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Sunday, 30 September 2012
In Search of the Lost Temple [FINAL]
Love Story 2: The Beach Cottage [FINAL]
Heroes of Hellas 3: Athens [FINAL]
• 30 bonus levels
• Four match-three modes
• 12 trophies
• Ten original songs
Echoes of the Past AIO 3 Pack
This is a special Collector's Edition release full of exclusive extras you won’t find in the standard version.
The Collector’s Edition includes:
* Bonus gameplay
* Integrated Strategy Guide
* Amazing Wallpapers
* Concept Art
Nightfall Mysteries Double Pack
• Nightfall Mysteries: Asylum Conspiracy
• Both Including Strategy Guides
Both frightening encounters offer hours of spine-tingling chills not meant for the faint of heart. Search through creepy scenes for important items and play twisted mini-games that are certain to keep you on the edge of your seat. Meet engaging characters, discover dark secrets, and figure out a way to stay alive.
• Find out what is happening to your troupe in Curse of the Opera.
• Escape the madness of an abandoned institution in Asylum Conspiracy.
• Search for important items and play twisted mini-games.
• Meet engaging characters and uncover dark secrets when solving ingenious puzzles.
Friday, 28 September 2012
Echoes of the Past 3: The Citadels of Time Collector's Edition [FINAL]
Echoes of the Past (1): Royal House of Stone [FINAL]
*Perplexing puzzles
*Multiple minigames
*Save the kingdom!
Committed: Mystery at Shady Pines Premium Edition [FINAL]
Little Big Planet Karting preview - Hands-on the adorable racer
The natural flow of successful, kid-friendly games often seems to converge on the kart racing genre at some point in time. And for good reason. It worked out well for Mario, so why not Sackboy? We had a chance to check out ModNation Racers developer United Front Game's upcoming racer LittleBigPlanet Karting and took a drive through three very differently designed levels, which surprisingly, had us doing more than just driving around a race track.
http://www.gamesradar.com/little-big-planet-karting-preview-hands-adorable-racer/
There's the traditional Mario Kart/Mod Nation Racers-style races in LittleBigPlanet Karting to be sure. One of the levels we got to dive into a standard race track called Turtle Island (created by Ray the Wonder Turtle, obviously). This was a standard kart race, complete with power-ups that boosts you to the front of the pack, vaporizes opponents, and puts you on top of a giant boxing glove that mows down anyone who gets in your way.
If you've played any other kart racing game, LBP Karting controls just as you would expect. The races seem a tad slower than a Mario Kart game and the turning doesn't seem to be as tight, having a bit of the LBP floatiness to it. But with the eight racers firing off homing missiles and trying the bump you off the road, the race can get hectic. On top of the other players' rambunctious behavior, hazards cover the tropical resort-style course in the form of giant rolling puffer fish, and waterlogged pits, to which you need to use your lasso to swing across.
The standard kart racing seems like it will be the meat and potatoes of LBP Karting, but we also got to try some other gameplay deviations. One level played like an arena-style battle, with weapons power-ups that are spread across a Power Plant stage. The eight players race their karts toward the pick-ups and try to take out as many opponents as they can within the time limit. It is a simple premise, but it's extremely fun.
The last level we were able to get our hands on, mixed Pac-Man with a vehicle crushing Godzilla truck. The camera looks down on a city street grid from an isometric perspective. You are in control of a monster truck that is shaped like a lizard--it even breaths fireballs and everything. The objective of the level is to destroy as many dump trucks in the level as possible. With each kill, you earn more time on the game clock and the goal is to get as high a score as possible while avoiding explosives and traps the dump trucks lay on the street.
Unfortunately, we didn't get a chance to see much of the customization options, but if the variety in the levels we saw are any indication, there will probably be plenty of room to explore when it comes to user created games. Be sure to check out more articles on our LittleBigPlanet Karting game page as we get more information on the game leading up to the November 6 release on PlayStation 3.
Wednesday, 26 September 2012
Operation Flashpoint 2: Dragon Rising
Currently feathering its nest with engine-refinements before presenting itself to the world in its full-motion glory, Operation Flashpoint 2 could be the most hardcore military sim we've seen in years.
