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Wargame Red Dragon Review

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Wargame Red Dragon
Developer
: Eugen Systems
Publisher: Focus Home Interactive
Platform: Windows
Release Date: 17 April 2014
Price: $49.99 – Available Here

Overview

Wargame Red Dragon is the latest game in the Wargame series of Cold War RTS titles. This iteration turns the clock back to the 1980s, where tensions in the East are about to explode in an alternate history of the Cold War. Naval units are being introduced to the fold, allowing arm chair generals to execute one of the most difficult military maneuver, the amphibious assault.

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Story

The Wargame series has provided military fiction fans many different alternate history scenarios of the Cold War. The previous two titles covered NATO and the Warsaw Pact nations clashing in Eastern Europe. Wargame Red Dragon turns the focus to Asia in four separate what if scenarios. Things kick off with Korean War exploding again in violence after South Korea begins to falter with civil unrest. The US and South Korea must fight back the North Korean invaders. Fun fact, a final peaceful settlement has not actually been declared in Korea, an armistice only marks an end to the fighting. The next follows the Chinese as they strike the first blow against the USSR, fearing an imminent betrayal of the Soviets. The third campaign spins a new version of events in Hong Kong, pitting the Commonwealth forces led by Great Britain against the Chinese in an attempt to forcefully maintain control of Hong Kong as the 99 year lease is about to expire. Finally, the fourth campaign caps things off with the player leading the USSR in an invasion of Japan, after tensions over the Kuril Islands reach a boiling point.

Eugen Systems does a fantastic job with creating the four story campaigns. They make small change in events and follow the thread as it unravels the entire cloth of history. Some of their changes are still diplomatic hot spots today, such as the Kuril Islands and the Korean War, which makes the story lines seem slightly more plausible. I enjoy the fact the campaign introductions are made with actual historical footage and the conversations during the campaign have pictures of period correct soldiers. I found it helped create a suspension of disbelief.

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Gameplay

Eugen Systems has been making real time strategy games for a good decade now, and their experience shows. Wargame Red Dragon finally introduces the missing gameplay mechanic in the series by adding naval warfare. Now, players will need to balance the military trinity of sea, land, and air to dominate the battle space.

The Wargame series breaks from the traditional RTS system of unit production and building management. Instead, the player starts with a deck containing a limited amount of units, each with a supply cost. Players will begin the battle with a set amount of points that will allow them to start out with a small force. From there, they will gain more points from controlling important sectors with a command unit, which will allow reinforcements drawn from the deck to be called into battle. Units have limited ammunition and fuel, requiring resupply runs to keep the fighting forces in the battle.

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The naval battles are the big new addition to Wargame Red Dragon and it does not disappoint. The naval units come in two general themes, ships and landing vehicles bearing marines armed to the teeth. The heavily armed ships will often provide cover for the amphibious units to make their landing, shoot down aircraft that stray too close to the water, provide firepower support from the waterways, and serve as a base for air units. The amphibious units open new potential attack points in the map. It quickly becomes apparent after playing Wargame Red Dragon why amphibious invasions are considered one of the most challenging military maneuvers out there, everything needs to happen perfectly. Reconnaissance needs to spot enemy positions, so they can be suppressed with naval guns and air support, as landing crafts are practically sitting ducks during the landing. Then the newly landed units must fight their way to the enemy positions across an exposed landing zone, without getting slammed by their own fire support. The new maps contain plenty of opportunities to attack from the water, allowing players to get their chance to lead marine units into battle.

Those playing in single player will have access to playing multiplayer style skirmishes against the AI or one of the four campaigns. There is no difficulty setting for the campaigns. Instead, the difficulty changes from one campaign to the other. For the casual or particularly unskilled RTS player, this can really limit the enjoyment of the campaigns, as players may eventually hit a skill ceiling in the campaign.

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The campaigns are split between two parts. The first part is a turn based strategy game that covers a large geographical area. The player and the computer will take turns ordering units around different sectors of the map to trigger skirmishes. Reinforcements and tactical abilities can be triggered with political points gained during play, which add an extra layer of complexity to the turn based strategy.

The second part of the game are the skirmishes which will determine who will control the sector and the losses to each deck. Players are free to fight these battles themselves or allow the game to automatically resolve the fight for them. I found the auto-resolve feature to be a nice touch, but it needs a lot of work as the game provides a vague description on what variables influence the outcome. It would be much better to give a rough idea on the outcome of the auto-resolved battle, so players can decide if they can skip over a lopsided battle or if their odds would be better if they led their troops into battle.

