InnoGames Invites Fans to Tribal Wars 2 Alpha Arena Competition
Two players get a sneak peak of upcoming strategy game in InnoGames office
Hamburg, December 3, 2013. Two weeks after the announcement of new title Tribal Wars 2, InnoGames invites two players to join an exclusive preview of the game: the Alpha Arena competition. The speed round battle will take place on December 19 at InnoGames, including more than 50 community managers and the entire Tribal Wars development team. InnoGames sums up how to win one of the two slots on the Tribal Wars 2 facebook page.
The alpha arena competition will start at 9:00am (UTC +1) and end at 5:00pm the same day. The team organized the event to test the game balance of Tribal Wars 2 and gather feedback from experienced players. As the speed will be x500 faster than regular game speed, players will reach late game status during the competition. Feedback arising from the battle will be implemented into further development of the game. InnoGames will provide devices for players, so no hardware is needed.
In Tribal Wars 2, players find themselves as leader of a small village in the midst of a medieval world. Tasked with growing and expanding their empire within a war-torn landscape, they have to fight in order to survive. The MMO’s focus is real-time strategic battles with and against other players. Army size is not all that matters – political alliances and military pacts are crucial for success. Team play is a key aspect of the game. Tribal Wars 2 will be released as cross-platform game for Android, iOS and all browsers. Therefore, players can set up one account for all platforms and play from whichever combination of devices they choose.
The original Tribal Wars is one of the most successful browser games ever. Launching in 2003, it now boasts more than 50 million registered players. With more than 110 million registered players, InnoGames is one of the world’s leading developers and providers of online games. Next to Tribal Wars, the Hamburg-based company has scored major successes with games such as Forge of Empires and Grepolis.
It is the most popular theme song in the long history of the One Pieceanime series and now the fifth opening theme song ‘Kokoro no Chizu’ has been the subject of a particularly awesome 8-bit chiptune remix.
The remix comes from 8-bit music artist Megaane. Besides his One Piece remix, Megaane has also remixed several other classic shonen theme songs from popular series like Saint Seiya, City Hunter, Rurouni Kenshin and Fist of the North Star. You can check out Megaane’s youtube channel here to see the rest of them.
Check out the brilliant ‘Kokoro no Chizu’ 8-bit remix in the video below. Let us know what you think of Megaane’s awesome remixes in the comments section below.
Dead Rising 3 Developer:Capcom Vancouver Publisher:Microsoft Platform:Xbox One Install Size:19.9GB Release Date: November 22, 2013 Price: $59.99 – Available Here
Overview Messing with an established franchise can have some rather volatile results and when Dead Rising 3 was first announced for the Xbox One, it set off a powder keg. Not only was the game billed as being darker, the developers said that they were “going for a Call of Duty audience.” This quickly set people running for the hills and despairing over a franchise they loved. After that fallout, Capcom went into damage control mode for the exclusive and showed everyone that it is still campy. But the proof is in the game itself, so now that the Xbox One has been released and along with it, Dead Rising 3, is it still everything fans expect?
Story Somewhere around ten years after the events of Dead Rising 2 and Dead Rising 2: Case West, laws have been passed to place a chip inside of everyone who is infected with the zombie virus and this chip is meant to deliver Zombrex so that the chipped person no longer changes, but it also keeps an eye on them courtesy of an implanted GPS tracker.
Despite this new advancement in Zombrex, a new outbreak has occurred in the city of Los Perdidos, California. The outbreak has been in full swing for a couple of days and players step into the boots of Nick Ramos, a mechanic with a number tattooed on his neck while he is trying to find supplies for a group of survivors hiding out in an abandoned diner.
After things quickly go south, the Nick, Dick (the character the co-op partner ends up controlling) and Rick’s boss Rhonda head to her garage to try and formulate a plan of escape after it quickly becomes clear that the group cannot rely on their government to help them. With the help of a survivor hiding out in a ZDC (Zombie Defense and Control) monitoring station that provides Nick with various locations of side-missions, Nick must do whatever he can to escape the infected city.
