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Skyrim Creation Kit coming in January

While most players on consoles are sitting playing The Elder Scrolls V: Skyrim happily without any extra bonus content, PC gamers are biding their time in the game while picking up moderately interesting mods for the game that have been crated using non-optimal tools. They are waiting for the development tools to be released by Bethesda, or as it is more commonly known, the Creation Kit.

Bethesda has finally given a rough release window for the Skyrim Creation Kit and are expecting to have it out in January. To make things even easier, Skyrim’s Creation Kit will work with Steam Workshop which will allow players to “browse, rate, and flag” various mods for download and installation making it easier than ever to improve or modify the title as you see fit.

Resident Evil: Revelations story trailer introduces a bunch of characters

Those eager to see a bit more of Resident Evil: Revelations’ storyline or see some more of the new characters that are going to be introduced into the canon of the series will be happy to see that Capcom has released a trailer for the storyline of Resident Evil: Revelations. You can catch the video below and learn a little bit more about the story and see a number of new characters, including members of the BSAA.

These characters include Clive R. O’Brian, Jill and Chris’ commander, Morgan Lansdale head of the FBC and Raymond Vester who apparently will help Jill and Parker on the ship, but Capcom has not went into any detail about who he actually is. They will all be playable in Resident Evil: Revelations’ new Raid Mode as well.

Interview with Lead Designer of Kingdoms of Amalur: Reckoning

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We got a chance to have a chat with Ian Frazier, the lead developer behind Reckoning: Kingdoms of Amalur.

Donning a Reckoning shirt and speaking with a real sense of pride about the game, its clear that what we have here is a labour of love which made sitting down with Ian a real pleasure. His excitement about the game is infectious and in a mere five minutes he can convince you that the game will really bring the RPG genre to a new place that hasn’t been explored properly yet. But don’t take my word for it, take a look for yourselves.

Check out the interview with Ian below and take a look at the hands on preview articles HERE and HERE

What do you guys think? Are you interested in Reckoning? Do you think it’ll bring an interesting angle to the well-explored RPG genre? Or is it just another giant sandbox that takes too much time for you to get into it?

Check out the legion of pics we took at the preview event as well!

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NeverDead rolls onto shelves January 31

Konami had originally slated NeverDead to be released sometime in February, but they have decided to go with a bit of a different launch window. To be more exact, they are moving out of the month of February to one day before January 31st. This means that before the first month of the new year is up you will be able to rip off your own head and throw it at enemies while exploding the body you left behind.

This is all possible because you play as an immortal main character that is impervious to death. If that doesn’t catch your interest then I don’t know what will. Also Konami has revealed that they will be developing DLC for the title, but did not go into any further detail as to what to expect.

South Park RPG being developed for 360, PS3 and PC

In perhaps one of the bigger surprises in recent memory, it appears that South Park is going to be getting a full retail title released in the second half of 2012 on the PlayStation 3, Xbox 360 and PC. While we already knew that the XBLA-exclusive South Park: Tenorman’s Revenge is arriving soon, we had no knowledge that another South Park video game was in development.

The developers of Fallout: New Vegas, Obsidian, will be working on the title while THQ is handling the publishing. Currently the game is being called South Park: The Game and is being described as an RPG set in the South Park world. As you can see by the exclusive cover of next month’s Game Informer, this title already looks amazing. Expect to learn much more next month when the issue is released.

Square Enix to help publish All Zombies Must Die! on XBLA/PSN this month; PC later

You may have heard a little bit about All Zombies Must Die! from our site as doublesix has done their best to try and handle releasing their title themselves on consoles. However, being that the title missed its initial launch window of July, and has released a few pieces of information since then, things weren’t looking the best. That is until now as Square Enix is going to be helping these developers bring their game to consoles later this month.

The founder of doublesix, James Brooksby himself had this to say about Square Enix’s assistance. “The studio has been working very hard on All Zombies Must Die! for some time; it is our most ambitious project to date and we are thrilled it will be in the hands of the public very soon. We are delighted to be publishing the XBLA version with Square Enix and look forward to working with them on the game’s launch.”

Battlefield 3 ‘Back to Karkand’ DLC dated for December 6 on PS3, December 13 on PC/360

It looks like PlayStation 3 purchasers of Battlefield 3 will be able to laud it over the rest of us Battlefield 3 fans on the PC and Xbox 360 for a week, as EA has announced when each platform can expect to see the Back to Karkand expansion for Battlefield 3. The company has stated that December 6th is the date that PlayStation 3 owners will receive it, while PC and Xbox 360 owners will be able to obtain it on December 13th.

This downloadable content will be free for anyone who purchased the game early, but will cost $15 or 1200 MSP if you chose not too. The package will contain a number of new additions to the game, including ten new weapons, an assignment system, conquest assault mode, the VSTOL fighter jet, Desert Buggy, and APC vehicles and of course the Wake Island, Sharqi Peninsula, Gulf of Oman, and Strike at Karkand online maps.