Multiplayer in Wargame Red Dragon is limited to ranked and unranked matches. Players will have more flexibility compared to the single player campaign, as they will be able to create their own decks out of the hundreds of different units available in the armory. Surprisingly absent is the ability to play the campaigns with or against friends.

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Wargame Red Dragon is not a newbie friendly game at all. The tutorial involves a barebones manual, requiring players to do a bit of reading to learn how to play. The game itself is extremely dense with content and at times extremely unforgiving. Compared to Wargame AirLand Battle, Eugen Systems seems to have taken a step backwards with the learning curve. It makes me wonder if Wargame Red Dragon was meant to be an expansion for AirLand Battle versus a standalone game.

Visuals

Wargame Red Dragon continues to provide a fantastic visual experience. The main menu has a great 1980s feel to it, even down to the small “Intel Inside” parody on the screens. In game, individual units are very detailed and it is great to see that infantry units have several members in a team, versus a single soldier. Important game information are conveyed in a logical manner. For example, units in cover will display as partially transparent in both their unit portrait and model.

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Audio

Wargame Red Dragon’s audio is solid. Though I cannot verify the quality of the unit voice acting in foreign languages, the English voice acting is pretty good. The narrator does a great job for each campaign’s intro cinematic. The sound effects are bang on, which makes zooming into chaotic firefights enjoyable. My only complaint is I find the volume of the unit voices a bit low by default. An easily overlooked, but nice touch, is that the two previous Wargame soundtracks are available for play along with Wargame Red Dragon’s soundtrack in the audio settings.

Overall

For those new to the RTS genre, Wargame Red Dragon is not an ideal starting point. The game is meaty, challenging, and not particularly newbie friendly. Those looking for most realistic military strategy sim on the market will find Wargame Red Dragon to be the game they have been waiting for. Eugen System does a fantastic job of mixing historical accuracy with historical fiction. For those new to the series, I highly recommend playing one the previous Wargame titles first as Wargame Red Dragon feels more like the final exam for a course in military tactics, where players take skills land and air combat skills learned from previous games and bring it all together to execute some of the most difficult maneuvers in military strategy.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Daylight Review

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Daylight
Developer: Zombie Studios
Publisher: Atlus, Zombie Studios
Platforms: PC, PlayStation 4 (Reviewed)
Release Date: 29th April 2014
Price: $14.99 (Steam Store) – Official Site –  Available Here

Overview

When it comes to games of this kind; I’m a novice. NOT because I don’t play a lot of games, I love games, it’s because I’m still a child deep down inside and scary games…well they scare me. “Zombie Studios” are back – the studio behind games like “Blacklight Retribution” and “Blackwater” – but this time they’ve decided to bring us something a little more terrorizing than their last few titles. As one of the very few horror games to have been released on the PlayStation 4 as of this time, you can probably imagine how much attention this it’s getting. Now it’s time for a man scared of the horror genre to take a crack at it. Wish me luck, readers, I haven’t played a game like this…ever.

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Story

You wake up in a dark, dank place. You’re dazed, you’re confused and you have no idea where the hell you are but you hear things. Unnatural things. Some would say…SUPERnatural things, or it could be the mysterious man talking to you through your perpetually “in need of charge” mobile phone. Yeah, it’s probably just him, nothing sinister going on here. He calls you “Sarah” so I guess that’s your name but what’s his name. The man informs you that you’re currently in a hospital, one that no longer functions as a hospital but instead it now serves as a breeding ground for rumors, scary stories and urban legends. Having nothing else to do around here, you listen to the man and begin searching the place. As you continue through what seems like the spookiest “haunted house” attraction you’ve ever come across, you begin to realize that this place is EXACTLY what you think it is; freaking haunted! A shadow-like entity chases you, with nothing but some glow sticks, your almost-dead mobile phone and (occasionally) some flares, you run and search as fast yet thorough as you can in the hopes that you can uncover whatever mystery the man on the phone is telling you to investigate.

Discovering the secrets of this place means you can escape so that’s exactly what you do or…TRY to do. The way the story is told throughout “Daylight” matches the character and the game itself very well: It doesn’t ever simply come out and tell you exactly what is going on, it’s up to you to find out as much as you can. There are no cutscenes and dialogue is at a minimum which leaves your mind to wander, concocting as many theories as possible while slowly uncovering more and more of the story. Telling you, the reader, any more than what I’ve already detailed would be wrecking the experience for you. For the most part, I enjoyed the game’s story. To me it seemed like a title that went back to the fundamentals of the horror genre; mysterious place, freaky environment, being chased by something you can’t entirely see, they’re the oldest themes in the book and I enjoyed it but, by the end of the game, I found the story to become a little convoluted which put a real dampen on my experience, especially because the story was what kept me going.