Thanks to the fact that ten years have passed since the events that took place in Dead Rising 2, it has given a number of story elements some time to mature and develop. Meaning that despite featuring an all new character in a brand new location, Dead Rising 3’s story actually ties multiple plot points together from all three games. Fans of the series will be awestruck by a number of revelations that come to light over the course of the game, including a number of appearances by familiar faces. Multiple endings also return as well as an Overtime mode, meaning that it may take players more than one try to get the best ending.
It is worth noting that the storyline here remains relatively dark as there are multiple conspiracies at work within the government, similar to past games, but just because the main game might feature a number of twists and major reveals, that doesn’t mean that the side-missions and humor that past games were known for have been lost in transition. They’ve just been reduced a bit, but made more meaningful at the same time.
Over the course of the game players will encounter a number of crazy characters, including brand new Psychos who interestingly enough, mimic the seven deadly sins through their actions, various survivors who are completely out of their mind and want the player to complete some rather odd tasks for them, even though it usually means they’ll die in the process and other random occurrences. The random and humorous encounters feel less plentiful than previous games and a number of side-missions have sad consequences, meaning that there is less fun and games this time around and although Nick makes for a more believable main character, he doesn’t have the charm that Frank or even Chuck had in past titles.
Gameplay The moment that the player steps into the tutorial mission at the beginning of the game, fans of the series will feel right at home as everything is very familiar. Since only a few zombies are in the area and basic weapons are available, the game feels like any other Dead Rising before it except for the fact that the player can attract zombies by saying “Over Here” to the Kinect.
Where Dead Rising 3 immediately shines is as soon as they step out of the beginning tutorial area and directly onto a highway and it might actually take gamers a few seconds to recognize that the prior cutscene has already ended and they are now in control of Nick, as the highway is literally a sea of zombies. Players can obviously choose to fight through the mob but doing so would be suicidal, leaving players with only the option to hop from vehicle to overturned vehicle to stay out of the hands of the undead.
This is far from a one-time scripted occurrence however as the zombies in Dead Rising 3 are so plentiful it is entirely possible to become overwhelmed with over a hundred zombies swarming Nick, forcing even a decently equipped player to make a break for it. As with past games, players earn PP for various actions and stringing along kill combos adds bonus PP to each kill, even allowing for special finishing moves occasionally, allowing the player to level up quicker, though even then a large horde can present quite a problem. However thanks to a number of key gameplay mechanics that have been altered and added into Dead Rising 3, players will likely be able to face down smaller hordes of zombies and plow through others.
You see, while Dead Rising 2 forced players to create combo weapons at a work bench only, Dead Rising 3 allows the player to do so wherever they please, even creating weapons right before heading into a zombie horde. With over a hundred weapon blueprints scattered around the map and learned from survivors, there is almost no limit to the amount of weaponry the player can use against the undead. To make things even more interesting, players can even create combo vehicles with the various modes of transportation that are scattered through a level. So while traveling through an area with a simple motorcycle might be okay for a bit, placing a steamroller on the front of it makes it all the better.
Now you may have seen that I mentioned blueprints and transportation and there is a good reason for the latter. Dead Rising 3’s open world map may not be the largest of its kind, but it certainly is the most dangerous and expansive. Almost every building and rooftop can be explored and numerous collectibles, such as blueprints, tragic death scenes, Frank West statues, random survivors to rescue (though sadly these survivors run off), and ZDC speakers are scattered around the map, making the title one that is absolutely bursting with little collectibles to gather even while you’re fighting against the zombies. To top all that off? Outside of the initial load time when starting the game there are no loading screens during the game itself, meaning that players can cross from one side of the map to the other without pausing once for the game to load a new area.
For those who disliked the time limit of past Dead Rising titles, Dead Rising 3 has all but removed the basic time limit from the standard version of the game. Time still progresses but at an incredibly slow rate and story missions can be done at any time, though side-missions will still vanish if the player takes too long. Along those lines, the game also allows the player to save whenever they want making it easy to sit down and play for a period of time and stop whenever you feel like.
For those who like things a bit more classic, there is the Nightmare mode which brings back a number of the key mechanics that past games are known for. The timer will always be running and it is possible to fail story missions and the only way you can save is through bathrooms. Even zombies feel more aggressive in Nightmare mode, giving Dead Rising 3 a little something for everyone.
