developed by Infinium Labs (rebranded as Phantom Entertainment in 2006). Revealed in 2003 then arriving at E3 in 2004, the idea behind it was, at the very least, ambitious. For under $399, The Phantom was to be a PC that hooked up to your TV like a console, letting you download and install games directly to the device via the internet. It was essentially a Steam Machine before Steam was even a thing, but release dates came and went as the machine's release ended up pushed beyond 2005, finally removed from Phantom Entertainment's website in 2006. Perhaps the world just wasn't quite ready for a living room PC solution, but at least there's a silver lining to this story: Phantom Entertainment still exists, and - a couch-based keyboard originally designed for the The Phantom console.
Exclusives are important for any console manufacturer. Each box essentially does the same thing, so you have to give people a reason to buy your machine over the competition's. So when Sony announced in 2007 that a game from the studio behind Grand Theft Auto was coming exclusively to PlayStation, it was perceived as a big get for the company that sat firmly in second place.
It's unfortunate, then, that the only official image we've seen of the game since its E3 unveiling was the logo. A few screenshots have leaked out since then, and publisher Take-Two still claims that the game is in development. Rockstar Games is known for taking its sweet time developing games, but eight years on a single game is a bit much.
The 21st century hasn't exactly been kind to LucasArts. For every Knights of the Old Republic, there was a Star Wars Kinect; for every Mercenaries, there was a Fracture. It wasn't exactly a surprise when LucasArts effectively ceased operations in 2013 following Disney's acquisition of basically everything George Lucas owned. But it was still a shame - especially because it meant cancelling the one project that could have put LucasArts back on the map: Star Wars 1313.
Starring a young Boba Fett, Star Wars 1313 would have followed the bounty hunter's first adventures, and made it out to be a third-person shooter filled with heavily-scripted set-pieces, similar to Uncharted. Except, y'know, it's Star Wars. While the demo looked promising, 1313 was officially canned a year later, as LucasArts laid off the majority of its staff.
Some games are lucky enough to escape their vaporware fate, and there's probably no greater turnaround story than Prey, that somehow actually turned out alright considering the circumstances. Unfortunately, its sequel didn't end up so lucky.
While a sequel was reportedly in development shortly after the first game's release in 2006, it wasn't officially unveiled until 2011. Taking place after the events of the first game, Prey 2 would have followed the adventures of US Marshal Killian Samuels, a single human living among an array of alien races, hunting bounties and earning cash to survive. Prey 2 made a showing at E3 that year, but shortly after, rumors began to swirl about its cancellation. Bethesda continued to deny rumors until 2014, when Bethesda VP Pete Hines confirmed that development on the title had ceased.
So Nintendo struck paydirt with the Wii, and games like Wii Fit and Wii Sports flourished with an audience who would have never thought to pick up a gaming console in their lives. In an effort to keep that gravy train rolling, Nintendo wanted to create a controller that everyone could use, a controller so simple, all you have to do is put your finger in it and sit there. Enter the Vitality Sensor.
In an ideal world, the Vitality Sensor would have gathered the player's biometric data (namely, their pulse) and the game would then take that data and react accordingly. But despite an initial announcement by Nintendo CEO Satoru Iwata at E3 2009, the device essentially disappeared without a trace. It wasn't until 2013 that Iwata confirmed why this strange peripheral never got released: turns out, it only worked for . It doesn't sound like that big of a gap, but when ten percent of the people who buy your product are returning it because they think it doesn't work, it's probably best to shelve it.
Peter Molyneux is basically the Willy Wonka of game design - except Molyneux's Fizzy Lifting Drinks don't do much more than taste like an off-brand Sprite and give you a slight caffeine buzz. Not that he makes bad games; it's just that they end up kind of pedestrian in comparison to the pie-in-the-sky promises that he makes leading up to their release. And there's perhaps no greater example than Molyneux's ability to over-promise and under-deliver than Project Milo.
The idea (as these things tend to go) looked promising, as you interacted with a virtual young boy with voice and hand gestures via Kinect, and the boy would react to your statements and change over time. It all sounded a bit too good to be true, especially considering , despite Molyneux's insistence to the contrary. Considering Molyneux's departure from Microsoft in 2012, it's doubtful this project will be completed.
