5 Super Mario Maker Secrets To Search For
Added: 15.09.2015 14:17 | 36 views | 0 comments
Siliconera: While its great to go through Super Mario Maker and enjoy the obvious elements like the level editor, Nintendo-original courses and ever growing library of online offerings, there are also some special bonuses that can be stumbled across intentionally or unintentionally as you play. Basically, the game is full of secrets. Most are already aware of all the things that can happen if you touch letters on the title screen or press standard controls rather than choosing Create or Play, but these other five might be more obscure.
From:
n4g.com
| Rock Band 4's Full Setlist is Pretty Disappointing and Awfully Generic
Added: 15.09.2015 11:17 | 46 views | 0 comments
While what we've been teased with so far wasn't all that impressive, the new songs announced today rounding out the package make it even worse.
From:
n4g.com
| NHL 16 review | GamesRadar
Added: 15.09.2015 10:17 | 4 views | 0 comments
GR:
"Strong on-ice gameplay and terrific multiplayer are offset by a lack of innovative modes. While this is a solid rebound from a shaky next-gen debut, NHL 16 still has work to do to regain greatness."
From:
n4g.com
| Destiny: The Taken King review (in progress)
Added: 15.09.2015 10:04 | 99 views | 0 comments
No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.
Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.
If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It /is/ hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.
Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.
The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.
If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.
Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you /could/ find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.
It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.
There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.
The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.
The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.
The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.
The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).
These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.
It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?
Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.
Tags: Among, Hack, PlayStation, Easy, Says, When, Xbox, There, While, Kids, Croft, Hunter, Yeah, Blue, Keep, Rage, Destiny, Drop, Gulf, Bungie, Could, David, York, Tale, Orcs, Legendary, Darkness
From:
www.gamesradar.com
| Destiny: The Taken King review (in progress)
Added: 15.09.2015 10:04 | 201 views | 0 comments
No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.
Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.
If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It is hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.
Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.
The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.
If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.
Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you could find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.
It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.
There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.
The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.
The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.
The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.
The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).
These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.
It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?
Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.
Tags: Among, Hack, PlayStation, Easy, Says, When, Xbox, There, While, Kids, Croft, Hunter, Yeah, Blue, Keep, Rage, Destiny, Drop, Gulf, Bungie, Could, David, York, Tale, Orcs, Legendary, Darkness
From:
www.gamesradar.com
| Game worlds are bigger than ever, so how come we never stop to smell the roses?
Added: 15.09.2015 8:17 | 4 views | 0 comments
Aoife Wilson:
I remember the first time I played Skyrim. It was pre-launch, at a public convention, and slots were strictly limited to twenty minutes per player. I cant recall all the specifics, but I do remember that the demo dropped you just outside of Riverwood with the goal of talking with one of the towns inhabitants to further the current quest chain. I waited in line, and when my time came I sat down, and there I was, on the banks of the White River, directly facing the entrance to the settlement.
From:
n4g.com
| Top 5 Reasons Let's Plays Are Awesome
Added: 15.09.2015 3:17 | 64 views | 0 comments
While the uninitiated might not see the appeal in watching someone else play a video game, here's five great reasons why Let's Plays are clearly here to stay.
From:
n4g.com
| Essential tips for starting out in Mad Max
Added: 15.09.2015 0:00 | 118 views | 0 comments
Just because your world is fire and blood, doesn't mean it should be frustrating. is an excellent open-world adventure full of invigorating car combat and gorgeous (if desolate) locales, but exploring the wasteland can be pretty harsh when you're first starting out. If you're hoping to live long enough to get revenge on the big bad Scrotus - yes, that really is his name - and reclaim your prized black-on-black Interceptor ride, you're going to need every advantage you can get.
So here's your chance to get the leg up on all those anarchic War Boys. These tips should make staying alive in the post-apocalypse infinitely easier, especially when you're first starting out. If you're chipping away at that other big-budget, open-world desert, be sure to check out our . Otherwise, buckle up for a quick crash course in surviving Max's crazy world.
Before you go tuning up the Magnum Opus or worrying about Max's post-apocalypse accoutrements, there's one item you absolutely need: the Jimmy Bar. The moment you've got enough scrap (the de facto currency), head to the 'Tools' section of Max's inventory and treat yourself to this handy appliance. It's not very exciting, given that it's just a crowbar, but you'll need it to open up certain crates, barricaded doors, and secret compartments you'll find strewn across the wasteland, all of which result in precious resources. If you buy the Jimmy Bar straight away, you won't have to worry about coming back to previously inaccessible treasure troves later on.
