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Dead On Sight Review

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Dead On Sight
Developer: Bombhead
Publisher: Bombhead
Platforms: iPhone (Reviewed), iPad, iPod Touch
Release Date: 16th July 2013
Price: $1.99 – Available Here

Overview

The Zombie Genre is taking over the world much like a real Zombie plague. Games like Dead Rising and movies like World War Z (check out the World War Z iOS game review here) are both key players in the “Zombies are awesome” society we’re living in so it’s only natural that when something is cool you’ll be seeing a whole lot more of it. Dead On Sight is the next zombie game to be released on the iOS but it will be nowhere near the last, it’s a cool little arcade, action, shooter that I feel a lot of people will like.

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Story 

There really isn’t a great deal of story, there’s just enough to get you on your way and I suppose there’s just enough to justify why you’ll play the game. Basically you’re a guy called Irwin who seems as though he’s part of the local Police Force, you start off shooting cans off of a fence with your high-powered, combat sniper while taking bets from your police buddies, all of a sudden an alarm rings and Irwin is alerted to the fact that the dead has risen out of their graves and are now eating the others. The sheriff tells you, Irwin, to position yourself on a roof or some sort of high ground and basically leaves you to pick off the zombies one by one. Very basic, very simple and really it’s all you need for a game like this. The one little thing I liked was that the zombies actually rose from the dead and were not just some effect of a worldwide plague, that’s kind of new and fresh for something so old and rotten.

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Visuals

This game went in and out of greatness when it came to the visual side of things. The actual game play graphics were as basic as it gets, I would say that’s fine considering it’s on iOS devices but I’ve seen far better graphics on iOS games so I have to take a couple points away there but that’s not to say the graphics were super terrible, they were more than bearable I just think they could’ve been a little better. The actual scope of the sniper, when you look through, is nice and clean and looks the way it’s supposed to. The one thing that blew me away was the little 8 or 9 panel comic strips between levels that, pretty much, explain where you’re headed to and what you have to do next; they were drawn extremely well in a hardcore gritty style that really inspired me to bust some zombie heads.

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Audio 

The music was great but repetitive. There was only ever music during those Comic Panel “cutscenes” and while that music was real hardcore it was the only piece of music, apart from the title screen, in the game. There’s a lot of guitar riffs and chord strums when you kill a zombie in a certain way which is really good because it pumps you up but there was one in-game sound that killed me everytime; the “Alert” siren. Everytime a zombie is somewhere it shouldn’t be, like a door or ladder, this great, honking, alert sound is played which annoyed the hell out of me yet it did make me jump on occasion which adds to the all around gameplay style.

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Gameplay

Basically Dead on Sight as like a low-end sniper simulator, you tap the screen to look down your scope, you pinch the screen to zoom in, you press the trigger button to fire, that’s pretty much it. Your character is stationary so there’s no running or moving to better sniping spots. Now in this game only headshots count, you can hit a zombie in the leg, in the arm, in the chest and some limbs will blow off but the zombie will NOT be dead, no sir! This made the game both hard and interesting, it kind of forces you to actually be good with a rifle instead of just spraying bullets wherever you could. The one thing I hated was the fact that if you fail a mission you return to the start of the game no matter how many areas you’ve been too, that was the one big thing for me because it only takes one misfire to reset the whole game and while some people may like the difficulty I wasn’t really a fan of it. There are also a bunch of achievements that you can unlock and a few little mini-games that you unlock through completing the achievements so there IS lasting gameplay, you just have to be good enough to complete the achievements first.

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Overall

This game is great if you just want to have a quick play while you’re waiting for something or while you’re on a break from work, it doesn’t take much thinking because, once you get good at it, it’s all about the reaction and anticipation of an enemy. If you love the zombie genre or even if you just love shooting and are a big fan of Sniper Rifles, it does a good job of emulating one so go ahead and pick up the game, for $1.99 you really have nothing to loose by trying out this game you may love it.

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Capsule Computers review guidelines can be found here.

Hail to the Chief! Saints Row IV Now Gold

Saints Row IV keeps keeping on with their Hail to the Chief series this week with a look at the Abduction gun perfect for getting all sorts of pesky things out of the way. But, it seems that the new video isn’t the only piece of news developer Volition and publisher Deep Silver have for today as they used the release of this video as the perfect time to announce that Saints Row IV is now gold.

Now that Saints Row IV is set to start being manufactured and is all but ensured to make its release date, true fans of the series that don’t want to miss out on any DLC will be interested to hear that the Season Pass is now available for purchase. Priced at a mere $9.99, the Season Pass will include two mission packs (the first being a director’s cut of “Enter the Dominatrix”) and one exclusive weapon, the “Rectifier” anal probe.

