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Final Gundam Unicorn OVA Trailer & Key Visual Revealed

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A teaser trailer has been revealed for the seventh and final Mobile Suit Gundam Unicorn OVA series, showing off Full Frontal in a flashy new suit as well as a mobile armor known as the Neo Zeong. In addition, a key visual has been shared which you can check out below.

Titled “Over the Rainbow”, the episode will be longer than the others at 90 minutes and will be screened in Japanese theatres on May 16 before being released on Blu-Ray disc on June 6.

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A continuation of the Universal Century Gundam timeline, the Sunrise-produced series has been ongoing since 2010 and will finally conclude this year. The anime is being released in Australia and New Zealand by Madman, with the first six episodes already available. A video game adaptation of the first three episodes was released a few years ago.

Diablo 3 Expansion’s Pre-Order Items Announced

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Blizzard, the studio behind World of Warcraft and, more recently, Diablo 3, have announced the pre-order items for their action RPG’s upcoming expansion, Reaper of Souls.

Using a post on their Battle.net forums, Blizzard revealed that pre-ordering Diablo 3: Reaper of Souls digitally on Battle.net will grant players two unique items:

  • Wings of Valor will allow you to summon the radiant wings of the Archangel of Valor for your character in Diablo 3.
  • Valla the Demon Hunter will also be available as a playable character in Blizzard’s upcoming MOBA, Heroes of the Storm.

These items can also be claimed by anyone who redeems their Reaper of Souls retail game key on or before March 31, 2014. For more information, you can check out the official post here.

Business Games Get Moving with Game Insight¹s Newly Announced Transport Empire for Mobile Devices and Social Networks

Business Games Get Moving with Game Insight¹s Newly Announced Transport Empire for Mobile Devices and Social Networks 

Moscow and San Francisco – February 24, 2014 – Game Insight, a global leader in mobile/social games, has announced the next chapter in business games with Transport Empire, an all-new economic strategy game. The new game will be released first for iPad, and then for iPhone. Android and Facebook versions are also planned for future release.

Transport Empire will let players build their very own transportation network inspired by Victorian Era design, and a few steampunk elements as well. Players will dispatch locomotives, steamboats, and airships, construct roads and mines, develops frontier cities, and earn the love and respect of the locals while avoiding the sinister machinations of rival transport barons.

In Transport Empire, players will not only manage the logistics of building and connecting massive transportation networks, but will also meet a cast of charming characters, all of whom have their own compelling stories to tell. As they build their holdings, players will uncover new mysteries, recover lost treasures, and even hunt for a legendary phantom train. The game will also offer intricate and beautiful graphics that will help make the adventure unforgettable.

Prepare yourself for the next evolution of business games with Transport Empire, coming soon to a mobile device near you!

Additional Information:

Visit the official Transport Empire website: http://transportempiregame.com/

Visit the official Facebook page for Transport Empire: https://www.facebook.com/TransportEmpire

Watch the official Transport Empire video trailer: http://www.youtube.com/watch?v=Zj9TScjlR4I&feature=youtu.be

Assets are available here: http://www.game-insight.com/files/EN/Games/GI_Transport_Empire/iOS/

About Game Insight
Founded in 2010, Game Insight is a global-facing developer and publisher of varied, user-focused, and free-to-play games for all major mobile and social platforms, including iOS, Android, Facebook, and Web. We are a team of more than 800 passionate game developers who actually play games ourselves. Our internal network consists of more than 17 different studios that constantly create and update high- quality games, many of which have already become #1 top-grossing hits in mobile application stores and on social networks around the world, which has led Game Insight to build a global audience of more than 150 million users. Visithttp://www.game-insight.com/ for more info.

