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Mass Effect 3 Demo Officially Dated

Gamers wanting a taste of Mass Effect 3 listen up! Bioware has officially announced that the demo of Mass Effect 3 will be released on February 14 (just in time for Valentine’s Day). The extensive demo will feature both single player and the new co-operative multiplayer mode. In the demo’s Single Player, players will experience a bit of the campaign with the Reaper’s opening attack on Earth. Players will gain a sense of scale of the galactic war and level of customization options available in Mass Effect 3, over in the demo’s co-operative multiplayer mode.

If you’re lucky enough to have Battlefield 3 Online Pass, then you’ll early access to Mass Effect 3’s co-operative multiplayer mode right from the start when the demo launches on February 14. But for everyone else, you’ll have to wait just a few days to get your hands on Mass Effect 3’s multiplayer on February 17.

Mass Effect 3 is set to be released on the Xbox 360, PlayStation 3 and PC in North America on March 6, 2012 and in Europe on March 9, 2012.

I Am Alive New Combat Trailer

A new trailer for Ubisoft’s along awaited survival game I Am Alive has today been released. Survival is a must in this game and when it’s not the post-apocalyptic environment trying to kill you, it’s the other survivors. Learn the best strategies to survive, managing your resources and how to fight the inhabitancy of the post- apocalyptic city in the latest video below. Players will need to utilize all these skills in I Am Alive if they wish to see another day again.

I Am Alive will be part of Xbox LIVE’s House Party 2012 promotion and is set to be released on February 22 simultaneously on both Xbox Live and Playstation Network.

Order Up!! To Go Review

Order Up!! To Go
Publisher: SuperVillain Studios
Platform: iPad, iPod Touch, iPhone (reviewed)
Release Date: January 19th, 2012
Price: FREE (ad-supported. $0.99 to remove)

Overview:

Back in 2008, SuperVillian Studios released “Order Up!” on the Wii and was received well in the industry. They then followed up in late 2011 with PS3 and 3DS versions. And finally they are bringing the franchise to iOS.

Basically, it’s a cooking game with time management elements mixed in. But it’s not just another Cooking Mama clone; it’s gameplay actually bears some resemblance to actually being a restaurant’s chef, managing which customers to serve first and timing the different dishes to cook to perfection and not set the place on fire.

Story:

You’re a chef, and you’ve just flown in to some sort of island resort in search of a job. Starting out in “BurgerFace”, a fast-food drive-in restaurant, to learn the trade and prove your chops (sigh), you then move onto bigger and better dining establishments.

A lot of aspects of running a restaurant have been covered, including buying ingredients before the day starts, impressing the local critic to get more customers, and adding new dishes to the menu.

Gameplay:

The gameplay largely involves cooking. You’ll take orders from customers and commence chopping, frying, and stirring, doing your best to deliver dishes quickly, still hot, and to a high level of culinary excellence.

To start preparing the food first you tap on one of the dish orders displayed across the top of the screen. Then you pick one of the ingredients you want to prepare first. Some will simply sit on the hot-plate, others will drop into the deep fat fryer, whilst veg and the like will wait for you on the chopping board.

Each activity requires some sort of interaction, a gesture or rhythm-based action, to prepare the food in question. They each have a meter letting you know how the preparation is progressing, and how well you are preparing the ingredient. Once the ingredient is ready, you hit the plate button to put it aside and then swipe across the bottom of the screen to continue finishing off the rest of the elements of the dish.

So for example, a burger meal consists of a burger, lettuce, tomato, and a portion of fries. The burger takes a while to cook through, but you have to flip it half way through. The fries take about half as long to cook but can just sit in the fryer until ready. The lettuce leaves need to be peeled, and the tomato needs to be chopped. Each have their own timings and gestures, so after a few goes at a dish you figure out the most efficient way of preparing that particular meal.

Once you’ve finished the order, tap the dinger to deliver it to the customers. Each customer will pay you based on the quality of their dish. Then there are the “regulars”… special, particularly colourful characters that will pay extra if you spice their meal just the way they like it. They don’t just straight up tell you, though. They’ll hint at the kind of thing they like and you have to figure out what particular spice they’d like.

