Showing posts with label shooter. Show all posts
Showing posts with label shooter. Show all posts

Thursday, 1 November 2012

Jagex Officially Announces Ace of Spades

Jagex has formally announced its involvement in upcoming shooter Ace of Spades.

The company, best known for its free-to-play MMO Runescape, revealed that the game will launch on Steam in December 2012.

Ace of Spades has been live as a prototype for just over a year, during which time it's been installed by 2.5 million players. The retro-looking first person shooter is best described as MineCraft meets Team Fortress, as it allows 32 players to battle it out in a sandbox environment where bunkers, tunnels and entire fortresses can all be constructed in real-time.

Jagex CMO David Solari said, “If you’re tired of the same old first person shooters, coming out year after year with a fresh lick of paint and a hefty price tag, then Ace of Spades will tick all the boxes for you, offering an all action multiplayer featuring up to 32 player FPS combat and a fully customisable environment which will continuously develop throughout your battle.

"We have blended the artistic style of voxel-based sandbox games, such as Minecraft, with the class based combat of titles like Team Fortress, and added an extra dimension with real-time evolving battlefields to create a game which we firmly believe will appeal to FPS gamers looking for a bigger challenge."

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Jagex Officially Announces Ace of Spades

Jagex has formally announced its involvement in upcoming shooter Ace of Spades.

The company, best known for its free-to-play MMO Runescape, revealed that the game will launch on Steam in December 2012.

Ace of Spades has been live as a prototype for just over a year, during which time it's been installed by 2.5 million players. The retro-looking first person shooter is best described as MineCraft meets Team Fortress, as it allows 32 players to battle it out in a sandbox environment where bunkers, tunnels and entire fortresses can all be constructed in real-time.

Jagex CMO David Solari said, “If you’re tired of the same old first person shooters, coming out year after year with a fresh lick of paint and a hefty price tag, then Ace of Spades will tick all the boxes for you, offering an all action multiplayer featuring up to 32 player FPS combat and a fully customisable environment which will continuously develop throughout your battle.

"We have blended the artistic style of voxel-based sandbox games, such as Minecraft, with the class based combat of titles like Team Fortress, and added an extra dimension with real-time evolving battlefields to create a game which we firmly believe will appeal to FPS gamers looking for a bigger challenge."

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Sunday, 30 September 2012

XCOM Shooter May Now Be Third-Person, Downloadable

A new rumor suggests that 2K’s XCOM shooter may have changed perspectives. According to a tip sent to Kotaku, the long-delayed title may now be a third-person shooter instead of the first-person game originally revealed.

 

The information comes from a survey allegedly sent out by 2K to gauge interest in the title, reporting that XCOM is still “being developed by the same people who created BioShock 2" – namely, 2K Marin. The survey includes a few screenshots – some of which can be seen above – and suggests that the game would have players commanding a team of agents, “which you can order around the map to perform various actions.”

The survey also asks players how they’d feel about the game being released as a $30 downloadable title instead of a $60 retail game, and refers to Xbox 360 and PlayStation 3 versions but does not mention PC. The shift prompts comparisons to Ubisoft's I Am Alive, which similarly transitioned from a retail title to downloadable late last year.

Not to be confused with XCOM: Enemy Unknown, which will hit stores this week, XCOM was originally announced in 2010 as a “re-imagining” of the strategy franchise, putting players in the shoes of an FBI agent “trying to wipe out a mysterious threat.” It was said to be coming in 2011 during E3 2010 and was shown off at the convention, looking promising.

XCOM was later assigned a release date of March 2012 and shown off once again at E3 2011 with a “changed formula.” It was later delayed to 2013, and after months of radio silence, 2K once again delayed the title in May of this year, pushing it to “fiscal 2014,” which means any time between April 2013 and March 2014.