So, be sure to watch the newest Hail to the Chief video embedded below and those wanting to purchase the Saints Row IV Season Pass can find it in retailers now. Saints Row IV is set to release August 20th in North America and August 23rd worldwide for Xbox 360PS3, and PC.

Past GT Academy Winner Offers Tips in Video

For those that weren’t aware there is a special competition going on right now to win a chance to experience GT Academy 2013 and learn real racing skills. For fans of racing games like the Gran Turismo series this might be a dream come true and as it would seem this is exactly the kind of people the competition is for as to qualify, players must download the GT Academy 2013 demo from the PlayStation Store on the PS3 and then race their hearts outs to meet the qualifying time.

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Now the competition is currently on its final week of qualifying, so players that are just starting are going to need all the help they can get, which may be why a new video was released with first winner of GT Academy, Lucas Ordonez, offering up some pro tips. So, anyone wanting to cash in on these tips can view the video embedded below.

Those wanting to win a chance to get advance access to Gran Turismo 6 from developer Polyphony Digital as well as the full GT Academy 2013 experience can download the demo for PS3 today and get racing. Those wanting more information on the competition can find it on their website.

Splinter Cell: Blacklist Play Styles Trailer

The latest adventure that Sam Fisher is set to undertake had a lot of focus thanks to the Stealth Gaming Panel at PAX Aus, mainly in show casing the fact that Splinter Cell: Blacklist is about letting players play the way that they want. Which seems to be pretty well planned  by Ubisoft as the newest trailer as all about these different play styles.

Splinter Cell: Blacklist is all about choice in how to tackle the different levels. With 3 different play styles; Ghost, Panter, and Assault players can handle things as stealthy and lethal as they choose. The trailer does a good job explaining just what the differences are between the three; Ghost being unseen and nonlethal, Panther being unseen and lethal, and Assault being seen and lethal but not leaving anyone to talk about it.

Those wanting to check out the trailer for themselves to see the best way to utilize each play style can watch it embedded below. Splinter Cell: Blacklist will release August 23rd, 2013 for Xbox 360, PS3, Wii U, and PC.

Cosplay at PAX Australia 2013

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PAX Australia 2013 in Melbourne was host to a number of great exhibitors and panels, but it was also home to a wealth of brilliant cosplayers each strutting their stuff clad in the garb of their favourite characters.

Be it video-game characters, TV/film characters or even anime characters, the cosplayers at PAX Australia 2013 had it covered. On show was characters from Mario, Zelda, Pokemon, Star Wars and even Team Fortress 2. All in all it was a great showcase of cosplay from a great number of cosplayers.

You can check out some of these great cosplayer’s efforts in the photo gallery below for a full look at the caliber of cosplay at PAX Australia 2013.

Legend of Zelda: The Wind Waker HD Hands-On Preview

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At PAX Australia 2013 in Melbourne, we were able to get out hands on the upcoming Wii U remake of the legendary Gamecube classic Legend of Zelda: The Wind Waker at Nintendo’s booth. The game takes the classic Zelda adventure into the world of high-definition all the while retaining the charming visuals which enchanted gamers a decade ago.

Upon getting my hands on Legend of Zelda: The Wind Waker HD, I was overcome by a sense of sheer joy the likes of which I had not felt since I first played The Wind Waker a decade ago. The visuals are as charming as they are gorgeous and truly faithful to the original game. This is indeed the Gamecube classic, only polished to perfection and brought to life once more with today’s tech.

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The game still retains the original’s sense of scale. There is no Legend of Zelda game that feels as vast and immense as The Wind Waker, the world is huge and naturally so inspires a sense of curiosity that players won’t be able to shake. This is a world you want to explore and with your trusty ship, the ocean is your playground and the world is yours to see.

That exploration aspect is what made the original Wind Waker such a remarkable game. There was always the feeling that there is more to see. In most game worlds, it expands to a point where it no longer can expand and thus retracts and feels smaller, such is not the case with Wind Waker which never feels as though it ends.

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In terms of gameplay, the fundamental mechanics of the Legend of Zelda series are retained and the game feels very much like the original Wind Waker game. This is a very good thing, because the original itself was a brilliant game in every regard. The exploration balanced with combat and puzzles is perhaps the best of the series. The combat is addictive and fun, while the puzzles are challenging and satisfying. On top of that the game’s excellent exploration elements make this the perfect all round package in the Legend of Zelda series.