Developed a world away from Op Flash's former home at Czech outfit Bohemia, Dragon Rising's intent is to dazzle with authenticity and convey the terror, chaos and occasional stark beauty of modern warfare within a clash of civilizations on an oil-rich island to the north of Korea.
Huge pillars of black smoke, long-range barrages, and beautiful free-form environments to risk your life in against life-like military AI are promised in a game that sounds almost too good to be true.
Jan 22, 2008
Assassin's Creed III - 63 amazing things we saw and did in Colonial America
Recently, two GamesRadar editors had a chance to go hands-on with Assassin's Creed III. Unlike most demos, though, we were allowed to do whatever we wanted, so we immediately began wandering around 1770s America and exploring a full sequence from the game. After talking about our individual journeys, though, we realized that we had seen and done an incredible amount of cool stuff, and we felt as though the best way to convey this was to just list every single awesome thing we saw and did as we played Assassin's Creed III.
So, without further ado, here's a list of literally everything of note we remember doing and seeing in Ubisoft's upcoming sequel.
- Before we began we got a fleeting glimpse of Desmond Miles. Sadly, that's all we got to see of the current-day section. Sadness.
- We Animus'd into the body of Connor Henway and bashed a tomahawk into a wall. Apparently, that's how Connor notes that he's about to go kill some British people.
- We explored the area near Connor's homestead and found a boat that we could jump onto. Doing this let us sail the high seas and blow up tons of stuff. If you want to know more about that we wrote a preview specifically speaking to the different ships we blew to smithereens.
- We climbed a rocky outcrop and used tree branches to reach a high-up cliff face. As we turned, we saw a guy fly over the edge of the cliff and dangle on the side by a rope.
- We killed the people dangling him (obviously, because that's what you do in video games) and cut the guy free.
- We talked to the dangling guy and had him return to our Homestead, adding another warm body to our startup city.
- We traveled to The Frontier and were amazed by the massive open-world environment. We're actually playing like Skyrim--just exploring, and finding things to do, climbing, and--wait, did you hear that?
- We had a quick-time event fight with a wolf, which we won.
- And an elk, which we won.
- And a bear, which…
- Alright, so we died in a QTE attack with a bear. But we came back and killed its face off. Or at least... a bear. It might not have been the same bear.
- Soon after killing the bear we saw two baby bears playing. We think we've killed the mother of a bear family.
- Now we feel bad.
- Poor bear. At least we did the right thing and skinned the bear, leaving a pile of bones and blood. Bear Grease doesn't help our guilt, but the pelt is in good nick. And we have a pocket full of bear claws too.
- We also skinned an elk, getting good materials (since we killed it with our axe).
- We also skinned a wolf, getting mediocre materials (since we killed it with our bow and arrow).
- We also killed and skinned a hare, getting awful materials since we used a gun. Like, we're shocked there was anything left to skin. We got a Hare Pelt, Hare Meat, and a Rabbit's Foot? Do hares carry rabbits' feet for luck or something?
- We killed three more wolves but didn't skin them. As we walked off, the screen suddenly warped for a second and a warning flashed up: "Failing to skin your next kill will result in desynchronisation." Of course--you're playing the memories of a huntsman. There's no way he would kill without taking what he could from the body.
- We watched a bear fishing for jumping salmon. This made us feel better, as we silently observed this beautiful scene at the top of a waterfall. Until he spotted us and came running. We hid up a tree.
- We ran through treetops. Tree-traversal is brilliant. You only need to hold one button to run (just that now--it's been streamlined) from branch to branch. You can still jump freely, but you might get hurt.
- We jumped off a tree and got hurt. And by got hurt we meant died.
- We spent so much time outside that the day to night transitions occurred.
- We enjoyed watching glow-worms in the night air.
- And butterflies during the day.
http://www.gamesradar.com/assassins-creed-iii-63-amazing-things-we-saw-and-did/
Check out the Assassin's Creed III reveal trailer for footage of Connor killing all sorts of stuff
- We tried, and failed, to kill them both.