Similar to Dead Rising 2, Dead Rising 3 features co-op where the second player takes control of the trucker named Dick but this time around the co-op mode has been streamlined. Second players will be able to retain all of the progress made in the campaign, keep any blueprints found in that session and more whenever they switch back to their own game. For those who don’t want to play with other living people, there is also the option to fight with other survivors you have rescued via side missions. These survivors all have various stats and if the player manages to unlock certain skills, they can even take five survivors out with them at a time which creates quite a zombie killing force.
That being said, Dead Rising 3 has more than its fair share of glitches. There were two instances where side-quests could not be completed thanks to the NPC either becoming locked inside of a house or falling through the level, only to respawn and become completely stationary, with no interactions available. Vehicles also tend to glitch into objects often which is a major issue if it just so happens to occur in the middle of a zombie packed highway.
Visuals The cut-scenes in Dead Rising 3 deliver a great looking experience as the faces of the characters are incredibly detailed, but while Dead Rising 3 may not have the individual graphical impact that some people are looking for in their next-gen games, it does feature something that past generations could not, an engine capable of producing a true zombie horror apocalypse experience. While in the past it was possible to spawn about thirty or, at the best, fifty zombies in an area, it is now possible to come across hundreds of zombies in an area, with more crawling out of buildings or even air vents to always keep the threat feeling real.
That being said, Dead Rising 3 has toned down the coloration a bit with some more realistic looking colorations and environments. There are still a few strange and colorful stores that can be explored but for the most part the game has lost a bit of its signature aesthetic this time around. It is also worth noting that it is possible to see a few objects appear out of nowhere if you happen to be driving incredibly fast, though they don’t seem to pop-in so much as materialize. There also arises a problem that sees objects randomly floating in mid-air where they can still be picked up and used like normal.
Audio All of the characters in Dead Rising 3 have been given English voice work and for the most part everything sounds pleasant enough with believable characters. Though sadly, as mentioned earlier, Nick does not make for a charming or charismatic lead compared to past games. That being said, the title does feel very atmospheric as it is possible to hear gunshots firing in the distance, the moans of zombies approaching and even Nick making comments whenever he is either approaching or escaping zombies.
One of the special parts of past Dead Rising games is the background music that would play for the various psycho fights that players came across. The various psychos in Dead Rising 3 still feature special background music but sadly it is not only forgetful, but the psychos also tend to be rather easy to defeat this time around, making for a lesser experience this time around.
Overall A lot of people were scared back when Dead Rising 3 was initially shown off and I happened to be one of them. Thankfully I can say that Capcom has proven us wrong by offering an amazing experience that can currently only be found in Dead Rising 3. It might have a few glitches here and there and some of its signature wackiness has been lost, but it still feels like what fans used to love and also delivers an enjoyable storyline that helps tie up a number of loose ends from the series, making Dead Rising 3 a must have for anyone with an Xbox One.
Capsule Computers review guidelines can be found here.
The City of Bathurst and Sony Computer Entertainment Australia joined together to honour the Gran Turismo franchise at the Mount Panorama Motor Racing Circuit with a road naming ceremony, unveiling the newly christened Gran Turismo Drive.
Shane Jacobson – gamer, comedian and racing vet – alongside the Mayor of Bathurst, Gary Rush, had the privilege of officially opening the internal circuit road to the public, who will be able to walk it during special events. It pays tribute to the impeccable immortalisation of the historical track surrounding it in Gran Turismo 6, releasing on December 6 for the PlayStation 3. On top of this, the game will be featured as part of a new interactive exhibition and memorabilia collection within the National Motor Racing Museum.
Kazunori Yamauchi, Gran Turismo creator and Polyphony Digital Inc. President, said;
We are extremely proud to be acknowledged by the City of Bathurst for the years of dedication we have invested in recreating Mount Panorama in Gran Turismo 6. Since its inception 15 years ago, Gran Turismo has listened to fan feedback and added extra features so that we now offer 1,200 cars and 33 circuits from all across the world. It seems only right that the legendary Mount Panorama circuit is included as fans will now have a chance to drive one of the toughest tracks out there. With Mount Panorama immortalised in the Gran Turismo series, it is now truly remarkable to see GT immortalised on The Mount itself.