The change to a third-person downloadable title hasn’t been confirmed, but we’ve reached out to 2K and will update with any comment they provide. In the meantime, XCOM fans can look forward to the more traditional, strategy-based XCOM: Enemy Unknown, which hits Xbox 360, PlayStation 3 and PC on October 9th. For more on what Enemy Unknown has to offer, read our hands-on impressions and keep an eye out for our review very soon.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Thursday, 13 September 2012

ShootMania Storm Blows eSport Wide Open

It’s fitting that the impenetrable clique of competitive gaming should be breached by a first-person shooter, a genre that has long formed one of the key pillars of eSport. All too often, new titles added to this elite pantheon grant dominion to those with a prescient understanding of the established order. Rarely has a game deemed complex enough to promote the required high-level play and sufficiently balanced to prove entertaining to watch been so welcoming to a host of potential new champions.

Thanks to ShootMania Storm’s customisation options you can become very good at it on your own terms, without the hard slog associated with having to play as cannon fodder for several hours. If you don’t like the game’s default maps or modes you can turn to the community’s offerings or simply create your own. So, while the rigors of Call of Duty’s multiplayer demand that you pay for your stripes with the blood of countless deaths, ShootMania offers a gentler, more considered and altogether more fun way of becoming a skilful player.

“When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up,” explains Edouard Beauchemin, Nadeo’s international product manager.

“

When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up.

“So, when we devised Shootmania Storm we also wanted that to be part of the mix and the very first thing that we worked really hard to achieve was to make sure that it’s appealing to watch. It has to be a great show: the game modes, the timing of the rounds, the spectator tools and providing many different stats in-game to allow shoutcasters to do their job.”

Of course, the fact that Shootmania is a FPS makes it instantly more decipherable than other common eSport genres, such as fighters and MOBAs. The majority of game players are familiar with the concepts, mechanics and language that form the basis of the most popular genre in video games. However, the biggest contributing factor that will allow new teams of eSport contenders to rise through the ranks of ShootMania is that it provides a gradual learning curve facilitated by an intelligent selection of game modes, which are, crucially, fun to play.

Shootmania Storm has already been signed up by IPL (IGN Pro League) thanks, in part, to its Elite mode. This part of the game is stable, balanced and eminently playable despite ShootMania as a whole being in the first of three planned beta phases.

Elite mode also attracted a lot of attention at Ubisoft’s recent digital day in Paris, drawing players and onlookers alike with its fast-pace and easy to fathom rule set. Beauchemin attributes this to the mode’s concentrated distillation of a key element of spectator sports: excitement.

“

The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win.

“The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win,” Beauchemin enthuses. “We’ve boiled that down to one single game mode where it comes down to the last minute of the round: there’s one guy with a powerful gun and three armour points versus three guys with one armour point each who are working as a team.

“It’s really exciting to play and to watch because you can focus on just one person and see his choices and super-moves, whereas with 5 Vs 5, for example, it can get really messy and hard for spectators to keep track of everything that’s going on.”

Elite still supports six players in total, as each player on both teams takes turns to be the “hero” and tries to annihilate the opposing team or score a point by capturing the single base. This offers two distinct ways of winning and means intelligent traversal of the environment can see the round won without a single shot being fired, though this is the exception rather than the norm.

Nadeo intends that ShootMania’s status as an eSport not be restricted to major international events. Unsurprisingly, ShootMania’s highly customisable nature is called upon again as players are given the tools to create and host their own tournaments, which they can then publicise through use of in-game currency.

“

With 5 Vs 5 it can get really messy and hard for spectators to keep track of everything that’s going on.

ShootMania’s adaptable nature means its official tag as an eSports title needn’t make it the exclusive domain of members of a digital Mount Olympus. Its persistent, intuitive controls and non-convoluted depth means it remains accessible, while offering the opportunity to its players to participate in competitive tournament play, even if they’ve never previously considered themselves eSports calibre.

“Ultimately, our games are powered by players,” Beauchemin concludes. “Some want to run competitions, some design levels and others simply take part by playing, all of which are essential to the community structure of our games.”

