Fans of the Command & Conquer series will be pleased to know that the latest game in the series, Tiberium Alliances, is now out on the PC. The game is built to run on web browsers and is free to play.
Fans of the series will be pleased to know that the two most iconic Command & Conquer armies will be playable in this title, with those armies being the GDI (Global Defence Initiative) and the NOD. The game is played as a massive battle for territory with players harvesting for tiberium, building armies and taking down enemy bases. This is really Command & Conquer on an MMO scale.
To quote the press release –
As the first free-to-play, cross-platform MMO strategy game, Command & Conquer Tiberium Alliances is the only game to offer true, anytime, anywhere gameplay. In the coming months, the game will feature cloud-saved game data to make it accessible across web browsers and mobile devices. Players can play from their desktop at home, or on the go from their smartphone or tablet.
Be sure to check out the official website to start an account and take your place in the war.
Today, Benjamin Webb and I sat down with the cast of hit TV series Supernatural for an interview at the lovely Mercure Sydney. The cast have made their way down under for the All Hell Break’s Loose III Supernatural event, which is set to take place in Sydney tomorrow on the 26th of May, 2012 at the University of New South Wales, Kensington.
We discussed the series passionate fan base, what they think has kept the show going for so long and of course the question on every Supernatural fan’s mind, ‘What’s next for Bobby?’ Check out the interview with Jim Beaver, Richard Speight Jr., Traci Dinwiddie and Corin Nemec below to find out for yourself.
For more information on the All Hell Break’s Loose III Supernatural event check out the event’s official website here. Let us know what you think of the interview in the comments section below.
Hub Productions Event Details: “Jim Beaver, Misha Collins, Traci Dinwiddie, Richard Speight Jr. and Corin Nemec were in town for The Hub Productions’ All Hell Breaks Loose III events. Missed out on the action? Head to www.thehubproductions.com for a full list of their upcoming pop culture events in 2012.”
A playable demo for Capcom’s upcoming robot war machine simulator, Steel Battalion Heavy Armour, is now available on Xbox Live as a free download. The title is exclusive to the Xbox 360 platform, and it requires the Kinect device in order to play it.
Steel Battalion Heavy Armour is a sequel to the very obscure release on the original Xbox console, simply titled Steel Battalion, came bundled with a massive controller with hundreds of buttons. Thankfully that expensive and rather intimidating controller is no longer needed as all you need now is a Kinect device and make use of motion control to take command of mechanical war machines.
The demo that is out now on Xbox Live will let you take control of a Vertical Tank and experience the first two levels of the game. So anyone who owns a Kinect should definitely take this demo for a spin, and keep an eye out for the complete game, which is set for release on 21 June 2012 in Australia.
XCOM Enemy Unknown is a big name for fans of the X-Com series of games as it is supposed to be a modern day remake carrying over the classic formula and revamping it for modern tastes. Is the game successful at doing this? This is an answer that I hope to have answered for you by the end of this preview.
The things that fans of the classic X-Com games are looking for in this rebuild are the things that made the classics so great for them. The ability to manage their own squads, being able to manage a base unique to their play style and being able to tactically take on a mission and have the results depend upon the players own playstyle and intelligence against a foe that is almost equally as smart as themselves. It is almost secondary that the game be set in a sci-fi setting and being against an unknown invading alien force, but it wouldn’t be X-com without them.
Playing the remade XCOM Enemy Unknown is like playing a game that carries the X-Com soul (or spirit) but gives it a new body and brain functions. What I mean by this is that the game has a completely new aesthetic to it. The Aliens are a lot more menacing to look at, the human units are much more detailed and brilliant and the UI is much more simplified, but in a way that seems to be more intuitive than it was in the past.
What I remember from my few playthroughs of the classic X-Com games is the amazingly clunky user interface, but the robust amount of options that it presented. Fortunately, the team working on this title have removed the large amount of fluff material from the UI and have kept the options that really mattered during combat. In the build I played, you could not loot alien corpses during a mission, and I’m not sure if this is subject to change. What I really thought was improved with this game was the way they implemented what would have been UI options in the past. The best example I can think of is the elevation switches. Now all you need to do is use the corresponding control option to switch elevation, rather than having to select floors on an overly clunky UI.
