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Monday, September 29, 2008

Combat Mission Shock Force - Marines expansion PC game

Combat Mission Shock Force gamezplay.org
ImageBattlefront.com is thrilled to announce that Combat Mission Shock Force - Marines has just been released! The game is available immediately for download from www.battlefront.com for $25, and can also be purchased as "download&mail" or "mail only" option. Combat Mission Shock Force - Marines works with all versions of Combat Mission Shock Force and is available ONLY from www.battlefront.com directly. A Bundle of both the base game and the Marines Module is available as well (for $45)!

Click here to purchase Combat Mission Shock Force - Marines now

While downloads are available already right away, hardgoods (consisting of the CD, DVD-style box, and printed 32 page supplement manual) are currently in production and will be mailed out within the next 2 weeks.

Combat Mission Shock Force - Marines is the first Module to the Combat Mission Shock Force modern tactical ground combat simulation from Battlefront. It introduces new weapons, equipment and formations of the United States Marine Corps, Syrian Ariborne Special Forces units, as well as many game engine enhancements, dozens of new scenario and quick battle maps and a completely new "Semper Fi, Syria!" campaign.

Click here to jump directly to the Combat Mission Shock Force - Marines webpage for more info:

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The Lord of the Rings Online - Mines Of Moria Fact Sheet and Screenshots

lord of the rings mines of moria gamezplay.orgThe Lord of the Rings Online - Mines Of Moria is the first expansion to the 2007 PC Game of the Year.

Volume II reveals, for the first time, the vast, terrifying and unparalleled world beneath Middle-earth and lets players experience the most epic battles, exciting quests, and iconic foes in the history of gaming as they continue to aid the Fellowship in their fight against the forces of Sauron.
The Lord of the Rings Online: Mines of Moria opens the gates to the ancient underground cities of the Dwarves, where players explore the dark majesty of the world beneath in a seamless, vast, and epic environment.
In addition to the massive new environments that extend the world east of the Misty Mountains, The Lord of the Rings Online: Mines of Moria extends the challenge to new heights with two new classes, 10 more levels and hundreds of new quests.

The introduction of Legendary Items, a new system that provides compelling solo elder play and replaces the grind of end-game equipment will revolutionize the way players experience MMOs and make The Lord of the Rings Online: Mines of Moria one of the most anticipated releases of the year!

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Damnation video games - Fact Sheet plus Screenshots

damnation screenshot gamezplay.orgChanging the landscape of shooters forever with a revolutionary blend of movement and combat in all three dimensions, Damnation is a non-stop test of reflexes, decision-making and action. Taking the shooter vertical, Damnation features massive streaming landscapes that set the stage for postindustrial battles between humanity and an unstoppable corporation in the wastelands known as Damnation. With the freedom to go anywhere and kill anyone to reach a goal, players create their own routes using vehicles, acrobatics and climbing to get around the huge maps.
In Damnation, players take control of Captain Hamilton Rourke, a member of the guerrilla resistance force known as the Peacekeepers. A veteran of the Great War, Rourke has his own personal agenda in avenging the death of his fiancé.

KEY FEATURES:

Huge Scale - With vast, streaming environments, Damnation’s levels are truly organic 3D spaces that cover miles of horizontal distance and thousands of vertical feet. Players choose from multiple paths and tactics in gigantic landscapes that unfold in all three dimensions. Using exhilarating combinations of swift, flowing movement and combat, players will be faced with frenetic all-action attacks that can come from any direction.

Player Choice and Freedom - It could take up to three hours in real-time travel to get from one end to the other and another three hours to climb to the top. But with acrobatics and vehicles, players are able to get their own routes, as they look at the massive map ahead, above and below them.

“Spirit Vision” - Players can activate the hero’s “Spirit Vision” power to see through walls and
anticipate the enemy’s movements.

Daredevil Stunts – Players perform stunning moves at the limits of human ability to jump between ledges, swing on ropes and chains, and traverse vertical surfaces. Zip, slide, vault, shinny, swing and jump through the environment with intelligent AI attacking from all sides, above and below.

Multiplayer – Play through the entire singleplayer campaign in co-op or take it to the next level online with multiplayer. Experience action and tactics in vertical environments with fully enabled “Spirit Vision.”

DEVELOPER: Blue Omega
RELEASE DATE: Fall 2008
PLATFORM: PlayStation 3, Xbox 360, PC

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City Of Heroes - Issue 13 - So Big It Can't Be Contained In A Single Update!

