Thanks for joining me once again for Xbox Live News with Pipper. Surprising as it may seem, the deals this time around aren’t too shabby. Feel like picking up a great tower defense title? Dungeon Defenders is only 480 MSP points until April 15th. Also this time around, Xbox Live users can grab Black Ops II: Uprising and Injustice: Gods Among Us Season Pass on April 16th. I suppose good things can happen.
Deals of the Week
Name
Discount Dates
Price
Prince of Persia Classic
Apr 9 – Apr 15
400 (50% off)
Counterstrike GO
600 (50% off)
Real Steel
320 (60% off)
Battlefield 1943
600 (50% off)
Dungeon Defenders
480 (60% off)
Realms of Ancient War
480 (60% off)
Marvel vs. Capcom 2
600 (50% off)
Marvel vs. Capcom Origins
600 (50% off)
Mortal Kombat Arcade Kollection
400 (50% off)
I Am Alive
Apr 16 – Apr 22
480 (60% off)
Gotham City Impostors
600 (50% off)
Geometry Wars: Retro Evolved 2
200 (75% off)
Warhammer® 40,000®: Kill Team™
320 (60% off)
Lara Croft The Guardian of Light
600 (50% off)
HELL YEAH! Wrath of the Dead Rabbit
480 (60% off)
Bionic Commando Rearmed
320 (60% off)
Bionic Commando Rearmed 2
480 (60% off)
Black Knight Sword
400 (50% off)
New Releases
Black Ops II: Uprising will be available April 16th alongside the Injustice: Gods Among Us Season Pass. I would expect many sales being conducted that day.
Name
Release Date
Microsoft Points
(Games)
Motocross Madness
10-Apr
800
God Mode
19-Apr
800
(Games Add-Ons)
Call of Duty Black Ops II: Uprising
16-Apr
1200
Injustice: Gods Among Us Season Pass
16-Apr
1200
(Games on Demand)
Halo 3: ODST
9-Apr
Earth Defense Force: Insect Armageddon
9-Apr
Power Rangers Super Samurai
9-Apr
X-Men: The Official Game
16-Apr
Eat Lead: The Return of Matt Hazard
16-Apr
Halo 4 fans should be setting their bells and whistles for April 12th because Microsoft is holding a sale up to 25% off DLC. Kinect has a couple sales for the coming weeks as well: Kinect Central: Babel Rising (320 – 60% off) from Apr. 9 – Apr. 15; Kinect Central: Fruit Ninja Kinect (320 – 60% off) from Apr. 16 – Apr. 22.
I have a little time off this next week, so give me a shout out on my twitter @darkglenngames to exploit true geekery. Do your best to “Play Hard or Don’t Play At All!”
Might and Magic: Heroes Kingdoms, a browser-based real-time strategy game from Ubisoft, announced that it will be starting its fourth season.
In season four, users will have to play cooperatively in order to build up massive armies to fight off the Dark Elves and protect the ritual Dwarf Priests. Players wanting to play competitively can enter Asha’s Tournament, where they will receive a Tear of Asha and protect it for two weeks while trying to steal the Tears of other alliances.
Players will also be able to try out a new kind of server: the strategic worlds. Here, players will have access to a limited shop and will have to rely on skill to win or lose.
For more information, be sure to check out the official website here. You can also check out another Might and Magic browser game, Might and Magic: Duel of Champions, by clicking the banner on the left side of our page or clicking here!
Ubisoft and Nadeo are pleased to announce that their online FPS title is officially released today via PC download and Steam. With the released price at $19.99, players can expect fast paced FPS battles with endless replayability with custom created maps. Joshua Milligan – Senior Director of Online Strategy at Ubisoft – had the following to say:
ShootMania Storm delivers on two fronts: incredible, fast-paced competition for newcomers and pros alike as well as easy-to-use creator tools that empower users with the ability to imagine, design and build their own worlds. ShootMania Storm revives the pure, skill-based competitive gameplay that help give birth to professional gaming as it is known today. And with its familiar controls and balanced playing field, anyone at any level can jump in, have fun and instantly compete against the best in the world.
In celebration of the title’s launch, ShootMania Storm is having an all out brawl on its servers with a “ShootMania 4 All” event. Find out more details about the steamed event (here).
eJay Pure is making its debut on Kickstarter to bring music making software to iOS and Android devices. In hopes of supporting the video game industry, Wired Productions has set aside an 8-Bit Chiptune sample pack on the eJay Kickstarter page to give independent developers a feel what eJay Pure is all about. Here is a quick word from Leo Zullo – Wired Productions Managing Director:
eJay Pure will bring the complete eJay experience to everyone, no matter what their musical taste. Coming from a gaming background, we’re particularly excited about the 8bit selection, which will enable eJayers to create new, original soundtracks with a very retro feel. The beauty of any composition made within eJay Pure is that it will be 100% royalty free – which will help any small or medium sized developer.