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Gameplay

“Daylight” plays in the first-person view, you’re given no (conventional) weapons and each level is generated randomly so every single person who plays this game will have a distinctly unique experience. The game is almost played in steps: Level is randomly generated and you begin your search. You must find four notes are poster randomly throughout a level. Once those notes are found you must now search for the “Sigil” which will be in a pretty obvious room. Once the “Sigil” is found, you must RUN to the exit area where you will be placed into the next area. Repeat same steps over and over until the end of the game. THAT system was good for maybe the first few levels when I was still getting used to the game but this particular system begins to get pretty stale once you figure out how exactly it works. Simply running can have you complete a level in under ten minutes without scares or even without the risk of being attacked and, by the end, that’s exactly what you do.

You’re armed with your phone which works as both a mini-map and an indication system for when you’re about to be attacked by the “shadow”. Once your phone starts to glitch and odd symbols begin displaying themselves on the screen you know you’re about to be attacked but the shadows can be warded off pretty easily if you have a flare on hand. I “banished” my fair share of shadows that’s for sure. The map was a little difficult to use in some situations but it’s only there to be used as a quick guide instead of something you sit there glaring at for long periods of time…though it does give you the option to do so. You may also carry glow sticks which, just seem to be left around these “abandoned” areas. The glow sticks give you a little extra light to work with, which you need because this game is damn dark, and they’re also used to illuminate interactable items and obstacles. It’s almost like a hint mechanic. The way the game plays is fantastic though that feeling of “awe” and “enjoyment” does eventually diminish only because the game doesn’t offer you anything different bar some new environments which, honestly, I enjoyed. Even the freaky ones like the forest/graveyard.

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Visuals

I both loved and hated the way this game looked: I loved it because it was designed extremely well, especially when it came to environments and the way certain light sources acted once introduced into them. The reason I hated it was because of a silly issue with not being able to actually see much…though I’m not going to take points away because it was done on purpose, it’s a horror game…it’s meant to be dark, you’re meant to find yourself stuck, I’m just venting because I constantly got trapped by a rogue box or chair which lead to the “shadows” catching up with me, which lead to me being…frightened. I told you I was a child. I would love for the developers to release some sort of fully viewable environment shots from the game just so I can appreciate exactly what I was trying so hard to get through.

Dynamic lighting and shadowing was perfected by the development team and implemented so well into “Daylight”. I always enjoyed seeing the reflection of my glow stick on the glass window of a door, it looks fantastic and it also meant I was getting further into the level. The graphics were great but not “next gen” quality though, to a certain degree, I never expected it to be. What helps “Daylight” is that it IS so dark, it covers up a great deal of the aesthetics and allows it to be fully appreciated on a console as powerful as the “PlayStation 4”. That’s assuming there were blemishes throughout the game. The way the character moved was nice and fluid but you definitely saw when things didn’t look as good as they should’ve, being present on a console of this caliber. Visually, though inky and ill-lit, the game looked brilliant and represented the vibe of the title the best way it possibly could.

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Audio

As you can probably imagine; there wasn’t a great deal of music in “Daylight”, in fact, there was one recallable track and it played during the loading scenes which only really occurred at the very start of a seating. One other piece of music played throughout the game and it was that of a piano which played for about 5 minutes and then never again. Quite daunting especially in a game that hadn’t played any music up until that point. “Daylight” used environmental sounds to their full potential with things like screams and footsteps behind heard constantly throughout the game. When playing I do suggest you wear headphones and have all the audio come through them, it definitely proved to be more immersive.

I felt that I lost another degree of “fear” when playing it normally with the sounds coming through my speakers instead of my headphones. If you definitely want the best out of this game; play it in the darkness with your headphones in. It’ll give you one hell of a fright. The voice acting, despite there being quite little of it, was absolutely brilliant. Each piece of dialogue felt real which is quite the feat. Sarah’s voice actress did such a great job with the character but I also think it was the lack of dialogue in the game that helped. You know when she’s saying something that you should probably listen. Auditorally this game was developed perfectly, absolutely no comp

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Overall

I’m not sure what else to say about this game. For everything that is good with it, there is another thing that cancels it out. Despite my dislike towards horror titles, I actually wanted the game to stay scary all the way to the very end…but it didn’t. The story didn’t exactly make sense but the way it was given to the player was clever and suited the vibe of the title so that’s a positive. If only the rest of the game was as good as its audio and visuals but unfortunately that wasn’t the case. I really enjoyed the way this game sounded and, to a certain degree, the way the game looked. Those two aspects really held the game up but they just weren’t enough to carry the weight of a full game release. Honestly the one thing that kept me going with “Daylight” was that it was a review copy and I had to play it until the very end. “Zombie Studios” showed that they can do a brilliant job when it comes to atmosphere but, as far as settings and story goes, this was poor.