To apply for the ShootMania Storm beta program, visit the game’s website.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


Source : ign[dot]com

Tuesday, 4 September 2012

We Came. We Saw. We ShootMania'd at PAX.

The IGN ProLeague was at PAX in Seattle, Washington all last weekend showing off Nadeo and Ubisoft's newest competitive first person shooter title: ShootMania. The weekend was packed with a ton of FPS eSports action. We had North America's best ShootMania team, ESP, along with SK.Rapha, EG.nOthing, and Chance in attendance to compete against each other all weekend. Check out our recap below!

Friday

Everything got started early on Friday morning with fans signing up to play with a Joes and Pros Elite mode tournament. After a couple of fun showmatches in SpeedBall and Siege, the Round of 8 in this tournament began. Chance, a former Quake professional player, seemed to pick up the game extremely quickly, knocking out SK.Rapha's team in the Round of 8. In a team kill situaion, we had ESP.Xp3's team advance past ESP.Godson's team in quick fashion. Also advancing to the next round were Area51.PineKone and ESP.Gillz.

Saturday

Saturday contained a lot of demos of different game modes, but the main event was a Best of 7 showdown between ESP, our qualified team, vs Area 51 Gaming. ESP again showed their complete dominance as they won the $750 top prize with an easy 4-0 map score. Area 51 didn't have a lot of time as a team going in to the event, and while they picked up a decent aim with the Laser as the match went along, their coordination was a little too weak to compete with ESP.

Sunday

The true draw of the event happened on Sunday, though, as the event came to a close. After a series of show matches in the Heroes game mode, the Round of 4 and Finals of the Joes and Pros Elite mode tournament were played out. The first match was played out between ESP.Xp3's team and Chance's team, and, despite being a 2-0 in map score for Xp3's team, proved to be incredibly exciting as maps were very close in score. The second match was had ESP.Gillz' team handily defeated Area51.PineKone's team when PineKone was unable to make the match and had to be substituted in for eLe.DarkRabbi. The final score was 2-0 in maps. The finals, though, were outstanding. It was a great setup as teammates Gillz and Xp3 from ESP matched their teams against each other. It went down to the final map, but ESP.Xp3's team was crowned the champion.


Source : ign[dot]com

Thursday, 30 August 2012

Symphony Review

Combining Tron-esque, wireframe graphics, a simplistic, arcade-shooter mechanic, and a soundtrack pulled directly from your own hard drive, Symphony is equal parts video game and screensaver. The concept here is that a “demon” has taken over your music, and you (represented by a sort of fighter-plane-type thingy) have to kill the infestation with a variety of weapons, song by individual song.

When you first start up Symphony, the game will search your hard drive for music files (although it does come with some sample music by default). It’ll then import the files you designate as wanting to play with (a time-consuming process, especially for those without powerful PCs and/or SSDs), and build game levels for each song. For all this loading, though, levels don’t seem to differ too much from each other, despite wildly different song types. Occasionally, you'll get different, or more powerful versions of the same enemies, but most of the time, levels are only distinguished from one another by the tempo at which the action happens and the background music.

Whether you go with one of Elgar’s Engima Variations or a cut from MF DOOM’s latest album, you’ll still get a top-down view of a monochrome (the single color shifts based on the “intensity” of the song at a given time) background. Wire frame enemies appear from the side and the top, generally in sync with the beat or if there's an "intensity" change in the song (i.e., there's more going on instrumentally at a given time), and they occasionally shoot at you. Depending on what difficulty level you’ve chosen – they go from “pianissimo” (easiest) to “fortissimo” – they’ll either shoot at you very rarely, or all the damn time.

