Tuesday, May 31, 2011

The Hitchhiker’s Guide To The Galaxy Game Announced

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Caveshen | May 26, 2011 1:00 pm | 47 views

Yesterday was international Towel Day, a not-so-publicised event for fans of one Douglas Adams and his most famous series of books about that wholly remarkable book, The Hitchhiker’s Guide To The Galaxy, to celebrate the man who wrote those books, as well as the series itself.

To commemorate Towel Day, where fans of the series are reminded (and others encouraged) to carry their towel (a Hitchhiker’s Guide in-joke), Hothead Games have announced that it is developing a title based on The Hitchhiker’s Guide To The Galaxy.

You might ask who exactly are Hothead Games… They are better known for their Penny Arcade Adventures and Deadspank titles.

So going on that you sort of get an idea of what the upcoming game might be like.

Not much in the way of, well anything, really, has been released so far. All we know is that it’s happening and that Megadodo Publications will handle the publishing of the title.

“We’re super excited to be involved with such a legendary creation as The Hitchhiker’s Guide To The Galaxy,” said Hothead’s Joel DeYoung.

“The quirky and hilarious universe that Douglas Adams created became an instant classic for so many. All the hoopiest froods here at Hothead jumped on the chance to work on the project.”

Fans of the series might remember the only other time The Hitchhiker’s Guide To The Galaxy made it onto a gaming platform, all the way back in 1984 with a text-based interactive game that literally rendered your playthrough unwinnable if you failed to acquire a certain ‘Babel Fish’ within the required amount of turns, right at the start of the game, without ever telling the player how many turns was required nor whether they’d gone past those allotted turns. It got so crazy that at some point, developers Infocom started printing and selling t-shirts that said “I got the Babel Fish!” something I so wish I was around to buy, back then.

The game promised a sequel, but it never came.

That however bears no real connection to this recent announcement, though perhaps it’s about time we can get a proper Hitchhiker’s Guide To The Galaxy game to play, instead of having all the cheap references that other games do.

I am the answer…

Name: Caveshen "CaViE" Rajman
Location: Durban
Position: Author



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Diablo III Runestones Will Enhance Each Skill Individually

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Dean | May 26, 2011 8:00 am | 67 views

Blizzard has revealed information on runestones for Diablo III, a concept which allows players to customise the effects and appearance of their skills.

According to the company, there are five different runestones: Crimson, Indigo, Obsidian, Golden and Alabaster. Each of these stones will modify the skill it’s attached to in a completely unique way. As explained by Blizzard, Crimson will increase damage while Alabaster adds a stun effect.

Furthermore, each effect will vary from skill to skill. For example, the Crimson runestone will change the damage of Acid Cloud from a sustained damage to an immediate damage, but adds an area of effect damage to Whirlwind.

Because Diablo III boasts over 100 skills, the addition of runestones mean that there’s over 500 possible combinations for spells. And because the runestones are available in different ranks, with different strength levels, the results could differ even more.

According to the Blizzard site, players will need to discover which runestone and skill best suit their needs.

Check the official site for videos on how all of this works.

Name: Dean
Location: Cape Town
Position: Editor



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Child of Eden Preview

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Playing Child of Eden is like dropping acid at a scuba diving rave on the Great Barrier Reef. Vast swathes of fluorescent, shimmering matter lap at your consciousness as you wave your arms in hypnotic euphoria; translucent morphing jellyfish evaporate in bursts of colour with a flick of your wrist, and as the music builds, a closed door splinters open - crashing neon soundwaves across your cerebral cortex. Suddenly you're purifying an infected whale in outer space, grasping at glowing dots on its body as it transforms into a bird, the image of a pale young girl flashing in front of your eyes in time with the music and your own frantic thrusting.

Of course, unlike a normal psychedelic sea rave, there's no danger of drowning in your own puke, or washing up beside a jism-stained walrus the next day. But you can't have everything. What you get instead are six audio-visual voyages through a tie-die universe, merging visuals, sound and (for Kinect owners) movement into one rhythmic sensory orgy; from the stark, industrial beats of the Matrix stage - all jagged black cuboids and smouldering polygons - to the lush aquatic bliss of Beauty - with its plump green flowers, unfolding in arpeggiated purple cascades.