The mysterious merchant Griffa offers Max many ways to strengthen his inner self, including handy upgrades like increased Health and faster Fury generation. But liquid, be it water or fuel, is your true lifeblood in Mad Max, and you'll want to be as economical as possible with your reserves. To that end, you should make it a priority to boost your Essence and Adaptation abilities during every Griffa visit, which will give you additional bonuses on water and gas consumption, respectively. These stats are infinitely more important than things like extra regen from eating food (which is already sizable) or additional melee damage, as Essence and Adaptation will constantly be saving you from those times when you're running dry and desperately seeking sustenance for your body and/or car.
Your hunchbacked pal Chumbucket specializes in all things mechanical, but he's also an ace with a harpoon cannon. And while it can feel pretty dang cool to slow down time and line up a shot while you stomp the gas pedal, you'll eventually just want to leave the targeting to ol' Chum. Tapping the fire button will let Chumbucket decide what to shoot, and he's awfully smart about his targets; he'll rarely deviate from what you probably wanted/needed him to hit, like the driver of an incoming vehicle or a scarecrow as you go speeding past. Once you make him your designated harpoon gunner, all the car combat will feel a lot faster (and in turn, more exciting).
Despite its absolutely ridiculous name, the Thunderpoon - a javelin with an explosive tip that controls just like the harpoon - is not an item to be trifled with, and not one you'll want to do much exploring without. You get the Thunderpoon after completing a mission for gang leader Gutgash during act two, and you'll have to do some world-traversing before you get to that point. But because the Thunderpoon can destroy weaker cars, gates, towers, and even the strongest scarecrows on impact, it makes otherwise tricky tasks completely effortless. You'll want to have it in your arsenal before you dig too deep into the wasteland sands.
When a storm's headed your way in Mad Max, you'll get a big ol' sign from the game slapped across the screen telling you to SEEK SHELTER or die. Well, ignore that entirely, because you'll be much better served by braving the elements. Those torrential gales contain treasure troves (called Muthaloot crates), each worth a whopping 300 pieces of scrap. To nab a few for yourself, keep driving after a storm hits and watch for scrap icons that appear on the mini-map, then harpoon the boxes and give them a blast from the shotgun to collect. Out of bullets? Harpooning and stomping the crate works too.
Mad Max is no platformer, but you'd think the game's tutorial would do a better job teaching you that you can jump. By tapping L2/LT, Max will do a jaunty little hop - nothing that would give Mario a run for his money, but just enough to clear pesky dunes or shin-high blockades. This can be a godsend when you're frustratedly trying to clamber up a rocky hillside, though it won't help you scale ladders or vault up ledges any faster. What's more, there are some History Relics hidden throughout the environment that seemingly require a short jump to access, so if you find one that seems impossibly out of reach, a running jump off of a nearby structure is likely the answer.
Part of clearing out the many encampments that dot the desert is the dismantling of Scrotus insignias, those bright red, skull-on-fire emblems hanging on the walls in each camp. And while most of them are conveniently placed at chest level, where Max can shatter them with a few forceful smacks from his crowbar, a few will be hanging overhead in large rooms, or even mounted on the side of tall towers. Nothing's more annoying than spotting one of these hidden insignias only to realize that you don't have any shotgun shells to blast it down, forcing you to come back later. With that in mind, it's best to save your ammo when fighting your way through each camp, especially early on when your supplies are low - you really shouldn't need any bullets to take down the opposition in the earlier camps. If you're desperate, you could try lobbing a lit gas can at an out-of-reach insignia, though their tricky explosion timing may be just as frustrating.
As you zoom across the wastes, you're sure to encounter Convoys: giant processions of enemy vehicles led by a humongous truck. Chumbucket will make wistful comments about the 'mojo' artifacts carried by the vehicle in the lead, which is actually one of the collectible Hood Ornaments that add a perk to the Magnum Opus (in addition to looking totally sweet). While it can be tempting to try and tussle with these warbands early on, it's akin to automotive suicide in the earlier stages of the game. Instead of trying to chase down convoys and take out the multitude of cars surrounding the lead truck, just leave them alone for the first dozen or so hours until you've tricked out the Magnum Opus in protective gear like spiked hoods and barbed rims. Oh, and when you do finally muster the courage to take on a convoy, remember that harpooning drivers is the quickest way to disable a vehicle (though you'll still need to destroy their ride after the fact).
It takes a lot of scrap to upgrade Max's abilities and the Magnum Opus' parts, and you'll only find so many metal bits on scavenger's corpses or buried in the sands. Taking out encampments has the massive benefit of providing a steady stream of scrap every hour or so, increasing with each camp you overthrow - but the real way to make bank is to complete two specific Stronghold Projects. Building the Scrap Crew makes it so that your scrap income will be collected even when the game's turned off (provided your system is still connected online), while the Cleanup Crew will collect all the scrap from the cars you destroy that would typically be a waste of time to stop and pick up. You'll want to construct these ASAP, so be sure to inspect their glowing, vacant workbenches in each Stronghold to make their part locations spawn on the minimap - just remember that you can only track one project's requisite materials at a time.
