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E3: Hands-On With Sniper Elite 4


Posted on June 16, 2016 by Rae Michelle Richards

I had the chance to hook up with Rebellion and to try out their newest entry in to the long running Sniper Elite series. Sniper Elite 4 will be releasing  Feb 14th 2017, but Brokenjoysticks was part of a select few who were able to try the game in its alpha state today. The demo was about 30 minutes long and featured a wide open Italian country side setting, with a primary mission being to blow up a viaduct by placing a satchel charge and then shooting it to blow it up.

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see the beautiful Italian country side through the scope of your rifle.

Loading in to the game the first thing I noticed was we were not in Germany anymore. For anyone else that has played Sniper Elite game, the usual setting is a blown out western front city, with bomb craters and grey mats all over the place. Italy by contrast is vibrant and green. The developer who was assisting us on the demo mentioned that the was in Italy in 1943 and although it was not an “open world” but it is an open philosophy for the game. The maps are quite large described as being at least 100 square meters, with no real boundaries and plenty of secondary objectives to explore.

Since we only had 30 minutes I mostly concentrated on the main objective of the game which was to blow up that bridge. Players familiar with the series will be happy to hear that combat is still very sniper rifle centric, targets are marked with binoculars, and depending on the type of target an icon will appear over their heads and allow you track them as they move across the map.  Since I have already played the Sniper Elite line, the first thing I did was drop prone and use my binoculars to scan the area around me for enemies. I found quite a few and in particular one sniper. Just like pervious sniper elite games, these snipers have a rage that’s so long it actually goes out of your radar range (increased in this game to 70m) so its very important to mark and hit these guys as early as you can to avoid any problems that might come from them spotting you later on.

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Xray Kills now work with melee as well as longer shots

I was playing on a PS4 controller which is much different than my normal Xbox one controller so I took some time to get used to the controls, most of the things from the previous series are here, you have to carefully monitor heart rate, which allows you to use slow time and focus so that you can easily hit your targets. Equipment is still very important, with health packs, grenades, stones for distractions and a variety of traps making an appearance.

I was playing with the intention of being stealthy, but just like previous titles, occasionally I just had to whip out my Thompson and mow down a few enemies. The developers promised that there were over 100 enemies on the large map we were playing on, I only managed to kill 30, but in a 25 minute demo I think that’s pretty good. I also was the only one of our testing group (and only the 5th of E3!, to complete the level in the allowed 30 minute time slot.) Stealth is still very important, and its still very important to crouch and use cover.

From the moment I started the game, I painted my objective, and the enemies near it, and they stayed as icons on the screen guiding me over to my eventual victory. As with all of the other Sniper Elite games, bullet drop is in the game, and I assume that just like other games you will be able to select a mode with out the ever present in this demo red diamond that tells you where the bullet will hit. In Sniper Elite 3 you were able to play a mode with out the assist, and I am eager to see if this game also features it.  Also returning is searching bodies, I was surprised to find that one of the bodies had on it a duty roster. This roster highlighted several enemies I hadn’t spotted through the binoculars, making my journey a bit easier.

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There is an emphasis on being able to do a sort of parkour in this game, you can mantle, climb, and move about quite easily.

Many items are returning favorites, traps and the like are back in game. Flare gun, trip mines, S Mine, Stick Grenade, TNT, and the Silenced Pistol all make returns. Players of course can also strip off any items or weapons the find on bodies around the map.  

Though it was still subject to change there was also a progression system in place as I played that gave me ribbons and little appointments  when i did something that took more effort or work than a simple kill shot. Cover is classed in to separate systems, with wood being able to be penetrated and rock and other harder surfaces impermeable.

enemy AI seems to have been improved considerably, at one point I was forced to play a sort of ring around the rosie with an enemy who was dodging me around the back of a train, I ended up laying a mine down to kill him, and just running off to the next objective.

The standard alert system is back an arrow will appear when there is danger, yellow for when its getting close, and red for when you are noticed. I was noticed twice during the demo, and both times found it fairly easy to slip away from the people whom had noticed me with just a few minutes of clever hiding and shooting.

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Italy is a beautiful shooting gallery.

Fan favorite X-Ray shots return, with a serious vengeance, now everything from melee kills to the sickest sniper shots will trigger the signature mode which shows exploding bone, organs and flesh. I really enjoyed the feeling of nailing that one single shot that got me away from being noticed, or using a well placed burst from the Thompson to take down an enemy.