City of Heroes box coverImage via WikipediaCity of Heroes feature update and name change.

City of Heroes - Issue 13: Architect is too big to be a single issue, and will now be two issues. Following strong community feedback, the Mission Architect feature has been moved to Issue 14: Architect and Issue 13 has been renamed Power and Responsibility. It will be launched this autumn, including previously announced features and other exciting new features such as the Levelling Pact. Lead designer, Matt ‘Positron’ Miller puts his fingers to the keyboard once more to explain the thinking behind the decision to make this change and includes some of the newly announced features in Power and Responsibility, such as the Levelling Pact and Multiple Builds.

Good morning! When we announced Issue 13: Architect a couple weeks back, we were overwhelmed by the positive response. Much of the feedback was centered around the Mission Architect system which allows players to create their own missions and story arcs. We have been actively following forum threads and private messages about the feature, and have even discussed it with players in person at the Penny Arcade Expo in Seattle.

It became apparent that you guys really want this feature, but in order to fully realize your dreams of writing your own missions you need creative control in one more key area: The ability to create “customized” characters to fight with or against in your missions. Adding custom characters has always been on our Mission Architect feature list, but we had considered it a “stretch goal.” That is, we could launch the system without this feature because our confidence was high that the rest of the system was incredibly robust.

But after listening to you guys, we realize that this feature simply must be in at launch. You have convinced us that it is an integral part of the Mission Architect, and we have reworked schedules and timelines to accomplish this. Rather than push the launch of Issue 13 out completely for one (albeit really cool and very complex) feature, the Mission Architect is going to see a slight delay. What is not going to be delayed is the rest of Issue 13. To that end, the previously announced feature set for Issue 13, together with new features that we are announcing today, will become Issue 13 and Issue 14.

Issue 14 will take on the name “Architect” and contain the Mission Architect feature along with other features we’ll announce at a later date. We are planning Issue 14: Architect to be released Winter of 2009. Issue 13 is now called “Issue 13: Power and Responsibility” and be launched in the Fall of 2008.

Issue 13: Power and Responsibility
Issue 13: Power and Responsibility will contain the bulk of features we’ve announced previously, including:

• Shield and Pain Domination powersets
• Merit Reward system
• Day Jobs (that include a suite of new costume pieces)
• Additional Cimerora and Midnight Squad mission arcs

In addition, we have some other new exciting features to reveal that will be included in Issue 13: Power and Responsibility. These include:

• Leveling Pact
• Multi-Builds
• PvE & PvP Powers rebalancing
• Villain Patron Power Respec
• Supergroup Base Re-pricing


Over the coming weeks we’ll be providing more details about the above points, but let me give you an overview of some of them now.

The Leveling Pact: A new innovation to MMOs, this groundbreaking system allows you and a buddy to create new characters and have your XP be permanently in sync, whether both characters are online or not. You will always be the same level, even if your buddy plays ten times more often than you do! It’s sort of like “Extreme Sidekicking.”

Multi-Builds: Another innovation to City of Heroes, we are delivering the ability to have two different build-outs of each character, including which powers are selected and which Enhancements are slotted. This will now be possible for characters who want to take advantage of it. By visiting any Trainer you can switch the entire build of your character to an alternate one. You can use this separate build for whatever you like. If you wish to use different power selections for soloing and groups, you can do that. This even makes it possible to have different IO sets slotted for PVP and PVE. It’s up to you.

PvE and PvP Powers Rebalancing: Floyd “Castle” Grubb and the powers designers have been hard at work in finding ways to strike a better balance between the many powers in the game. The scope of what they are doing is too broad to go into details here, but we’re very excited and we’ll share more information soon. Suffice it to say that we know that you don’t want your PvE powers adjusted because of how they play in PvP, so we’re taking a new tact in power balancing with Issue 13.