ICEBERG INTERACTIVE TAKES TO THE SKIES WITH COMBAT FLIGHT GAME VECTOR THRUST, COMING TO STEAM SPRING 2014

ICEBERG INTERACTIVE TAKES TO THE SKIES WITH COMBAT FLIGHT GAME VECTOR THRUST, COMING TO STEAM SPRING 2014

New Indie Developer Debuts Cel-Shaded, Combat-Driven Flight Game Featuring 200+ Pilotable Aircraft

Haarlem, The Netherlands – February 24, 2014 – Video game publisher Iceberg Interactive and developer TimeSymmetry officially announced today their arcade flight game with simulation elements Vector Thrust is coming to PC this spring on Steam. Vector Thrust is a fast-paced, cel-shaded, combat flying game that offers an extensive variety of game modes to choose from, with quick, action-oriented instant play, and the option to experience a deep, story-based campaign.

“Fans of classic arcade and combat flight games are sure to fall in love with Vector Thrust,” says Iceberg Interactive CEO, Erik Schreuder. “TimeSymmetry is the perfect example of a small, one-man team following its own passionate vision. And it has done an excellent job creating an all new flight combat experience, delivering the added ability for users to create their own content — and more.”

Vector Thrust delivers a huge array of aircraft from which choose, as well as tactical, intelligent AI to combat, where every unit works to complete its mission in a dynamic, ever-changing battlefield that is never played the same way twice.

Vector Thrust Key Gameplay Features:

  • Perfect balance between realistic models and cel-shaded graphics. Each aircraft is faithfully re-created with a highly tactical and deep flight behavior while simultaneously remaining playable for even the most inexperienced players.
  • Players can experience the immersive story-based Campaign in a unique world context or jump right into the action in the Quick Action mode.
  • Fly an extensive collection of more than 200 aircraft, ranging from real-world models to unusual and rare prototypes, all of them re-created with precision and emphasizing their unique characteristics.
  • Players can test their abilities with every aircraft in Challenge mode, or battle for the high score in Arcade mode.
  • Quickly customize their own battles with Skirmish mode, or create their dream operation to the finest detail with the mission editor.
  • Gamers will confront other players online with a competitive Multiplayer mode which includes a wide variety of game modes to prove who is King of the Skies.
  • Expand the original game with user mode custom content and customize and change the flavor of the game with an extensive variety of mutations.

# # #

ABOUT TIMESYMMETRY

TimeSymmetry is an independent game development studio based in Braga, Portugal. The company was founded in 2011 by Cláudio Rodrigues. Currently he is a one-man team and focuses on a small quantity of high-quality PC games.

ABOUT ICEBERG INTERACTIVE

Iceberg Interactive is an independent video game publisher founded in 2009 by an international group of games industry veterans and is located in Haarlem, The Netherlands. While keeping its roots in the European retail games market, Iceberg has rapidly increased its focus towards the global digital games market, by building strong direct relationships with dozens of Game Portals. Staffed with avid gamers, Iceberg works closely with an international assembly of game developers, both midsize and indie. With a distinct focus on the strategy, action, simulation and adventure game genres, the company has garnered attention with acclaimed releases including Killing Floor, Wings of Prey, APB Reloaded and Endless Space among its 70+ game arsenal – with more promising games in the pipeline.

Play it cool!

Flying Horse By Tycero AB

Flying Horse

Flying Horse By Tycero AB

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View In iTunes

This app is designed for both iPhone and iPad
  • Free
  • Category: Games
  • Released: 22 February 2014
  • Version: 1.0
  • Size: 29.2 MB
  • Language: English
  • Seller: Tycero AB
  • © Tycero AB 2014

Compatibility: Requires iOS 5.1 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Flying Horse – Addictive gameplay, endless fun!

Tap to fly the horse and avoid obstacles as you gain points in one of 4 difficulty levels.

Beautiful graphics, epic music and addicting gameplay together with game center integration will give you hours of fun. We take no responsibility if you smash your phone when playing the Impossible mode!

Besides trying to get your high score on the game center you can also share your score on Facebook, Twitter and by Email or SMS.

Fly Flying Horse, fly!