But what is it? Essentially, Child of Eden is a motion-controlled on-rails shooter; waving your right hand over targets locks onto them, a flick of your wrist firing a volley of blue shots their way. You can select up to eight targets at once, and releasing shots in-time with the music earns you a higher score. Your left hand fires an automatic vulcan cannon; this is less powerful than the lock-on attack but its continuous purple stream is effective for clearing out busy areas. Some hazards are colour-coded to indicate which attack is required to dispatch them, (such as the purple shots that certain boss characters fire towards you) and raising both arms in the air lets out a screen-clearing euphoria wave - essentially a limited-use smart bomb. The vulcan cannon pulses in time to the music, and enemies emit musical motifs as they're dispatched; you're encouraged to fire shots on the beat to build up your score multiplier, and your interactions with the game are reflected by tempo-linked visual and tonal changes as you play. At its best, you're lost in the swirling colours of the music, moving in sync with the evolving landscape. It's hard to think of many other electronic experiences which so genuinely justify the use of the term 'immersive'.

However, at times, the Kinect hardware can lag behind the vision of the game design; the latency inherent in Microsoft's motion detecting device is particularly problematic for a music based game, and at points it can get a little frustrating - jarring even - as you wait for the cursor to catch up with your movements. While the motion-control option might not prove ideal for high-score obsessed shoot-em-up purists, it still offers an engaging spin on the core gameplay, and substantially enriches the entire experience; playing with a pad is clearly more responsive, but some of the drama of the dance-like Kinect performance is necessarily lost as a result. Force-feedback is however used to great effect,  and Rez fans will appreciate the option to play Child of Eden with a classic controller, pulsing and rumbling in time to the music. Mizuguchi-san himself (creator of both games), advocates placing a controller (or four) in your pockets as you play, to add an additional element of haptic feedback to the Kinect experience.

Child of Eden's story is set in the future, at a time when humans have spread out into space. The pale young girl who briefly flashed up during the opening paragraph is Lumi - the first human to be born in space - fictional star of Mizuguchi's real-life musical project Genki Rockets, which provides the soundtrack to the game. Sometime after her death, scientists set about uploading Lumi's 'archives' (memories) into Eden - a futuristic 3D equivalent of the internet which contains human memories of Earth. The game begins as Lumi strolls through the verdant Eden landscape and a swarm of viruses sweep down to attack her, corrupting the scenery. Your mission: save Lumi, purify the viruses, and restore Eden.

Each level takes the form of an archive built around a particular visual, musical, and emotional theme; in addition to Matrix, Beauty, and the transcendental whale/bird Evolution stage, there are Passion, Journey, and Hope archives which are yet to be revealed. Each archive adapts according to your performance as you play, and is also affected by previous attempts, changing its character depending on prior levels of virus elimination. The precise form of the Journey archive in particular is still a closely guarded secret; it's known that Mizuguchi and his team sourced personal pictures from the gaming community for the archive, requesting images of significant emotional events from participants. Mizuguchi-san has also hinted that the final Hope archive might hold a Rez-themed surprise for fans.

In addition to the Kinect-enabled Xbox 360 version, a Child of Eden release has been confirmed for PS3; Move integration hasn't yet been officially confirmed, but seems practically inevitable. Intriguingly, Mizuguchi-san expressed significant enthusiasm for 3D technology during our recent interview with him, so it will be interesting to see if there are any announcements on that front in the future. Child of Eden clearly represents a unique audio-visual experience, and the addition of motion control - while perhaps not flawlessly implemented with Kinect - only serves to enrich the work. Although question marks perhaps linger over the depth of the core gameplay, its gradually unravelling, subtly evolving levels hint at further layers of complexity that are yet to be uncovered.


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Dead Island First Look Preview (Xbox 360, PS3, PC)

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I've seen it. You've seen it. Your friend who doesn't know the difference between a PlayStation 3 and a Commodore 64 has seen it. In fact, I'm pretty sure my 54-year-old mother was whistling the theme tune to it the other day. Such was the impact of the Dead Island trailer, which the internet gorged upon much like a ghoul would the carcass of a cow. I told myself I wouldn't mention it in this opening paragraph, actually, as everybody has already burnt themselves out talking about it. The thing is though, it gives me some context to debunk a few myths.

Dead Island is not an emotional thriller in the same vein as Heavy Rain, only with zombies instead of Origami Killers. Nor is it a partnership game where you protect your child from hordes of hungry flesh eaters. It's not third-person, and it's not a shooter. And it's certainly not a game about killing little girls through means of defenestration.