Gameplay for the most part involves moving the mouse around to dodge enemies (your ship tracks your mouse move for move) and blowing up enemies. A few weapons, like missiles, are better held to mouse clicks, but for the most part you're just moving around. This makes the gameplay feel a little thin, which leads to it getting tiresome after multiple songs. After enough time it can get a little repetitive -- or at least that's how it might seem on paper. But something about Symphony’s gameplay is almost zen-like. You go into this zone as you play, where you experience the music and the gameplay as a single activity, and time just slides by.

Of course, some parts of Symphony's gameplay are genuinely repetitive, although not to a degree that it mars the overall impression much, given you play the game in short bursts. Enemies, for example, are pretty much all variations of a very few basic types. Your goal is to destroy them and collect the powerups and energy they drop to increase your score. You have to get to a certain score threshold to “beat” a level, which allows you to unlock a new weapon or power up for your ship. Then you can choose your ship’s loadout for the next song, mixing and matching weapons and powers to your liking, and even choosing whether you want them to auto-fire or to control when they go off. Since most levels are the same, it’s not really so much a question of choosing the right weapon for the job, but making sure you have a good balance of different kinds of weapons: missiles for the powerful enemies, auto-fire blasters for the low-end ones, and something in between for everything else.

One weird misstep is that Symphony seems to make the music itself quieter than the sound effects by default, requiring some tweaking to make sure you can actually hear your own personal soundtrack. Other than that, though, the game plays smooth and stable, and even allows you to log into an online leaderboard to compare your successes with others on a given song (yep, it tracks songs by artist and title from the ID3 tags).


Source : ign[dot]com

Borderlands 2 Will Have Four Add-on Campaigns

Gearbox has announced that upcoming shooter Borderlands 2 will get four brand new add-on content campaigns following the game's launch.

Though specific details are scarce, each campaign is slated to contain several hours of gameplay with new adventures, allies, enemies and environments in each.

While each pack can be purchased individually for $9.99 (on PC/PS3) or for 800 MS points (Xbox 360), Gearbox has also revealed that it will be offering a Borderlands 2 Season Pass which will allow gamers to download each expansion as soon as it's released for no extra charge. The pass will cost 2400 MS points and $29.99 on both PS3 and PC (in the UK it will cost £19.69 on PS3 and £19.99 on PC).

All four DLC add-ons will apparently be released by June 2013. While we don't know what each one will involve, as the upcoming Mechromancer class apparently won't be covered by the Season Pass, it's a fairly safe bet that it isn't being counted as one of the four pieces of DLC.

Borderlands 2 will release on Xbox 360, PS3 and PC on September 18 in the US and September 21 in the UK.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Friday, 24 August 2012

Gearbox: Why Borderlands 2's Story Won't Suck

Gearbox Software knows where the first Borderlands fell short, and in working on Borderlands 2, Lead Writer Anthony Burch can pinpoint precisely why. 2009’s role-playing shooter “feels comparatively lonely because you just don’t have a lot of dialogue pushing you forward and explaining why you’re doing what you’re doing,” Burch says. “Every time an objective changes in Borderlands 2, somebody’s there saying a line of dialogue, explaining why you should care, telling you what you should do next.”

Consequently, the script for Borderlands 2 is five times larger than the first.

Burch is positive about the original Borderlands – a game he had no creative involvement in – but says “there were lots of cool stories that could have been told.” Players responded well to a lot of the side characters, like T.K. Baha, but without reading each piece of mission text they’d never get a full understanding for the substance or subtle humor surrounding them. “There was a lot of good stuff there, but maybe it wasn’t delivered to the player as obviously as it could have been,” says Burch. With a laugh, he continues. “Plus, the ending sucked, and we’ve admitted that a bunch.”

So what’s in that gigantic new script that makes Borderlands 2 so much better?

“Pretty much every new character we have,” he says, giving nods to Tiny Tina and Ellie. “We gave them three to five sidequests to say what their backstory is, what their personality is.” This is especially true of the returning characters – in particular, the Vault Hunters from the first game. “You spend a significant amount of the main plot getting to know who they are now,” says Burch. The Borderlands heroes were about their class, not their character, and most players remember their skill trees more than their personal qualities.