100% royalty free? I think you have garnered my attention Mr. Zullo! Taking this PC software mobile could make creations on the fly very real experiences. Perhaps you became inspired by listening to music in a restaurant or ambient sounds from a walk through a park. Whip out your tablet while having such inspirations fresh in mind.
To support eJay Pure or to find the sample 8-Bit playlist, go to the eJay Kickstarter (here). Also you can discover what eJay Pure is all about in their promotional video below.
Warner Bros. Interactive Entertainment and DC Entertainment have today released an all-new trailer for Injustice: Gods Among Us focused on Green Lantern’s personal struggles during the rise of the Regime.
Set for release in Australia on the 17th of this month, Injustice: Gods Among Us‘ story mode promises to shake the foundations of the DC Universe and create the ultimate confrontation. Spearheading this war are the leaders of the opposing factions – Batman (The Insurgency) and Superman (The Regime).
Unfortunately for Hal Jordan, he comes face-to-face with the ultimate foe. A sworn intergalactic defender of the innocent, within the story of Injustice: Gods Among Us, Hal Jordan is forced to clash with a carbon copy of himself…one powered by the yellow light of fear. He states in the trailer; “My oath says that no evil shall escape my sight. So what happens when that evil is me?”
Check out the baffling trailer below. We have our copy of the game, so you can expect our review in the coming days. Stay tuned.
Bowers & Wilkin’s new Z2 speakers have been released for sale in JB HiFi, Harvey Norman, Apple, David Jones, and certain independent stores around Australia today. The speakers accepts input from an analog 3.5mm mini-jack, Apple AirPlay, or the Lightning connector on the iPhone 5, iPod Touch 5th generation, or the iPod Nano 7th generation. The Lightning Connector is located on the top of the device and serves as a docking station for your iOS device. The speaker is designed with the Flowport for high quality bass reproduction.
The Z2 speakers will cost $499.95 AUD. Find out more at the official Bower & Wilkins website.
This week brings a brand new sale to the Humble Weekly Sale. Blendo Games is selling four titles this week. Buyers who pay a minimum of $1.00 will receive Atom Zombie Smasher for Windows, Mac, and Linux, Flotilla for Windows, and Air Forte for Windows, Mac, and Linux. Those who beat the average price will also get Thirty Flights of Loving. Buyers will also receive the respective soundtracks for the game except for Flotilla. The titles are available as DRM free downloads and as Steam redeemable keys.
The Humble Weekly Sale is in support of the Electronic Frontier Foundation and the Child’s Play Charity.
The latest issue of Weekly Shonen Jump magazine featured the recurring Hunter x Center column which has been known to reveal big news for the Hunter x Hunter anime in the past.
This time Hunter x Center revealed several character designs for the upcoming Chimera Ants arc in the Hunter x Hunter anime series as well as some casting announcements.
The featured designs show off a fully coloured Chimera Ant King and several other characters from the Chimera Ants arc both Hunters and Chimera Ants.
Along side the character designs was voice acting details for each character. The following people have been cast for the Chimera Ants arc:
You can check out the new character designs for the Chimera Ants arc of the Hunter x Hunter in the image gallery below. What do you think of these designs? What do you think of the casting choices? Sound off in the comments section below with your thoughts.
Alien Chaos 3D Developer: Ludosity Publisher: Reef Entertainment Platforms: Nintendo 3DS Release Date: April 4th, 2013 Price: £3.59 (Available on the eShop)
Overview
I never played Alien Chaos 3D’s predecessor, ‘Mama & Son: Clean House,’ so I came into this with no preconceived notions of style or quality. More’s the pity too, because going off the name alone here does no justice to what’s inside the box (does that phrase apply to downloads?) This game is a clean shooter. Alien Chaos 3D plays to the advantages of being a portable game, making the most of not being confined to a mobile device. It’s fast, super hard and highly replayable.
Story
Really Shooter owns and runs a cleaning and alien elimination company with his mother, Mama. While out on the job cleaning offices in the city, Mama is kidnapped by aliens. Presumably because you had both valiantly fought them off in the first game but that’s inconsequential. What is important here is that saving your mother is the macguffin that takes you through 5 different locations, each with 5 different stages. Each location takes place at a different stage of your journey; fighting aliens on Earth, on their mothership, their home planet and so on.