Summary
Issue 13 was so big we had to turn it into two releases, Issue 13: Power and Responsibility and Issue 14: Architect. Issue 13 will be going into beta soon and launching this Fall. It will include most of the previously announced features of Issue 13, and then some. Details of Issue 13: Power and Responsibility can be found by following this link:
http://uk.cityofheroes.com/game-guide/feature-updates/issue_13_power_and_responsibility/

Issue 14: Architect will include the full-featured Mission Architect and is scheduled to launch to the live servers in Q1, 2009. I am really looking forward to getting Issue 13 into your hands as soon as possible, and starting off a kick-ass 2009 with the release of Mission Architect. A few details of Issue 14: Architect can be found by following this link:
http://uk.cityofheroes.com/game-guide/feature-updates/issue_14_architect/

Sunday, September 28, 2008

Latest Free Gracia update for Lineage II attracts new players

lineage gamezplay.org
Free update for its award winning MMORPG Lineage II - The Chaotic Throne http://www.discoverlineage2.com. Feedback has been overwhelmingly positive for the Gracia update, with the record for concurrent users on EU servers now broken for six weeks running. At the same time, the number of new characters created has risen substantially alongside daily raid figures. The changes brought to the game mechanics have satisfied and pleased both newcomers and existing players.

Gracia features a new vitality system which radically accelerates the rate at which players can level up their characters. Before this update it took an average player one week to achieve 1st class transfer; players can now reach it within one day. Gracia has also introduced a range of additional benefits such as free teleports and special buffs, new skills, innovation within the crafting system, and new and challenging instanced dungeons.
“We are very pleased with the feedback we've received so far for Gracia,” commented Christian-Peter Heimbach, European Product Manager of Lineage II at NCsoft Europe. “We were expecting Gracia to signal a huge change for Lineage II, but the increase in new players as well as a new record for concurrent users was still fantastic to see. Furthermore, the feedback for the new raiding areas in Lineage II is terrific. We're thrilled to see players taking another look at what Lineage II has to offer. Our war isn’t coming; it’s getting better every time."
The Lineage II: The Chaotic Throne – Gracia retail box has been available since the 19th September 2008 across stores in Europe, and can also be downloaded.

Rock Band - Guitar Hero rip off or copy cat?

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They say imitation is the sincerest form of flattery, but they neglected to mention that it’s also a crushing chokehold on the windpipe of creativity. Nowhere is this fact of life more apparent than in this fall’s lineup of upcoming and recently released video games. Look a little closer and you’ll realize—with a few exceptions—that it’s not just this season’s selection of pixelly diversions that suffer from a general lack of originality; it’s a long-running ailment endemic to the entire video game industry.

Read the full story here...


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Top Ten Video game cars...

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In honor of the vehicular hoonage video games allow us to safely perpetrate, we've selected these, the ten greatest cars from the annals of video game history.

They have challenged the deftness of our readers thumbs, the quickness of their eyes and the flexibility of their notions of how gravity works.

Whether in a racing sim, an action title or crime-ridden universe, these ten vehicles represent generations of rubber-burning enjoyment. Hit the jump to see them all.

Read the full blog entry here...

Dead Space video game - Fact Sheet

dead space gamezplay.orgDead Space video game - Fact Sheet

Electronic Arts and Image Comics present a new comic book series based upon the upcoming original survival horror video game Dead Space. This new six-book series set in the Dead Space universe will be written and illustrated by Ben Templesmith and written by Antony Johnston.

The Dead Space comic is the prequel story for the game. This series tells the gut-wrenching tale of a deep space mining colony that unexpectedly pulls an ancient and vicious alien life force from the dark rock.

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dead space gamezplay.org“The world of Dead Space has such a deep storyline that it’s easily adaptable to other mediums,” said Executive Producer of Dead Space, Glen Schofield. “We love the fact our story is being told across multiple forms of media, providing different experiences to different audiences, which all lead to the same dark place.”

Ben Templesmith is an Australian commercial artist best known for his work in the American comic book industry - most notably Fell with writer Warren Ellis, published by Image Comics, and 30 Days of Night with writer Steve Niles published by IDW Publishing. The 30 Days of Night novel provoked a bidding war between film studios for the movie rights when the story was pitched a second time with Templesmith's artwork. Ben has been nominated for multiple Eisner Awards three years in a row for his comic work. He has also created book covers, movie posters, trading cards, and concept work for film.