“We have this scary opportunity to give them personalities and have them play off one another,” he continues. Burch and Gearbox spent “a great deal of time” considering “what are their relationships like with each other? How do they treat each other? What have they been up to since the first game ended?”

Communicating with the player using these character interactions, audio logs, radio transmissions, and environmental storytelling is crucial to strengthening Borderlands 2. “It makes you feel like you’re part of a story rather than checking off a bunch of things on a shopping list that are free of context,” Burch explains.

Ultimately, though, Burch would be totally content if you ignored the story and just enjoyed the game. “There's sort of two types of audience member that I have in mind, that I want to satisfy in different ways,” he explains. One of course, is someone who has an emotional response to Borderlands 2. Ideally, that’s awe during an epic scene or laughter at the lighthearted and comedic bits. Burch mentions the recent run of Doctor Who as the touchstone for what he wants to accomplish.

The other audience member “doesn't give a s—t about the story, never gave a s—t about the story in the first game, still continues to not give a s—t about the story. I hope he can go through the entire game, ignore every single line of dialogue I've written, come out at the end of this thing and say, ‘Wow, that game was awesome.’

As long as they don’t “come out saying, ‘Wow, that story ruined the game and I was doing stupid things because the story was taking precedence over the game,’” Burch says, “Then I'm happy.”

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Tuesday, 21 August 2012

Getting Rid of Leveling in Firefall

Red 5 Studios noticed a pretty major issue while beta testing its shooter MMO Firefall. Previously, Red 5 had a traditional MMO leveling curve, with initially fast leveling that gradually slowed down. As it turns out, toward the higher levels, it slowed down far too much.

“What that did, is it really disincentivized people from playing the game,” said lead designer Scott Youngblood, “because the rewards were so far out that they just gave up. So one of the things I was looking at doing was increasing the rate of reward, giving players more tangible goals to achieve in-between levels. But then it dawned on me, well if we did that, what’s the point of having levels at all?”

So Red 5 redesigned the system without levels, trading a typical approach to MMO design for a tier system for all the game’s Battleframes. Battleframes are superpowered suits of armor in Firefall that alter your ability set, functioning essentially like classes. You’re not limited to one, so it’s possible to power up a variety of different Battleframes and then switch between them at specific in-game locations.

When you first begin playing Firefall, you select a frame, which starts at tier 1 with very limited capabilities. You go out into the world and kill stuff, blasting insects and other hostile computer-controlled creatures, accumulate experience, and then spend it in your frame’s branching certification tree. Each certification in the tree represents an ability or some kind of bonus, and you’ll be able to unlock the first few very soon after starting out.

Each branch of the tree represents a different specialization. One might be more about dealing damage, one about movement, and one a blend of the two. Movement is especially important to a game like Firefall, because in addition to running and jumping it’s possible to take advantage of jetpacks, meaning like Tribes, there’s a lot more to consider in terms of positioning when heading into a fight, particularly in PvP.

Picking one path of the tree doesn’t lock out the others, so it’s possible to earn enough experience to purchase every single commendation. Or instead, you could focus on unlocking commendations along a single branch from beginning to end in order to unlock the next Battleframe tier. “This is an important distinction than previously,” said Youngblood, “where if you created an Assault, you played that Assault all the way up to level fifteen.” In this new system, the higher tier of Battleframe is an entirely different thing from the previous tier. “All experience that you earned in the first tier isn’t applicable to the second tier. It’s kind of analogous to a car racing game, where you buy that first car, you soup it all up, you win, you get access to another race, and then you get a new car that you drive in another race.”

The path you follow through each Battleframe’s commendation tree also affects the type of Battleframe unlocked at the next tier. If you unlock all the damage-focused commendations, for instance, the next Battleframe tier you unlock will be better at dealing damage. If you’d picked up movement-enhancing commendations instead, you would have unlocked at a different frame. “That provides a lot of customization options for players to really tune the Battleframes for the ways they want to play.”