Once a day is finished, you’ll get a “Yarp!” grade, based on things like quality of dishes, average time to make an order, things like that. All the items are clearly marked and explained. Some are a little cryptic… but clearly cryptic.

You can pay to upgrade your kitchen to cook things faster, clean up the restaurant to avoid visits from the Health Inspector or a rat infestation, or hire “wacky” assistant chefs (currently unavailable). There’s also a telephone booth that will let you play a selection of minigames (also currently unavailable).

Whilst I’m not usually into these types of games, the combination of simple gesture-based cooking and management of preparing the different ingredients of an order, makes this a joy to play, and somewhat addictive at that.

There are (mostly) static ads displayed in the loading screens, with an option to pay to remove them on the main menu. The game also has integration with the Crystal social gaming network with achievements and leaderboards built-in.

Audio & Visual:

The visual style is very much in the same vein as the game’s predecessors; a bold, colourful, cartoony look with humorous character designs and a simple and helpful user interface. The state of each preparation is easy to see and understand, and everything has been carefully designed to make it obvious what is going on; an essential requirement for a game with so many components the player needs to juggle.

The voice acting is great, too, though only the waiters, waitresses regulars, critics and Health Inspectors actually speak. The sound effects are also spot on, with each type of preparation having it’s own, instantly recognisable sound to go along with it.

And then there’s the luscious in-game music. Created by Robb Mills, the guy behind the Fat Princess soundtracks, the music fits the gameplay perfectly and serves to make the whole experience that bit more enjoyable.

Whilst the gameplay is of course paramount in a game like this, the look and feel of “Order Up!!” makes it easy, even inviting to play.

Overall:

I give this game a hearty recommendation. If you like the time-management style of game, or are a fan of Cooking Mama and the like, then you’ll absolutely love this game. And if you’re not into either of those two genres, the carefully balanced combination of the two might just work for you.

Either way, this game deserves a solid…

9-0-capsules-out-of-10

Defense Zone 1.1 Released on iOS

On January 5 2012, Defense Zone, by Artem Kotov hit the Appstore, along with a free “lite” version, and a 1.1 patch has now been released for the game.

There are many Tower Defense games currently available for iOS devices, but this one looks to set itself apart from the rest. Instead of simplifying the graphics and skimping on detail like so many of the genre, Kotov has made a realistic, 3d-rendered and effects-heavy game, making the graphics of this game a cut above the rest.

With a simple interface and exciting, fast-paced gameplay, DZ flips the usual “set up and sit back” mentality of so many Tower Defense games, and keeps the player interested and engaged throughout.

You can download the Lite Version for free, or download the Full Version for only $1.99.

CC Forum Launch Day Shout Outs!

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JAN 17  saw the launch of CC Forums, and the opening was a great success and a lot of fun! As a thank you to our first ever posters,
I’ve put together this quick little video to give a few brief shout outs to those participating on the day! If I’ve forgotten anyone, really sorry! Your awesome! Check out the video below for a bit of fun! 🙂

Want in on the action too? No worries! Just sign up as a CC member to access the forum here, and then your set to head on over to the forum! It’s quick and painless, and once your in it’s can be pretty damn fun!

Also forum members get ready, as we’re announcing a competition exclusive to you guys soon!

As always don’t forget to:
| Like us On Facebook | Follow us on Twitter | Subscribe to us on Youtube |

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?v=6rBuF1EY_3A&list=UUty2RXmg7-aijqWml8EZf3Q&index=1&feature=plcp[/pro-player]

New Max Payne 3 Design and Technology Video Coming Soon

The latest in Max Payne 3’s Design and Technology video series is due to hit later today. The latest video focuses on the game’s cutting edge targeting system, explosives and weaponry which the Max Payne series, is of cause renown for. Previously, the last Design and Technology video focused in on Rockstar’s design on creating a modern, cutting edge action shooter.