In addition to being critical for scrap collection, finishing projects in the Strongholds gives you permanent access to important resources. Want automatic refills on ammo, water, and fuel whenever you roll into the base? Each Stronghold has a project that, once completed, will be a never-ending well for that resource, so you'll never have to worry about running low on it again. Granted, this is only the case for regions connected to that Stronghold, so you'll have to rebuild when you arrive at a new Stronghold. Alternatively, you can just fast travel to a completed Stronghold whenever you need a pick-me-up, though those load times may start to really grind your gears.
Certain upgrades are locked behind a specific region's threat level: the numerical representation of Scrotus' dominion over that area's terrified denizens. Pretty much anything you do - from eliminating snipers to tearing down scarecrows - helps whittle down the current threat level, but the quickest way to establish a foothold is to take out some camps. You can scout out where each camp is located during your hot air balloon rides, then decide which ones you want to take down first based on their difficulty (represented by those skull icons). Just know that if you're chasing after a specific upgrade, you'll have to make sure that you're reducing threat in the correct area (though every bit helps out in the long run).
In most games, sniper rifles are a chance to line up the perfect headshot from a distance - but in Mad Max, those bullets are one-hit kills no matter where they connect. When trying to line up your sights, you should only be focused on getting the hit, rather than where you hit, because each bullet is precious. Gliding the reticle above an enemy will typically give you an auto-aim nudge toward their chest - and that's the shot you want to take. And if a sniper is shooting back at you, keep your cool; it can be tempting to frantically try to nail them before they clip you, but that just makes you more likely to waste your ammunition. Instead, simply drive out of their range and come back later. Same goes for if you run out of ammo, because trying to get out of the car will almost assuredly get you killed (or at least have you dancing and dodging away from incoming shots nonstop).
Ever heard the travel expression "as the crow flies"? That's typically a good rule of thumb when trying to make your way to whatever destination you've highlighted on your map. Like most open-world games, your minimap will highlight the optimal road you want to take in green - but you'll usually make it to your mark much quicker if you just go barrelling off a cliff or two, bypassing the windy trails with some off-roading. Once you've unlocked nitro boosts, you can clear most canyons or cliffs without much trouble, which will save you tons of time while you cruise around the wasteland. And don't worry about wrecking your car, because...
You've got to hand it to Chumbucket: the little fella does good work. No matter what kind of body-shattering, axle-grinding torture you put the Magnum Opus through, Chumbucket can always repair it back to pristine(ish) condition. You can effectively ignore your vehicle's health bar; as long as you get out of the car in time whenever you've taken critical damage, even an all-consuming car fire can be fixed. On top of that, the Magnum Opus will never tip over no matter what kind of death-defying jumps you take, so you won't have to pull a Master Chief and flip over a two-ton vehicle in the middle of a fight.
Not wanting to be outdone by his ride, Max himself is also quite resistant to high heat. If you've just rammed a bandit off the road and want to pick up the scrap from their car's burning remains, go for it - those plumes of orange flame won't leave a scratch on Max or his leather jacket. And though you're not immune to explosions, you can withstand some pretty devastating blasts. For instance, the kind of detonation that'll wipe out all nearby enemies will usually only ding about half of your health bar - so if those War Boys have you backed into a corner near an oil transfer tank or an explosive barrel, might as well blow it and hope for the best.
It would probably be frowned upon if NASCAR or F1 drivers actively tried to kill each other while jockeying for position - but in Crow Dazzle's Death Races, anything goes! Make you sure you load up on shotgun ammo before starting a race, because you're free to blast the exposed gas canisters on the back of your competitors' rides and permanently remove them from the rally. It's not time efficient to take out all the other contestants, but this lethal bit of cheating can be a godsend if you can't seem to pull ahead of the car in front of you. You can even take out the nearest vehicle right at the starting line without anyone - be they racer or event organizer - batting an eye.
Tags: Paul, Evil, Mario, Onto, Mask, Wake, Easy, Says, When, With, Fuse, Jump, Live, Bolt, There, While, Deals, Hold, Master, York, Despite, China
From:
www.gamesradar.com
| Which Video Games World Would You Live In?
Added: 14.09.2015 19:17 | 50 views | 0 comments
Kelly from GamersFTW says:
As gamers we all like to escape the stresses and responsibilities of the real world from time to time with some quality gaming. So imagine one day you switch on your console only for it to instantly teleport you Star Trek-style to a lobby, where in front of you is a selection of worlds from video games ready for exploration. However, theres a catch: after you enter a world theres no going back. You are to live here permanently.
So my question is, if you had to pick one world from video games, what world you choose to live in? Here are a few suggestions:
From:
n4g.com
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