Gary Rush, Mayor of Bathurst, stated;
Driving a lap of our world famous motor racing circuit is a life changing experience for those who have the chance, and Bathurst Regional Council is very excited about opening up the Mount Panorama experience through the launch of Gran Turismo 6 this week. As custodians of a unique collection of the motor racing history of Mount Panorama at the National Motor Racing Museum, this partnership with Sony Computer Entertainment Australia is a great example of the how our Council is always looking for new and innovative ways to interpret the Mount Panorama experience to the world. Mount Panorama is a very special part of the history of Bathurst which will celebrate 200 years as a European settlement in 2015 and this event opens up the opportunity for a new worldwide audience of fans to experience this special place – especially as we believe we are the first council in Australia to name a road after a videogame franchise.
Fans can pre-order either the GT6 Anniversary Edition (RRP AUD$114.95) or the Standard Edition (RRP AUD$99.95) right now and will receive a number of additional cars when the game is released in three short days on December 6.
Puzzle Coaster will challenge players to build roller coasters that will cause the train car to reach every coin without a crash. The game features 63 levels in three uniquely themed parks. Players will be able create roller coasters with a variety of wacky parts like loops, bombs, and springs to solve the puzzles.
Story
Puzzle Coaster has no story. If you manage the craft a tale that explains bombs on roller coaster tracks, springs, and riders enjoying such a hair raising experience, please share it in the comments. We will be impressed.
Gameplay
Puzzle Coaster provides players with a start point, an end point, and sometimes areas where tracks cannot be built. Players can draw an unlimited amount of regular tracks and have access to a limited number of special track pieces. The track pieces are powered tracks in a variety of shapes that will propel the cart in a certain direction, loops, bomb tracks that stop the cart and drop it down, and spring tracks that will rocket the cart forward. Players complete the level by successfully sending the roller coaster car from one end of the track to the other. However, a higher score is earned by collecting all of the coins on the track. As the movement becomes more thrilling, an excitement meter goes from gray to green. I expected the excitement meter to play into the scores somehow, but it seems to have no actual impact on the game.
The game comes with 63 puzzles of varying difficulty. The puzzles are split into three theme parks that represent easy, medium, and hard difficulty. The challenge level of each park is perfectly matched. It is important to note that the hint system is not so much a hint rather the solution to the puzzle. I would have preferred to see a hint system that does not spoil the puzzle right off the bat, but maybe shows off the location of one piece at a time until the entire solution is posted.
The controls are well thought out. The special parts use drag and drop functions and can be modified with small buttons. The standard roller coaster tracks are drawn right onto the screen. Because touchscreens make it difficult to draw precisely, a small zoom window pops up on the left or right side of the screen to assist with fine detail and the ends of tracks automatically snap together. Although helpful, I would have preferred to see an option that locks the zoom to the right or left side of the screen. I used my phone with my right hand and found that my hand sometimes covered up the zoom window when it was displayed on the right hand side.
Visuals
Puzzle Coaster has cute American cartoon style graphics. The three parks have a distinct theme, classic theme park, cowboy western, and Halloween horrors. The colours are bright and eye catching. The UI is simple to use an unobtrusive.
Audio
There are a couple songs in Puzzle Coaster that matches each park. They are cheery and pleasant to listen to. The sound effects on the other hand are a bit of a mixed bag. Some of the sounds like the roller coaster careening down the track sound great, while other sounds like the car being hauled up a steep angle by the chain sound awful. Players won’t miss much by playing the game with the sound off.
Overall
At $1.99, Puzzle Coasters is a good, but expensive game. There are only 63 levels, but the game provides challenging and fun gameplay. The visuals are excellent, but the sound is at best average overall. The game is extremely polished, but needs more content to better justify the price.
Capsule Computers review guidelines can be found here.
Icon Home Entertainment have some divisive projects releasing on DVD, Blu-ray and Digital tomorrow. Nicolas Winding Refn’s latest was booed at Cannes, but now – if you haven’t seen it in cinemas – you can make your own mind up about Only God Forgives. Personally, I wouldn’t trust those elitist snobs.
Julian (Ryan Gosling) runs a Thai boxing club and smuggling ring with his brother Billy in Bangkok. Billy is suddenly murdered and their crime lord mother, Crystal (Kristin Scott Thomas) arrives to retrieve her son’s body. When Crystal forces Julian to settle the score with his brother’s killers, Julian finds himself in the ultimate showdown. Only God Forgives hits Blu-ray, DVD and Digital tomorrow. Its trailer can be viewed below.