The trailer debuts over at www.rockstargames.com/maxpayne3 at noon, so check over there when the trailer launches. Meanwhile, in response to Max Payne 3’s delayed release date, pre-orders for the Max Payne 3 Collector’s Edition will be extended to April 2nd.

Max Payne 3 is set to be released for Xbox 360 and Playstation 3 on May 15 in North America and May 18 internationally, and for PC on May 29 in North American and June 1 internationally.

Sonic Merchandise Website Launched

Fans of the blue blur, have we got an announcement for you! Today marks the offical launch of Sonic the Hedgehog’s OFFICAL merchandise store. Now, while many of you are probably already aware that there are plenty of pieces of Sonic memorabilia strewn throughout the global market today, this is the first time an offical, SEGA sponsored online store has been devoted to their favourite mascot. The UK based website features a large variety of merchandise ranging from collectable figurines, to DVD’s of the cartoons, posters, various articles of clothing and thensome. Despite its European base of operations, the website caters for iunternational shipping of all goods listed on the site. More merchandise is also on the way, so collectors would do well to keep their eyes peeled for rare, or highly desired items, such as the DVD boxset of the Sonic SatAM cartoon below. For the hardcore Sonic devotee, this is a website that should not be overlooked.

The offical launch announcement from SEGA:

GET YOUR OFFICIAL SONIC THE HEDGEHOG™ MERCHANDISE HERE!

www.sonicmerchandise.com

LONDON (January 18th, 2012) – SEGA® Europe Ltd. and RHM Solutions are pleased to launch the full official online store for Sonic the Hedgehog merchandise in Europe.  To celebrate there will be a fantastic offer of 15% discount across all stock available on www.sonicmerchandise.com (excluding items already discounted).  Customers will simply need to use the JANSALE15 promotional code when prompted, and the offer runs until the end of January 2012 with no limit on the amount of times it can be used!  Although currently only live in Europe, plans are in place to launch a similar store for the USA and other American markets at a later date.

www.sonicmerchandise.com soft launched for the European markets in December 2011 and carries a range of Sonic the Hedgehog figurines, stationery items, apparel, consumer electronics, collectables, posters and DVDs.  The store is managed and run by RHM Solutions on behalf of SEGA, and RHM Solutions also take care of order fulfilment and shipping.

The range of goods available in the store is set to widen throughout 2012 with www.sonicmerchandise.com offering a loyalty system for registered members.  Reward points can be earned every time items are purchased through the store and can be redeemed on future orders.  The store will also run various seasonal sales and promotions throughout the year, information on these will be posted via SEGA community channels.

“Sonic the Hedgehog’s fan base has grown continually over the past twenty years and the   demand for branded merchandise has increased along with his popularity” commented Sissel Henno, Head of Brand Licensing SEGA Europe.  “By teaming up with RHM Solutions we are able to provide something for all Sonic fans with an online store that includes fashionable apparel, collectible figurines, stylish stationery and much more.  We are looking forward to seeing how the store evolves and how consumers can engage with the brand in a new way.”

To check out what’s on offer visit: http://www.sonicmerchandise.com

New Comics Bridges Prototype Games

For all of you Prototype fans, there is a new digital comic coming out that is based on the games. Published by Dark Horse Comics and with teh help from Prototype developers Radical Entertainment, the Prototype world will have some gapes filled with three comics which will bridge the two games, offering a continuation of Alex Mercer after the events of the first game as well as some back story for Prototype 2 protagonist Sgt. James Heller.

The first comic will be entitled “The Anchor,” illustrated by Paco Díaz. This will explore the events after the conclusion of the first game and will be focused on Prototype protagonist Alex Mercer. The second comic will be entitled “The Survivors,” illustrated by Chris Staggs. In this comic, readers will follow the footsteps of a group of New Yorkers trying to escape the city after the Blacklight Virus outbreak. The third and final comic will be entitled “The Labyrinth,” illustrated by Victor Drujiniu. The comic will focus on the back story of Sgt. James Heller, protagonist of Prototype 2.