Combat in this game is an incredible breeze. I remember in past games, you had to manually equip certain items, like grenades, if you wanted to use them in battle. Now, instead of doing so, all you have to do is enter your unit into combat mode and select the grenade option then select where you want it to land. Once again, this is an example of a much more simple interface enhancement that really increases the playability of the game. In the past, you would have to open your inventory, take the gun out of your agents hand, put the grande in his hand, time the grenade, select the range and then finally choose where you want it to land. Now, it’s quick, easy and and incredibly fun.
One feature that you have probably heard of is the dynamic action cameras and the like. Basically what I mean with these (I can’t recall their exact names) is where the camera will switch to a dynamic camera which highlights your units attacks and other pretty badass moves. The first thing I did when I started this game was to see if there was a way of turning these off as I didn’t immediately think that they could add to the overall X-Com experience, only detract from it. I figured that I should probably leave these options on so that I had an actual basis for which to complain. After actually seeing the camera in action, I’m quite glad that I kept it turned on. It was simply amazing and I couldn’t believe that I had initially wanted to disable it. There is just something incredibly satisfying watching a grenade fly into a diner and blowing out the walls and any aliens unfortunate enough to be within its radius.
The camera activates for many parts of the non-combat and combat aspects of a mission. For instance when an Agent is double-time moving to a piece of cover, the action cam will follow them in a dramatic fashion, incredibly adding to the intensity of the action. The camera activates for most things but it never feels like it is taking over control of the game (unlike Skyrim which was freaking annoying), it just feels like it’s part of the action and this is how these things should be done. And of course, for players who like to retain their overhead god-view of the game, you can turn these off and still play it the way you like.
What a lot of gamers probably wont immediately notice are the small details for each of their characters. One of the things I noticed with each of my Agents uniforms after a few missions was that their uniforms reflected which country they were found from. This is indicated by their countries flag being reflected on the back of their armour. For example, if my Agent was from Poland, he would have the Polish flag on his back. It is small details like these that are littered throughout the game and players will appreciate once they notice them.
Say you are a massive roleplayer and you really like to play a role with your games, some people do and there is nothing wrong with it, sometimes even I get really into games and start cackling maniacally at whatever it is that I’m doing. Let’s say that you were playing the role of a US based XCOM unit that only had US units. You can easily modify any Agent you acquire by renaming and adjusting their features, as well as altering their country of origin. Of course, I actually quite liked the mixed team aspect as it gave me the feeling of a more global organisation, rather than one country saving the entire world.
Much like the previous X-Com games, it is very easy to become attached to your favorite units and having them die on you is an incredibly hard experience to take. And just like in the classic games, if an Agent has died, he or she is dead forever. Sure you might receive an Agent with the same randomly generated name, or you could rebuild them yourself (roleplayers, you could have one soldier that just refuses to die) but it still wouldn’t feel right. Nothing can replace those moments that you shared with those agents.
XCOM Enemy Unknown, being a turn-based tactical game, is the kind of game that gives the player a lot of breathing room in terms of thinking ahead and planning their responses to the enemies moves. What I particularly enjoyed about this game are the vast amounts of options you have at your disposal that are both obvious and unobvious. For instance, as you progress through the game your units gain abilities as they level which can be used on the field to increase your chances of winning. These can be used in obvious ways, for example, lobbing a grenade into a room to quickly clear it of all threats, or in unobvious ways like using a rocket launcher to blow a wall open and revealing all enemy units to fire.
One thing that I found that I had to keep in mind was that my Agents would always choose the shortest path to their destination, which may not always be the smartest route. I remember this one instance where I was attacking a group of Aliens hiding out in a building and I was trying to flank them by holding their attention at the front of the building and then sending other Agents out around the back. Unfortunately, one of my Agents decided that it was perfectly acceptable to sprint through the building to reach this destination. She was lucky to have not taken any damage. This was actually quite an intense thing to watch happen too, I had that dramatic camera thing going and the whole time I was wetting myself hoping not to lose that particular Agent. Please keep in mind that this preview was running Alpha-level mechanics, so it might be more intuitive in the future.
I actually really liked how there were multiple ways of breaching a building in this game. Unlike the previous X-Com games where you could only really use doors, in XCOM if there is a window that your Agent can smash to get into where they’re going much quicker, they will bust their way in to get there.