You'd be forgiven if you don't remember the original Phantom Dust on the Xbox. Even though it was developed by Microsoft Japan, it's still pretty niche, combining third-person action, card-collecting, and multiplayer arena battles. Microsoft's been on a rebooting kick lately, taking old properties that the publisher owns and getting other studios to remake them for Xbox One. Phantom Dust was the latest to supposedly get the treatment, complete with an E3 2014 trailer.
But within a year of its announcement, the studio behind the remake , leaving the ultimate future of Phantom Dust in question. Microsoft has stated that they are committed to the title and that development still continues, but it's probably going to be another couple of years before we ever see anything about this strange hybrid again. I suppose getting shut down quickly is better than getting strung along for years, but still - that was fast.
Las Vegas, that strip of hedonism and hubris out in the middle of the desert, has never really been immortalized in video games (though Fallout: New Vegas gets it pretty close). There are casino games, sure, but there's never been been a game that fully encapsulates the celebrity DJ/bottle service/$7.99 all-you-can-eat buffet experience that Las Vegas is really known for. And thanks to the cancellation of This Is Vegas, we're going to have to wait even longer.
First hinted at in 2006, the splendor of This Is Vegas wasn't fully revealed until 2008, and was scheduled for release later that year. Unfortunately, thanks to publisher Midway's own personal financial woes (many of them likely brought on by This Is Vegas' ballooning costs, as the publisher reportedly spent Keep the Vegas dream alive.
Here it is: the White Whale of vaporware. Blizzard is known for only releasing games when they're "done", which of course means they take years longer to make than most, and the studio isn't afraid to shelve something if they don't think it's worth continuing - even if that means cancelling a game after years of development. StarCraft: Ghost would have put players in the role of the titular sniper as she sneaks her way through various sci-fi environments, completing objectives, and shooting Zerg in the face.
Unfortunately, development didn't go as smoothly as you'd expect. Originally planned for a 2003 release, Ghost underwent numerous delays, and even changed hands from developer Nihilistic to Swingin' Ape Studios. It was then relaunched at E3 2005 and slated for a release in 2006 - which came and went, and Ghost was still a no-show. Around that time, a little game you've probably never heard of called World of Warcraft released, and Blizzard decided to pour resources into its new MMO rather than continue working on a stealth-based PS2/Xbox game, so it put Ghost on indefinite hold. If you're still holding out hope, don't: Blizzard CEO Mike Morhaime finally put a bullet in this one, confirming its cancellation in 2014.
Nothing to see here. Move along.
Tags: Steve, Evil, Nintendo, Games, World, Star, Wake, Easy, Arts, When, Infinite, Duty, Phantom, Xbox, First, Bolt, Last, There, Time, While, Help, Legend, Ghost, Blizzard, Sports, Lots, Keep, Mini, Enter, Microsoft, Star Wars, Machine, Most, Grade, Princess, Zero, Project, The Phantom, Remote, Auto, Grand Theft, Theft Auto, Peter, Warcraft, LucasArts, Bethesda, Soul, Revealed, Rockstar
From:
www.gamesradar.com
| Games that never escaped E3
Added: 10.06.2015 14:00 | 72 views | 0 comments
You feel that in the air? The constant buzzing of press releases and hype trailers? It's E3 season, and that means it's time to get excited once again about the future of video games. Usually, the E3 lifecycle works like this: watch a trailer and some gameplay footage for a hot new game at E3, get really excited about it, wait about a year or two, then finally walk to your local store and pick up a copy of the game.
Sometimes, though, games get stuck at the 'waiting' step and never find a way to get out. Time continues to march on, E3s come and go, and these games either disappear into the aether, or get cancelled outright, leaving behind a video or two and brief demo a handful of people actually got to try. So let's gather ‘round, reminisce on promises left unfulfilled, and pour one out for these E3 vaporware games.