- We reached the edge of the world…well, the edge of the Animus world, at least. It looks a little different, and now appears to be reflective shards of a mirror, like a barrier, along with the message "Are not available during current memory." Still, there's plenty to explore that is.
- We stood in a fire and watched Connor do a merry little "oh no my feet are on fire" kind of dance. He kept doing it until he died in a small heap. In retrospect, we likely should have moved him out of the fire.
- We rudely stared at a man at the dock as he slurped noisily from a dish. Very noisily.
- We threw money at orphans, not because we felt bad for them, but because we sort of had to.
- We realized that orphans would swarm us until we paid them off, drawing attention to our presence and getting in the way, so we had to pay them off to get them to leave us alone.
Tuesday, 25 September 2012
Isla Dorada - Episode 1: The Sands of Ephranis [UPDATED FINAL]
Shining Plume 2 [FINAL]
When an unknown enemy attacks the heart of the very world, samurai Musashi Juniro is summoned to the last place in the world he ever wanted to go-home.
Forced to return to a place that has haunted him for years, Jun must face his demons if he is to be of any use to his Master, Lady Akira, even as new enemies appear, old truths are uncovered, and new threats exposed!
-Explore a new, larger world, full of secrets and hidden locations
-Become Lord of the Manor! Build up a massive fortress to reveal new skills, weapons, and secrets!
-Uncover one of three endings!
The Hanging Gardens of Babylon [FINAL]
THEM: The Summoning [FINAL]
War of the Roses review
Developer Fatshark's War of the Roses brings a unique multiplayer experience that puts you in the armor of a knight in the Middle Ages. Playing a match in War of the Roses is like hopping into a third-person shooter--perks, load outs, squads, and all--but then swapping out the rifles and grenades for battle axes, two-handed swords, and crossbows. The culmination results in a surprisingly entertaining online experience.
http://www.gamesradar.com/war-of-the-roses-review/
War of the Roses is primarily a team-based online multiplayer game. You'll be able to jump into a match of up to 64 players and bash in other players' heads as a warrior for the Lancaster or York teams--the two opposing sides in the actual historic War of the Roses. It isn't the prettiest game out there. The animations are a bit stiff, but the environments and player models do well to create a realistic medieval world to accompany the brutal combat.
There are fairly limited options in terms of game modes--team deathmatch as well as a conquest-style mode, in which players capture areas, are the only match types. The lack of variety in game modes means the team-versus-team matches can get tiresome. But what War of the Roses lacks in modes, it compensates for in the novelty of gameplay.
Getting a kill in War of the Roses is no easy task. It takes a combination of mouse clicks and mouse swipes just to swing your weapon. Blocking works in almost the same vein, so sword fights between two players feels like a real medieval duel. Every move is deliberate, and winning battles comes from skill rather than getting in a few lucky shots. When you outmaneuver an enemy and come out the victor, it's because your skills at blocking and attacking got you there, not because you mashed a bunch of buttons.
Every attack or bow shot must be calculated and perfectly timed to land, since opposing players can block, dodge, or interrupt your attacks at any time. However, because it is so difficult to land a critical hit, when you actually manage to deliver a crushing blow, it's incredibly satisfying--especially when you perform a gruesome execution on a defeated player.
Those who have played the Battlefield series, will immediately recognize the squad system. When players respawn, they have the option to do so on different points on the map, including on other squad members. This does well to keep teams together and working toward objectives, making War of the Roses a very team-based game. Lone wolves don't survive long, especially if they run into a two-on-one battle.
When in combat, you have the option to carry a wide variety of weapons, including swords, shields, axes, bows, and poled weapons--like Halberds and spears. Each weapon type differs in effectiveness, and encourages different fighting styles. Maces crush armor-wearing foes, one-handed swords are effective at close range, and pole weapons keep foes at a distance. The rate at which you can swing your weapon, the damage it does against the enemy's armor type, and even the direction the attack comes from--all of these factors come into play in combat. So, you'll have to try out the different weapon types before you find one that fits your play style.