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According to the game's brand manager, Vincent Kummer, Dead Island is "a Zombie Slasher, Action RPG". Having seen 20 minutes of the game played first-hand, it's probably best to envisage it as Left 4 Dead meets Dead Rising, with a bit of Borderlands thrown in for good measure. I'm not sure whether the idyllic setting alone is enough to differentiate the game from its peers, but there's no denying it looks pretty - although the demo I saw was probably running on a high-end PC.

Picture the scene: a stretch of golden sand peppered with palm trees, surfboards and beach huts. An expanse of blue sky disrupted only by the occasional wisp of cloud, and below it lush green vegetation juxtaposed with expensive looking hotels. The holiday brochure would certainly refer to it as "paradise", but in very small print somewhere below the extortionate price tag would be the disclaimer: "WARNING: Royal Palms Resort may contain zombies."

Dead Island is portrayed from the perspective of four characters. Similar to Borderlands, each protagonist conforms to a class, with tech trees and subsequent skills unique to each. The tank, assassin, jack-of-all-trades and leader offer a variety of different strategies for disposing of the undead, although our first demo focuses solely on the first class on this list. The tank role is assumed by Sam B, a one-hit-wonder rapper visiting the island to resurrect his rotting career. After recording his new song, he hits the cocktails, drinking himself into an alcohol-induced stupor before passing out in a hotel toilet.

Sam awakes the next day to familiar symptoms: a headache, dry mouth, and unfamiliar surroundings. You'd be forgiven for thinking the rest of the island was enduring a hangover of a similar magnitude, what with all the groaning and disoriented bodies ambling about the beach - but no, it's actually the beginnings of the zombie apocalypse. It turns out Sam was rescued from the hotel and taken to a hut on the beach, where other survivors are waiting to discover whether he has been infected or not.

After determining that he's safe, the survivors persuade Sam to help a pal of theirs on the beach, who is fending off the walking dead all on his lonesome. Mr B turns out to be a good candidate for the job as he's one of the few survivors immune to the virus. Presumably the game will offer an explanation for this at some point, but Kummer isn't prepared to part with this information just yet. With no guns to hand, Sam grabs the only object vaguely resembling a weapon, a paddle, and heads outside to work off the remnants of the previous night's Mojitos.

1 | 2 | Next Page »  ]


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Monday, May 30, 2011

Duke Nukem Forever Goes Gold

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By Mike Sharkey | May 24, 2011 Over-the-top shooter set for launch on June 10 internationally, June 14 in N.A.The Chinese Democracy of video games will, after nearly 15 years in development, finally be released next month. Duke Nukem Forever has gone gold, 2K Games and Gearbox Software announced this morning, and the over-the-top shooter will ship on June 10 internationally and on June 14 in North America.

George Broussard, one of the Duke's original creators, began production on Forever in 1997 at 3D Realms. After countless delays, millions in development costs, multiple Vaporware Awards, a contentious lawsuit with the game's publisher, a move to Gearbox, and a final delay in April, the game is finally, officially complete.


"Duke Nukem Forever and its journey to store shelves is legendary," Broussard said in a statement. "It's an epic tale of four game development studios that banded together and did the unthinkable and shipped the unshippable."

"When you play this game you will be reminded of that epic journey at every turn and in every small detail of the game," Broussard continued. "The character, attitude, interactivity, gameplay and political incorrectness combine to make a Duke Nukem game a unique gaming experience. In the timeless words of Duke Nukem, it's finally time to 'Come get some.' Come be a part of gaming history."

"Always bet on Duke, I did," said Randy Pitchford, president of Gearbox Software. "I bet on all of the developers who have ever been a part of this legendary project and I bet that none of us want to live in a world without the Duke. I've played the final game and it is an incredible experience -- a once-in-a-lifetime opus of interactive entertainment that reminds me once again why Duke Nukem is our King."

Duke Nukem Forever is a Windows PC, Xbox 360, and PlayStation 3 title.