I Was able to finish the provided demo level, and according to the developer who was assisting with the demo that was better than most. My time was bout 25 minutes, but I did manage not to die at all. Though i did not do it, the game offers a variety of weapons to try, I stuck with the old reliable Springfield, knowing what it was capable of and how it could do damage. But, if you want to be experimental, you can always pick up weapons off of dead bodies and try then out instead of your trusty Springfield and Thompson.

Overall I really enjoyed the demo, I am by no means a skilled player of games such as this, but I found myself able to adapt fairly easily, I really liked the X-Ray feature, as well as what appeared to be very much  improved AI in the enemies. I can not wait for the arrival of this game on Valentines day of this year.

 


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Hands On: Mirror’s Edge Catalyst 


Posted on June 7, 2016 by Rae Michelle Richards

Parkour wunderkind Faith Connors returns in this reboot of the 2008 classic, Mirror’s Edge which is out today on PC, Xbox One and PlayStation 4. I got the chance to sit down with the game for six hours this past weekend and jump into Faith‘s shoes as she runs, runs, zip lines and slides around the City of Glass. DICE’s latest entry in the franchise not only tinkers with the narrative but also opens up the gameplay with a gigantic open world environment that players of the last game could have only dreamed of on the Xbox 360 and PlayStation 3. Here are my initial impressions.

Mirror’s Edge Catalyst is not a straight retelling of the original title, DICE has decided to tinker with key elements of the game’s narrative – when things kick off we meet the defiant young Faith as she is about to be released from juvenile prison. This technologically advanced prison features futuristic neon displays that advocate for the various corporations around the City of Glass and reminds prisoners that they “should reform and consider employment with any corporation of their choosing.” Once Faith is released from prison she is informed that she was two weeks from release to find employment with one of these corporations or she will be locked back up for an extended period. This version of Faith is very different from the one we saw in 2008, In the 2008 game she was driven by the need to clear her sister’s name for framed murder the plot of Catalyst centers more on corporate espionage than the bond between sisters.  This lack of a key motivator and a change in voice actress makes Faith less of a compelling protagonist based upon the time I spent with the game.

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Once released from prison the bulk of Faith‘s early story in Mirror’s Edge centers around her reconnecting with the group of runners that she was once acquainted with. In the world of Mirror’s Edge runners are an anti-corporate movement that believe that the average citizenry have been become complacent thanks in part to advanced augmented reality technology that provides the user with a constant stream of corporate approved information.  Runners try to subvert this system of iron fisted control on the citizenry visa hacking billboards with anti-corporate messages, trafficing prohibited information to the lower class citizens of the City of Glass and partaking in the more than occasional corporate espionage adventure. Ideologically it is very clear where the runners are and how the player is supposed to react to the presence of these large corporations. While the game stays on point when it comes to underlying political messaging and themes, unfortunately, the cast of side characters don’t convey a lot of personality to the player.  Faith’s former contacts serve as Mirror’s Edge Catalyst’s method for providing new story missions and none of these side characters feel like fully developed human beings and could probably be swapped out for one another if it wasn’t for the fact that certain NPCs deliver certain types of activities.

The City of Glass is a gleaming white futuristic monolith to the advancements of technologies that have been produced by the various corporations in Mirror’s Edge Catalyst. Tall, seemingly never-ending skyscrapers shimmer as their glass reflect the in-world light sources while yellow accents adorn the area’s that Faith is able to traverse when running from rooftop to rooftop. Top this very pleasing visual aesthetic is topped off with colorful cars and pedestrians which can sometimes be tiny specks below from some of the higher vantage of points available in the game. Combine this with a slightly punk look for some of Faith‘s fellow runners, and her initial outfit at the beginning of the story, and you have a game that knows how to visually define itself.

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Traversing around the City of Glass is accomplished through the series’ signature first-person parkour. Unlike the last game, which gave Faith access to all of her abilities from the onset, Catalyst opts to give our heroine a basic set of movement, combat and defensive abilities from the get-go and locks the rest behind a progression system that is tied to an experience level. I could see why players who enjoyed the openness of the 2008 title would be disappointed with progression based unlocks, considering the fact that a number of abilities that were once standard are now locked behind the XP grind. However, I can also see how this would extend the life of the game and slowly teach players about their parkour maneuvers and allow them to master them before moving onto to more advanced skills.