6-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Hellraid jumps to Xbox One and PlayStation 4

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You may remember a game called Hellraid, which is being developed by Techland who was behind the likes of Dying Light and Dead Island. Well the last we heard of Hellraid it was being delayed from 2013 to 2014 for unknown reasons. Well now we have those reasons and although this announcement comes with another delay, this one has a good reason.

Hellraid is now making the jump to the PlayStation 4 and Xbox One sometime in 2015 and is also being developed using Chrome Engine 6 rather than the previous engine. A number of new gameplay features have also been added to the game such as a mission mode and an arena mode to compliment the game’s story mode, extensive character customization, and a massive amount of combat improvements. Check out some new screenshots for the game as well as a new trailer that highlights the new additions to the game below.

Atari and Gamepedia Partner to Bring Minimum Free Play Weekend and Official Wiki

Atari and Gamepedia Partner to Bring Minimum Free Play Weekend and Official Wiki

May 2, 2014 – In advance of the early access release of Atari’s fast-paced, crafting-based shooter Minimum, Gamepedia has partnered with the iconic publisher to bring fans access to a Free Play Weekend alongside the official Minimum wiki.  Beginning at 10 a.m. CDT on Friday, May 2nd, a limited number of free weekend keys will be distributed on Gamepedia on a first-come, first-serve basis. The keys will give players immediate access to Minimum until midnight on Sunday, May 4th.

“We’ve always been big fans of Atari and we’ve been eager to see what’s coming now that they are back in action!” said Curse Inc. Wiki Director Ben Robinson, “It’s a great opportunity for Gamepedia to be working with them to bring fans the official wiki as well as this great opportunity to check out Minimum before it hits early access.”

Set in a minimalistic stylized universe, Minimum features fast-paced, session-based combat that pits teams of five against each other with powerful, craftable weapons. Each team has its own massive robotic Titan that they must power up and support so that it can help them fight and destroy the enemy’s base. At the core of Minimum is a blueprint crafting system where players collect resources to create customized, upgradable weapons and armor that power-up during kill streaks, enabling skilled warriors and Titans to become deadlier as matches progress.

“The Gamepedia team does a great job designing and handling game wikis, so we are happy to have them managing that process for us,” said Tony Chien, Senior Director of Marketing for Atari. “They have a great audience with a ton of enthusiastic PC gamers so we wanted to include them in our Free Play Weekend leading up to early access on Steam.”

To learn more about the game, please visitwww.PlayMinimum.com or read more on the Official Wiki.

About Atari
Atari (www.atari.com) is a multi-platform, global interactive entertainment and licensing company. Atari owns and/or manages a portfolio of more than 200 games and franchises, including world renowned brands like Asteroids®, Centipede®, Missile Command® and Pong®, (which were part of the classic gaming innovations from Atari founded in 1972), Test Drive®, and RollerCoaster Tycoon®. Atari capitalizes on these powerful properties by delivering compelling games online (including browser, mobile and digital download), for PC, smartphones and tablets and other connected devices. As a licensor, Atari extends its brand and franchises into other media, merchandising and publishing categories.

Atari has offices in New York and Paris.

© 2014 Atari Interactive, Inc. All rights reserved.  Atari word mark and logo are trademarks owned by Atari Interactive, Inc.

About Gamepedia
Gamepedia is the largest video game wiki platform on the web, featuring over 450 community-driven wiki projects. Owned and operated by Curse Inc., Gamepedia is home to everything from indie titles to some of the best-known gaming wikis such as the Official Minecraft Wiki, Leaguepedia, and Titanfall Wiki. Ranked in the top 1500 sites globally by traffic, Gamepedia continues to expand rapidly with the creation of new wiki projects on a near-daily basis. In addition to its wiki offerings, Gamepedia is also a source of gaming news and information, high-quality video content, and exciting contests and giveaways. To stay informed about your favorite games and for chances to win, follow and like Gamepedia on Twitter and Facebook or visit us at http://gamepedia.com!

Exclusive Naruto figure to be sold at 2014 SDCC at Viz’s booth

naruto-figure-san-diego-comic-con-exclusiveToday Viz Media has announced that they will be selling a 2014 San Diego Comic-Con exclusive figure of Naruto wearing the 4th Hokage’s coat. This is a special 1/6 scale figure from Gecco that is 27 cm tall and has been sculpted by Shin Tanabe and painted by Katsuhige Akeyama to provide a carefully designed expression and highly detailed figure.