When the Wii was originally unveiled at E3 2006, Nintendo also showcased an array of games that would make a case for its then-unheard-of motion controls. Look at all these beautiful people flailing the Wii Remote around as they wield a virtual sword, baseball bat, or hammer! And while demoed games like Red Steel, Wii Sports, and The Legend of Zelda: Twilight Princess saw the light of day, it was Project H.A.M.M.E.R. that was doomed to get the axe.
In Project H.A.M.M.E.R., you would play as a burly dude covered in power armor, and your objective was to swing around a massive sledgehammer, obliterating every enemy and object in sight. That seems to be about as far as the dev team got, as the game was considered "paused" as of E3 2007. While not officially cancelled by Nintendo, it's been nearly nine years since its initial unveiling, so make of that what you will.
Some console names are a bit strange (seriously Nintendo, the Wii?), while others are a bit more obvious, perfectly encapsulating what the machine is and does (like the PlayStation). But no name is more perfect than The Phantom, a console developed by Infinium labs that, other than brief showing at E3 2004, never saw the light of day.
The Phantom was a console developed by Infinium Labs (rebranded as Phantom Entertainment in 2006). Revealed in 2003 then arriving at E3 in 2004, the idea behind it was, at the very least, ambitious. For under $399, The Phantom was to be a PC that hooked up to your TV like a console, letting you download and install games directly to the device via the internet. It was essentially a Steam Machine before Steam was even a thing, but release dates came and went as the machine's release ended up pushed beyond 2005, finally removed from Phantom Entertainment's website in 2006. Perhaps the world just wasn't quite ready for a living room PC solution, but at least there's a silver lining to this story: Phantom Entertainment still exists, and - a couch-based keyboard originally designed for the The Phantom console.
Exclusives are important for any console manufacturer. Each box essentially does the same thing, so you have to give people a reason to buy your machine over the competition's. So when Sony announced in 2007 that a game from the studio behind Grand Theft Auto was coming exclusively to PlayStation, it was perceived as a big get for the company that sat firmly in second place.
It's unfortunate, then, that the only official image we've seen of the game since its E3 unveiling was the logo. A few screenshots have leaked out since then, and publisher Take-Two still claims that the game is in development. Rockstar Games is known for taking its sweet time developing games, but eight years on a single game is a bit much.
The 21st century hasn't exactly been kind to LucasArts. For every Knights of the Old Republic, there was a Star Wars Kinect; for every Mercenaries, there was a Fracture. It wasn't exactly a surprise when LucasArts effectively ceased operations in 2013 following Disney's acquisition of basically everything George Lucas owned. But it was still a shame - especially because it meant cancelling the one project that could have put LucasArts back on the map: Star Wars 1313.
Starring a young Boba Fett, Star Wars 1313 would have followed the bounty hunter's first adventures, and made it out to be a third-person shooter filled with heavily-scripted set-pieces, similar to Uncharted. Except, y'know, it's Star Wars. While the demo looked promising, 1313 was officially canned a year later, as LucasArts laid off the majority of its staff.
Some games are lucky enough to escape their vaporware fate, and there's probably no greater turnaround story than Prey, that somehow actually turned out alright considering the circumstances. Unfortunately, its sequel didn't end up so lucky.
While a sequel was reportedly in development shortly after the first game's release in 2006, it wasn't officially unveiled until 2011. Taking place after the events of the first game, Prey 2 would have followed the adventures of US Marshal Killian Samuels, a single human living among an array of alien races, hunting bounties and earning cash to survive. Prey 2 made a showing at E3 that year, but shortly after, rumors began to swirl about its cancellation. Bethesda continued to deny rumors until 2014, when Bethesda VP Pete Hines confirmed that development on the title had ceased.
So Nintendo struck paydirt with the Wii, and games like Wii Fit and Wii Sports flourished with an audience who would have never thought to pick up a gaming console in their lives. In an effort to keep that gravy train rolling, Nintendo wanted to create a controller that everyone could use, a controller so simple, all you have to do is put your finger in it and sit there. Enter the Vitality Sensor.