So what abilities did Faith have access too over the course of the six hours that I played? The left bumper allows Faith to climb up objects, contextually jump off of nearby objects and climb up pipes or ladders.  Left trigger allows Faith to kick descend ladders, jump down from ledges and slide along the ground. Like in the 2008 version running forward and then tapping the left trigger will launch Faith into a sliding forward dive that allows her to fit under narrow spaces and avoid combat with NPCs. More advanced techniques like rolling from tall heights by pressing the left trigger upon impact and using a wrist-mounted retractable rope become key to completing some of the side objectives and can be woven into Faith’s cityscape acrobatics as needed.

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Here is a small sampling of some of the activities that await players in the brand new Mirror’s Edge:

  • Main Story Missions – These missions are delivered by Faith’s comrades in the Runner’s hideout, which also serves as the main safe zone, or by various NPCs located through the rooftops of the City of Glass.  For the most part of the time I spent with these missions they typically revolve around corporate espionage or teaching Faith new game-play mechanics.
  • Package Delivery – Faith is able to pick up packages at automated drop-off points and then deliver them to a designated location with the time-limit. Really the package delivery missions are timed obstacle courses with various paths, failing the course will give the player the option to retry.
  • Hackable Billboards – Located throughout the City of Glass are billboards displaying corporate messages. Faith is able to hack these billboards to display messages for the runners in exchange for XP points.
  • User Created Trials – Using Faith’s augmented reality contacts users are able to create custom trials using up to 4 droppable checkpoints. These courses will then be populated randomly into other players games it seems. Once you’ve completed a user generated trial your score is placed on a leaderboard that is specific for that trial.

Mirror’s Edge Catalyst tries valiantly to take the parkour formula that was so well received with the original game and extend that 6 – 8 hour length into an open world experience that players could potentially lose 100s of hours in.  There are dozens upon dozens of collectibles for Faith to collect and exchange for more moves, skills and pieces of gear. Longtime fans who enjoyed the first game might find the addition of an XP system and seemingly pointless collectibles to be padding used to lengthen the time spent with the game but honestly it feels like a fair tradeoff given the open world nature of the City of Glass..

Broken Joystick’s staff will be heading to E3 for the next 8 days but expect a full review of Mirror’s Edge Catalyst after our return!


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Necropolis Hands-on Video & Details


Posted on April 23, 2016 by Rae Michelle Richards

Delving into the darkest dungeons of gaming can be a fools errand for those who are unaware of their surroundings. Washington based developer Harebrained Schemes hope to take the concept of a challenging dungeon crawler and turn it on it’s head with the addition of rogue-like elements in their upcoming game Necropolis.

Each dungeon in Necropolis is procedurally generated with new item, weapon and enemy placements. The player is tasked with advancing down the dungeon’s many levels, with each floor bringing of a challenge than the last. Upon death the player loses all of their collected weapons and power-ups save for hidden “tomes” – which provide a small skill increase that persists between plays troughs.

The final version of Necropolis will be released on Steam later this summer. Check out our hands on game-play video featuring Harebrained Schemes’ community manager below.

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Hands On: This Weekend’s DOOM Beta Was Hellishly Bad


Posted on April 3, 2016 by Rae Michelle Richards

Fans of id Software’s DOOM franchise have literally been waiting years for the closed beta for Bethesda’s upcoming reboot since it was announced via a pack-in advertisement bundled with Wolfenstein: The New Order. After spending 3 hours with a limited version of the game’s multiplayer this weekend I’m left with far more concerns and questions then fun moments to tide me over until the games’ May release date.