…More

Screenshots

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Primal Flame By Pierre Aclement

Primal Flame

Primal Flame By Pierre Aclement

Open iTunes to buy and download apps.

View In iTunes

This app is designed for both iPhone and iPad
  • $2.99
  • Category: Games
  • Released: 25 February 2014
  • Version: 1.0
  • Size: 42.8 MB
  • Languages: English, French
  • Seller: Pierre Aclement
  • © Pierre Aclément

Compatibility: Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Flame wielding arcade action with a poetic atmosphere and an irritable vegetation.

It’s dark and you’re alone amidst the sounds of the forest. Strike up a flame to light your way in this alluring and dangerous world.

Encounter malevolent flowers, falling leaves and dark rain as the forest seeks imaginative ways to extinguish your flame. Rescue luminous seeds to refuel your light and help you fight the growing darkness.

Swipe, dodge and burn to stay alive as you move through the obstacles in a dance of fire.

FEATURES :

– Spark up your match to experience the graceful single touch control of seven richly-colored flames

– Progress through three enchanting worlds as you learn to master the element of fire.

– Rescue seeds to unlock beautiful flames & spells that assist you in the darkness – no iAP 🙂

– Infinite-play worlds, Game Center leaderboards and achievements with bonus seeds.

– More worlds, flames and spells to come in updates

– Home brewed by two people and one pencil-top sheep using 5000 matches and gallons of Irish tea.

Follow us:

Facebook – http://www.facebook.com/primalflame
Website – http://www.irrelevantfish.com/primalflame
Twitter – http://www.twitter.com/primalflame

…More

Screenshots

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Microsoft Announce Titanfall Xbox One Bundle

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One of the year’s biggest games; EA’s Titanfall is about to launch onto store shelves and the Xbox Live Store and today the guys over at Microsoft have announced a new Xbox One Titanfall bundle that will be available alongside the game when it becomes available on March 13th.

The bundle, which you can now pre-order for RRP$599 includes:

  • Download code for a digital copy of “Titanfall”
  • Standard Xbox One console and Kinect sensor
  • Standard Xbox One wireless controller
  • Standard Xbox One Chat Headset
  • One month Xbox Live Gold membership

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The Titanfall console bundle will likely sell out quick so make sure you pre-order it so that you don’t miss out. Check out our Titanfall Preview to see our thoughts on Xbox One’s most highly anticipated game this year. Will you be grabbing a Titanfall Xbox One bundle or is your console already warmed up for the game’s launch? Let us know in the comments below and as always make sure you stay tuned to Capsule Computers for all the Titanfall news as it becomes available.

Win a Trip to New York with Oz Comic Con

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Since Comic-Con came to Australia two years ago, it has been taking the nation by storm; selling out tickets left right and center. Now, with this year’s Perth and Adelaide Comic-Con just around the corner the organizers and the guys over ReedPOP (organisers of events like the New York Comic Con, C2E2 and PAX Prime) have put together a sweet competition that will give winners a chance to head over to one of the biggestpop culture events – New York Comic Con.

The prize includes return flights for two to New York City, two VIP passes for all four days of NYCC (October 9-12 2014) and six nights accommodation. Better yet, the entry couldn’t be simpler! Just pre-purchase a ticket to Oz Comic-Con through their official website and you will automatically be entered into the draw. Make sure you enter for this once in a life time opportunity.

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Perth Comic-Con will be  on March 29-30 at the Perth Exhibition Centre and in Adelaide on April 5-6 at the Adelaide Showgrounds and will feature some of the biggest talent from the world of pop culture and nerddom including Doctor Who star Billie Piper, Shannen Doherty from Charmed and sci-fi queen Amanda Tapping, known for her roles in Stargate SG1 and Sanctuary.

Will you be packing your bags and heading to New York this year? Let us know in the comments below and always remember to stay tuned to Capsule Computers for all the pop culture news as it becomes available.

