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DYNASTY WARRIORS ENTERS A NEW BATTLEFIELD

DYNASTY WARRIORS ENTERS A NEW BATTLEFIELD

Fan-favourite tactical action series makes PC debut in the west 

Hertfordshire, May 2014- TECMO KOEI EUROPE announced today that critically acclaimed tactical action title DYNASTY WARRIORS 8: XTREME LEGENDS COMPLETE EDITION will be released for PC through Steam® across the western territories for the first time in franchise history on 13 May 2014.

‘We are very happy to finally be able to bring this fantastic game to PC’ said Yasutomo Watanabe, General Manager of Tecmo Koei Europe. ‘We feel that this is a very fitting platform for tactical action titles and believe that it will satisfy our fans as well as allow them to enjoy hours of gameplay with enhanced graphics and higher frame rates’. 

DYNASTY WARRIORS 8: XTREME LEGENDS COMPLETE EDITION is a combination of two games:

The first is DYNASTY WARRIORS 8 -a historical tactical action game that follows the stories of the kingdoms of Wei, Wu, Shu and Jin through the actions of historical military and political figures of the time as they fight to gain control over the Three Kingdoms of China. It features more than 40 completely new stages: verdant plains, desolate wastelands, sharp ravines, huge castles, and other breath-taking sites, giving stronger emphasis in the stage of these epic battles and inspired by ancient landscapes.

While the second is DYNASTY WARRIORS 8: XTREME LEGENDS– a stand-alone expansion which includes new episodes that add to the story of the three kingdoms the game revolves around, focusing on the exploits of the mightiest of warriors, Lu Bu. Additionally, DW8XL introduces five new characters, giving players the option to choose between 82 warriors in total. DW8XL features multiple hypothetical scenarios that alter the plotlines of various episodes throughout the ‘Romance of the Three Kingdoms’ story, an expanded Ambition Mode and the popular Challenge Mode. The Free Mode has also been significantly enhanced, featuring among other things, the Xtreme Legends ‘Ultimate’ difficulty level

PC minimum requirements:

ü  Operating system Windows Vista / 7/8 / 8.1,

ü  main body CPU: (i7 860 or more recommended Core)

ü  Core2Duo 2.4GHz or more

ü  Memory : 512MB of RAM or more ( 1GB or more recommended)

ü  Recommended Display : 1280X720 pixels or True Color display (can display 16:9)

ü  Hard drive space: 18GB

ü  Video card : VRAM256MB or more ( 512MB or more recommended)

ü  3D acceleration corresponding to pixel shader 3.0 and above

ü  DirectX9.0c

ü  Game Pad compatible

 

For more DYNASTY WARRIORS 8 news please visit www.facebook.com/koeigames and follow us on twitter @tecmokoeieurope

Live Colors for Kids By Omega-R Inc.

Live Colors for Kids

Live Colors for Kids By Omega-R Inc.

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This app is designed for both iPhone and iPad
  • Free
  • Category: Education
  • Updated: May 01, 2014
  • Version: 1.1
  • Size: 222 MB
  • Languages: English, French, German, Italian, Japanese, Portuguese, Russian, Simplified Chinese, Spanish, Traditional Chinese
  • Seller: OOO Omega-R

Compatibility: Requires iOS 6.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Easiest-to-use coloring app ever! Your little artist will bring masterpieces to life while coloring, drawing and mixing colors! The app is a unique combination of gaming and learning. Watch your child’s motor skills and creativity blossom. Help your child discover the whimsical world of colors!

WORK YOUR MAGIC BY COLORING
Live Colors for Kids includes 20 vivid coloring pages designed in cooperation with the professional educators. Each coloring page is introduced with a funny poem. If your child likes to color and dreams of being a magician, help him or her work magic in this coloring book by making pictures come to life!

DREAM AND DRAW
Is your young talent tired of coloring? Then it’s time to take a canvas and create a masterpiece from scratch! Take advantage of Draw mode to develop your child’s talents, inspire confidence and spark creativity and imagination. Hours of fun are guaranteed!

MIX COLORS
Mixing colors is the wonder of turning certain colors into others! Initially, only 6 basic paints are available in the app. Then, with Live Colors, the young magician follows in-game help to mix colors in the palette and create numerous tones. Your little one can even compare them with colors in real nature!

WHAT’S INSIDE:
— The most simple and handy interface
— Eye-candy graphics
— 20 animated coloring pages
— Soundtracks recorded by professional actors
— In-game help to mix the colors in the palette
— Color the picture by template or conjure it free-hand
— Automatic saving of all pictures in the gallery
— Come back and complete the masterpiece at any time
— Eraser in case the drawing needs slight corrections
— Share your young artist’s work in social networks
— Print your artwork, hang it on the wall and admire
— Nice bonuses and surprises
— Localized for English, Russian, French, German, Italian, Portuguese, Japanese, Spanish and Chinese

CHILD PRIVACY POLICY
•Included Kids Lock gated area to protect settings just for parents
•NO third party advertising
•NO in-app purchases
•NO collection of any personal information of any kind
•Now member of the “KNOW what’s inside” program

If you have any questions, comments, or feedback — email us anytime at [email protected] or visit us at www.liveappsforkids.com

Join us on FB:
https://www.facebook.com/livecolorsforkids

…More

What’s New in Version 1.1

– NOW COMPATIBLE WITH IPHONE
– Bug fixes
– Localization to the other languages

Screenshots

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iPhone Screenshot 5

Disney Infinity 2.0 Marvel Superheroes Announcement Video + Pictures

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Last night, Disney Infinity and Marvel fans across the world got an awesome announcement – Disney Infinity 2.0 Marvel Superheroes is on its way, and it adds the Avengers (and others) to the already impressive Disney Infinity lineup. We posted the important news this morning, but now we can share with you the entire presentation as well as a picture gallery of the event, including all of the special guests.