Two of DOOM’s six multiplayer modes were available in the closed beta – the FPS staple Team Deathmatch and a King of the Hill variant called Warpath. The inclusion of TDM just feels odd, literally every other online shooter and In all honesty the beta would have benefited from one of the more unique modes like Soul Harvest and instead what we are left with is a paltry selection of modes that does little to showcase how DOOM’s multiplayer will set itself apart from the competition. Read More


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GDC 2016: Sherlock Holmes: The Devils Daughter Preview


Posted on March 20, 2016 by Rae Michelle Richards

Sherlock Holmes: The Devils Daughter is an action-adventure game that transports players once again back to Victorian London on PlayStation 4, Xbox One and Windows PC. This latest iteration improves upon previous entries in the franchise by bringing features and gameplay elements from previous games like Sherlock Holmes: Crimes and Punishment. I got the chance to check out the title at a demo booth at this year’s Games Developer Conference, here are my impressions.Read More


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Beta Report: Hitman on PlayStation 4


Posted on February 14, 2016 by Rae Michelle Richards

Square Enix’s closed beta for their upcoming next generation Hitman title went live over the weekend and I got the chance to play around with the game on PlayStation 4 over the last couple of nights. Fans are calling 2016’s version of Agent 47 a return to form combined with some worries that IO Interactive’s choice of episodic content for their latest game may leave them with little content to play between optional updates.  If the closed beta is any indication than even the $15 intro pack will provide hours of shenanigans.

At its core, Hitman is an assassination simulator where players are rewarded for executing inventive kills with little room for error. Unlike other stealth titles, like say Metal Gear Solid, 47 isn’t able to down a ration to gain back his health. One bullet from an enemy is enough to send good old baldy to the ground in a pool of his own blood. The method of eliminating a target is just as important as the deposal of the evidence. If a player chooses to lace a target’s drink with rat poison be prepared to suit up as their personal waiter because often the key to a successful hit is being able to blend in with your surroundings and knowing who to impersonate.

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Hitman’s closed beta featured two prologue missions set during Agent 47’s initiation into the ICA. The first training mission has 47 boarding a mock cruise-liner, creatively constructed out of planks of wood, in order to eliminate his target. The open-world nature of the game becomes readily apparent – sure Agent 47 could run headlong onto the cruiser but surely the party guests would I was out of my element within seconds. During my multiple trials at this mission I found two different ways to gain access to the boat: Pose as a member of the maintenance crew and slip in undetected through the engine bay or pretend I was a part of the security detail and walk right up through the entrance ramp.

After some trial and error I had a rough chain of individuals that I would direct 47 to knock out, pose as and blend to get to my target. This, is of course, easier said than done because it can mean either waiting for the mechanic or cook that I needed to become to enter a place on the map that wasn’t surrounded with NPCs or creating a distraction to lure them away from whatever activity they were currently doing. To make the stealth element of assassination even more prominent there are a number of NPCs marked on your HUD that can detect Agent 47 even through a disguise. Not only do potential contract killers need to plan out their disguises ahead of time but also need to be able to navigate through a sea of NPCs that is ever changing all without arousing suspicion.

Throughout my four hours with the Hitman Beta I completed maybe 10% of the feats & challenges on offer. Once you’ve successfully completed a mission once you unlock the option to replay the same mission but with a list of pre-defined ways to kill your target. One might have you cause a short in a projector – thus frying your target, another might have you modifying an ejection seat so that it appears your target died in apparent aircraft malfunction. The sheer variety of toys and methods of mayhem did provide a level of replayability I wasn’t expecting from what is essentially just the opening tutorial to an episodic game that hasn’t been released. I also had the games’ music completely disappear on me once and the entire application lock up my PlayStation 4 in another  instance – clearly this was not final code that IO Interactive invited players to try. Hopefully, they’ll get some of these kinks ironed out before Agent 47 makes his first trip to Paris in the debut of Hitman on March 11th.

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Unravel Impressions: A Wooly World For Xbox & PlayStation Fans


Posted on February 10, 2016 by Rae Michelle Richards

When EA unveiled Unravel to the world last year during E3 I wasn’t exactly enthralled with the idea of yet another side scrolling platformer featuring a main character made out of cloth. To be honest, I always kind of pegged that as Sony’s thing and comparisons between Unravel and Little Big Planet are almost inevitable (creation tools aside) given the similarities between the two titles. This past weekend I sat down with the final build of Unravel and played through the first two of the game’s stages. After experiencing part of Yarny’s adventures, I can see what makes this game so unique from its peers.

Mechanically Unravel can easily be described as a physics-based side-scrolling puzzle game but that kind of distilled description does absolutely nothing to convey the sense of wonder, joy and happiness that will swell up inside of you when  the music, art direction, and main character all work in harmony.