The Lords of Salem tells the tale of Heidi (Sheri Moon Zombie), a radio station DJ living in Salem, Massachusetts, who receives a wooden box containing a mysterious vinyl record. As Heidi listens to the record it starts to play backwards and she unwittingly unleashes a coven of 300-year old witches who were imprisoned and tortured during the Salem Witch Trials. Is Heidi going mad, or are “The Lords of Salem” returning for revenge? The Lords of Salem also hits Blu-ray, DVD and Digital tomorrow. Its trailer can be viewed below.
Rome 1492 – An age of enlightenment, of unparalleled intellectual achievement, of Da Vinci, Michelangelo and Machiavelli. It was an era of rampant lawlessness, incessant war and unspeakable depravity. At the heart of this world order were the Borgia, a family synonymous with ruthlessness in their quest for power. Borgia: Faith and Fear Season 1lands on DVD tomorrow, and is already available on iTunes. Its trailer can be viewed below.
The first inevitable expansion pack for Total War: Rome II is coming and it’s centered on Caesar’s Gallic war. Total War: Rome II – Caesar in Gaul aims to offer an expanded, more detailed look at Gaul and the south coast of Britannia. A set of screenshots can be viewed below.
Players can choose from four factions: the Gallic Arverni, the Germanic Suebi, the Belgic Nervii and Rome itself. The campaign is said to be inspired by Caesar’s Commentaries on the Gallic War. Here’s the full feature list:
New campaign map: The expanded map of Gaul and southern Britannia brings 18 provinces to conquer, fully detailed with resources, settlements, capitals, and new environmental effects.
Greater focus on characters: Play through the campaign with faction-leading avatars such as Caesar and Vercingetorix.
24 turns per year & seasons: A shorter campaign timespan (58-51BC) means each in-game year is split into more turns. As the calendar changes, so do the seasons, bringing seasonal gameplay effects and stunning visual alterations.
New mid-game challenge mechanics:Caesar in Gaul replaces ROME II’s civil war with different, conflict-appropriate mechanics. As barbarian players progress, they’ll begin to feel the mailed fist of Rome as heavy intervention forces are sent to Gaul. Likewise, Roman players will see the tribes rebelling and forming alliances.
Compact, focussed multiplayer campaign: With a tighter geographic scope and faction-roster, 2-player campaigns are more focussed and less time-consuming than the full ROME II campaign.
New historical battle: Surrounded and outnumbered, take on the role of Caesar as he fights the last desperate, decisive engagement of the Gallic War: the battle of Alesia.
New Total War: ROME II playable factions: Alongside the factions playable in Caesar in Gaul, several playable factions are also unlocked in the full ROME II campaign: the Nervii, the Boii and the Galatians.
New units: A raft of new battlefield units is unlocked for the Boii, the Galatians, the Nervii and the Gallic tribes, plus new auxiliary and mercenary units.
SEGA is releasing Caesar in Gaul on December 12 for $14.99/£9.99/€14.99. Following a monumental rescue effort involving patches, the game has been improved since its rocky launch. A slew of DLC packs were released after including a Blood & Gore pack.
Eleven Arts and Funimation have announced that Evangelion: 3.0 You Can (Not) Redo will screen on January 10, 2014 in the United States. Canada will also see the film at participating Cineplex theaters on the 11th and 16th of January.
The full list of dates and times have been posted on the Eleven Arts website and are still being updated. A teaser trailer has been released alongside the announcement which you can view below, but is unfortunately limited to North American viewers only.
14 years after nearly ending the world in the “Third Impact,” Shinji Ikari awakes to a devastated world. Though he was once this world’s last hope, he is seen now as a harbinger of destruction. Enter Kaworu Nagisa, a mysterious pianist who understands Shinji on a level that nobody has ever done before. As Shinji returns to his life, the battle for humanity rages on. Will Shinji ever pilot the Evangelion Unit-01 again? Or does his very awakening herald the final destruction of all mankind? Evangelion: 3.0 You Can.(Not) Redo is an all new story, following the events of Evangelion: 2.0 You Can (Not) Advance.