Sharkey says: A year ago, I don't think anyone thought Forever would ever see the light of day. I'm still amazed Gearbox was able to salvage the game, and I can't wait to see what a title first created nearly 15 years ago plays like. Get some.
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Contractions Multiplayer Trailer: Don’t Think Birth, Think F.E.A.R. 3

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The mode revealed below is called Contractions and it’s related to F.E.A.R. 3. The mode leaves players stuck in an increasingly smaller arena where thick fog progressively swallows the battleground. Then, to make it F.E.A.R. 3 like, there’s monsters and something terrifying things lurking the ground. Stick together and you’ll be alright.

There’s blood, darkness, shooting and death. So, if you’re squeamish — don’t watch the trailer without covering your eyes.
More F.E.A.R.3 news here.
Name: Dean
Location: Cape Town
Position: Editor

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Section 8 Prejudice Review (Xbox 360)

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Section 8: Prejudice is an XBLA follow-up to TimeGate Studio's Section 8. It reunites the player with Captain Alex Corde and the 8th Armored Infantry and picks up from the end of the first game in the series. Gameplay spans across on-foot engagements as well as the ability to command mechs, combat motorcycles, tanks and other vehicles. At first glance, seeing that it is an Arcade game, you might be quick to dismiss it as not worth your time, or a simple cash-grab scheme by the developers. Well, if you are quick to make those types of assumptions, I urge you to take the time to read this review so that I can help you understand the flaws in that logic.

Prejudice is quite an ambitious title, and most of what it sets out to do it does well. The game boasts a five-hour-long single-player campaign in addition to two multiplayer modes: Conquest and Swarm. As mentioned in a news post earlier this week, this is also the first game on the console to receive dedicated server support for its multiplayer modes. That is quite a feat in and of itself. All in all this is a game with depth the likes of which is rarely seen in the vast ocean of XBLA content.



The campaign mode was my first experience with the game. In it you play as Captain Alex Corde as he leads his troops against Arm of Orion soldiers, in addition to a previously-unknown threat. I found the length satisfying - it was not so short that it could be regarded as simply training for the multiplayer modes, and yet it didn't drag on, taking random turns as it went and confusing me along the way. The difficulty of the game ramps up smoothly, never really getting into "unfair" waters but remaining challenging at the same time.
The controls are mapped rather intuitively, which is a feat given the various items and abilities that you can trigger in your playtime. You have control of a sprint button, jet pack, primary weapon, tool/grenades, and more, in addition to the bevy of standard FPS control schemes. But after some time with it the muscle-memory takes over and you find yourself using all your abilities and devices in a smooth, consistent manner and it just... works. If there was one thing I could nit-pick about the controls it would be the aiming mechanism. I messed with the sensitivity a lot and could never actually land on a setting that felt right. The aiming seemed to always start slow and then speed up as it went, and it oftentimes resulted in me either overshooting or coming up short of my target, which is annoying either way. The only thing I can really compare it to is in a game where you are in a vehicle manning a gatling gun or something of the sort. In those cases the "slow to start, and then speeding up afterwards" aspect of aiming could be attributed to the fact that you have to get momentum to swing the huge gun around. But in Prejudice it seemed like that was the case all the time, no matter the weapon. Again, small nit-pick, but there it is.

Graphically speaking the game is robust. There were times that I forgot that I was playing an Arcade game. However, there were other instances where it was rather obvious, the most noticeable of which were times where the shadows flickered consistently on the characters' faces and on the ground in cutscenes. This wasn't a big deal though, just an observation. The sounds are good, but not really anything to write home about. The music is suitably "epic" for the subject matter, and the sound effects do a decent job as well. Explosions go boom, guns sound nice (especially the machine gun), etc. But they just don't really stand out in any way either, so it's just a case of status-quo here; nothing really goes above and beyond in making the aural landscape different or impressive.
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Deus Ex: Human Revolution Preview (Xbox 360, PS3, PC)

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Detroit, Michigan and its scenic district of shipping containers has become video game shorthand for "industrial wasteland", and it's this crate-and-factory heavy town that is the home of Human Revolution's cyberpunk noir. Somewhere in between the pavement and its car manufacturing hubs is the beating heart of a slightly generic looking yet familiar metropolis, but in this Blade Runner-esque future Detroit's plainness has been accentuated with grime, dim-lights, and the faint sense of an area that's been forgotten.
So welcome to the FEMA map level of Deus Ex which ushers you toward an abandoned textile factory in the middle of town. You are ex-cop and brooding muscle-man Adam Jensen, roaming this dark cybertown in the year 2027, exactly 25 years before the original Deus Ex. In the events that lead up to the demo we're told a hacker has died. And as the game's foremost investigative problem solver you aim to retrieve a part of his augmented brain - a chip that leads you to an area in the factory for reasons unknown.