One thing that was briefly touched on in our preview session were different types of Agents. Unfortunately for our playthrough we only got to test a limited amount of them, but a hands-off demo showcased a few more units. One of the more interesting looking units were the Psionic type of Agents. Players might remember the Psionics from the previous X-Com games as they were accessible through various weaponry. In XCOM, these come as special powers that are usable to gain a fair amount of advantages in combat. One example we saw in action was a mind-control ability which was used on an Alien creature to lob a grenade at is own feet and blowing itself to pieces. If you opt not to make an enemy commit suicide, you are able to control them for a limited time and take use of their unique skills, which could also be useful.
Base building. This game, like the previous games, has you managing your own XCOM command center. What is different this time around (at least in my playthrough) is that instead of having nameless grunts that do all your engineering and science stuff, you have specific characters that manage these areas that you essentially use as a menu to research or build whatever it is that you have acquired throughout the game. This probably sounds bad on paper, but you are still able to assign more scientists and engineers to your stations like in previous titles to increase your work output, the characters are essentially a way of putting a face on what you’re doing and personalising your staff a little more than in the past.
Actually having different characters interact with you in the base increases the feeling of running an organisation, rather than just managing one. It’s a hard thing to describe here because I’m probably not the best at describing my feelings, but, I felt like more than an accountant and strategist, I really felt like a general or something, someone who knows his people and has a personal history with them. I felt like I was Gendo Ikari heading NERV, which is a good thing in anyones book.
One of the things that appealed to most of the classic games fans was the fact that missions were randomly generated to some degree. In our preview we were unable to play any of the main game components, but were playing on the tutorial campaign (which felt like a full campaign on its own, I never finished it) which was a pretty fixed experience. We had some choice on which missions we took, but the mission path was the same for each person playing. What we had was a kind of give and take system where two countries would be invaded by aliens at the same time and we had to choose between which one we wanted to save. Each country offered different rewards and players had to work out if the trade-off was worth the sacrifice. If you choose to go with one country over the other, the other countries state of panic increased and if it increased too far, it would pull out of funding your program. So it’s really a risk verses reward thing, is it worth losing the USA as a financial backer to gain access to more engineers? Something to think about.
I’m still interested in seeing what the Tactical and Strategy modes are, they are (what I assume to be) single player components of some kind. I’m also interested to see if there is a kind of free-play mode and a story-mode in the full release version as we could only really access the tutorial story for the playthrough that we were doing.
I have to admit then when I first heard about the rebooted XCOM franchise, I wasn’t too excited, nor was I any kind of optimistic about it. After seeing what looked like a completely horrible experience as a shooter, I had little hopes for the tactical relaunch to be much better. Fortunately, playing this Alpha build of the game has really (AND I MEAN REALLY) ignited my hopes for this game. It is INCREDIBLY fun to play, it feels just like an XCOM game should. The improvements made to the games systems and mechanics are brilliant and I am really pegging this as a game that everyone must get this year when it is released in October.
As I said earlier in the preview, XCOM Enemy Unknown has taken the soul of the classic X-Com games and given it a new brain and body, which is really what a reboot, or re-imagining of a series should be. Heck, even some sequels are unable to pull this off. AND THIS WAS ALPHA WHICH MEANS THAT THE FULL GAME IS MOST LIKELY TO BE MUCH BETTER! It’s official, I have made myself even more excited for this game just by writing this article. I might go and buy the classics on Steam as my Dad owns all the discs and stuff. Once again, FUN! THIS GAME IS FUN! Heck, after seeing this in action, maybe the FPS version will not be as bad as I first interpreted it to be.
We have 5 codes of  Bundle in a Box – Adventure Box (valued at $40.00 – to give away courtesy of  Bundle in a Box. All you have to do to win is to simply leave a comment below and let us know what you think of the bundle and why you want to win it.
The Bundle consists of :
Genini Rue Ben There, Dan That! Time Gentlemen, Please! 1893: A World’s Fair Mystery The Sea Will Claim Everything
And two Bonus games :
The Shivah Metal Dead
FIVE lucky winners will be drawn at random on the May 30, 2012. Good luck to you all!
**SPECIAL NOTE**
Competition is open WORLDWIDE. When you enter please leave a VALID email address and also mention what part of the world you are from.