Your choice of armor plays as much of a part in combat as your weapon. Not only can you unlock visually intimidating armor sets, certain character attributes can be affected, including movement speed and defensive abilities. Some armors can even completely deflect attacks. Armor types--like plate, mail, leather, and cloth--absorb different amounts of damage from specific weapon types. For example, piercing weapons penetrate chain mail and bludgeoning weapons are strong against plate armor. Furthermore, hit detection takes into consideration armor coverage, so a sword strike to an opponent's exposed face will do far more damage than a strike delivered to a helmet visor. All of the variables provide a great way to encourage experimentation with player loadouts in the customization system--which is also very robust.
As you level up from winning matches and getting kills, you'll earn money, which can be used to purchase weapons, armor, character perks, and other bonuses like mounts. The perks break down into offensive, defensive, and squad support perks called Officer perks. Certain perks must be equipped to allow you to use bows and shields, or to ride horses. This system makes it tougher for newcomers, who will have a difficult time defeating well-equipped veteran players--even with the stronger default loadouts--but, overall, earning new upgrades and items becomes incredibly addictive.
War of the Roses is an online experience unlike the vast majority of competitive war games out there. After you get over the initial clunkiness of the controls, wading into battle with a massive two-handed sword and bringing it down on some poor soldier's head is even more exhilarating than getting a multikill in most online shooters. The combat is fast-paced and the customization is addictive. If you're looking for a competitive online experience that is a little out of the ordinary, but is immensely entertaining, War of the Roses is a game that you won't want to miss.
Monday, 24 September 2012
Faster Than Light review
Every game of Faster Than Light is an epitaph; a dirge sung of the lives lost on your ship's journey through the stars. One game (which can last anywhere from ten minutes to an hour) might have your crew picked apart one at a time by bad luck and worse decisions, while other games might see them to the end of their journey before your ship is blasted apart by rebels or aliens or robots. How your crew might perish will change from game to game, but one thing will always stay the same: They are, eventually, going to die, and there's a good chance it's going to be your fault.
On paper, FTL is essentially a spaceship management game. On your way across the game's eight sectors, your lone ship and its crew--all of which can be named, adding additional investment in their survival--must jump between dozens of star systems, leaping from event to event and prompting random encounters along the way. When you need to fight, and you'll need to fight often, combat is engrossing and strategic, with different parts of your ship requiring power, and different weapons leading to different strategies as you face different challenges.
Changing weapons, upgrading systems, and purchasing enhancements can completely change how your ship functions, and the openness of the system makes it so no one build is inherently better than another, allowing for plenty of experimentation and trial and error. This, obviously, means dying and starting over. Over and over again.
If that sounds cruel, that's because it is. FTL can be downright mean at times, punishing your curiosity and damning your lust for exploration. But it's here, when things are bleakest, that success feels the sweetest. Though it's brutal, and mean, and sometimes needlessly so, it's never truly unfair, and though things may sometimes go from good to your entire ship bursting into flames in a matter of moments, it's never done so with an unjust hand.
Every decision you make has the potential to change the rest of the game. Allow a babbling madman onto your ship and he might join you or kill a crew member. If he joins you, he might be able to decipher a code found on a looted item, or communicate with an alien race that you otherwise wouldn't be able to speak to. Play through once and you might see your crewmates perish while trying to extinguish a fire on a ship found in space, but another playthrough, with a different crew, may yield different results.
This element extends past crew members into ship upgrades and weapons, too, allowing you to succeed in areas you might have failed if you didn't happen to find a random thing earlier in the game. These branching paths can lead to earning different achievements or unlocking new ships, adding even more incentive to continue playing over and over again, even if, in all likelihood, you'll need to find reasons to stop, not to continue.
Some of this can be influenced through skill and experience. You might, for instance, try and recruit as varied an alien crew as possible just to accomplish this, but part of these events are randomized, too, as to keep things fresh and surprising. There's an incredible sense of satisfaction found in stumbling upon an event that had previously led to your demise only to realize that, this time, things would be different.