Golden Time Episode 12 Impressions

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Golden Time
Episode 12 – Don’t Look Back

Lovers of romance anime have historically always been in conflict with each other, trying to prove that their favourite pairing is the best or ‘true’ pairing that the creator envisioned. It is not surprising, therefore, that creators often shy away from giving a real answer about who they intended to be the true couple at risk of alienating half of their fan-base. Harem anime suffer from this more than any other medium and unless the mangaka has come up with some sure fire way of pleasing everyone, concluding a series can be a real struggle. The creator of To LOVE Ru came up with a perfect solution whereby Rito will most likely just end up marrying everyone because he is bound by the laws of the Planet Deviluke. Oreimo, on the other hand, is a prime example of a series that ended up doing the complete opposite, opting to disappoint everyone equally, sparking a huge backlash on forums and fan-sites. This episode of Golden Time invoked a swarm of fan reaction and all of a sudden it seems like the fans have been split. The Linda camp is growing, but is it really because people are warming to her, or is everyone just getting sick of Kouko being so clingy?

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If there was ever going to be an episode that would cement your opinion of Kouko, this would be it. I can’t remember single episode of Golden Time, or any other anime in recent memory for that matter, that did such an impeccable job of illustrating raw, genuine human emotion and for that reason alone I have to applaud J.C. Staff. Right from the very start of the episode the juxtaposition between Banri having the time of his life at the loud party with thumping music playing and Kouko anxiously pacing the silent city streets was superb. You could feel the lingering disaster just waiting to happen. As a member of the audience you felt strapped to your seat, wanting to reach out and tell Kouko to turn around and not enter the party, and when the bubble popped it was painful to watch.

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Caught in the act of getting caught up in the atmosphere, Banri froze like a deer in the headlights. Distraught and betrayed, Kouko grasped for the nearest drink, drenched Banri, and as he stood there shocked and confused, she delivered the final blow by slapping him right across his idiot face. Finally. Dear god have I waited for the moment where Banri’s bad side would be shown in plain sight so he could reap the repercussions of his actions. Don’t get me wrong, I don’t think Banri is a ‘bad guy’ as such; he is simply a realistic person who, unfortunately, has lingering memory problems thrown into the mix that just confuse him further. In this situation though, he was almost entirely in the wrong. He had been having thoughts about Linda for a few episodes and a couple of times he even questioned whether his beautiful, loving girlfriend was what he really wanted which is just obscene. Nearly kissing Linda in a way similar to the Pocky game that is popular in Japan, he got his just deserts and I couldn’t be happier.

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What blew me away was that it didn’t stop there. In fact, it got better. Somehow it even managed to ramp up the drama! After asking Kouko to wait for him at his apartment, Banri noticed all of the texts and calls that she had sent him and he ended up running to her once the party had ended. When he arrived we were treated, and I really mean treated, to an absolutely magnificent scene of dialogue, tears, and relationship issues that you couldn’t possibly write without having experienced them first hand. The amount of real life emotion that spilled forward from the screen was mindblowing and it made me actually feel a little bit sick when I considered some of the romance fiction I have written in the past and how inferior it was in comparison. I am not exaggerating when I say that I could feel Kouko’s hot breath as she cried and begged Banri for some form of comfort and when it was all over she clung to him despite her anger in a way that was so genuine that I actually want to give the writer, Yuyuko Takemiya, a hug because there is no way that she hasn’t been through some heartbreak in her life. There is only so much realism that you can write based off of soap operas alone.

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As the episode came to a close, we saw Banri coming to terms with his feelings to Linda, at long last. He confronted her and told her that he couldn’t see her anymore. The first time her has fought Banri of the past. And as the picture of he and Linda scattered with the breeze, new photos of him and Kouko took their place. This was a big step. One that the Banri of old will not like. How will he react and how will present Banri take to his new single-minded devotion to Kouko? Stay tuned.

Golden Time is currently simulcasting on Crunchyroll where new episodes can be found each week and watched on mobile devices, consoles, smart TVs and of course on PC.