Moscow, 2013. Suddenly the sky is falling, and where is everyone going to run but the Metro that was designed as a safe haven against nuclear attack?
A dilapidated Moscow is the subject of the Metro: Last Light life action short film. In stark contrast, there is the inside of the Metro, their last beacon of hope. The lucky ones get through, but the rest are not so lucky. The last, a baby, who we can assume to be Artyom. 20 years later a man emerges from the Metro to meet the ruins that were once Moscow.
The film is only four minutes long, but they’ve managed to pack a lot of story, scale and emotion into it. Given the fact that they are all speaking in Russian, the film translates exceptionally easily. And the scale is just fantastic, from the amount of people running towards the Metro, and streaming through its doors, to the shot of Moscow twenty years later. Not to mention the absolutely haunting soundtrack and atmosphere to the whole film. The detail and effort that has gone into this film is impressive, and speaks well for what we can come to expect from Metro: Last Light.
Check out the live action short film below. What do you guys think? Is it what you were expecting? Or does it fall short or exceed or expectations? Does this convince you that you really should keep an eye out for the game as it draws closer to the release date? Because it certainly has made me keener for it.
Metro: Last Light will be released on Xbox 360, Wii U, PC and Playstation 3 in early 2013. For more information on the game as it comes, keep tuned to Capsule Computers.
Autumn Dynasty Developer: Touch Dimensions Publisher: Bulkypix Platforms: iPad Release Date: May 24, 2012 Price: $4.99 USD/$5.49 AUD Get it HereÂ
Overview
The RTS genre is a bit thin on the iPad, which is surprising considering the iPad’s expansive screen. Touch Dimensions and Bulkypix decided to fill this gap with their latest game Autumn Dynasty. Autumn Dynasty is a stylish RTS drawing inspiration from ancient China. The game is pit against big names like Sega’s Total War Battles, does it have what it takes to shine?
Story
Autumn Dynasty takes place in the Autumn Empire, a place heavily inspired by China. The legend of the Thousand Sun Weapon and firedust has ensured peace in the Autumn Empire, but a rebellion is brewing against a corrupt government. The peasants are revolting against the government, refusing to slowly starve to death as the nobles become fat through the peasants’ labour. Masked rebels lead the rebels into battle, hoping to steal the secrets of the Autumn Empire under the guise of leading a righteous revolution. The story follows very affable heroes and skillfully mixes humour and an epic plot line the keep player interest. Some characters, such as General Li, could be a little one dimensional at times Autumn Dynasty provides an entertaining story to keep players riveted.
Gameplay
Autumn Dynasty comes with a fully-fledged campaign mode with online multiplayer that supports voice chat over WiFi and Bluetooth. The game plays like a stripped down RTS such as Age of Empires. There are no peasant units in Autumn Dynasty. Gold is generated via farms and buildings are built by combat units. Building construction is limited to several pre-determined spots on the map. The unit limits are rather low in comparison to say the original Starcraft, but the screen is kept visually full as a single unit is representing by multiple small troops. This unit representing by an actual unit of troops is best mirrored by the Total War series. Â The RTS elements of the game is so well executed that I feel Autumn Dynasty would easily find a home with some modifications for PC controls as an indie PC release.
The game is controlled by buttons on the UI and drawing commands for units on the battlefield. On a whole, the controls are perfect. The developers seem incredible aware of the platform they are working with and apply the touch screen subtle and logical ways. The drawing method can be slightly cumbersome when ordering units to move long distances. One thing surprisingly missing from Autumn Dynasty is unit rules of engagement settings. The stealth mission would have really benefitted from the ability to order my units to not engage the enemy so I could issue commands to other units. Instead I was stuck to select and hold my finger on the units I needed to not move to ensure they would not go running into combat with little regard for personal safety.
The campaign is of decent length. However I wish there was an easy difficulty setting. The difficulty level of some missions can be rather punishing. Unit battles generally boil down to rock, paper, scissors type affairs with unit special abilities changing the tides of battles. Those who are less gifted in micromanagement will struggle on the normal difficulty. Mixing smart controls with traditional RTS gameplay, Autumn Dynasty, Autumn Dynasty is a shining example of the RTS genre on the iPad done right.