Human Revolution loyally follows the game design approach originally seen in the 2000 original. A single obstacle can be overcome using a handful of different methods depending on a user's play style. This time we watch an Adam Jensen in thorough stealth form, a gentle Jensen who sidesteps gun fights and killing blows for perfectly timed cloak-and-roll manoeuvres behind crates and moves that only leave enemies incapacitated.
Despite his future-cop qualities, his stealthing methods aren't necessarily futuristic as they are standardised after years of stealth-based levels that have hammered out the form of covert gameplay into the marble slab of FPS titles. The game might have a 21st century environment but the path it follows is well-worn, particularly in an industry where spotting enemies through walls and applying cloaking abilities is less a thing specific to science fiction than a staple of all stealth gameplay.

However even with that sense of over-familiarity the game's grip on Warren Spector's title from over a decade ago is tight - we're shown how entire sections can be played with Jensen darting between crates and shadows if you choose to pace yourself.

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The Elder Scrolls IV: Oblivion Set For Re-Release

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Caveshen | May 24, 2011 1:00 pm | 68 views Tags: bethesda, bethesda game studios, elder scrolls, elder scrolls iv, elder scrolls v, Games, oblivion, PC, ps3, skyrim, xbox360
Are you a fan of the Elder Scrolls series? Perhaps not. In which case you’ve probably had some friend, at some point or the other, go on and on and on about how much you need to play the Elder Scrolls series. And I would be inclined to agree with that friend, having sampled some of it myself.
You, sir sceptical gamer, are in luck!
The Elder Scrolls IV: Oblivion, easily one of the most expansive and successful role-playing games of all time, seems set for a limited re-release, this according to retail listings appearing all over the internet with the words “5th Anniversary Edition” appended to the title.
It includes the material from the original Collector’s Edition (like map and bonus material discs), as well as a discount coupon for the game’s upcoming sequel, The Elder Scrolls V: Skyrim.
A perfect time for newcomers to the series to finally pick it up and play, or a must-have for fans who missed out on the Collector’s Edition before or simply wish to have another copy of their favourite game, complete with its two voice actors that span a cast of hundreds of in-game characters, and those bastard wisps.
We see your hyping for Skyrim, guys. But we won’t complain about it…
The re-release looks set to be out on PC, Xbox 360 and PS3 around June. Look out for it. Play it. Get into the mood for Skyrim.
Name: Caveshen "CaViE" Rajman
Location: Durban
Position: Author

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Sunday, May 29, 2011

Mass Effect 2 Arrival Review (Xbox 360)

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Mass Effect 2 aged past its first year this January and with several downloadable across the past fourteen months, the final pack has become available for download. "Arrival" acts as the final addition to the events of Mass Effect 2, though in its execution it emerges more as a vehicle to deliver a narrative setting for the future than provide a full experience in itself.
When you first install this DLC, you get a notification that Admiral Hackett needs to speak with you on your personal terminal. He then requests a favor of you, asking that you head into Batarian space and rescue an old friend of his who is currently being detained in connection with terrorism. The prisoner in connection had alerted the Admiral to proof of an imminent Reaper invasion, so she needs to be rescued in order to figure out precisely what's going on. The catch is that you're required to go in alone as not to draw any unnecessary attention to the Alliance.

Amanda Kenson is the doctor being detained by the Batarians. They caught her smuggling parts and supplies through their system, and that act could only be connected to terrorism in their eyes. So it's up to a lone Shepard to break into the prison facility, rescue Kenson, and learn exactly what is going on in connection with the terrorism and the pending danger of the Reapers.
The game sends you down an extremely linear path that focuses more on combat than any real revelations in regards to expanding the Mass Effect universe. You'll be blasting your way through dozens of guards in your attempts to deal with the situation you find yourself in the middle of and there isn't a lot of meat to the story.

Numbers play an important factor in this additional chapter, ranging from a deadly countdown to enormous populations at risk. But despite the numbers hanging over your head, the chapter's linear action never really matches the imminent threat hanging on its narrative thread. Despite the fact there was a countdown driving me, I never got a sense that bad things would happen if I slowed down my forward momentum. With the risks involved in the chapter's story, this disconnect lessens the overall impact.