For more impressions of winter’s best and worst, head over to our Anime Impressions page.

Check out more Golden Time impressions HERE

Hands-on with Wolfenstein: The New Order’s First Three Chapters

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Just before the big announcement of a solid release date – May 20 in America, May 22 in Australia and New Zealand and May 23 in Europe – we were able to go hands-on with Wolfenstein: The New Order, developed by MachineGames (headed by former Starbreeze members) and published by Bethesda Softworks. Our last in-person glimpse of the title came at EB Expo 2013, where we watched a demo of a later level introducing the Laser Cutter, set inside a Nazi base. When we finally played the game ourselves on a PlayStation 4, we experienced the first three chapters, chronicling B.J. Blazkowicz’s involvement in the height of the war in 1946 and the events that led to his reawakening in a radically different 1960, part of an alternate timeline in which the Germans have won and taken control of the entire globe with advanced technologies.

The game’s introduction is an inauspicious one to say the least, with Blazkowicz on-board a U.S. fighter plane that has taken some substantial damage. Ordinarily, tutorials don’t see players thrust into situations such as this; a panicked rush to prevent your own fiery demise. As he pilots the aircraft, Fergus Reid – a grizzled, Scottish war veteran – charges you with repairing an engine fire, before needing to cut loose some heavy cargo in an effort to keep the plane airborne. Returning to the cockpit, Nazi fighter jets surround the duo – it’s a technology that neither man has ever seen before, far ahead of its time. But that won’t stop Blazkowicz from attempting to shoot them all down! This is fight or (no) flight time after all, so we slide into the turret seat and take aim in what reminds of old school arcade shooters. The glass of the turret capsule gradually cracks and shatters as the Germans fire back, but the rational fear of being taken out, now with no armour, by a bullet to the head seems irrational all of a sudden. Why? Because this is Wolfenstein, and that would be too easy. No, we need something more dramatic… how about a flaming enemy jet hurdling towards you? Now that’s cinematic! What’s more is the fact that Blazkowicz (and the plane, for that matter) survive this head-on collision quite handily.

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After being revived by the Scotsman, and witnessing more destruction as the losing side in this air battle, the two decide to jump ship to a carrier. The leap is dangerous, with another wayward plane’s spinning propeller chopping at the wing (and Blazkowicz’s heels) as Fergus and co attempt to pull us in. Once they do, we have to tend to a wreck of a man named Wyatt, who isn’t the only soldier freaking out… the carrier is full of nervous souls, clutching at their guns and wishing away the war. It doesn’t take long after literally slapping some sense into the young lad that we are overwhelmed and going down. Now on the surface, Blazkowicz is separated from the rest, with large, mechanical hounds nipping at the crashed plane, sure to penetrate its shell soon enough. Another downed aircraft across the bay has an in-tact turret, and so we dive underneath the water to stealthily swim across, avoiding the vicious bite of these “Panzerhunds”. For fear of getting eaten, you never dare satisfy the urge to come up for air and see exactly where you’re headed. To accommodate this, MachineGames actually lead you to the destination with a trail of floating corpses acting as your “cookie crumb” guiding line, which is done so quite subtly (although on paper, it sounds very overt). We emerge in safety and climb to the turret, proceeding to dismantle multiple Panzerhunds with a barrage of bullets.

