Monday, 5 May 2014

Mario Golf: World Tour DLC - good or bad?


The recent announcement that the upcoming Mario Golf: World Tour game for the 3DS will feature downloadable content (DLC) and a season pass has received mixed reactions from Nintendo fans.

Mario Golf: World Tour, which tees off on May 2nd in North America, will have three DLC packs. Each of the packs will unlock two new 18-hole golf courses and new playable characters, including Toadette, Nabbit, and Rosalina. The first DLC pack, which includes Toadette, will be available the day the game launches. A season pass will also be available which will give players access to all three DLC packs as they are released, along with a golden Mario playable character.

The announcement has some Nintendo fans puzzled; the game developer has traditionally stayed away from DLC, but Nintendo of America's Scott Moffitt has assured fans that the extra content is there for players who want more out of their experience with the game.

"We’re letting fans expand their experience with Mario Golf: World Tour. Some players might be content hitting the links on the numerous courses already included with the game, while others will appreciate the option of being able to add to their fairway fun with new courses and characters," he said.

Some fans, however, consider the pricing to be a bit too steep for a handheld. Each DLC pack will cost $5.99 USD, with the season pass costing $14.99 USD.

The bigger concern here for many gamers is not Mario Golf specifically, but the precedent that adding DLC characters and courses will mean that future popular Nintendo titles such as Mario Kart and Super Smash Bros. will feature them as well.

Reviews for the game have so far been very positive; it has received a lot of praise for having interesting and varied courses while keeping the light, friendly tone of other Mario sports games. Thomas Whitehead, a reviewer for Nintendolife.com, called it "hard to putt down."

What do you think? Are you excited to try out the new characters and courses, or is Nintendo on a path to the dark side?

Thursday, 24 April 2014

The first photo from the Warcraft film's set

From Empire magazine. Image from BuzzHub.

The most recent issue of Empire featured a solitary image taken on the set of the upcoming Warcraft film. The folks over at BuzzHub scanned and uploaded the page above.

The actual scene depicted isn't described, but I'm guessing that it takes place in the Cathedral of Light or in Stormwind Keep. Check out the floor pattern and what appears to be the seal of Stormwind in the background in the above image, and then compare that to the screenshot of the in-game cathedral below.


It's a pretty small shot, so who knows, but we do know that Stormwind is going to be a location in the film.

In any case, it's great that we're seeing on-set stuff. Hopefully we'll get more glances soon enough.

Peter Jackson confirms renaming of third Hobbit film

The Hobbit There and Back Again

On Thursday morning, Peter Jackson announced via Facebook that the name of the third Hobbit film would be changed.

The movie was slated to be called The Hobbit: There and Back Again, but the change was made after Jackson and crew decided that Bilbo Baggins, the plucky protagonist of the film, was essentially "already there" after the second film.

"We decided to keep an open mind until a cut of the film was ready to look at. We reached that point last week, and after viewing the movie, we all agreed there is now one title that feels completely appropriate," Jackson said.

The title?

"And so: "The Hobbit: The Battle of the Five Armies" it is," Jackson confirmed.

Jackson also teased that we should be getting a lot more information about the film in the coming months and mentioned that the extended cut of the second Hobbit film, The Desolation of Smaug, will contain almost 25 minutes more screen time than the theatrical release.

Wednesday, 23 April 2014

Red Orchestra 2: Free Today

If you are a fan of WW2 shooters today may be your lucky day.

Photo via Steam

Red Orchestra 2: Heroes of Stalingrad is free on Steam for 24 hours starting today thanks to Tripwire Interactive. The Red Orchestra series is a great and challenging multiplayer experience that no one interested in the genre should miss, especially for free.

To download and install the game simply go here: http://store.steampowered.com/app/35450/

Don't waste time doing so though, that offer will be gone before you know it.

Wednesday, 11 December 2013

Review: Payday 2



The guard rounds the corner right as you move to start picking the lock. He looks you up and down, notices your suspicious choice of clothing (ballistic vests are so last week) and goes for his sidearm. Your team tenses up as you throw on your mask and try to stop him from alerting the patrons on the other side of the door.