There are just a few key moments where your Paragon and Renegade options come into play and just a couple choices that are significant enough to retain importance in the future. The bulk of Arrival's content is all in the fight. You'll learn some key information about the Reapers and get an in-person introduction to Admiral Hackett, but not enough to make this additional chapter a must-buy.
With the final debriefing at the end of the chapter, "Arrival" proves itself to be more of a patchwork setup for the future rather than a standalone piece of insight into the series' universe. This late in Mass Effect 2's life-cycle, "Arrival's" creation feels more like a reaction to the development of Mass Effect 3 than a key add-on that had been planned from the start. That's not to say add-ons always need to be pre-planned, just that without anything occurring directly after Arrival until Mass Effect 3 shows up, it feels incomplete.
At 560 Microsoft Points, the add-on is a bit steep with its lack of content and for the casual player, but for the completionist who want to absorb the complete canon of the series and prepare for the next game, it's worth a stab.

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Duke Nukem Forever Has Gone Gold — Just, A, Little, More

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Dean | May 25, 2011 9:30 am | 68 views

We’re almost there. We’re so close we can almost touch it. But remember, almost. Duke Nukem Forever has gone gold and it releases on June 10 which means we’re closer than ever, after 14 years. Let’s put the delays and excuses aside, because Gearbox Software finally got their ass in gear and created something we’re excited about.

Duke Nukem Forever is ready for shipping and distribution. It’s finished. There’s nothing more to do, except probably fix some bugs with patches and DLC, you know how it is.

“Duke Nukem Forever and its journey to store shelves is legendary,” said George Broussard, creative director at 3D Realms. “It’s an epic tale of four game development studios that banded together and did the unthinkable and shipped the unshipppable. When you play this game you will be reminded of that epic journey at every turn and in every small detail of the game. The character, attitude, interactivity, gameplay and political incorrectness combine to make a Duke Nukem game a unique gaming experience. In the timeless words of Duke Nukem it’s finally time to ‘Come Get Some’. Come be a part of gaming history.”

Can’t wait. Duke Nukem-time has been penciled into June’s calendar. How about you?

Name: Dean
Location: Cape Town
Position: Editor



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F.E.A.R. 3 — Soul King Multiplayer Trailer

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F.E.A.R. 3 is soon to be released, and this latest trailer details a rather interesting looking multiplayer mode called Soul King.

Players begin the round as a soul and have the ability to possess other characters, taking control of their weapons and abilities. A effective player will be able to balance possessing characters and quickly moving from one body to the next, as well as being a jack of all trades when it comes to weapon use.
F.E.A.R. 3 releases on Xbox 360, PS3 and PC on June 3rd.
Name: Alessandro Barbosa
Location: Johannesburg
Position: Author

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Saturday, May 28, 2011

Duke Nukem Forever (PC, XBOX 360, PS3)

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Put on your sunglasses and prepare to step into the boots of Duke Nukem, whose legend has reached epic proportions in the years since his last adventure. The alien hordes are back and only Duke can save the world, again. Pig cops, alien shrink rays and enormous alien bosses won't stop our hero from accomplishing his one and only goal: to save the world, save the babes and to be a bad-ass while doing it.









The King of All Shooters is back with over-the-top weapons, massive aliens and unprecedented levels of interactivity. This game puts pedal to the metal and tongue firmly in cheek, among other places. Shoot hoops, lift weights, read adult magazines, draw crude messages on whiteboards or ogle one of the many beautiful women that populate Duke’s life; that is if you can pull yourself away long enough from kicking ass and taking names. Duke Nukem was and will forever be immortalized in gaming history, and this is his legend.

Genre: First-Person Shooter
Publisher: 2K Games
Developer/Co-Developer: Gearbox Software / 3D Realms
Release Date: June 14, 2011
MSRP: $49.99
Also on: GCN, X360, PS3 M for Mature: Blood and Gore, Intense Violence, Mature Humor, Nudity, Strong Language, Strong Sexual Content, Use of Drugs and Alcohol
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Fallout Online (PC)

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The world will feel the fallout in this MMO take of the classic, post-apocalyptic franchise. Fallout Online (also known under the codename Project V13 or FOOL) is a massively multiplayer online game (MMOG) set in the Fallout world that is being developed by Interplay and Masthead Studios. Chris Taylor and Mark O'Green, two of the creators of the original Fallout, are among the developers.