Faster Than Light is the Star Trek, Star Wars, and Battlestar Galactica game you've always wanted. It isn't about winning--in fact, there's a good chance that you won't "beat the game" on your first few dozen playthroughs. But each journey will spin a new yarn, and craft a new story that you'll want to share with friends. Don't ignore FTL because the art is simplistic or because it looks like it's essentially "spreadsheet gaming." It's one of the best indie games in years, and easily one of the most rewarding strategy games in recent memory. You're doing yourself a disservice if you don't punish yourself with FTL.
Assassin's Creed III: Hands-on with four naval missions. Definitely more 'full-sail' than 'half-mast'
After seeing the E3 reveal of Assassin's Creed III's cannontastic ship-based combat, our reaction was simple. It looked stunning. And it turns out, having now played four of the game's nautical missions, that our suspicions were correct. It is stunning.
http://www.gamesradar.com/assassins-creed-iii-hands-four-naval-missions-definitely-more-full-sail-half-mast/
Playing through a section set in 1773 and around halfway through the game, it's immediately apparent that manning a ship in Assassin's Creed III is a pleasingly involved experience. Navigating treacherous rocky outcrops is made easier through three selectable ship speeds: fulls-sail, half-sail and stopped. Of course, it depends which way the wind is blowing as to how these speeds translate into knots, and we were shouted at a few times by crew members for commiting the sin of sailing into the wind.
Control feels superb. With your character at the helm, moving the analogue stick sees him spinning the ship's wheel around, the ship making smooth, enjoyable movement over the dynamic wave effects. The waves can change at any time according to what the developers want you to be experiencing, and while we didn't encounter any especially violent storms, we did find ourselves riding some impressive swells.
Our first mission was to defend an NPC vessel named The Henderson, which was coming under fire from enemy ships. Most of these enemy craft are small, but they don't half sting when they fire. Fortunately imminent threats are flagged up by a red cone emanating from them on the surface of the water, like an in-world radar.
Fighting back is pretty straightforward, but all about timing and positioning. You simply ready your side-cannons by holding R1, and then release to fire. It takes time to reload, but if you turn the camera to the opposite side of your craft, you can fire the other cannons in the mean-time.
There's also a single, aimable gun which is brought up with L1, and whose crosshairs can roam around without changing course. There is the potential for friendly fire, mind, so you'll have to keep an eye out for any green icons over the action. Enemy ships have a red diamond – aim for them.
There are bonus criteria to be met if you're feeling particularly skilful, such as avoiding damaging your ship on the environment, or keeping The Henderson above 50% damage. However, once a mission is completed, it can't be repeated, so it's probably best to get it right first time or restart it if you're a completist.
Another mission is called 'Dread of Night' and tasks us with chasing notorious privateer ship, the Saint James. The shadows cast by the rigging may be impressive in the day-time, but the glow from the large lamp in the centre of the main mast looks gorgeous at night. As the cannon fire and burning vessels light up the night, it all looks rather special.
Further missions, all set in the same time frame, saw us avoiding and safely detonating floating mines, which can be smartly used to take out enemy ships if they're close enough to the explosion. Finally, a mission to protect Martha's Vineyard from attackers sees us follow the enemy out past a lighthouse, only to discover an English fort.
The fort can't be hit with the single, aimable cannon, so careful passes woth the main cannons must be executed, concentrating fire on each of the fort's three gun towers in turn. There are defensive barriers around the fort, which satisfyingly splinter into pieces as your cannonballs hit home until the fort is exposed.
It's heavily armed itself, though, and you'll have to hold down Square in order to duck down and minimise casualties as return shots hit your vessel. After a failed attempt, we retried and changed our tactics, dropping sail momentarily to get our shot cleanly away before quickly scurrying off for another pass.
As the fort falls, lead character Connor mentions that the English have no reason to build a base in that location, and begins to suspect that the Templars may be involved. Should have known those guys would show up sooner or later.