Visuals
One of Autumn Dynasty’s main draw is the traditional Chinese style art and for good reason. Autumn Dynasty is a gorgeous game. The game’s art style is catchy and unique. Every part of the game fits the style. If left alone, the game looks like it was torn out of a historic art book. The animations are beautifully done; it is a pleasure to see the little individual stick figures that compose a unit do battle with each other. Thankfully the game is Retina ready as I dread how my beloved stickmen would look if it was not. Autumn Dynasty’s visuals are easily my favourite part of this game.
Audio
Autumn Dynasty provides a strong audio experience. The sound effects are well implemented and a pleasure to listen to. One of the most impressive things about Autumn Dynasty is the music. It manages to capture the Chinese style of the game without becoming tacky or stereotypical to the point of parody. Although music does not play throughout the game, it cues in always at the right time melding seamlessly into the game.
Overall
Autumn Dynasty easily earns its way onto the must have list of any iPad gamer. Although players who are not experience or extremely skilled with the RTS genre may want to be aware they are in for an extremely challenging experience. Those lacking patience may want to sharpen their skills on other RTS games before tackling Autumn Dynasty. Autumn Dynasty mixes fantastic RTS gameplay, wonderful audio, and a unique art style and for $4.99, Autumn Dynasty is a great deal and highly recommended.
Fullmetal Alchemist: Brotherhood OVA Collection Studio: Bones Publisher: FUNimation Format: Blu-ray/DVD Combo Pack Release Date: May 22, 2012 Price: $24.98 – Available Here
Overview:
There has certainly been a lot of Fullmetal Alchemist: Brotherhood lately, with one shot sets being released before each of the two collections of the series proper.  So, with The Sacred Star of Milos, reviewed HERE, and Collection 1 having been released already it is now time for the OVA Collection before the release of Collection 2.  Fullmetal Alchemist: Brotherhood is a series with plenty of room for exploration, with plenty of side characters to choose from, so how do the OVAs handle such a wide cast to pick from?
Story:
There are 4 OVAs that come in the collection, which all star different characters in the major role. Â The cover art is a bit misleading however seeing as it features Hohenheim and he doesn’t appear in any of the OVAs himself. Â But, they do at least work to focus on different characters in the different ones.
The first OVA, “The Blind Alchemist”, is unfortunately probably the weakest of the 4, as it is focused on Ed and Al on a side investigation into human transmutation. Â This time around they are seeking out a blind alchemist who is reported to have successfully achieved it. Â The reason this is the weakest is that it is simply a side story that introduces new characters and doesn’t really explore anything new with the brothers, very similar to The Sacred Star of Milos, though much shorter.
“Simple People” does a lot better in terms of what it brings to the viewer. Â This one focuses on both Winry and Lt. Hawkeye, though the brothers Elric do feature heavily in it. Â The OVA fills in a bit of the gap between flashbacks of the series and where it actually begins, to explore the changes between the Lt. and Winry from when they meet after the military first visits Ed after the incident. Â It’s much better in character exploration than “The Blind Alchemist”, but not quite the best of OVAs.
The next OVA is “The Tale of Teacher” and it actually provides a healthy backstory on one of the more interesting things only mentioned in the series. Â Going into just how Izumi Curtis, the Elric brother’s teacher, was able to survive alone on Mt. Briggs, unfortunately it does go very much like the brothers story in the series. Â However, there is a special bonus story after the credits that it probably the cutest thing Izumi has ever been in.
The final OVA, “Yet Another Man’s Battlefield”, focuses entirely on how Mustang and Hughes met and formed their friendship. Â This probably the best OVA of the bunch however as it gives the much needed exploration of Hughes that the series was deeply missing. Â It doesn’t quite make up for how little there was of Hughes though, but it definitely provides a better look at the man.
Visuals:
The visuals of the OVAs themselves definitely match up to the visuals of the series, not suffering the same problems that The Sacred Star of Milos had in terms of quality. Â The art style is nice in that the backgrounds are very detailed, with the characters put in over top of these. Â Where some people might think this awkward, it really does provide a different aspect of the more animated characters moving around in a flatter, picturesque environment, that fits with the general themes of the shows, such as focusing on the characters more than actual location.