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Reconvening with the team, they decide it’s best Blazkowicz chance the mortar attacks and run the gauntlet, sprinting into the trenches. Now, the true FPS mechanics finally come into play! Given that we begin in 1946, the more advanced weaponry promised by the title gets into players’ hands the further they progress in the timeline. And so at first you will have little more than your trusty knife, machine gun and pistol at the ready, although the ability to dual-wield is not kept from the player. Traversing the trenches, Nazi soldiers aren’t the only foe you need to look out for, as Kampfhunds (cyborg-dogs) quickly round corners and leap at your jugular. Immediately, you can feel the weight and the impact of the gunplay, and while dual-wielding may not be the most effective offensive decision with its higher amount of kickback and inability to aim down the sights, it is extremely satisfying and fun. Pulling the left and right triggers will shoot the respective weapons, unlike in some FPS titles from the past where the right trigger shoots both guns in a dual-wield. Of course, utilising this will mean a fast drain of your ammunition, however in Wolfenstein: The New Order, ammo can not only be picked up off the ground and from fallen enemies, but can also be acquired by breaking crates which are strewn throughout each level. Sometimes there will be health items inside instead; eating more than your fair share will initiate an “Overcharge” of your health bar, basically providing you with an additional amount of health past 100/100 for a limited time.

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Along the way to finding entry into the Nazi facility built into the mountain-side, we execute a couple troublesome mounted turret operators by sneaking up behind them and pulling off silent melee kills, clicking in “R3”. Eventually, we pick up an explosive and blast our way into the facility. But before walking in, we spot a lone turret to the left and approach it, detaching the behemoth. The sound of that gatling gun detaching from its mount is the most shrill, harsh, weighty metallic sound you can imagine. You are significantly encumbered whilst carrying this beast of a weapon too, with your walk speed slowed drastically. It does eat up ammo, but reattaching it to a nearby mount will reload it, however it can still overheat so as to prevent the player from spamming. An important element of the gameplay in Wolfenstein: The New Order is the multi-directional lean mechanic. At any point, the player can hold “L1” and use the right thumbstick to lean with a full range of motion, even low to the ground like in an earlier scenario, allowing you to shoot someone’s legs out from under them. This mechanic can be used in conjunction with the zoom, dual-wielding, and can be utilised with any weapon that is equipped. There’s more often than not an opportunity to stealth your way through any given area, but why do that when you can cause major devastation!

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Going back to the stealth options, there are specific advantages to taking that route and most of them relate to Wolfenstein: The New Order’s twist on the “alarm system” mechanic found in many video games. In certain zones, there will be one, maybe two generals in the area who are armed and ready to send out a radio signal for backup. Those signals are displayed on the top right corner of the screen, along with a general distance counter telling you just how close you are to the general/s. If you can dispatch of them, quietly, without anyone spotting you, then you’ve eliminated any chance of backup being called. And you’d be thankful for that on the higher difficulty levels, of which there are four: “Can I Play Daddy?”, “Don’t Hurt Me”, “Bring Em On!”, and “I Am Death Incarnate!” These should ring a bell for long-time fans, as they are the same difficulty level titles from the original Wolfenstein 3D. Moving on, we commandeer a couple anti-air guns to obliterate a tripodal, Nazi war machine that was completely annihilating U.S. militia with its death ray-esque blasts, and then clear a path to continue forward. Regrouping with Fergus, Wyatt and the rest of the gang, we fire grappling hooks up the façade of a building and begin our ascent. This is a great sequence whereby enemy soldiers open fire through the windows, and poke their heads out across the three columns of the structure to bombard you and cause you to fall to your death. You can jump or manoeuvre left and right to avoid the onslaught, but a shoot first policy works just fine here.

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Eventually, after clearing out a multi-storey circular tower, and leaping across a considerable gap, we find ourselves in more and more danger. I wish I kept track of how many times Blazkowicz is knocked out during the first chapter alone, but the company end up inside Obergruppenführer (General) Willhelm “Deathshead” Strasse’s chamber of joy and happiness… where he strings up his poor victims by their filleted skin and initiates a procedure turning them into hulking “Super Soldiers”. Hurrying to find a key to a hidden door lock – only after accidentally triggering the flame-throwers in the room… yeah, he incinerates their bodies for some reason too – everybody escapes into the adjacent room, which looks just like another torture chamber; and we’re not far off on that prediction. Shortly after, a resultant Super Soldier from the aforementioned experiments, rises up on a platform from underneath the floor to attack us. There is very little space to run, as the square, box-like chamber denies you any cover or reprieve. All you can do is circle around him, shooting at his armour as he bum-rushes you with a clobbering, windmill style melee offensive. Unfortunately, destroying him does not lead to safety as Deathshead rears his ugly, composite face at the door, watching as the walls close in on you, almost compacting your body like a written-off car at the junk-yard.