These three digital comics will be available every other week beginning February 15, 2012 at Digital.Darkhorse.com. For a sneak peek, just scroll down and see two illustrations, both from “The Anchor” and “The Labyrinth.” Prototype 2 will be available in April 2012 for the Playstation 3, Xbox 360 and PC.

Square Enix Keeping Final Fantasy X HD Close to Home

A lot of games have been rebooted and revitalised recently, and one defining characteristic of these projects is that they are for the most part handled by someone other than the original developer. Bluepoint Games do a fantastic job of tuning up other developers work for new generations, and have so far handled the God of War Collection, the Metal Gear Solid HD Collection and the Ico/Shadow of the Colossus double bill.

Square Enix, despite handing over past Final Fantasy ports to other developers (Final Fantasy Advance series, Final Fantasy IV: The Complete Collection) have just revealed to Famitsu that they have decided to keep the highly anticipated HD remaster of Final Fantasy X within their own 1st production department.

As has been previously reported here at Capsule Computers, this is rumoured to be no quick HD lick of paint. The game is reportedly being completely rebuilt using the same engine behind Final Fantasy XIII and will use the ‘next generation’ Luminous engine for light and magic effects.

Final Fantasy guru and long time producer Yoshinori Kitase has previously floated the idea of keeping the game’s (re)development within Square Enix to “ensure that the remake of the game will have the same quality as the original.”

It looks like that thought won out!

There is no concrete release date as of yet, but prepare to see Final Fantasy X return to your life on PS Vita and PS3 sometime before March 2013.

X3: Albion Prelude 1.1 Patch Released

For players of the latest game in the X universe, X3: Albion Prelude, a new patch has been released that addresses some serious issues with this game. Specifically, there was a major glitch that severely impacte3d on the games performance over long game sessions, which are incredibly common in this kind of game (for me, I would just leave my game running over night and come back to find my traders had netted me a nice income).

Among the major issue listed above, there have been a number of significant improvements within the game, listed below –

X3: Albion Prelude 1.1

New Features and Improvements:

– Added various performance optimisations
– Made several balancing changes to improve gameplay
– Reduced excessively loud weapon/explosion sounds
– Improved missile friendly fire behaviour
– Push effect of “push” lasers now uses falloff
– Player missiles now immune to bullet damage for 2 seconds after launch
– Reduced missile spam from missile boats
– Improved missile barrage command for M8 ships
– Out-of-sector combat fine-tuned for better simulation
– Game now uses a wider range of combat music tracks
– Valhalla’s jumpdrive will no longer jump to gates (because it’s too big!)
– M8 ships now considered more powerful than M6 ships for mission balancing
– Reduced excessive Stock Exchanges profitability
– Graphs show zero lines for X and Y axis if values above and below zero are present
– Improved behaviour of Home and End keys in menus
– Wider range of quotes used when starting a plot game
– Added localised Loading screen messages
– Steam achievements can now be obtained while in offline mode
– Improved target rectangle scaling at high screen resolutions

Fixes:

– Fixed slowdown over time caused by missions (existing savegames should speed up too)
– Fixed crash when jumping in-sector while player ship turrets are firing
– Fixed freeze caused by RRF script priority conflict
– Fixed claiming of abandoned ships
– Fixed Terran Complex Construction Kit
– Fixed handling of war objects that are boarded
– Fixed OWP firing at targets that have been captured
– Fixed turrets “losing” weapons when going out of sector
– Fixed default shield on Lasertower
– Fixed missing docking slots on Kyoto
– Fixed Pike so that it can now carry shields it can fit
– Fixed price of Griffon Sentinel
– Fixed Traveller achievement
– Fixed several Stock Exchange bugs and exploits
– Fixed sector blacklists for Mk3 traders
– Fixed OOS mining not working
– Fixed various minor issues with marines, fleets and RRF
– Fixed custom menu selection for certain menu items
– Fixed incorrect mod path
– Fixed global parameter for number of missiles in a swarm
– Fixed interface animation speed when running SETA

This news is no doubt welcome by the X fanbase, especially considering the long list of fixes that have been implemented so far. I can’t wait to see what the next patch brings. Check out the full patch list here.