Gliders filled with elite British commandos tumble to the ground, the wings of their transports shearing off on the sides of buildings as they careen down city streets. When the British infantry emerges from their busted ride and marches into enemy territory, their pace slows, the men cautiously moving from building to building, reflecting their shrewd style. These little touches are what allowed Company of Heroes to stand out amidst a sea of bland WW2-themed games, and they continue to impress with the sequel.
Even in the non-scripted moments, Roach's grunts and jarring movements paired with Nariko's blocks and superfluid slices make the actual gameplay incredibly cinematic. Though no crowd was present in this build of the game, Antoniades said the final version would have 2,000 individually rendered fans onscreen. Even without this element, the characters themselves exhibit such markedly spectacular animations and the game such smooth visuals that the battles are an incredible performance.
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Raining fire down on an entire city now, buildings exploded out from the first floor with a more realistic poof of smoke and debris before collapse. It was clear that much of development focused on creating a large, beautiful world for players to raze.
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Most crucial to the game's multiplayer component is the new King of the Hill mode, which Jessen noted draws from the original existing Annex. In King of the Hill, players must capture different zones placed at random locations around the map and continually occupy them to accrue points over time. It makes use of execution rules, meaning players must finish off downed opponents lest they mash the action button fast enough to swallow the pain and rise again.
On MMO currency trade: It's definitely a sign of a healthy economy in a game when items have value and currency has value. If people are actually putting value on those things because they're putting value on their time, people are really enjoying and playing the game. As far as the actual economics of it, I'm not too concerned about it. Because we have instance play, you're not gonna be running into gold farmers that are going to be stealing all your stuff or taking all your kills. Read the rest....
The tools giving you the power to add physical elements to your LittleBigPlayplace are incredibly intuitive and user-friendly, and obviously the most exciting of the available options. I can easily see people who have never been into user-created content picking up this game and designing the hell out of level after level.
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Societies makes a few significant changes to the established SimCity formula. Gone is the zoning and building evolution therein. A menu of hundreds of individual buildings takes its place. Each structure sits on a fairly large plot of land, which gives the game a slightly more intimate feel, though not in a simplistic SimTown way. The cityscape was large enough for a couple hundred buildings, and after zooming out to view the full countryside, it seemed more like a normal SimCity title than I had expected.
If you are like me, the thought of playing another collection of puzzle games on the Wii is about as exciting as watching an Uwe Boll flick, so I was pleased to discover that the puzzles in Zack & Wiki are neither tedious nor simple. Rather than being presented with individual mini-games, the player is free to move Zack around a 3D world and interact with various objects in the vein of a PC-style graphic adventure.
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As the Xbox 360 version booted up, main character Niko was standing in the Liberty City rendition of New York's Times Square. There were few people and cars around, seeming to be late at night or perhaps early in the morning. After wandering around for a bit, Niko--in true GTA form--walked up to a black sedan, opened the door, tossed its former owner onto the street, and took off in his recommissioned vehicle.
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Gorgeous touches abound on both small and large scales. Skyboxes are beautiful eruptions of unearthly color, serving as an excellent backdrop for sequences such as grappling beam rollercoaster rides. Character models are clearly using more polygons and higher-resolution textures, leading to a cleaner look overall. When using the slightly darker scan visor, Samus' face becomes lightly visible in reflection, highlighting the inherent solitude so crucial to the affecting atmosphere of Metroid games.... Read more
Talal fled after I crushed his footsoldiers, prompting a chase sequence. I trailed him through the city's upper levels as he ran through the streets and alleyways down below. My public assassination required me to flee to the rooftops to let things calm down before returning to the assassin's base. I could feel the tangible high tension of the moment. I loved it.
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