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Blazkowicz awakens after passing out from the pressure, only to find himself – along with the others – restrained against the cold, sterile floor of the familiar Super Soldier procedure chamber. Deathshand speaks disturbingly about Wyatt and Fergus’ select body parts, quipping “I like this one’s eyes” about the youngster. He then queries you on who would prove a better specimen for his experiments. It’s at this point where you must choose to send someone to their grisly demise, right in front of your eyes. At our playthrough, every journalist but one chose to sacrifice poor Wyatt… including myself. I figured I would lie and choose the decidedly weaker Wyatt in order to save the stronger Fergus. Once Deathshead leaves, Fergus escapes his shackles, but is promptly advanced upon by the guarding Super Soldier. He slid Blazkowicz a pipe before doing so, and following suit, we manage to stand up and lodge the pipe right between the armour plates of the Super Soldier, striking what can be described as a weak spot for the brutes. To avoid surely imminent incineration – and also as a form of slight payback – we cripple the nozzles before hot-wiring an exit hatch. Hot-wiring is implemented as a timed mini-game where the player must bring the two wires together with the thumbsticks; the sparks repel the wires, but the player must touch them together again another two times in a timely manner to be successful.

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“Finally, freedom!” Not so fast… for as the pair leap from the great height into the water below, a piece of shrapnel from an explosion lodges right into the back of Blazkowicz’s skull. The next time we embody Blazkowicz, he is being wheeled into an asylum. Suffering from amnesia, Blazkowicz sits there in his wheelchair, watching time pass him by. This cinematic is really poignant in a way, with Blazkowicz narrating as the camera slowly pans the room; seasons change, patients come and go and Nazis periodically show up to take the inferior and put them to rest, so to speak. This breeds conflict between the resistant staff and the army men, and when things get out of hand in one particular visit, the kidnapping of nurse Anya and the barbarism on display stirs Blazkowicz’ s mind and memory. Cleaning up their mess, the soldiers decide to simply kill the remaining ill. The trigger happy soldier that started the predicament makes his way to Blazkowicz, efficiently placing pillows over the heads of the sick and executing them with a silenced bullet to the head… but this will not be how B.J. Blazkowicz goes out. Blazkowicz deftly grabs a knife off a counter beside his wheelchair and brutally thrusts it into the neck of the ruthless soldat (soldier). It’s time we leave this place, find Anya and head for the hills.

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On the way out, entering specific rooms triggers flashbacks of interactions between Blazkowicz and Anya, such as the bathroom where Anya washed our fit, studly hero… she seemed to love that part of her job. Picking up further-advanced versions of the German arsenal on our way outside, we are met with a handful of soldiers. Slaying them leads to the arrival of a cavalry of drones. Though the Nazi forces were in possession of some impressive tech in 1946, this is definitely above and beyond anything previously experienced. Post dismantling the flying nuisances, we pick up Anya and jump into a vehicle. A cutscene plays shortly after departing, with Anya recovering to take the wheel in order to allow Blazkowicz to rebuff some pursuing foes. She drives them to her Polish parents’ home, and upon arriving, Blazkowicz discovers a man inside the trunk – surname, Keller. In a funny moment, Blazkowicz drags the German officer out of the boot and drops him in front of Anya’s mother, who repeatedly slaps the bejeezus out of him in a fit of sorrow-fuelled rage. The family graciously host Blazkowicz for breakfast, over which they explain to him the state of the world; it is 1960, and the Germans rule the planet. But what tips Blazkowicz over the edge is the fact that the U.S. surrendered… they “quit” in his eyes, something he never thought possible. He wants to find a resistance, and when he is told there is none other than those in lock-up, he heads downstairs into the basement for answers from ol’ Keller.