On June 30, 2008, it was announced that Interactive Game Group, LLC (created by Frederic Chesnais, former Chief Executive Officer of Atari, which now also owns MicroProse) purchased 2,000,000 shares of Interplay stock, as consideration for entering into a game production agreement, likely related to Fallout Online.

On April 2, 2009 Interplay announced a binding letter of intent with Masthead Studios, a Bulgarian-based developer, to fund the development of Project V13. Masthead and Interplay teams will work together under the direction and control of Interplay to complete development of the project.

On June 15, 2010, the game was officially announced as Fallout Online.

Genre: Persistent Online RPG  
Publisher: Interplay Developer: Interplay
Release Date: Q2 2012  
Exclusively on: PC
RP-T+ for Rating Pending, Targeting a Rating of Teen or Above
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Outland (Xbox 360, PS3)

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An action platformer with a combat/interactivity system based on polarity, Outland focuses on a hero who can switch between light and dark forms, an ability he'll need to exploit in order to destroy monsters and avoid attacks. He'll take damage from opposite-colored bullets but will be impervious to those of the same polarity. He'll also only be able to control objects that match his polarity. By switching between forms, he will be able to solve platforming puzzles and crush enemies in this mysterious new land he finds himself in.



Outland is an expertly crafted platformer. The delicate weave of artistic delights and remarkable craftsmanship on display is staggering, and the fine pace at which its many secrets are revealed give this intoxicating adventure impressive depth. The lure of Outland begins with its stunning artistic design, but beauty goes much deeper than the surface. Silky smooth controls provide a rock-solid foundation, and the satisfying impact of blade on beast gives even the smallest battles serious weight. Within the first hour, it's abundantly clear that Outland has fantastic mechanics and style to spare, but then, the true brilliance slowly bubbles to the surface. A clever duality system in which you must transform from light to dark coloring is much richer than its gimmicky nature would lead you to believe. Incredible level design forces you to use this trick in a variety of death-defying ways, and the smart difficulty curve continually layers new abilities and tougher challenges until it reaches a powerful climax. Outland is the rare game that makes you put down the controller, take a deep breath, and marvel at what just happened.

Genre: Action
Publisher: Ubisoft
Developer: Housemarque
Release Date: May 2011
MSRP: $10.0
Also on: X360
E10+ for Everyone 10+: Fantasy Violence
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Green Lantern: Rise of the Manhunters (XBOX 360, PS3)

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Green Lantern: Rise of the Manhunters is inspired by the feature film, which brings the enduringly popular DC hero to the big screen. Playing as gifted pilot Hal Jordan -- the first human Green Lantern -- gamers create an arsenal of ring constructs and take flight in outer space and beyond to restore intergalactic order. Use the Power Ring to build an array of weapons from green energy to defeat the Manhunters -- an evil android race bent on destroying the Green Lantern Corps.


VIDEO TRAILER:



FEATURES:

  • 3D Technology -- Gamers can play in anaglyphic 3D with technology that is compatible with all standard TV sets and visible while wearing the 3D glasses that come packaged with Green Lantern. Fans can also enjoy the game in stereoscopic 3D when playing on any 3D HDTV while wearing active shutter glasses that are compatible with the television.
  • Master the Green Lantern Power Ring -- Take control of the most powerful weapon in the universe – the Green Lantern Power Ring – and conjure a spectacular range of "hard-light" constructs including a gatling gun, giant fists, and much more, all of which can be linked together to form an endless number of combinations.
  • Team Up and Battle Together -- Gamers have the ability to team-up and battle the Manhunters in seamless drop-in/drop-out local co-op gameplay as Hal Jordan or Sinestro.
  • Take Flight -- Soaring across the universe in intergalactic flight, gamers will dodge past asteroids and blast through planets while destroying armies of Manhunters.
  • Ryan Reynolds as Hal Jordan -- Green Lantern: Rise of the Manhunters includes the likenesses and voice talent of Ryan Reynolds as Hal Jordan.


Genre: Action  Publisher: Warner Bros. Interactive Developer: Double Helix Local Play: 2 Co-op
Release Date: June 7, 2011 
MSRP: $59.99 
Also on: Wii, NDS, PS3 
T for Teen: Mild Language, Mild Suggestive Themes, Violence
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