DiRT Showdown boosted into stores across the UK today, alongside a hard-hitting launch trailer. The launch video showcases the maximum-impact racing, bone-rattling destruction game modes, freestyle Hoonigan events and multiplayer party games set to take centre stage on DiRT Showdown’s World tour of motorised mayhem. From Miami to LA and San Francisco to Yokohama, the trailer features drivers taking down their rivals, boosting to overtake, hitting jumps and performing stunts as they go for the win across DiRT Showdown’s range of game modes.
Despite hitting mainland Europe on 24th May, a day earlier than in the UK, the game has yet to collide with the rest of the world. Expect a release everywhere else on 12th June, after a rescheduling due to a busy release window towards the end of May.
IO Interactive released their new behind the scenes video, taking players into the studio for Hitman Sniper Challenge. Several developers star in the video to discuss the creation of the game. Lots of concept art and early footage of Hitman Sniper Challenge is shown off. The devs also get a chance to show off some of their favourite parts of the Hitman Sniper Challenge. Anyone curious about the development of a video game or Hitman fan will really appreciate this video.
Hitman Sniper Challenge is available as a pre-order bonus for Hitman: Absolution from Gamestop in the US. Check out our preview here.
Moonraker is an iconic film of the Bond franchise and Jaws is one of the best known villains in Bond films. Thanks to this popularity, Activision and Eurocom have announced Moonraker as the first movie based mission of 007 Legends. Players will stealthily infiltrate Hugo Drax’s space port and get a chance to go toe to toe with Jaws in the upcoming game 007 legends. 007 Legends is an original storyline featuring six classic Bond films to provide a wide range of scenarios and experiences for players. Armed with cutting edge spy gadgets, a dizzying array of weapons, and fast vehicles, players will get their chance to live out their secret agent fantasies.
007 Legends will be available for Xbox 360, Playstation 3, and PC on October 19, 2012.
Aria the Animation Studio:Hal Film Maker Publisher: Siren Visual Release Date: 19/04/2012 Price:$49.95Available Here
Overview:
Aria the Animation is a short and sweet series taking place in a distant future on planet called Aqua, with the main focus being on the lives of gondoliers who live in the city of Neo-Venezia. This three disc collection released by Siren Visual contains all 13 episodes of the first season spread across two discs, with the third disc containing a host of extras. The DVD release only contains the original Japanese voice dub with English subtitles, and like with most releases by Siren Visual, an English dub of Aria the Animation will arrive on a later date.
Story:
Aria tells the story about a young woman named Akari, who migrates from her home planet, Manhome, in order to live in Aqua and work in the city of Neo-Venezia. Now the interesting thing here is that Neo-Venezia is based on the city of Venice in Italy, and shares the same style of architecture, history, and culture. Taking place in a distance future, Neo-Venezia has fairly advanced technology, but even so the inhabitants still enjoy a simple and traditional lifestyle, as they still go about collecting firewood for winter, cooking meals the good old fashioned way, and appreciating the technology-free lifestyle of the generations before.
Aria arrives in this new planet in hopes to have a career as a gondolier, and joins the Aria Company, one of the major water-guide companies operating in the city. Much like the city of Venice that it’s based on, gondolas are a popular means of transportation and a big tourist attraction even in the presence of flying motorbikes. It’s a very unique and interesting setting, but for the most part you forget about the sci-fi futuristic element of the show as it’s very much a slice of life anime taking place in an alternate post-modern version of Venice.
Aria the Animation is just this very sweet and adorable series, full of positive vibes and uplifting themes. The anime is just filled with examples of pure human kindness and beauty, and as such will give you a welcome break from anime that explore darker themes…or even reality for that matter. It portrays a world where kindness is encouraged and acknowledged. As such, it’s a show that is quite suitable for children as the themes are very simplistic and sweet in nature, usually giving some lesson in kindness and good deeds.
On the note of it being suitable for children, the show can be a bit childish at times, in a way that you see characters that are well into their teenage and adult life, acting like absolute children. This one episode has a right-handed 14 year old girl pondering over the usefulness of her left hand, and the entire episode pretty much focuses on that plot, by the end of which she is able to realise that her left hand is in fact useful and important. This is the type of subject matter you would expect from a preschool television show.
That aside, it’s still a pleasant viewing experience. The characters are cute and humourous, and there is a fair bit of character development within the 13 episodes and each episode explores a unique theme. One of the more likeable characters in the show is an overweight cat named President Aria, who is actually quite smart and brings in much of the comic relief, the little bloke even takes the spotlight in some episodes, which are pretty fun to watch.
The short-length of the season is put to good use, and it all ends on a satisfying and reflective note, giving it appropriate closure. It’s fun for what it is, and what’s really nice is that it does not overdo the positive happy energy, as instead it does it in a very subtle and pleasant manner.
Visuals and Audio:
Aria the Animation is a nice looking show, the character designs are fairly generic but still pretty charming, and in particular President Aria has a very likeable and memorable design. The set pieces and backgrounds look pretty nice, but what’s really good about the visuals is the use of soft and bright colours to create a relaxing atmosphere.
The music is pretty much the icing on the cake, and really complements the general demeanor of the show. The soundtrack is characterised by soft and beautiful acoustic guitars, and does a very nice job of capturing the feel of being in Venice. The opening and ending theme songs feature some very soothing and beautiful vocals, and what’s cool about the opening is that it features new animation in every episode.
Extras:
Disc 3 of the DVD set comes with a nice collection of extras. It contains lengthy interviews with the Japanese voice cast of the show. Another cool extra is a short film highlighting the trip that the creators of the anime took to Venice, Italy, in order to research set pieces to be used in the anime. Finally, there are usual trailers and the clean opening/ending sequences.
Overall:
Aria the Animation is a very simple and charming show, it’s a very subtle and laidback viewing experience that takes place in a rather beautiful and inspiring recreation of one the most popular tourist destinations in the world today. An anime about gondoliers may not sound like something that could work very well, but Aria the Animation pulls it off nicely, that too in a futuristic sci-fi setting. That said, the actual execution isn’t too different from your typical slice of life anime, and the themes present can come across as a bit too childish and happy go lucky. At the end of the day, Aria the Animation is a solid show for what it is.
Bioware’s Mass Effect 3 is getting some more free downloadable content in the form of the new Rebellion DLC Pack. This pack adds new maps, new weapons and new playable characters for its multiplayer component, and best of all it’s completely free to download.
Joining the fight against the Reapers online is the new Quarian Engineer and Infiltrator, Vorcha Soldier and Sentinel, Ex-Cerberus Adept and Vanguard. The Rebellion DLC Pack also introduces new in-missions and gives players an extra gear slot.
Mass Effect 3 Rebellion DLC pack is set to be released on Playstation Network, Xbox Live and PC on May 29 in North America and May 30 on PSN in Europe.
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 2012in 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.