Antony Johnston was born and raised in the Birmingham, England area and is the author of thirteen graphic novels, including Stormbreaker and Point Blanc (adapted from Anthony Horowitz' best-selling Alex Rider novels), The Long Haul, Julius and Three Days in Europe. He writes two ongoing serials, the sci-fi epic Wasteland and the children's fantasy Texas Strangers. He has adapted many of Alan Moore's prose stories to comics, written for the Texas Chainsaw Massacre comics license, and is the only other writer to have penned a story for Greg Rucka's award-winning Queen & Country series. He also writes novels; his debut Frightening Curves won the 2002 American Independent Publishing Award for Best Horror. His second novel, Stealing Life, was published in 2007.

dead space gamezplay.org
Under development at EA Redwood Shores, Dead Space ships Fall 2008 for the PLAYSTATION 3 computer entertainment system, the Xbox 360 videogame and entertainment system and the PC.

Daily Telegraph game review here...
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Brothers in Arms Hell's Highway - Fact Sheet

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Brothers in Arms Hell's Highway - Fact Sheet

Xbox 360 video game and entertainment system, PlayStation 3 computer entertainment system, PC

Brothers in Arms Hell’s Highway brings the critically acclaimed squad-based WWII shooter into the next generation of gaming with amazing graphics and sound, new cutting-edge gameplay features and a totally redesigned online component.

Delivering on the franchise’s compelling story, unrivaled authenticity and intense squad-based action, Brothers in Arms Hell’s Highway drops you into Operation Market Garden, the largest paratrooper operation in World War II.

Key Features

• Brothers in Arms Hell’s Highway – next generation: The classic authentic, squad-based combat series explodes on next-generation hardware, offering unprecedented graphics and features.

• New story, new setting. Join Matt Baker, Joe Hartsock and the rest of the 101st Airborne Division in Operation Market Garden as they fight to open the infamous Hell’s Highway in a daring bid for a quick end to the war.

• Live the life of an enlisted man: Get orders from HQ, go on patrol, spot the enemy and set up a devastating ambush. For the first time, finding the enemy before they find you is part of the challenge.

• Unprecedented character design: Lifelike characters look, talk, move and think with incredible realism. Game characters interact with the player and each other like true brothers in arms, trading ammunition, helping wounded allies and civilians, working together to man team-operated weapons, and more.

• Rich cinematic experience: As the squad leader, you interact with and get to know your brothers. Each character has his own distinct personality, unique story and background, and grows throughout the game.

• Powerful new units under your command: Players can use or command combined arms teams – machine gun crews create intense fire, bazooka crews destroy buildings and tanks, and mortar crews pound the enemy from a distance.

• Play your own way: Players can choose to use their squad to execute a tactically elegant flanking maneuver or charge in with guns blazing.

• Destructible cover: Keep your men moving and choose your cover wisely – modeled using real physical properties and behaviors, weapons will damage, dent, scorch and destroy the world around you.

• Completely new multiplayer experience: Fight major multiplayer battles with dozens of players on each side, combining all the intensity and accessibility of Deathmatch with the squad-based gameplay that helped make Brothers In Arms famous.

Publisher: Ubisoft
Developer: Gearbox Software
Ship Date: August 2008
Category: First-Person Shooter

Brothers In Arms Hell's Highway Q&A

brothers in arms gamezplay.orgQ: BIA has always been a violent series, mostly because of the topic it’s covering. Will BIA HH follow the same path?
A: BiA HH will continue to show the horrors of war be they physical gore or mental trauma. We feel it's important to treat the subject with respect but at the same time help people feel the intensity of the violence. War is at its core a violent act and gore is something that goes with the territory.

Q: We all have in mind the incredible opening scene in Saving Private Ryan and BIA has always tried to be very realistic. How did you reach a decision for the level of gore that you wanted in the game?
A: Really it was a very straightforward decision. Each area of the game that depicts violence is specifically to illustrate an important story point or convey the terrible nature of war. We never really ask ourselves about the "Gore Level" instead we focus on the drama and purpose of the scene or game system. If gore happens to be a part of that experience then so be it.

Q: What is the biggest technical challenge that you had to face during the development of the new gore system?
A: The main challenge was making sure the physics was fast enough on each of the different platforms. Since each platform has different performance characteristics we had to tune the simulations to match. As well it was a challenge dealing with the additional memory required to break apart different enemy types in so many ways.

Q: Finally, did you cut some of the gore features you planned on implementing in the game originally?
A: Actually the gore system landed a fair bit ahead of where we had originally planned. Since our game is not about gore we generally wanted to keep it in the background and thus we didn't plan on spending big into the tech. However there were a number of features the team promoted internally such as headshot specific gore and dripping blood on walls that weren't in the original plan.