The extras that come are considerably lower quality, but seeing as they are simply humorous and designed to look as such, they work for what they are. Â The art style is great for looking so much like a short one line comic, such as those in a daily newspaper. Â The drawing is quick and dirty, with a lot less time spent on the backgrounds and almost exclusively on the characters, which still look very quickly done. Â It’s definitely nothing to write home about, but as a whole shouldn’t ruin the experience of the extras, if it does you’re probably enjoying it wrong.
Audio:
There is a wide variety of music throughout the OVAs as they feature a fair number of characters, themes, and moods.  Almost all the  OVAs play the military chorus over the credits, while the first OVA has a slowly more melancholy music over the credits to fit the “lesson” that they learn, there is also different music for the credits of the bonus Izumi story that is light and all strings that caps off that mini-OVA very well.  As for the music that plays during the OVAs stories, they all seem to fit their respective parts, i.e. very slow strings for building drama, etc.
As per usual this release comes with both the English dub and the original Japanese dub, however in terms of voice acting, the English is simply just okay, but I found it much more preferable to simply read the subtitles and listen to the Japanese voice track instead of listening to Ed’s English voice work, which for whatever reason I find to be kind of grating. Â The rest of the English dub unfortunately falls kind of flat, it terms of fitting tension and drama the Japanese is probably the ideal way to go. Â Although, in the episode of Fullmetal Four-Panel Comic Theater that features Ed and Al’s younger sister, the voice is perfectly cute in both versions, and while a joke would have been awesome to hear more of.
Extras:
The extras packed on the OVA Collection are a tad light, as the only real special feature is the 16 Fullmetal Four-Panel Comic Theater. Â This is pretty interesting to watch as they are mostly part of the story taken in aside and finding some aspect to make a joke out of. Â Watching all of it straight through follows the plot of the series in chronological order, so in some ways it can serve as a kinda of recap or refresher after being away from the series for a while. Â While not all the jokes are hilarious, they are worth the watch.
Interestingly or not, depending on outlook, some of the jokes or dialogue change quite a bit depending on English or Japanese, which doesn’t mean it’s instantly something that should be watched twice to see both. Â There are only a few that change, the most obvious being Mustang’s answering machine.
The range of characters featured in these episodes is far larger obviously, but also delves into more fan favorite characters, such as automail mechanic Garfiel from Rush valley.  It’s really a grab bag of whatever could be poked at for fun throughout the series, from the complexities of the Bradley Family, to the varying explorations of Winry’s personality, to the homunculi, to the variety of Mustang’s men, it runs quite a gamut in terms of topics.
Overall:
The Fullmetal Alchemist: Brotherhood OVA Collection does provide a solid addition to the the series in terms of character development and backstory, though it is kind of hard pressed in terms of actual content.  Only 4 OVA episodes, with the only special features being the Fullmetal Four-Panel Comic Theater, there isn’t an over abundance of bang for the buck, but it does equate to about the length of a movie, so the price of a movie certainly fits.  The music is good, the voice overs are solid, and the visuals deliver what  one expects from the series.  While there isn’t much content it is understandable what with all the other releases probably getting the major focus in terms of that, so content is solid enough.
Two Tribes’ puzzle/platformer Toki Tori seemed like a great game for fans to get their hands dirty designing their own levels. While an editor for the first game was eventually released, it was still a little user unfriendly.
But with the release of Toki Tori 2, a level editor will be available from day one. This is thanks to the Steam Workshop, which provides a solid platform for browsing and sharing user-created content.
The editor is included in the latest build of the Toki Tori 2 beta, with full Steam Workshop functionality available in a later update. It should be interesting to see what the testers can do with the tools at their disposal.
If you want to participate in the beta, and try out the current build of the game and the editor, email your details to [email protected].
If you think that that title sounds a bit crazy just wait until you see everything Square Enix has to show off in the trailer they released today for Sleeping Dogs. In this trailer we are shown practically everything that the game will have to offer, including racing impressively designed cars, singing karaoke and taking part in cock fights.
But those are just small distractions, the real meat of Sleeping Dogs appears to be the amazing looking combat system. The undercover cop Wei Shen is a master of martial arts and will use his abilities to further his undercover work as a Triad member. To do this he will have to take out multiple thugs of all shapes and sizes, using whatever tools he can get his hands on, including fish it appears. Keep an eye out for more information about the game as the release date of August 14th grows closer.