Legend of Zelda: The Wind Waker may not be the game that many remember the franchise for, but it should be. It is the most innovative and experimental game in the series and a true gem that many overlooked a decade ago due to its allegedly ‘kiddy’ visuals. The game is a masterpiece and is made even better in beautiful HD.

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In 2003, The Wind Waker was far ahead of its time. It challenged preconceptions of what a Legend of Zelda game could be and what kind of worlds and journeys video-games could take us on. It stands up today as one of the greatest achievements in video-game history and this HD remake does this legendary game true justice.

Legend of Zelda: The Wind Waker HD is a must-have title for the Wii U. Whether you played the original or you didn’t, this is a game the must be experienced. The wind rises once again for one of Nintendo’s greatest works, don’t miss out on The Wind Waker HD, it is the game to own on the Wii U.

We Wander with the Oculus Rift at PAX Aus

Wander-PAXAus-01At PAX Australia 2013, it was nice to see two things – other than blockbuster AAA adventures – take the focus of the crowds: indie titles and the Oculus Rift. With Wander, we got to experience both. Wander is a non-combat, non-competitive and collaborative exploration game. Its Creative Director is the trickster God himself, Loki (Davison), whom I snatched away from the busy booth for about 10 minutes. The following is our interview. Be sure to read to the end for a quick impression of the game and its utilisation of the Oculus Rift.


So why don’t you tell us about your history in games development and on Wander.

We’ve been doing lots of different things for a while – this group was set up specifically for this game, so this group is also called Wander. Because we thought, making this kinda scale game as an indie, I think it’s kinda peculiar to think that we could actually make other games at the same time and have a suite of different games. For this one, I’m planning this to be the game that we keep making for hopefully a very long time. Like Eve – Eve has been continuously updated for what, about eleven years now?

I hope that we can keep doing Wander for a while. I mean, we’ll release it soon. We’ll be in open beta in about two weeks. People will be able to buy it then, but our main release is going to be probably September-ish, just in time for the Sydney Fringe Festival (Sept 11-18). But then we’re gonna keep updating it; it’s an online multiplayer kinda game after all. They are their own, unique beast.

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Speaking of, in terms of goals, we’re seeing a blend of all these genres lately with online, multiplayer and single-player all coming together and so they’re becoming a lot less clear. Maybe you could give us an overview of the game and what the goals are.

I think we’re a very different focus. There are a lot of online games where, like World of Warcraft or games like that, there is a narrow experience as far as multiplayer gameplay goes, either because you don’t interact with other players much, or because it’s very goal centred – all your discussions in the game are about “how do we kill those guys better?” or “how do we focus on this particular, very specific goal?” Like, I love World of Tanks, I think it’s a good game. I’m playing World of Tanks and World of Warplanes right now. But, the conversations I have usually when playing are about “what direction should we go, what should we do, how should we attack these people?”

Wander is much less goal oriented and is more about the interactions where somebody is lost in the forest and they find somebody else after ‘wandering’ a bit – and the world is 64 square kilometres and then you’ve got the floating island and stuff – so unless there are a lot of players on at once, you’re not going to run into that many of them, but when you do, it’s very exciting. And there’s no map or indicators to show you where you are or where they are. So when you meet somebody else, you can ask them “hey, have you seen anything cool?” because lots of the stuff is pretty hard to find. There are a few things we thought or hoped people would find here.

The easiest way to find something in Wander is find somebody else that’s found it and ask them. And they’re like “oh yeah, I found this really awesome area with this big cave system, and you can enter it from here…” So there’s things like that. And with characters; you start off as the Ent – a giant, living tree – and then as you explore you can start to discover other characters. That’s not the goal of the game, it’s just a thing that lets you achieve other things in the game. You can find the griffin and fly, or you can find the sea creature and swim. The elf is more agile than the Ent and you can get into smaller places.

We’re planning much later to add a butterfly as well. Not enough games have butterflies as playable characters. But then again, not enough games have quadrupeds as playable characters, which has been a technical challenge for us. We really wanted to focus on giving you the feel of what it’s like to be those different creatures. They are also difficult to find in some cases, but there’s a little bit of a hint in the world because they sing to you; like a siren’s song. They sing as opera singers.

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Is that, and also the communication with other players, partially a conscious design decision in helping players get their bearings because you fear they may get frustrated if they are unsuccessful in finding anything after a long period of time? Obviously it’s about exploration and that’s not the point…

Yeah, those kind of things help with that. There are a lot of game design choices that you have to have when you’re moving away from such traditional mechanics. But as well as having these different mechanics, people also naturally know how to navigate a bit. When you get used to an area, you recognise landmarks. People got around okay before there were GPS’s. Fantasy has more GPS’s than I’d expect, but Wander is a different type of fantastical landscape.