That’s about it, but the combined skills of killing and cleaning that Really has learnt through his profession are of great use to him here. Killing aliens obviously helps with the alien killing and the cleaning earns you bonuses in a few different ways. There are further mechanic implications of each action you take on with the cleaning which are funny the first time you see them then necessary to master every time after that.
Gameplay
This game is perfectly priced for what it offers. You’ll certainly play through it more than once as you wouldn’t really want to touch this game if scores meant nothing to you. I can see some people rage quitting at about the half way point because it can be quite hard. Mastering this game would take another level of patience again. Not that these are bad things, I love hard games as the pay off is all the more glorious. Really, if you’re going to actually play a game rather than look at pretty visuals and absorb a cool story it had best be as hard as hell.
The mechanic is pretty basic, you’ve got an 8 point axis to shoot from in one of two modes; either moving or aiming, both of which need to be used to survive Enemies will attack you in waves which can overlap if you aren’t fast enough. Maps are 2D in structure and animated in 3D. Maps take familiar forms in most levels with enemies usually entering from wormholes at each corner plus a few random places as well. The core difference between each level is whether they’re small and cluttered or large and sparce. Usually the later will require basic platforming to get the best upgrades, like using the LMG kickback to push you up to a corner you couldn’t reach by jumping.
Each level usually has 2 or three weapon upgrades with one of them being a red herring, completely unsuited to the type of enemy you’re fighting. Weapon upgrades can be gained by sweeping shell casings and busted alien robots into bins marked with the type of upgrade they contain on the front. Perhaps not exactly bins, but boxes. Although if they’re not bins, then why is Really sweeping rubbish into them? The other type of upgrade you can get is an area clearing discharge which is built up by cleaning walls. In particular you have to clean the burnt remains of the aliens you just blew up off the walls. This takes time however, and should be planned around accordingly.
The challenge modes are a nice, if uninspired extra. Not to say they’re lame – it’s used effectively as another channel to explore the main game mechanic and that’s it. About a third of them are basically bonus levels but there are some timed target practice levels and survival modes. I didn’t get the chance to test the Street Pass leader boards as the game is relatively new but it appears to impact anything you can get a score on so if you’re competitive you’ll get a lot out of this addition.
Visuals
I played this game on full 3D, partial 3D and 2D. There isn’t any real reason to play this with the 3D all the way up, even if you like the effect. Nothing really takes advantage of the 3D except when every now and again an explosion will throw something straight at the screen. Is anyone surprised at this any more? I think more people would be surprised that were still having this conversation. In addition, having the 3D turned on for a game that relies on twitch reflexes means you’re going to have a lot of blur when the screen misaligns with your face during the fury.
The art style itself if brutally functional. It doesn’t look pretty but it does get the job done. I wish more you’re character looks like Rambo and the bad guys are robotic animals. We all know what’s going on here and who is meant to be shooting who. Robot animals have had what’s coming to them since the Sonic days. While it may sound like I’m being down on this game for making the easy aesthetic choices that’s not true. Alien Chaos’ strength is in its tight mechanic and if there were any crazy flourishes here it would totally distract from what you’re meant to be doing.
Audio
Good boss music can make or break a game and for Alien Chaos 3D, it makes it. Due to the difficulty being the way it is, you’ll hear the songs a fair few times. Fitting perfectly with the pace and the tension, the music works like an informal game mechanic, setting your mind to work at the same rapid rate the game play wants you to be slaughtering at. Shooters and heavy metal are a match made in heaven and with a slight glam touch the tone matches the campy nature of the story Alien Chaos is offering.
Overall
I was surprised by this game. With such an uninspired title and corny aesthetic I was expecting a slapped together money grab aimed at the younger market. Yet with the tight mechanic on offer here and the default difficulty this game forces a nice blend of twitch shooting and strategy. There is little here I didn’t like. Some stuff wasn’t as amazing you could imagine it, like the art or the use of 3D however it’s surprising how fast you can forget about that stuff when you have something that makes you want to play it over and over. Maybe I was hooked on high scores and medals, maybe I just couldn’t stand being beaten by a computer but hooked I was none the less. This game is perfect for bus stops, waiting for stuff to load or even in longer slabs just make sure you have something soft to throw your 3DS at when you rage at it for whooping your arse.
Capsule Computers review guidelines can be found here.
Set for release in PAL regions on April 26th – a day shy of 3 weeks before Paramount Pictures‘ Star Trek Into Darkness – Star Trek: The Video Game actually has little to do with the upcoming sequel, although it is set sometime after the events of the 2009 film. I got some hands-on time with the shooter, and was actually pleasantly surprised, although my expectations were fairly low to begin with.