The current plan is to include five total Battleframe tiers, where each higher tier isn’t only more powerful, but also allows access to unique mechanics. “You go from tier one, which has no crafting options right now, and tech up your frame to tier two, you immediately start being able to craft options for your gear. Tier three offers a different type of way to upgrade your characters called passive bonuses. Those are really cheap but scattered all around the tech tree. Even if you log on and only play for two or three matches, or one match, you could probably afford to buy one of those passives. But you want to get them all because they stack up to a pretty decent bonus. Each additional tier that we go up has more horizontal progression options as well as more mechanics that feed into this system.”

This tiered system is another way Red 5 gets around balance issues with its PvP matchmaking system for arena battles. “When you go to matchmake for PvP it’s going to look at the frame you’re currently wearing and match you for that tier. That creates some interesting scenarios. Let’s say I have a tier two BioTech, but I have a tier five Assault. When I queue for that tier two BioTech and I get into a match, my tier five Assault will no longer be accessible to switch to during combat. So that’s the way we keep the power consistent.”

Eventually you’ll unlock a large number of combat options to equip on your frame, from different ammunition types to movement boosters, but not all can be active at a time. Everything you equip consumes resource points, so you need to make decisions about which powerful items you want equipped at any one time to stay under the resource point cap.

This ties into Red 5’s recent changes to the crafting system, which according to Youngblood was modeled on what he liked about crafting in Star Wars Galaxies. By visiting crafting terminals you’re able to match up blueprints and materials you’ve collected to construct useable items. To build better weapons, you need to use rarer materials than what the weapons were originally built with, and you additionally need to pay close attention to the statistics the materials are influencing. If you want to boost a sniper rifle’s damage output for instance, not just any resource will do. Even a super rare resource type might not be the most effective way to boost damage, so there’s a lot of room to explore, collect and experiment with putting together the best components and arrive at the desired results.

In addition to adjusting the progression and crafting mechanics, Red 5 has made sweeping changes to the actual function of the classes. The Medic, which used to be a dedicated healing class, was completely scrapped and replaced with the BioTech. The BioTech has a number of new abilities and its healing is more skill-based, letting healers take a more active role in a fight. The Engineer frame, which can deploy turrets, can also now stick turrets to walls and ceilings, allowing those using the frame to set up more varied defensive perimeters.

Firefall has been in closed beta testing for some time now, and Red 5 would ideally like to officially launch the game soon. “We’re getting close,” said Youngblood. “For the previous milestones, we were focused on the character progression and the leveling, and we feel like we’ve gotten that going mostly in the right direction. We’ve still got a lot of balance work to do there. I feel a hell of a lot better about this system than I did our previous leveling system. The other thing is that we’ve really been focusing on is increasing the skill ceiling in the game. We want this to be a viable esports product. But in order for it to be an esports product, we need it to have that high skill tier.”

If you’re interested in trying out Firefall while it’s still in testing, you can sign up over on the official site. Otherwise, it doesn’t sound like it’ll be an especially long wait until Red 5’s promising free-to-play game is opened up to everyone.


Source : ign[dot]com

Friday, 3 August 2012

Competition: Win Borderlands 2 And Merch Bundles

To celebrate the release of Gearbox Software's RPG shooter sequel Borderlands 2 on September 21st, we've got ten copies of the game to give away, to you, the lucky readers! Not only are we going to be giving away a copy of the game on a platform of your choice, we’ll also chuck in a Claptrap plushy, Borderlands 2 t-shirt, bag and Claptrap action figure too.

To be in with a chance of winning yourself a bag full of swag, all you need to do is head to uk-microsites.ign.com/borderlands2, click the competition tab at the top of the page, fill in your details before 1pm on Wednesday 19th September, and hope your name gets picked out by our randomiser. Now go, go go!