Check out our review of the film during its premiere at Australia’s Reel Anime Festival.
Namco Bandai, the folks behind SoulCalibur II HD Online, announced the upcoming Naruto Shippuden title, Naruto Shippuden: Ultimate Ninja Storm Revolution. The title is set to be released for both Xbox 360 and PlayStation 3 systems.
The game will feature stunning anime visuals and fluid 3D ninja fighting in the largest Ultimate Ninja Storm game to be released to date. The game will have brand new gameplay mechanics including Combination Ultimate Jutsu attacks and a roster with 100 playable characters across both the Naruto and Naruto Shippuden anime arcs.
The game is currently set for release in North America, Australia, and Europe in 2014.
This morning, the Guild Wars 2 PvP Team revealed their plans of what Guild Wars 2 players can come to expect in the coming months. The goals of the PvP team in Guild Wars 2 is to integrate PvP into the game’s experience in general, to allow players to set and accomplish their own set goals in PvP, and to implement game-wide rewards that can be accessed in both PvP and PvE platforms. The PvP changes will slowly be put in place in the game since the changes are apparently quite numerous. If you’re unfamiliar with Guild Wars 2, check out our site’s review on the game here.
Match Rewards
The first point of interest is that the match rewards will be changed. So far, PvP glory rewards are based on the personal score you accumulate as the match progresses. This creates a lot of “solo” and “lone-wolf” playstyles that focus on achieving a better individual score than assisting the team. The changes will bring about rewards based on whether a team wins or loses and small additional factors like getting the top stat in certain categories. The amount of rewards are also based on the duration of the match, meaning if you steamroll an opponent team, you might not get as much as if you had a long, daunting battle.
Also, this change was to allow certain builds the ability to be effective and still gain the same rewards as other cookie-cutter builds. Right now, bunker builds were not scoring and gaining as much rewards as ‘glass-cannon’ damage-dealing builds. PvP is a team-centric game mode and as such, should reflect upon that. Bringing this rewards change will allow viable builds that might not have a “quantitative” effect on the team reap the same rewards.
Gold and Experience Gains
Another change that will be introduced in the December 10th update is the ability to earn gold as a match reward through PvP. This allows Player-vs-Player enthusiasts to still earn gold without having to branch out into the PvE side of the game. You can also purchase Tomes of Knowledge, account-bound items that grant a skill level, using gold and glory. With this change, new healing skills will also be added to further diversify the skill choices a player can use to become more versatile.
Achievements
New daily achievements will also be introduced for Solo and Team Arenas. Players can now earn up to four extra achievement points every day, furthering the incentive to participate in PvP on a daily basis. Two existing achievements called Slayer and Conqueror have been rebalanced across several tiers to create more achievement opportunities.
Gear
Gear changes will be one of the biggest development in this new plan to alter the game’s experience. PvP and PvE gear will have no differences in the upcoming patches, allowing a player to carry over his PvE gear appearances to PvP, and from PvP to PvE as well. This allows players who have a huge focus on PvE and have spent time creating a specific look in PvE to transition into PvP and still have that look they worked so hard in creating. Although they are getting rid of the gear distinction between the two game modes, PvP gear will still have no stats. PvP gameplay will still rely on traits, runes, skills, and sigils to create specific builds and tactics.
Revamped Rewards System
John Corpening didn’t reveal much about this system, but it allows a player to set his or her own goal to achieve rewards and goals. Also, when this system is implemented, glory will be removed from the game, making gold the universal currency across all characters and the game. Glory will not be converted, so the team will be warning players beforehand so that players can spend their glory.
Ladder System
Another exciting aspect of these changes is the introduction of a ladder system, breaking players down into divisions to fight with players of their own skill level. Being victorious in PvP will allow you to gain a higher position in the ladder system, and at the end of the season, you gain rewards based on your position on the ladder. Ranks will be removed from the game once this system comes into place. Players that have gained ranks will keep their finishers and earn a specific title based on your rank. Original finishers will be unobtainable after this is implemented.
As the game progresses, more changes will be put in place to increase the experience of Guild War 2 players. These changes will be rolled out slowly, since they are actually quite large changes to the MMO‘s current game mode.
What do you think of these changes? Are you excited about this or dreading the changes? Let us know in the comments below!