If he does, an alarm (and the police) are not far away.

The heist is on.

With the advent of the recent Steam Autumn Sale, I took advantage of some of the savings to create a backlog of games right as my holiday break began. I reasoned that I needed some diversions for the days ahead, so I picked up a few titles - among them, Far Cry 3, XCOM: Enemy Unknown, Starbound and Payday 2.

To my surprise, Payday 2 has given me the most enjoyment so far.

It's all about the money


Payday 2 like it's predecessor Payday: The Heist is a first-person shooter, but with a twist. You're not some kind of military superhero or apocalyptic world-ending event survivor. You're not fighting for the U.S. government, against an oppressive regime or for your own survival.

You're a professional heister.



During the course of the game, you'll shoot at (and be the target of) police. You'll run into a room wearing a grotesque mask, screaming at everyone to get down on the ground. You'll crack safes, safety deposit boxes, and server rooms wide open. You'll run to an escape vehicle with a heavy but expensive bag of loot. 

And along the way, you'll either strike it rich or die trying.

To say Payday 2 feels a lot like an actual heist is almost certainly inaccurate. But it definitely feels a lot like the heists you and I actually know about - the ones you see in movies. And that is a Hell of a situation to be a part of.

Temptation


You see, Payday 2 isn't about destroying every enemy you come across. It's not about good versus evil.

It's all about those dead presidents. And you will be tempted to risk your life to get them.

You get a certain amount of money just for completing the basic objectives of a heist, whatever those may be. But you almost always have the chance to get additional money somehow, and that additional money is what you will be obsessed with. 

How dangerous does the police presence have to be to decide against re-entering the bank for that last bag of gold? How long will you stay in the bank's vault as you attempt to pick open safety deposit boxes for extra cash?



So far, money has been the prime limiting factor for my character progression. I always want more. And by creating that demand, the game makes you want to take risks. It even ups the stakes by providing missions that you can only attempt once - and, if you fail, you lose the money you spent to get the initial contract. 

Of course, the rewards are also better. 

The game also offers a random reward at the end of every heist - it could be extra money or experience, a modification for a weapon, a new mask to wear, or custom colour or pattern options for any of your current masks.

Insider info


The game does a good job of replicating the chaos of a movie heist. On top of that atmosphere, it layers a level progression system that is fulfilling and makes characters distinct from one another based on the choices of their players.

The Ghost is a stealth specialist, for example, while the Mastermind grants bonuses to their team, can heal them, and is great at getting bystanders under control.

At its core, this game is a co-operative multiplayer game. If you don't want to play with other people, you'll find the team AI to be sub-par at best. An AI player will basically always be inferior to an actual human, so I recommend finding a group of people online. This game is best experienced with friends, though - and Steam offers a 4-pack which provides substantial savings over buying individual copies.

I've heard complaints from some people that the community is bad, but every experience I've had has been positive - and I've never had a full group of four people that I knew personally. 

The gun-play is really solid, and military enthusiasts will find highly customizable weaponry based on real-world models.



To keep things from getting too predictable, the heists have random elements that affect how you approach the job. Some obstacles are there on one heist, and not the next. Sometimes there is a guard patrolling a route where there was not before. Sometimes a bystander is hanging out in the alleyway right outside the window you want to open.

Even though you'll see the selection of maps often enough, the game still feels fresh.

A unique experience


Payday 2 is a unique beast. It isn't really a stealth FPS, although stealth is viable and it is entirely possible on most heists to get through it without alerting the authorities.

It feels almost like a first-person, multiplayer Hitman in the sense that the heist is really about the choices you make. You can choose to carry concealable weaponry and wear inconspicuous clothing to maximize your stealth advantage and disable alarms. Or you can instead go quick and dirty, eliminating guards and triggering alarms.

Most of the heists I've been on were a combination - stealth as far as possible, and then all-out shooting the rest of the way. But I've had heists without a police response at all, which happened because the team was working together to avoid alarms, cameras, bystanders and loud noises.

The Haul


Payday 2 improves on its predecessor and is worth a look for any fan of FPS, especially cooperative multiplayer FPS. I recommend picking it up for PC if possible, as it is updated more frequently.