Overall, the ship battles are definitely a stand-out experience in Assassin's Creed III. It's unclear whether the ocean will open up at all to allow for extra exploration, as it's currently modestly navigable but ultimately enclosed. We do hope that will be the case though. Playing seabound warfare realised this well has made us long for a Sid Meier's Pirates sequel built around this engine. Until that happens though, it this looks like it will more than sate our desire for rum and the smell of cannon smoke…
Sunday, 23 September 2012
Tour Sony's TGS 2012 booth in our new video
At this year's Tokyo Game Show, there are tons of huge booths from publishers like Capcom, Namco Bandai, and Konami, but none of them packed as many games into their booth space as Sony did. We stopped by the booth to check out all the new PlayStation 3, Vita, and PSP games, and we filmed a tour of it so you can experience it for yourself. Take a look.
http://www.gamesradar.com/tour-sonys-tgs-2012-booth-our-new-video/
On top of that, we have many in-depth videos for the majors games at the booth. Check out our video demos for God of War: Ascension, Assassin's Creed III Liberation, Street Fighter X Tekken for Vita, Metal Gear Rising: Revengeance, Injustice: Gods Among Us, Technika Tune, Yakuza 5, Soul Sacrifice, Lost Planet 3, Naruto, and DmC: Devil May Cry.
Mahjongg Dimensions Deluxe 2: Tiles in Time
Majestic eras throughout history are being disturbed, losing monuments and artifacts that made them great. Step through the rifts of space and time to visit these remarkable civilizations and restore them to their original splendor in a magical 3D version of the ancient Chinese game of tiles.
Visit six different periods such as ancient Egypt, the American Wild West, feudal Japan, the distant future, and more in this soothing journey filled with beautiful scenery and relaxing music. Play endless hours to earn Bronze, Silver, and Gold achievements in both Time and Untimed modes. Rotate the arrangements for better perspectives, locate 70 artifacts, use special power-up tiles, create chains for extra points, and so much more.
Game Features:
• Step through space and time in this remarkable Mahjong sequel with a 3D twist.
• Visit ancient Egypt, the American Wild West, feudal Japan, and more.
• Play endless hours to earn achievements in both Time and Untimed modes.
• Rotate the arrangements, locate 70 artifacts, and use special power-up tiles.
• Relax through beautiful landscapes and a soothing musical soundtrack.
My Farm Life 2
Friday, 21 September 2012
Metal Gear Rising: Revengance TGS 2012 video demo - See us battle a huge robot dog
We've posted a good deal about Metal Gear Rising: Revengeance in the last couple days. We wrote about the incredible new trailer, which introduced a ton of fresh details for the game. We also have an extensive preview of what's playable at TGS 2012. But wouldn't you rather just watch the thing? Well, then it's a good thing we filmed it, because now you can watch the entire ordeal in one big video. From the opening cutscene to a fight to the death with a cybernetic canine, watch it all below.
http://www.gamesradar.com/metal-gear-rising-revengance-tgs-2012-video-demo-see-us-battle-huge-robot-dog/
And in case you missed it the first time, here's the official TGS trailer again.
http://www.gamesradar.com/metal-gear-rising-revengance-tgs-2012-video-demo-see-us-battle-huge-robot-dog/
Injustice: Gods Among Us TGS 2012 video demo - See Superman tear apart Flash
Though Tokyo Game Show normally highlights games of Japanese origin, more and more international releases are making waves at the event. For example, this year at the Sony booth we got to play Injustice: Gods Among Us, the upcoming DC Comics fighting game from the creators of Mortal Kombat. and got to film some exclusive gameplay. Watch as we pound the stuffing out of the Justice League as Superman.
http://www.gamesradar.com/injustice-gods-among-us-tgs-2012-video-demo-see-superman-tear-apart-flash/
Publisher Warner Bros Interactive also used TGS to announce that the game will be heading to the PS3, 360, and Wii U in April 2013, adding another major release to an already rich spring of game releases. Warner also confirmed something we'd suspected for some time, that Kevin Conroy, the voice of Batman in the Arkham games and several animated series, is reprising the role for Injustice. Listen to the voice for yourselves in the new TGS trailer.
http://www.gamesradar.com/injustice-gods-among-us-tgs-2012-video-demo-see-superman-tear-apart-flash/