Section 8: Prejudice release dates unveiled

TimeGate has revealed the release schedule for its $15 jetpacking downloadable shooter sequel, starting with an XLBA launch this month.


TimeGate Studios has revealed the launch schedule for Section 8: Prejudice, the downloadable follow-up to its 2009 retail release Section 8.

Priced at $15 (1,200 Microsoft Points), the jetpacking shooter will arrive on Xbox Live Arcade on April 20. The PC release will follow on May 4, through digital distributors including Steam and Games for Windows. Lastly, the PlayStation 3 edition will launch some time this summer.

Section 8: Prejudice will contain an impressive amount of content for a $15 downloadable shooter, packing a single-player campaign that's said to be five hours long, online multiplayer for up to 32, a four-player co-op mode, dedicated servers, and bot support.

Players of the original Section 8 will receive several instant item unlocks, with more offered to those who reached high character levels.

Prejudice was originally scheduled to launch in the first quarter of 2011 but evidently slipped quietly for reasons unknown.

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From The Chatty
  • reply
    April 6, 2011 1:15 PM

    Comment on Section 8: Prejudice release dates unveiled, by Alice O'Connor.

    • reply
      April 6, 2011 6:19 PM

      2 questions:
      Did they get rid of the auto-aim game mechanic?
      Did they improve the close quarters hit detection?

      • reply
        April 6, 2011 10:43 PM

        Autoaim is still in, as of the final and 2nd phase of the beta that ended on 3/18.

        Netcode is still the same Unreal Engine mess that gets ugly once you exceed ~24 players on a server.

        Games for Windows Live tho somewhat improved is still in.

        Autobalance still exists in ranked games, stopping people from playing with friends.

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        April 6, 2011 10:46 PM

        God auto aim ruined that game so much.

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      April 6, 2011 11:00 PM

      This game needs more love. It's basically Tribes.

      • reply
        April 8, 2011 1:37 PM

        True. People bitch about the auto-aim ability but the game is so well balanced and thought out that it really isn't as "unfair" as folks make it out to be.

        Unfortunately there seems to be a lack of interest in sci-fi multiplayer games of late so the original game got ignored.

        • reply
          April 8, 2011 8:50 PM

          No autoaim in the first place... no need to put or force mechanics in to make it more "fair."

          Autoaim easily used on any target in midair without environmental cover... check.
          Autoaim still useable and effective for sniper rifles on targets with autoaim decreasing stats... check.
          Autoaim as killshots to steal kills... very common check.
          Autoaim to hit low health evasive targets with supreme ease in open terrain... check.

          Autoaim countered by recharge meter, equipping emp ammo or grenade, tossing jammer beacon, environmental map cover... some balance?

          16 vs 16 and every player has autoaim ready on drop spawn... balance goes out the window.

          No autoaim in the first place, then none of these issues or mechanics would exist. A fundamentally broken game mechanic leads to an unpopular game.

          Bitching, complaining, and criticizing autoaim in any fps, team oriented or deathmatch, is well deserved.

          Crysis 2 for PC no longer has autoaim after many complaints. At least Crytek did one thing right and won't give aim assist back to the fools asking for it.