Anno 2070 Review


Anno 2070

Developer: Related Designs, Ubisoft Blue Byte
Publisher: Ubisoft
Platform: PC
Release Date: November 17, 2011
Price: $39.99 Available Here

Overview:
The latest in the Anno series, 2070 for the first time jumps into the future, replacing the old world charm of centuries gone by with a futuristic world rendered unrecognisable by the effects of global warming. It’s a city builder with a heavy dose of economy management, and is definitely not one for the faint hearted – this game demands your brain in the ‘on’ position. Genre fans will love the depth on offer here, and the excellent graphics make Anno 2070 a great new addition to the series. It does have a steep difficulty curve that newcomers will have to watch out for, but for the most part Ubisoft’s latest is a solid, incredibly in depth title.

On a more technical side, you will need one of Ubisoft’s UPlay accounts to register and run the game, but despite some personal gripes about this sort of service it doesn’t restrict things to any great degree. The game is crucially still playable without an internet connection, although it does take a curious amount of patching and seems to need a brief update every time it is loaded. On the other hand it is incredibly stable, and I had no trouble with an crashes or bugs whatsoever.

Gameplay:
Sea levels have risen drastically and changed the face of the world, leaving humanity to make the best of life on the remaining islands. The technology level is still high, and despite the world wide disaster humanity still seems to be doing pretty well for itself. Three factions jostle for position – the eco friendly Eden Initiative, the industrious Global Trust, and the scientists of the SAAT. Players will be able to build as either the Ecos or the Tycoons (that’s the Eden Initiative and Global Trust respectively), whilst the Tech’s of the SAAT fill more of a supporting role, providing access to science labs and the latest technologies.

Each group has their own building style, with the Ecos favouring crisp clean white and glass structures over the grimy, industrial feel of the Tycoons. The politics behind it all isn’t played up very much, and the factions are caricatures of an agenda more than anything. Eco citizens for example, will want to sip cups of tea and attend concert halls, whereas the Tycoons crave access to alcohol and entertain themselves at a casino – it seems like a perfect set up for some comedy, but it never really comes.

On first opening the game the sheer amount of things on offer can be a bit overwhelming. Without ever touching a tutorial there are senate and world wide elections to vote in (granting game wide bonuses to all players depending on which faction is elected), stock markets to be watched, world events to take part in and in game emails to check. Whew! The main gameplay is split into two main modes, the campaign and continuous mode.

Aiming to help you through all of this is EVE, an artificial intelligence with a Glados like voice who could do with a bit more personality. EVE will dish out objectives and introductory videos, and provides access to the game’s encyclopaedia via a data log. She’s very reflective of the straight laced nature of the game, which largely ignores all the potential for some wry humour with it’s characters and factions. Undoubtedly there’s a lot of information on offer here, and reading through the briefs on trade and commerce is helpful, but only on a conceptual level – how do you actually carry out some of these actions via the interface?

As ever with this type of game, the campaign is for the most part an extended tutorial, gradually unfurling the concepts and controls with a series of set ups that see you working for all of the different factions. Tasks can see you assisting the Tycoons with improving a hydroelectric dam, or helping the Techs reign in their rogue AI leader after it’s infected by an intelligent virus. It adds some structure to the gameplay and provides a good framework to get to grips with Anno 2070, but the tutorial aspect eventually becomes a bit dull and fetch quest orientated. It always amazed me how in 2070 I had to constantly sail from island to island to transport things like blueprints and planning permissions – not only fetch quests, but illogical fetch quests!

Things flow by fairly easily until you reach the end of the second chapter. From then on the difficulty kicks in for the finale, and you really need to keep an eye on every production line and every trade route to keep that budget in the black. Playing through the campaign will give you a good enough feel for the game, but there are still times when Anno 2070 forgets that you might need to be told how to do something – the sheer amount of stuff you have to juggle is more than enough without an unhelpful help system. The basics are covered fairly well, but between the campaign and EVE there are still some holes in the games ‘manual’, it really could do with one of those book like guides that sadly seem to be a dying feature in todays digital world. You really need to explore Anno 2070 and learn it on your own, and accept that a few games are going to fall by the wayside until all of the numbers and buttons make sense.

Production lines, resources, and use of space are all key to this game. Whilst each faction has its own building style, there is only one type of house, which gradually upgrades as the needs of its citizens are met. From basics like food and drink, citizens will ‘level up’ to have needs like information, or more complex food items – requiring ever more production lines and resources to keep them happy. Reaching a certain population level will unlock more of these need fulfilling structures, and expansion to other islands is a must to keep up with demand. Each island has a limited number of fertilities (vegetables, rice etc), and players may even have to delve beneath the waves to find a particular resource.

The underwater aspect of Anno 2070 did leave me slightly disappointed. Something of a big selling point for the game, I had expected to be able to build entire cities underwater, but in reality this second map is only used for a few more resource sites, and doesn’t really add anything to the game.