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Keller implores Blazkowicz to let him go, assuring that Anya and her family “will be spared” if he does. Wrong thing to say buddy. The player regains control here and instantly, our eye is drawn to the chainsaw laying on a workbench. But hey, if you’re gonna torture and interrogate someone, it’s best to have your own protection, right? So the player must first acquire the welding mask from the drawer, and the apron from the cabinet before proceeding. The threat of a running chainsaw to the throat gets Keller speaking. Blazkowicz intends to make haste in rescuing the freedom fighters, but Anya’s father convinces him to assault a relatively nearby Nazi base beforehand. Hell, Blazkowicz wants revenge wherever he can get it! So Blazkowicz and Anya’s parents – mother at the wheel, father riding shotgun… literally, wielding a shotgun (and he makes damn good use of it too!) – pull up to the huge, solid steel gates of the compound. We get to work, infiltrating each checkpoint and opening the gates from inside. One open area holds enemies on the ground, indoors, outdoors and on walkways, which could prove a death-trap if line of sight is made and your cover is broken at any time. This is the perfect situation to become a ghost and attach your silencer, which can be done by pressing the right arrow on the D-Pad.

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Finally, the last section pits us against two, hyper-advanced, oversized Nazi robots. There is usually a sufficient amount of ammunition to be found on every map, but if you fail to employ the present turrets in this battle, then you’re doomed to die… again and again. Victorious, the demo nears its end as Blazkowicz joins Anya on a Nazi-controlled train, masquerading as fellow soldiers. Blazkowicz is procuring some coffee when Frau Engel strolls past and takes a seat at a table. Blazkowicz whispers to himself “do not make eye contact, just head to the cabin”. We try to do just that, but Frau Engel calls us over. Now, there is freedom of control in this instance, so I wonder what would happen if you ignored her and kept on walking, but I didn’t have the guts to do that. I stopped, set the coffee down and sat across from her gaze. She eyes Blazkowicz up, entering into a monologue about her test; a test that is foolproof in identifying imposters. She demands you participate, asking you to pick between a set of photographs. After three rounds, she snatches Blazkowicz’s hand and points her side-arm at his head… before breaking out in hysterics. There is no test, because if you had really been an insurgent, you would have reached for the gun already. Phew! After this heart-pounding meeting, we make our way to our cabin and the demo concludes.

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I am interested to see how your decision to save either Wyatt or Fergus early on affects the rest of the game. We’ve been told that, at the very least, your choice will determine an exclusive skill that you learn – lockpicking or hot-wiring – but there must be more significant differences between them to warrant a signifier at the top right corner of your in-game Journal. Separate perk trees are included for the different methods of combat, requiring you achieve a set condition to unlock bonus abilities/boosts/bonuses. E.g.,’Kill three Nazis with One Grenade’ and earn an increased maximum grenade capacity (not an actual perk, just an example of the concept, as stated). And though there wasn’t a heap of variety in this opening portion of the game, we are promised player controlled war machines and – as the existence of the Laser Cutter indicates – the acquisition of high-tech weaponry and gadgets. Also, true completionists will spend extra time collecting all the letters, gold, concept art, biographies and puzzle pieces there are available to find throughout each chapter, prolonging what already looks to be a meaty FPS experience.

It’s important to note that the build we played was weeks old, but nonetheless, walking away from the preview I felt a sense of relief. I should never have doubted MachineGames… I don’t think any of us should have. Yes, it has some audio/visual and technical hiccups, but that’s what polish is for. The former studio members of Starbreeze, who made one of the most underrated FPS titles of the last generation in The Darkness, and the universally loved The Chronicles of Riddick: Escape from Butcher Bay, are applying their knowledge and experience to great benefit with Wolfenstein: The New Order. Achtung! Wolfenstein: Die Neue Ordnung wird kommt!