Saturday, 22 June 2013

Review: Smite


The embedded flash advertisement on the webpage I was browsing advertised "Smite: the free-to-play battleground of the gods". I didn't give it a second look, expecting it to be yet another Facebook game that I would no doubt see spamming my timeline soon enough.

Maybe it was divine intervention, then, when one of my close friends checked it out after reading an article on Massively about the game's latest patch. A month later, I've come to appreciate the game's fresh new take on a genre that has thus far, with few exceptions, been most successful when sticking to the time-tested DotA formula.

And Smite is, undoubtedly, one of DotA's many offspring. They don't attempt to deny it; in fact, the official Twitter account for the game describes it as "DotA-inspired but (with) 3rd person camera and action combat". But what it brings to the table is a unique gameplay experience that many of its siblings lack.

I've been having a blast with Smite. Here's why.

Gameplay

You'll quickly recognize the three-lane setup of Smite's conquest mode from pretty much any ARTS or MOBA.

It isn't trying to reinvent the wheel when it comes to the game modes it offers: domination mode is reminiscent of MMO PvP maps like WoW's Arathi Basin, assault mode is LOL's "All random, all mid" mode, and arena is pretty much what you'd expect.


Likewise, common MOBA ideas like supports, carries and bruisers remain very much intact in Smite's gameplay. Each god has three normal abilities, an ultimate ability and a passive.

But while the concepts may be familiar, the gameplay is different.

There are (with a select few exceptions) no attacks that "lock on". Basically every attack in Smite is what MOBA players normally call a "skill shot" - that is, you have to aim it manually and anticipate movement and lead time.

The result: combat that feels a lot more like an action-oriented MMORPG than an RTS. It feels tightly tuned and the results are rewarding.

It also means that the physical environment becomes a huge factor. A lot of abilties give you the option of modifying the terrain, like Ymir's ice wall or Odin's Ring of Spears. Likewise, some characters have movement abilities designed to allow them to ignore terrain.

Collision is enabled for gods and minions, as well. Body-blocking is a viable strategy to prevent someone from escaping or to absorb hits for a fleeing ally.

The transition to third-person brings with it some unexpected joys, too. Not being able to see behind you without turning around means that being chased while at low health your escape is never certain. It also makes dodging your opponents' abilities harder, though you can listen for audio cues. You can turn around, if you like... but backpedalling is a lot slower than running forward, unless you buy a particular item that lets you backpedal at full speed.

Since a character's view distance is a lot farther than the fog of war visibility on the minimap,  the third person perspective makes communication with teammates extremely important. You might be able to see someone that your teammates can't see using only their minimap.

Some modifications to standard MOBA systems also exist, but they are mostly welcome changes. One in particular I found helpful was that items don't combine into other items like in LoL and Dota 2 - instead, each item has three ranks, with most only offering a unique benefit after purchasing the final rank.

New players can also benefit from a system which will automatically buy items and/or abilities based on a premade list of recommended items. The recommended items aren't amazing - they seem to be standardized by archetype, so all physical tanks get the same items for example - but they offer new players the option to just focus on the gameplay instead of on their inventory. Advanced players can set up favourite items, which appear on their own tab in the item purchase screen.

Theme



As someone who has always held a fascination for both mythology and religion, the game's theme was instantly attractive.

In Smite, you assume the role of a god (or powerful being) drawn from one of several religious pantheons. Greek, Roman, Egyptian, Norse, Hindu, Chinese and Mayan deities all make an appearance.

If you've ever wanted to see Thor try to call down the thunder on Hades, god of the Underworld, you'll get your wish in Smite.

The characters are depicted colourfully and each has a unique silhouette, making it easy to distinguish them on the battlefield. The abilities given to each god are consistent with the domain of the god in question. For example, Loki's reputation as a trickster is embodied in his ability to turn invisible, create decoys, and teleport to foes.

The environments are similarly (and excellently) styled. The assault game mode takes place in the snowy mountains of Midgard, while players in the domination mode fight over obelisks in the desert of Egypt.

The developers are also slowly overhauling the general visual theme of the game, making it somewhat darker and more realistic than it is now. They recently changed the Joust (1v1) map to this new style and are apparently working on the others.