Unravel stars the charming Yarny who is a small doll made out of red yarn probably no bigger than the size of your hand. As players traverse the environments the doll slowly leaves behind a single thread of red yarn that trails behind. Managing your amount of yarn is absolutely pivotal to succeeding in the two stages that I got the chance to play. As the material that comprises Yarny begins to literally unravel Yarny’s appearance becomes thinner and thinner until you can no longer travel any further. Thankfully players do have at least trick up their sleeve to help manage the output of yarn – by pressing the left skin our little red friend will pull taught on the yarn tail until there is no more slack, increasing the amount of space you can move.

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Because Yarny is so small the world’s sense of scale a more of a micro scale when compared to other platformers. Things like chairs, seesaws, cupboards and gates are quite the obstacle for our little yarn friend to overcome. This is a game all about environmental puzzles – the game will set you up with all of the tools that you’ll need but it is up to you to put all the pieces together. Yarny might just be heavy enough to tip an empty seesaw when standing on it but the little doll will have to find an apple or another object to weigh down the playset. There is no way to throw items or really attack enemies, instead, gameplay focuses on finding clever ways to your environment while avoiding enemies or tricking them with distractions.

Upon first glance Unravel is a charming game with unique yarn based mechanics like limiting player movement, adding more yarn to our hero with checkpoints and the ability for players to lasso themselves from tree branch to tree branch. Not wanting to spoil what little the initial levels teased me with in terms of story it feels like Unravel is going to spin a narrative that will tug at the heart strings. The developers at ColdWood have taken the time to craft the world that feels interesting, unique and also warm – like visiting an old friend’s house after being away for a long time. After playing the first few levels, you’ll surely be wanting to return to his beautifully colorful world to find all of the secrets that Unravel’s world has to find.

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The Division Does A Lot of Things Right That Destiny Year One Got Wrong


Posted on February 4, 2016 by Rae Michelle Richards

The Division

Over the weekend, I got a chance to take part in Tom Clancy’s The Division closed beta on PC with some staff members. The three of us were lucky enough to get into to Ubisoft’s massive stress test and I’m happy to report that not only was Ubisoft’s test apparently a success but my brief few hours with The Division showed that the game has a lot of promise in areas that recent releases like Bungie’s Destiny failed to deliver upon.Read More


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Let’s Take A Look At Halo: Online For PC


Posted on January 25, 2016 by Rae Michelle Richards

Halo Online

Halo 3 was one of the definitive online experiences I got to spend hundred of hours in during the last generation of consoles. Released during my first year of college I can’t recall the number of nights that I spent with friends fragging each other, laughing and getting unfortunately cussed out on Xbox Live until the sun came up. When Microsoft announced that they were going to release a free-to-play FPS based upon the Halo 3 multiplayer suite for PC I was excited – only to find out that the game would be region locked to Russia Only.Read More


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2016 and Gaming: A Year in Preview


Posted on December 28, 2015 by Kenny Keelan

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As we’re closing in on the end of one year and getting ready to start the next, a lot of people are reflecting on the year that’s past and others are looking at the year to come. I’m one of those looking to the future and I’ll tell you why: 2016 and the coming years after are going to be an extremely exciting time for games. While gaming has always been a longtime passion of mine, I do have to admit that it has felt like, in the last couple generations, innovation and creativity had been been steadily decreasing while market saturation has been steadily increasing. It wasn’t looking good as the market was looking stale and things weren’t change. Sure, there were gimmicks that came and went but nothing really stuck. There were few real surprises and the things that jumped aboard the hype train were mostly games we’d been anticipating and asking for, for years. There was a lot of vaporware, a lot of E3s that came and went that left us wanting more and spending more time laughing at the flaws than celebrating the wonders. In my honest opinion, the fifth generation was the last generation that truly brought us wonders we never thought we’d see possible and all the last couple generations did was expand on that. We never saw anything truly groundbreaking and that’s part of why 2016 is going to be an exciting year: we are going to see a lot of broken ground and whether or not it will be truly successful, we finally see companies going out and taking risks and those are the kinds of moves that change gaming for the better. Follow the jump for our preview of the year to come and what to watch for!