What has working with the Oculus Rift been like for you? So many people have been praising it.

Yeah, I think for our kind of game it’s great because we’re an exploration based game. And we’re kind of slow-moving and it’s about enjoying and experiencing what it’s like to be a character so it works well. It’s very good. I like playing it both ways [mouse and keyboard also] – they’re very different experiences. And you can also see that we’re using the hydras, the motion controllers. I think traditional controllers are a bit peculiar with Wander and the Rift. I mean, I love mouse and keyboard when you’re playing on a screen, but with the rift it kind of distracts you from the world.

So the game wasn’t designed for the Rift?

We thought of it early on, but the Oculus Rift, I think, is an improvement to the basic concept. The Rift integration isn’t an add-on really as much, it is something we thought of early on. But without the Rift, it is a game we wanted to make because we didn’t think there were enough games that focus on this. I love post-apocalyptic shooters and all kinds of things, but those are stories that have been told really, really well. Stalker does an amazing job of telling that story. But I don’t think there’s a game like this.

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After our interview, I briefly got to go hands-on with Wander using the Oculus Rift. I didn’t spend too much time with it as there was a constant line all day, every day to play this – Loki and the team were very pleased. As for my experience, the first thing when strapping on the Rift is to do some calibration, which is basically lining up your vision with your feet and then looking up and down, side to side. Once that was done, I “took off” as an Ent. At first, movement wasn’t particularly accurate as pressing straight up on the Hydra thumbstick would have me move in a slightly diagonal direction, but I settled into it quite quickly. I also heard the aforementioned siren call of the elf before passing the transformation portal Loki spawned me near.

Soon enough I had been transformed into the griffin…well, before that, Loki told me to jump off the cliff before the crucial step of divulging how to fly. Maybe he just didn’t like me… *sobs*. Anyway, after joking about my apparent suicide, I was reset and took flight. For the first few seconds, I actually felt a small sense of vertigo, but it dissipated shortly after. Then it was just about acclimating to the rolling as I seemed intent on flying upside down and meeting a similar fate to my last griffin. I did eventually make a pretty great landing in the forest though. Overall, the Rift does a good job of immersing you in the world you’re playing in, although it was quite blurry. I’m assuming this is a technical limitation of early devkits.

If you would like to learn more about Wander, please visit their official website, and keep it locked to Capsule Computers as we continue to update you on the game and all things Oculus Rift related.

 

Raven – Legacy of a Master Thief out now

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Nordic Games have confirmed that their latest point and click adventure game, Raven – Legacy of a Master Thief is now available for download on PC, Mac and Linux. Plans are also made for eventual release of Raven – Legacy of a Master Thief on the PlayStation Network and Xbox Live Arcade Marketplace later this summer.

You can download the game now on the Steam Store right here. Alternatively you can pick up the game on the Nordic Games store in both the Standard Edition and Deluxe Edition. The Deluxe Edition comes with the game’s official soundtrack and a special ‘making of’ booklet that details to game’s creation. Be sure to pick up Raven – Legacy of a Master Thief now.

Sage Fusion 2 gets release date

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Indie developer, Kidalang, have confirmed the release date for their upcoming iOS game Sage Fusion 2. They have announced that Sage Fusion 2 will hit the iTunes app store on the 14th of August, 2013.

Sage Fusion 2 is a hybrid title that combined elements of both role-playing games, adventure games and even visual novels. The original Sage Fusion was released last year in November 2012.

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The game is said to have been designed to accommodate players who have not played the original Sage Fusion, so you will be able to understand the story of Sage Fusion 2 regardless of having played the original.

You can check out the official trailer for Kidalang’s upcoming Sage Fusion 2 game below. Be sure to pick up Sage Fusion 2 when it launches on the iOS on August 14th, 2013.

CC Indie Spotlight Presents Lost Marbles

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Welcome to another episode of CC Indie Spotlight with Senior Editor Jamie Laike Tsui, where we demo the latest and greatest of indie gaming.

This episode features Lost Marbles from Binary Takeover. The developers drew inspiration from two classic games, Marble Madness and The Lost Vikings and created a brand new game. The result is a unique puzzle platformer that is sure to win the hearts of indie gamers everywhere. Lost Marbles gives players control of three unique marbles, and tasks the players to successfully navigate a course full of deadly traps.

Lost Marbles is available for Mac and Windows. It costs $9.99 and is available from the official Binary Takeover site as a DRM-free download. Want to know more about Lost Marbles? Be sure to check out our review.