Since this is an exclusive figure it can only be purchased at Viz Media’s booth during the convention which is held between the dates of July 23rd to July 27th. The figure is going to be priced at $150 and supplies are limited so any major Naruto fans attending the convention with plenty of money to burn will likely want to swing by Viz’s booth (#2813) to make sure they do not miss out.

Corpse Party: Blood Drive’s latest trailer seems as scary as ever

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Ever since Team GrisGris announced that they were going to be moving from sprites to 3D character models in Corpse Party: Blood Drive, the first Corpse Party game for the Vita, there has been some concern that the game wouldn’t be as frightening as it has been in the past.

Well now the first trailer for Corpse Party: Blood Drive has been released by 5pb. and it looks like the game hasn’t lost a step by making exploration look creepy and let’s not even talk about the sounds and screaming. The trailer also introduces us to a number of new characters who seem to sound important with one looking like she dabbles in black magic so it will be interesting to see if they make it out alive. For now Corpse Party: Blood Drive is set to be released in Japan on July 24th but hopefully we’ll be hearing a localization announcement sometime later this year.

Arcana Heart 3: Love Max opening movie, screenshots, and details released

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Yesterday Aksys Games announced that they would be bringing Arcana Heart 3: Love Max!!!!! over to North America sometime this fall and today Arc System Works has released the opening video for the game as well as some new Japanese screenshots and details for the game.

The game has been rebalanced with a number of new modes added in such as trial mode to test the player’s skills, a time attack mode, and more. Alongside the previously mentioned hot springs scene, which is partially shown in the new screenshots, there are slice of life stories for each character called “Memories” that are unlocked at specific times in the game and explore the characters’ lives outside of combat.

Tony Hawk’s Shred Session Announced for Mobile Devices

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Its a bit sad when you think about where our favorite franchises of yesterday have gone. The Tony Hawk line of games didn’t even get a proper revival this past generation, but it looks like mobile is the best and only way for things to continue. Today, Tony Hawk’s Shred Session was announced for Mobile devices, where you can pull of simple tricks with a few swipes.

Here are some more details of what to expect:

From the Santa Monica boardwalk to the twisted streets of London, every locale in the game has been reimagined as a skater’s dream. There are two modes in Tony Hawk’s Shred Session: Survival, where players pull off continuous tricks and combos as long as they can; and Shred Sessions, where players rip through levels to complete classic Tony Hawk game objectives, or compete head-to-head against friends’ top scores.

Real world skateboarding detail has not been overlooked, as players will be able to choose to skate as one of six modern day pros (Chris Cole, Aaron “Jaws” Homoki, Lizzie Armanto, David Gonzalez, Riley Hawk, and of course Tony Hawk himself), each with their own signature moves. Each rider can be outfitted with real skate brand apparel, and decks can be customized with signature designs that include bonuses to help reach even higher scores.

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And there you have it. You know, they might have something with the accessibility of mobile for this long, forgotten series – as those real life skateboard titles Activision shoved out essentially buried Tony Hawk along with Guitar Hero, and while this may not work – it very well could bring back there namesake to consoles yet again if successful. You can look for Shred Session to hit the iOS and Android later this year.

Chi’s Sweet Home and La Linea licensed by Siren Visual

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Siren Visual have just announced some new title acquisitions through their official Facebook page. They revealed that they have acquired Chi’s Sweet Home, Chi’s New Address and La Linea for distribution down under.

Chi’s Sweet Home and Chi’s New Address follows the adorable kitten Chi in bite-sized adventures. Siren Visual will be releasing all 208 episodes that comprise Sweet Home and New Address in a subtitled only DVD format. There is currently no set release date for the Chi series.

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La Linea is a series that may be familiar to some as the series previously aired on ABC in Australia back in the 70s and 80s. It is an Italian animated programme that follows a Mr Linea, a line-man, as he traverses a wonderful imaginative world of lines as drawn by an animator overseeing his world. The complete release of La Linea is slated for an August release date.

New Call of Duty Teased with New Website

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The next Call of Duty title will be announced in two days. In the mean time, a mysterious website with a distorted image has popped up. In their press release, Activision has teased the new game with a short VICE documentary called “Call of Duty – Super Power for Hire” on private military corporations (PMCs). The full documentary will be released on VICE’s website in the coming days.

No details have been announced about the game itself, but there is plenty of options for a PMC themed game. Titles like ArmA II and Metal Gear Solid 4 have all breached the topic, while infamous PMC firm Blackwater even released their own Kinect title.