I got to play an Xbox 360 build that was about 6-8 weeks old. It was mentioned beforehand that because of this fact, the game would be quite buggy, and it was. Hopefully they get ironed out (I’ll mention the more impactful ones throughout the preview). The demo consisted of two full chapters: New Vulcan and Frontier Starbase. They are the 2nd and 3rd chapters in the chronology of the game after the opening on Helios-1 (which I didn’t get to witness). The story centers around a (freshly redesigned) Gorn invasion and attack on the above-mentioned Vulcan home world. Obviously Spock has a vested interest in stopping this and so it’s only apt that the player embodies his character in these early chapters.
Gameplay opened up with a fire-fight wherein Captain Kirk is injured. Shooting my way to him so that I may carry him to a med-bay, I gained a quick understanding of the core mechanics. Star Trek plays like many other shooters out there: you’ve got your Primary and Alternate Fire with the right trigger and shoulder respectively, a quick weapon swap with ‘Y’, reload with ‘X’ and jump with ‘A’. To attach to cover, you must press ‘B’, but to move between cover from that point you must hold the button down when prompted at the spot you wish to move to. Outside of the usage with the cover system, ‘B’ is assigned for a quick roll. Clicking in the left thumbstick and moving in a forward direction enables you to sprint, and simply clicking in the right thumbstick has you enter or exit the “stealth” position – effectively a crouch.
Those are most of the basics of the navigation and combat controls. The first thing I noticed during combat was a lack of feedback when connecting with gunfire. The Gorn would barely react to getting hit unless it was a stun shot or more powerful weapon than the Starfleet Phaser for instance (your starting weapon). Once they were dispatched, I approached Kirk and picked him up by pressing and holding ‘X’, which doubles as the contextual action button. On the way to the med-bay, I gain control of Kirk’s phaser while transporting him to the operation table (I’m sure it has another name, but I’m not a Trekkie…sorry) to fend off more Gorn ambushers. Once he is healed, we continue on in what I expect to be a fruitful human and A.I. co-op partnership…
But, it wasn’t. Kirk stands around…and does nothing. Not all the time mind you, but sometimes, even if an enemy is behind him, he would be static. It was a tad frustrating, and I’m not expecting the best A.I. support come full release, but this game was meant to be enjoyed with human co-op. The same issues were experienced when the first Army of Two was released, and it could definitely have the potential to stifle your progression in single-player depending on the difficulty of a given struggle. Nonetheless, we continue through to the opposite side of the building and not without further opposition. Eventually, after making our way outside, we get bombarded by Gorns beaming down from their attack ships. It’s here that I actually experimented with picking up enemy weapons and using their alternate fire modes.
Firstly, you can manually select your weapon by using the D-Pad, with slots for one rifle, one handgun, one grenade and one special weapon. There is a sort of Gorn rifle that shoots what appears to be a concentrated blast of the very same venom that they poison others with (even cause hallucinations with apparently). It seemed like every gun’s alternate was a form of stun attack that knocked the Gorn down on their backside, from where they could still fire but are most vulnerable and immobile. A similar situation can occur for the player, as when you are badly hurt you are knocked to the ground with your heartbeat audible and the screen fading, waiting for your co-op partner to come and revive you. You can also shoot from this position, but unlike the Gorn, you can drag yourself around as well. Likewise for when your partner is hurt, you will be relied upon to revive them.
Reviving your buddy involves initiating a kind of mini-game where a wheel appears center screen with button prompts at every quarter point, like a clock face with markings for every 15 minutes. When the bar hits each point, you must hit the correlating button. You can choose to only hit one and not wait to reach the others, but this will only result in a quarter of your friend’s health returning, and so on and so forth. It’s a nice twist on the revival mechanic that has you analyse the situation and wager your time (and your partner’s life) against the immediate threats surrounding you. Clearing the space for evacuation (or “energizing”), we escape the war-zone and enter a cut-scene on board the Enterprise.
This leads into a space-battle segment that felt very rough. Your perspective shifts to the outside of the Enterprise with large enemy ships in full view ahead. You must destroy oncoming attackers, and can even execute slow-mo targeting system that – when successfully utilised – results in a mini-cut-scene of your destructive powers at work. You have a shield meter on the bottom left of the screen as well as the ability to manually activate said shields by pressing and holding ‘LB’ for the desired period of time. Whilst shielded, you cannot shoot, so it’s an issue of strategic timing. The biggest problem I had here is the lack of perceived motion; it felt like the U.S.S. Enterprise was at a stand-still the whole time when it was apparently advancing. Also, the game could do more in the way of visually guiding the player, at times, to the position of the attackable enemy vessels.