Check out the image gallery below, and then check below that for the presentation. It goes for about an hour so settle in for a pretty cool show. After checking it out let us know your thoughts in the comments below on the game’s new mechanics, as well as who you want to make an appearance and make sure you stay tuned to Capsule Computers for all the Disney news as it becomes available.

 

New Bound by Flame Screenshots Showcase Companions

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Friendships forged in the heat of battle

With just one week left until Bound by Flame hits PS3, PS4, Xbox 360 and PC, developer Spiders has released a few new screenshots that focus on one of the RPGs core assets: Companions. Set to assist the previously shown Hero, these friends will aid players in their perilous journey.

Should you desire a little long range backup and a nifty healing skill, perhaps you would do well to enlist the help of Sybil the Young Mage. Edwen the Witch avoids healing and instead opts for mind control, more in line with her proficiency in dark arts. Rhelmar the Elf forgoes magic and utilises a bow to rain down arrows onto your foes. If close combat is more your style, Randval the Warrior specialises in creating powerful diversions, leaving you free to attack. Finally, there’s Mathras. An undead more ancient than even the Ice Lord. Having spent the last several thousand years honing his skill, Mathras’ swordsmanship is top tier. Also, using willpower alone, he is able to force enemies to fight on your side, much like Edwen can. Handy.

Though backup is always appreciated, Companions prove far more crucial in higher difficulty modes. Of course, it is up to the player to utilise their unique skills to the fullest. But don’t be fooled by their status, Companions also play an important part in the story. Driven to aid you for their own reasons, players are able to form friendships, rivalries and even romances with Companions as their journey progresses. So choose your partner wisely, and try to stay on their good side.

Kevin Spacey in Call of Duty: Advanced Warfare, Releasing November 4

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After a major leak of media and information on the next Call of Duty entry, Activision have released the official reveal trailer, originally scheduled to debut on May 4. Introducing Call of Duty: Advanced Warfare, developed by Sledgehammer Games, and starring none other than Kevin freakin’ Spacey!

Releasing on November 4 for the Xbox One, PlayStation 4 and PC, Advanced Warfare is the first of the franchise to have undergone the now mandatory 3-year development cycle. That doesn’t mean we’ll be getting a new CoD title only every three years from now on, as Infinity Ward and Treyarch are also working on their own entries, alternating in release amongst themselves. Check out the reveal trailer embedded at the bottom of this article, which showcases the futuristic hoverbikes, mech-suits and exoskeletons we’ll be able to pilot and establishes the story, focused on a private military corporation headed by Kevin Spacey, which has turned on the United States government. If you’d like to learn more about the themes of the story, also check out the following mini-documentary on PMCs and “what happens when the highest bidder becomes the next superpower.”

Team17’s Third-Party Publishing Program Ramps up Global Expansion as They Sign Dutch Indie Game Penarium

Team17’s Third-Party Publishing Program Ramps up Global Expansion as They Sign Dutch Indie Game Penarium

2nd May 2014 – UK – Industry veteran Team17 is continuing full force ahead with the global expansion of its third-party publishing program. Today they have announced their partnership with Netherlands based independent developers Self Made Miracle and together they will be releasing the fantastically sadistic circus extravaganza Penarium onto PC later this year.

“We are really excited to work together with Team17, with over 24 years of experience as an indie developer themselves we feel like this is the right place for us. Not only are they experienced with publishing games but they understand both the human and technical aspects of development culture as well. We grew up playing the first Worms games and have always been inspired by their game design; instantly accessible basics with a whole lot of varied weapons, each of them providing a different mechanic on their own. This is the foundation of Penarium’s game design and we feel our game fits right in their lineup of fun and somewhat quirky games,” said Rick van Ginkel, Game Designer and Producer at Self Made Miracle.

Debbie Bestwick, Team17’s Managing Director added, “We’re thrilled to take our third-party publishing program global. We’re extremely focused on disrupting traditional publishing and helping indies with the wealth of experience and knowledge we have to offer. The team at Self Made Miracle is incredibly talented; Penarium fits absolutely perfectly within our growing lineup of fantastic independent games. Ever since we received the first build of the game we’ve been competing internally for the highest score and we can’t wait to take on the world at launch, see you on the leaderboards!”

Penarium is a frantic 2D arena arcade game where you take on the role of our quirky antihero; Willy. Willy is trapped in a crazy circus show where he needs to run, jump and avoid an array of killer death-traps while being cheered on by a sadistic crowd that’s out for blood; his blood. Survive the ever ongoing armada of destruction for as long as you can and crown yourself champion of the Penarium!

Penarium is scheduled for a 2014 release on PC.

About Team17’s publishing options

Let Team17 help you realise your game’s full potential, contact Team17 on [email protected]. Team17 will work with you directly to create tailor-made packages designed around your individual needs. These can include a wide range of professional services from funding, lifecycle management, brand building, audience cross-promotion, PR, marketing, localisation, QA and much more!

About Penarium
Penarium. Developed by Self Made Miracle. © 2014. Published by Team17. Team17 are trademarks or registered trademarks of Team17 Digital Limited. All other trademarks, copyrights and logos are property of their respective owners.

About Team17 Digital Ltd
Founded in 1990, Team17 Digital Limited is a leading independent developer and digital publisher headquartered in West Yorkshire (UK). Team17 publishes games for PC, console, mobile and handheld devices and other digital platforms. Visit www.team17.com for more info.

About Self Made Miracle

Founded in 2013 Self Made Miracle is an independent publisher based in Utrecht, Netherlands. Visit http://selfmademiracle.nl for more info.

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.

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