I will note that the depiction of the female deities has been the source of some controversy, especially on Reddit. All of the female deities (with the exception of Freya) take to the battlefield in high heels and all have wildly-varying degrees of bodily coverage. It's definitely not the most forward-thinking depiction of women in video games.

The gods all come with lore about the deity in question, too. You can tell that Hi-Rez Studios really did their homework.

Pricing Model

I've always held a cetain admiration for ARTS and MOBA games. I did play some DotA on Warcraft III, but League of Legends failed to grab me the way it grabbed so many others: the prospect of purchasing all those heroes quickly dampened any enthusiasm I had for the game.

Smite is currently in open beta and is free-to-play, but with some restrictions. Thankfully, they offer some solid options for getting around those restrictions.

Smite has some gods that are always free, while a rotating selection from the remaining gods is free on a monthly-ish basis. Also, you can try any god for free in any of the practice modes, where you play against computer opponents but can bring along some friends for your team if you want.



All gods in the game can be purchased using a currency called favor. Favor is earned from playing the game, and you also receive bonus favor via goodwill, which is earned if you consistently stay in games without quitting and aren't reported constantly by your teammates.

What this means is that you could try out all the gods in practice modes, and then save up your favor to buy the one you like best. Theoretically, you could eventually buy every god using favor, though this would take a really long time.

The game also offers the Ultimate God Pack, which costs $29.99. You get all current and future gods when you buy it. You also get a refund of any favor you spent on gods before buying the pack. This is basically the  "full version" of the game right now, but is supposedly a limited-time offer while the game remains in beta.

Favor can also be spent on some alternate skins, mostly recoloured versions of the initial skins.

For premium skins and for voice packs, you'll need to fork over some real cash to get gems. The premium skins are all pretty creative, with many of them coming with custom sound effects and/or animations. My favourite turns He Bo, a Chinese river spirit, into He Bro, a surfer dude.

Surf's up.
Conclusion

Smite has a lot to offer fans of the MOBA genre, and I anticipate it will continue to pick up steam. Many gamers now start by cutting their teeth on MMORPGs instead of on the RTS games of yore, and this refreshing take on the genre will appeal to them since the controls are instantly intuitive.

If you like MOBAs, you owe it to yourself to at least give Smite a try... but if my guess is right, you'll love the new approach to MOBA combat that it offers.

Pros
  • Keeps a lot of what is good about MOBAs while simplifying some things (like building items)
  • Great integration of theme into the game with beautiful art and skins
  • Hard to argue with free
  • Good selection of gameplay modes
  • Goodwill system tends to curtail "dodging" or leaving games early in non-ranked play
  • "Try before you buy" for gods using practice modes
Cons
  • Matchmaking seems off at times (I've been matched a few times against max-level players when I'm barely 20)
  • Time or money investment required if you want to play with all gods
  • Some additions and changes needed for competitive scene to really take off

Tuesday, 11 June 2013

E3: Warhammer 40K MMO, Eternal Crusade, Announced

Image Source: Eternal Crusade's Facebook Page

Here's some big news coming out of E3 for those among us who love Warhammer 40,000: an MMO is in the works and is slated for release in 2015.

The game is called Eternal Crusade and features four factions: the Space Marines, Chaos Space Marines, Orks and Eldar. It is third-person and though details are limited since the game was just announced, it claims it offers "precision gunplay" and will have "challenging procedurally generated content". It will also offer players the chance to pilot ground vehicles. Seems like we'll have some PvE as well as PvP in this game.

The game is being developed by Montreal-based developer Behaviour Interactive.

You can opt in on the official website here. As well, you can follow them on Twitter and on Facebook.

Those of you who follow MMOs or Warhammer 40K may remember the anguish you felt when Dark Millenium, previously slated to be an MMO, was downgraded to a single player experience. Finally though, it looks like we'll get our WH40K MMO after all.

Needless to say, we'll be keeping you updated as we get more details about the game. The Eternal Crusade team mentioned on Twitter that a Reddit "Ask Me Anything" is forthcoming, so we will likely get more details at that time.