Once I had sufficiently dismantled of the Gorn fleet, we beam down to the Frontier Starbase to pay a visit to Commodore Daniels and discuss this invasion, how it started and how it can be stopped. Of course, things go pear shaped rather quickly. This chapter is much more versatile in regards to the gameplay elements found within. Among the inclusion of varied classes of the Gorn species and their pet-like attack drones, turrets, mines, further mini-games, secondary/optional objectives and stealth sections are introduced. Proceeding through the infested labs cannot be achieved without effective use of the Tricorder. The Tricorder – mapped to ‘LB’ – allows you to scan objects and life-forms, hack technology, see enemies patrolling through walls and order your partner into positions, to attack a specified enemy or perform specific tasks that you would otherwise do, allowing you to have his back instead of vice versa.
The scanning of lifeforms and weapons adds an entry in your database, which can be accessed via the pause menu. Categories are broken up across the levels, alongside dedicated enemy and weapons pages. This is also where you will be able to listen to acquired audio logs throughout your play through. While I was in the menu system, I decided to press the ‘back’ button which brought me to the upgrades menu. All types of weapons and tech had three possible upgrades which can be purchased with your accrued XP points. I did not delve into the upgrades for my play through, although it probably would have been particularly advantageous as I got rather stuck in a later section of the chapter. Returning to gameplay, I should also mention ammo and health refill stations are scattered throughout the levels, with the ammo refills affecting all guns carried.
The stealth sections I touched upon are directly tied into your optional objective, which may be, for instance, “Reach the mess hall without aggravating the Gorn”…okay, that’s not a real one, but they were similarly worded. The benefit of actually tackling these is that you gain a considerable amount of XP, which, again, can be used for upgrading. Not alerting the Gorn can become tricky business however, as their flying attack drones’ vision is not hindered by any sort of restricted movement like a bipedal. And then there are the mines and turrets. Both can be hacked from a distance, with the latter being linked to a control panel which can be located by following the wires highlighted by the Tricorder. Doing so requires the completion of a mini-game, of which there are two types.
Hacking turrets and other story-centric obstacles such as terminals involve a wavelength matching mini-game, where you are given 8 wavelengths to make 4 matches of using the left and right thumbsticks. Mines are less involved, as they only require you to lead a line to an end point; sort of like the classic mobile game Snake, except with breaks in the grid that must be manoeuvred around. It’s a quicker point ‘a’ to point ‘b’ mini-game. You can also hack the aforementioned attack drones after stunning them and temporarily paralysing them, which happens almost instantaneously without any mini-game. They can become useful allies, but are somewhat easily destroyed. Soon enough, on our way to crawling through vents and preventing the Gorn from overtaking the Starbase, we encounter infected humans which are more inclined to melee attack you. However, you can also take them down with a melee attack, although I found it to be quite a finicky mechanic as the prompt sometimes decides not to show up and allow you to properly defend yourself.
Finally, I had to give up on an entire section where I was tasked with retrieving two data pads, about half way through the chapter. Kirk was no help whatsoever, the enemy numbers seemed endless, and I could only move stealthily up until a point where I could not advance without giving away my position. It was agonizing too, because there was a mine just out of reach of my Tricorder’s hacking range that I felt had to be a mistake…it was positioned within the level design in a way that made me think it was the intended action, but I couldn’t do it without alerting every enemy around. There was also a turret in the far corner of the room whose terminal could not be accessed without entering its line of sight. The space was laid out like a server room, with gaps between every piece of geometry disallowing an easy stealth path, which isn’t even what I want. I just wanted it to be manageable.
All in all, I will say this; excluding all the instances of bugs – A.I. related or otherwise – AND ignoring the seemingly unfinished lip-sync job (I hope it’s not final), Star Trek: The Video Game is actually deeper than I could have ever anticipated. I did not expect the various hacking modules and tactics that go with them. I also saw a good base for fun co-op play. The addition of the likenesses of the main cast from the rebooted films by J.J. Abrams is a nice touch and the story of the game was written in conjunction with the producers of said films, so it has massive potential to enthral and engage Trekkies everywhere. For now, I think some fun can definitely be had with Star Trek: The Video Game – obviously more-so by the franchise’s dedicated fan-base – but I’m holding out hope for the final build to get those tweaks it needs to really refine the experience. We should have a review copy within a fortnight or so…I guess we’ll have to wait until then to find out if that happens.