In an ideal world, the Vitality Sensor would have gathered the player's biometric data (namely, their pulse) and the game would then take that data and react accordingly. But despite an initial announcement by Nintendo CEO Satoru Iwata at E3 2009, the device essentially disappeared without a trace. It wasn't until 2013 that Iwata confirmed why this strange peripheral never got released: turns out, it only worked for . It doesn't sound like that big of a gap, but when ten percent of the people who buy your product are returning it because they think it doesn't work, it's probably best to shelve it.
Peter Molyneux is basically the Willy Wonka of game design - except Molyneux's Fizzy Lifting Drinks don't do much more than taste like an off-brand Sprite and give you a slight caffeine buzz. Not that he makes bad games; it's just that they end up kind of pedestrian in comparison to the pie-in-the-sky promises that he makes leading up to their release. And there's perhaps no greater example than Molyneux's ability to over-promise and under-deliver than Project Milo.
The idea (as these things tend to go) looked promising, as you interacted with a virtual young boy with voice and hand gestures via Kinect, and the boy would react to your statements and change over time. It all sounded a bit too good to be true, especially considering , despite Molyneux's insistence to the contrary. Considering Molyneux's departure from Microsoft in 2012, it's doubtful this project will be completed.
You'd be forgiven if you don't remember the original Phantom Dust on the Xbox. Even though it was developed by Microsoft Japan, it's still pretty niche, combining third-person action, card-collecting, and multiplayer arena battles. Microsoft's been on a rebooting kick lately, taking old properties that the publisher owns and getting other studios to remake them for Xbox One. Phantom Dust was the latest to supposedly get the treatment, complete with an E3 2014 trailer.
But within a year of its announcement, the studio behind the remake , leaving the ultimate future of Phantom Dust in question. Microsoft has stated that they are committed to the title and that development still continues, but it's probably going to be another couple of years before we ever see anything about this strange hybrid again. I suppose getting shut down quickly is better than getting strung along for years, but still - that was fast.
Las Vegas, that strip of hedonism and hubris out in the middle of the desert, has never really been immortalized in video games (though Fallout: New Vegas gets it pretty close). There are casino games, sure, but there's never been been a game that fully encapsulates the celebrity DJ/bottle service/$7.99 all-you-can-eat buffet experience that Las Vegas is really known for. And thanks to the cancellation of This Is Vegas, we're going to have to wait even longer.
First hinted at in 2006, the splendor of This Is Vegas wasn't fully revealed until 2008, and was scheduled for release later that year. Unfortunately, thanks to publisher Midway's own personal financial woes (many of them likely brought on by This Is Vegas' ballooning costs, as the publisher reportedly spent Keep the Vegas dream alive.
Here it is: the White Whale of vaporware. Blizzard is known for only releasing games when they're "done", which of course means they take years longer to make than most, and the studio isn't afraid to shelve something if they don't think it's worth continuing - even if that means cancelling a game after years of development. StarCraft: Ghost would have put players in the role of the titular sniper as she sneaks her way through various sci-fi environments, completing objectives, and shooting Zerg in the face.
Unfortunately, development didn't go as smoothly as you'd expect. Originally planned for a 2003 release, Ghost underwent numerous delays, and even changed hands from developer Nihilistic to Swingin' Ape Studios. It was then relaunched at E3 2005 and slated for a release in 2006 - which came and went, and Ghost was still a no-show. Around that time, a little game you've probably never heard of called World of Warcraft released, and Blizzard decided to pour resources into its new MMO rather than continue working on a stealth-based PS2/Xbox game, so it put Ghost on indefinite hold. If you're still holding out hope, don't: Blizzard CEO Mike Morhaime finally put a bullet in this one, confirming its cancellation in 2014.
Nothing to see here. Move along.
Tags: Steve, Evil, Nintendo, Games, World, Star, Wake, Easy, Arts, When, Infinite, Duty, Phantom, Xbox, First, Bolt, Last, There, Time, While, Help, Legend, Ghost, Blizzard, Sports, Lots, Keep, Mini, Enter, Microsoft, Star Wars, Machine, Most, Grade, Princess, Zero, Project, The Phantom, Remote, Auto, Grand Theft, Theft Auto, Peter, Warcraft, LucasArts, Bethesda, Soul, Revealed, Rockstar
From:
www.gamesradar.com
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