That aside, the resource management and city growth side of things handles very well. It takes a lot of getting used to and the interface is not entirely friendly, but get your head around it and there are a lot of hours to be found here. The campaign mode is a bit on the brief side, but the continuous mode – the sandbox – is where the real value lies. Let loose on a myriad of options and not held back by the limitations of any missions, you’re free to build as you see fit.

As well as meeting the needs of an expanding population, you’ll need to set up supply chains for building modules, establish trade routes to raise money, and balance exports with production to make sure your own population has enough of a resource without it consuming too much storage space and backing up the production line.

Energy needs can be met with eco friendly wind turbines or polluting power plants, and where one will keep your ecology rating high another will be more powerful, and less prone to inefficiency . Ecos thrive from building farms and other long term projects, but production can be thrown off course when the slightest bit of pollution affects the fertility of your land. Citizens will occasionally come to you for aid, diseases will break out and have you scrambling to build a hospital, pirates will attack your ships…

If it all sounds like a virtual reality job, then you’d be right. Newcomers to the genre will probably balk at the huge amount of concepts to juggle, and the tutorial and help system just isn’t thorough enough to support them. It takes a while to get into the flow of things, but when you do you’ll find yourself stuck in your cities for hours, tweaking minute details in trade routes and rethinking your layouts for optimal production.

It’s a game for genre fans, and when you get over that initial accessibility hurdle and get the campaign out of the way, it’s one of the most in depth and addictive city builders out there.

Audio & Visual:
The presentation of Anno 2070 reflects its gameplay style – it’s all about the detail. Now the graphics themselves are of very high quality, but it’s the intricate detailing on the buildings and the animations that really bring your cities to life. You can watch your citizens amble around the streets, or keep an eye on a mech as it fells trees for your lumber plant. Everything feels like it’s genuinely working for you – production lines aren’t just static set ups. Whilst there isn’t a huge variety of houses on offer, the individual build styles of the factions have a massive effect on the appearance of your city. Islands can fast become grungy, cluttered affairs under the Tycoons, whereas the Techs and the Ecos have a more futuristic feel to them.

The entire interface – particularly the home screen – goes for a fairly stereotypical futuristic theme. Everything is sleek and crisp, awash in the usual colour combination of silver and pale blue. In keeping with the simplistic sci fi nature, the sound effects beep away and the music keeps itself to a low key, soft piano affair. It does a good job of keeping up the futuristic setting at all times, even if it is science fiction setting 101.

The talking heads that pop up to dish out quests are well animated and voiced, although everything is played with a totally straight face – the game would benefit a lot from a little bit more personality. That aside the presentation quality here is very high – when you’re playing through a sand box session it’s very easy just to take a step back from all the management and watch things at work.

Overall:
If you’re a fan of this style of game and have never played an Anno title before, this is a great place to start. 2070 is incredibly in depth, and although some may be put off by the steep learning curve, the package behind that initial barrier is well worth it. The futuristic set up is fresh in comparison to the  historical settings seen in the previous Anno games and others like the Caesar series, although the underwater map isn’t as much of a selling point as it could have been.

Players after an engrossing city builder that will take up their lives with endless production lines and resource management (without the pesky addition of armies and war) will find a lot to do here, and the additional online content does a lot to add some variation and longevity for those moments when you crave something a little more mission orientated. The production values here are fantastic too, and with a little more personality thrown in there, Anno could find itself competing for the city building top spot.

8-5-capsules-out-of-10

Catherine ‘Stray Sheep’ edition announced for Europe

While Atlus created the special “Love Is Over” edition of Catherine for North America, it appears that Deep Silver will have a similar treat for those who want to play the interesting game that is Catherine. Unfortunately for European gamers, the packages won’t be the same, also it is unfortunate that they had to wait so long to get a chance to even play the title.

Deep Silver revealed today that they will be releasing a special “Stray Sheep Edition” next year. The special edition will still come in a pizza box from the Stray Sheep bar in-game, but will also include a set of coasters from the bar, a “seductive” Catherine poster and a T-shirt designed after the one worn by Vincent, which is likely the one seen above. The Stray Sheep edition will be available for £54.99 when Catherine is released in Europe February 2012.

Community Anime Themed Episode Airs Tonight Desu!

Community while never truly breaking into mainstream popularity, definitely has a strong fanbase. A fanbase who have followed it for 3 seasons of paintball episodes, halloween episodes, a “My Dinner With Andre” parody episode and now they will be treated to the holy grail of themed episodes: The Anime Episode.

Tonight Community, will enter the anime universe, in what manner is currently unknown however it’s not long now until the episode hits television screens so be sure to check it out to see what all the fuss is about.

So Community fans despite the recent news of the series being put on hiatus come mid-season; 6 Seasons and Movie?  Let us know your thoughts in the shoutbox and comments section.