Sure, that MW2 mission in the airport may have been all grisly and controversial, but something tells us that Ghost Recon: Future Soldier may be even more seriously plotted than any shooter we have seen before. First off, the video below proclaims that “You don’t win the battle by doing what’s right. You win by doing what’s necessary.” And of course, layered on top on those words is some rather Mature gameplay content. Our thoughts on this video are the same as some Youtube commenters: “I keep throwing my wallet at the screen but nothing is happening. :(”
Although Alan Wake’s American Nightmare won’t be here until February 22, PC gamers will be able to experience one of his adventures for the first time on February 16. Coming to Steam (and later Origin), Alan Wake will be priced at $29.99. This includes the game and all the DLC, specifically the “The Signal” and “The Writer” content.
In addition, a Limited Collector’s Edition will be priced at $35. Included in it is everything mentioned above, plus an Alan Wake Files Book, developer commentary and extended soundtrack.
Will you be picking any of these games up, or are you holding out for the XBLA title?
One of the last ties that remained between Bungie and Halo will be severed on March 31. Bungie will finish transferring all live Halo data to 343 Industries and 343 will begin managing all that data. Already, most Halo data is available on halo.xbox.com. But starting on the date mentioned above, “Bungie will no longer be able to update game stats and player service records, to host new user generated content, or to operate the Bungie Pro service.”
In addition, “Any replacement functionality, and all future Halo support, will be provided by Microsoft and 343 Industries via Halo Waypoint.”
Luckily, “Bungie will preserve all existing historical Halo data on Bungie.net for as long as the Internet and Bungie’s data storage systems remain functional.”
Bungie finishes their message with thanks, as usual for this classy dev:
“Thanks for making the Halo-era version of Bungie.net more successful than we could have possibly imagined. You complete us. See you starside.”
One question that has yet to be answered is whether you’ll still be able to redeem your Vidmaster achievements for Recon armor on the new 343 site. Hopefully so, as there are still plenty of people fighting to get their flashy new duds unlocked.
However, Activision has recently revealed that PS3 players will be able to download Liberation and Piazza on February 28, if they are paid up members of Call of Duty Elite..
PC gamers and non-elitists might be able to snag the two new maps in another month, if they are lucky. Hooray.
Kuroko no Basuke (otherwise known as Kuroko’s Basketball) is a manga series by Tadatoshi Fujimaki, that focuses on a high school basketball team looking to making it to Nationals. It was announced last year that the manga would be receiving an anime adaptation in the Spring 2012 season.
We now have a solid premiere date for the Kuroko no Basuke anime thanks to details revealed in Weekly Jump magazine. Kuroko no Basuke will begin airing in Japan on the 7th of April, 2012.
So there you have it sports anime fans, mark your calenders, shoot some hoops or whatever it is you people do, because Kuroko no Basuke now has an official premiere date. Will you be slam dunking with Kuroko on April 7th? Let us know in the shoutbox and comments section.
Despite recent financial troubles at THQ, Metro Last Light will apparently still be releasing, but not until next year. The new release date for the game is in the first quarter of 2013, or THQ’s fiscal Q4. This updated release schedule was revealed when THQ unveiled their third-quarter financial earnings report.
Metro Last Light is a survivalist type shooter that is a sequel to Metro 2033. Metro 2033 was widely praised as a scary, atmospheric shooter that had a few rough edges. It was developed by the Ukrainian Studio, 4A Games.
Hopefully this game will be able to see the light of day.
Recently Namco Bandai made the decision to immortalise their weapon-based fighting game franchise, Soul Calibur V, through a mammoth mural in East London.
The mural features newcomers Ezio Auditore of Assassin’s Creed fame and Patroklos Alexander as they prepare to battle series veteran and fan favourite Nightmare. For those wishing to see the mural, Namco have released a time-lapse video of the mural’s creation for your viewing pleasure which can be seen below.
We recently reviewedSoul Calibur V, which recieved a great deal of praise from Capsule Computer’s Managing Editor, Travis Bruno. The game is now available for the Xbox 360 and Playstation 3.
All you fans of our fab little French hero Rayman can give a little smile as Ubisoft have unveiled a new trailer for Rayman 3 HD, coming this March for XBox 360 and Playstation 3. The sheer amount of adventures this little guy goes on, all without arms and legs is amazing, and his return in HD shuld get all fans of the franchise excited. Available soon through the XBox live arcade and PSN, rejoin the quirkiness and action packed adventures now in crystal clear HD. Enjoy the trailer and keep your eyes peeled for Raymans return when it hits the networks.