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Activision Launches ‘Chivalry: Medieval Warfare’ for PS4 and Xbox One


Posted on December 2, 2015 by Fionna Schweit

First person medieval combat lands on Xbox One and PS4! Torn Banner studious medieval first person combat game was wildly successful on Steam, with mods galore. Now Activision is going to bring that first person combat experience to the PS4 and Xbox One. Chivalry: Medieval Warfare is out today in North America for $19.99 MSRP on the PlayStation4 via the PlayStationStore and Xbox One through the Xbox Games Store.

In addition, Chivalry: Medieval Warfare Ultimate Edition which includes the Barbarian Character Pack, Marauding Arbiter Pack, Inquisitive Dreadnaught Bundle and Barbarian Weapon Pack is available on both platforms for $29.99 MSRP.

These cosmetic DLC sets may also be purchased separately for $7.99 MSRP each. The Barbarian Character Pack includes intimidating barbarian skins for each of the games four classes. The Marauding Arbiter Pack offers new skins and helmets for the Vanguard class. The Inquisitive Dreadnaught Bundle features new skins, helmets and special weapons for the Knight class. The Barbarian Weapon Pack holds a collection of five brutal weapons of war.

Chivalry: Medieval Warfare’s deep melee fighting system makes combat fast and visceral, delivering precision control with every strike in either first or third-person view. Choose one of four distinct classes â Knight, Vanguard, Man-at-Arms and Archer  to conquer or defend castles and villages in ruthless battles across a multitude of solo and team-based game modes. There are over 60 period-authentic swords, axes, maces, javelins, bows and more to use, as well as armors, helmets and siege weapons, including catapults, ballistae, boiling oil and battering rams.

 


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Hands-On With The Legend of Zelda: Tri Force Heroes | Preview


Posted on October 18, 2015 by Rae Michelle Richards

Nintendo held a special online-only stress test for their upcoming multiplayer focused entry in the Zelda franchise – The Legend of Zelda: Tri Force Heroes. Codes were distributed by the Big N’s mailing list and select 3DS owners were able to participate in a maximum of 15 hours with the game across three different levels with random strangers. I quickly grabbed my Kokiri sword and green tunic and ventured into the world of Hyrule for a few hours over the course of this weekend and I’d love to share some of my initial impressions.Read More


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Hands-On With The Star Wars Battlefront Beta


Posted on October 10, 2015 by Rae Michelle Richards

Our staff played a combined 10 hours of the Star Wars Battlefront beta on Windows PC this weekend and are ready to share their field reports. It should be noted that these are early impressions based upon a beta build of an un-released game and as such the final game may address some of the issues we are about to discuss.

Fionna Fox’s Impressions

IT happened at 11:35 on the second day of the beta, with a slight almost cash register type of sound I bought the last item available for unlock in the beta. I had done it! I had beaten the Star Wars Battlefront beta. But I wanted to keep playing -that’s how good it is, I kept going without any incentives, any unlocks, or even the promise of in game rewards.

Let’s start with the basics, the game is beautiful, on the highest graphics settings it looks like a brand new hi-end game (not really surprising here since it hasn’t seen a retail release yet). I’m playing on a 1080p monitor at 1920×1080 resolution and I still get awed when I take a look at the vista of Hoth. The Sound design is AMAZING, it sounds like you are in a star wars movie.  Without even having ever gotten to game play the game already feels FANTASTIC, it has the shiny look of a modern game, with a Star Wars skin on top. That alone will be enough for lots of players, but it manages to back it up with gameplay as well.

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Dungeon Defenders 2 | Preview


Posted on September 28, 2015 by Rae Michelle Richards

Previewed By: Focks

Dungeon Defenders 2 is a game that combines the strategy of a tower defense and the elements of an action RPG. As a sequel to the 2010 original Dungeon Defenders DD2 has been in Steam early access for some time. Our staff writer Focks got a chance to spend about ten hours with the game. Here are some of her thoughts on her first few hours, Dungeon Defenders II’s game modes and gameplay mechanics.Read More


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Destiny’s The Taken King Comes Out Tomorrow, Let’s Take A Look


Posted on September 14, 2015 by Rae Michelle Richards

Bungie’s Destiny turned a year old this past week and with the near simultaneous release of the Destiny 2.0 patch and its latest expansion The Taken King the game looks a lot different now than when we originally reviewed it a year ago. Whether you are a returning Guardian already at the existing level cap ready to grind out some new gear or exploring the solar system for the first time we’re going to try and get you up to speed before the game launches tonight at midnight.Read More


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