Muchdifferent have set a new official Guinness World Record with their game Man Vs Machine, as 999 players battled through lag-free on a single multi-player map, more than doubling Sony’s previous record. While the Men dominated play early on, the servers eventually crashed under the pressure of so many players but was quickly reset and play resumed with the Machines eventually taking over and winning the competition. MuchDifferent, who provided both the game and the server for the competition were clearly overwhelmed and underestimated player interest in the one off war. CEO Christian Lonnholm was very excited about the event, stating “It was amazing. We did not imagine the amount of interest that this game would generate, so the system went down shortly after we had reached the peak of 999 players. Within minutes we were able to adjust it, and the battle continued for about two hours more. Almost until the end we were averaging around 980 players at any given moment. It was a blast!”
The Record has been officially recognised by the powers to be, with Derek Wise the external auditor for the event confirming it had met all the necessary requirements. Apart from all the fun and games, more importantly, although having initial issues, the Pikkoserver used to host the tournament was clearly able to carry to load of 999 players simultaneously. “We believe this technology can be applied to just about any game engine used today. So, our goal now is to make this technology available to developers worldwide. Stay tuned!” (Christian Lönnholm, MuchDifferent CEO)
Dustforce, a fast-paced, skill-based platformer from Hitbox Team, was released January 17th on Steam, and has been well received by the gaming community. With it’s beautiful and unique art style and awesome original soundtrack, our review of the title, along with many others across the web, gave high praise for this superbly crafted game.
And, ‘cos we’re awesome, we sorted out a brief interview with the guys at Hitbox. Enjoy~
Capsule: This game has been steadily gaining hype ever since the internet became aware of it’s existence… How has the game done in the first 24 hours, say?
Lexie: It went really well. This is first game we have ever released, so we had no expectations in the way of sales or anything. The game has been received better then we could have hoped for, so we can continue making new games that push people’s abilities.
Capsule: There are many indie games out there that have elements of Dustforce… are there any particular titles that influenced you in making this game? If so, how did they affect the game?
Lexie: Dustforce was heavily inspired by a game called Nikujin – it’s a game that really demands perfection from the player in order to progress. There is no fluking or brute forcing your way through that game. The amount of satisfaction from mastering the controls in a game like this is much more rewarding then perfecting the controls in a game that demands any less.
Capsule: A big concept in the game is the idea of flowing through a level… Was it difficult to get the controls just right?
Lexie: Extremely hard! Dustman’s movement was recoded countless times. I didn’t want the characters to feel like a physics block getting pushed around, The characters personality is expressed through not only the animations, but also the movement code. In the end I think we achieved that, but i guess that’s up to the public.
Capsule: How did you come up with such a unique art style? Were there previous iterations that had a completely different style?
Woodley: It has stayed basically the same for the whole project. However, I did find that my skill improved a lot during the creation of the prototype and so I had to redo everything for the full version.
Capsule: Is there an ETA on the Level Editor coming online? And any hints as to it’s features and sharing capabilities?
Lexie: No ETA yet. The editor is pretty complex, its going to take me a while to make it user friendly. people will have access to just about everything our team had access to. It’s an in-game editor, so you can jump straight into testing your level. As for sharing, we are looking into a level server so users can rate and download levels through the game.
Capsule: Are there any plans for console versions in the future?
Lexie: We have everything we need to develop games for PC (a computer and the Internet). If we could get our hands on a dev kit then we would love to port Dustforce to console.
Capsule: And how about online multiplayer?
Lexie: All the code we use is made in-house or open source. Plugging free net code into a fighting game (requires near 0 lag to work, or predicting lag) is not the easiest task, its something we would love to do, but we have very limited manpower.
Capsule: Who’s the best Dustforce player of the team? Could we have some impressive stats?
Woodley: Probably me! Although Matt is really good. I have been the first to SS some of the really hard levels. But everyone is way better than me now on the leaderboards! So I have no impressive stats…
Capsule: Anything else you’d like to add?
Woodley: We’re so glad that everyone has recieved the game so positively! We hope to bring more games to people in the future, and thanks for the support.
Capsule: And we’ll look forward to receiving them! Thanks for the interview, guys.