This competition is open only to UK residents aged 18 or over, please read the terms and conditions on the competition page before entering.


Source : ign[dot]com

Thursday, 2 August 2012

Rise of the Triad Returns

Apogee Software and Interceptor Entertainment are bringing back a long-dormant shooter with Rise of the Triad. The original was released way back in 1995, and involved fast shooting, bizarre weapons and, at least for the time, surprising amounts of gore.

This updated version is being built using Unreal Engine 3 and will feature a 20 stage single-player campaign as well as a multiplayer mode. Like in the original, you'll still be able to fire Drunk Missiles and rejoice as enemies explode into bits, as this version will include a full dismemberment system. As one of five playable characters, you'll be able to check out Rise of the Triad later this year on Steam.

It seems like Apogee and Interceptor are taking advantage of Valve's platform by including the ability to build and share levels through Steamworks. If you don't care about building and sharing levels, you'll still get plenty of other ways to extend the play experience beyond the base content, as plenty of secret areas, collectibles and modes (such as God mode, Elasto Mode, Shrooms Mode and Dog mode) will be included.

Did this announcement just trigger a nostalgic rush? Or do you have no idea what Rise of the Triad is?


Source : ign[dot]com

Tuesday, 24 July 2012

Left 4 Dead 2: Cold Stream DLC Delayed for Xbox

The Xbox 360 version of Cold Stream, the latest piece of downloadable content for Valve Corporation's popular 2009 co-op shooter Left 4 Dead 2, has missed its July 24 release date. "We are working with MS on a release schedule," Valve wrote on their official Left 4 Dead Developer Twitter feed. "We don't have an ETA yet but we hope to have it out soon. It will be 560 [Microsoft Points, or $7]." Later, they added, "We have no news on an [ETA] yet."

The DLC should be a welcome one for Left 4 Dead fans, as it contains not only the brand-new Cold Stream campaign, but also imports four of the five campaigns from the original game as well: Blood Harvest, Crash Course, Dead Air, and Death Toll (the fifth, No Mercy, was previously brought to L4D2 via The Sacrifice DLC -- see the video below).

The PC version is available now on Steam for free.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Friday, 20 July 2012

PixelJunk Dev Polling Gamers About PlayStation Vita

The PixelJunk series of games on the PlayStation Network are among Sony’s digital downloadable service’s most popular offerings. From PixelJunk Shooter and PixelJunk Monsters to PixelJunk SideScroller and PixelJunk Eden (and everything in between), these games are generally well received critically and the hardcore PlayStation audience seems to have a soft spot for the games in general.

That’s why it’s good to see that the series’ developer, Q-Games, appears ready to expand on its library by polling gamers on which of its PixelJunk offshoots they want to see on PlayStation Vita the most. PSNStores noted that Q-Games’ Facebook page is running a poll asking “which one of the PixelJunk series would you most like to see on PlayStation Vita? Get clicking and spread the word!”

Such a poll isn’t necessarily confirmation that PixelJunk will make the leap to PlayStation Vita, but it’s certainly evidence suggesting that Q-Games is considering it. It wouldn’t be the first time Q-Games brought a PixelJunk title to a handheld – PixelJunk Monsters Deluxe game to PSP in 2009 – but their efforts have been entirely directed towards PlayStation 3 otherwise. So it would be really nice to see PixelJunk go to Vita. If you agree, get to voting!

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Fur Fighters Reappears on iPad

Liverpool-based mobile developer Muffin Games has revived the cult Dreamcast shooter Fur Fighters on the iPad.

The game, which was originally made by Bizarre Creations, was ported by two former employees who now own the rights to the title.

“

If it goes really well, maybe we will do something more with it.

In an interview with Eurogamer, Mark Craig and Jeff Lewis spoke about the labour of love, which took them over 200 hours to complete. Craig explained it all started out of curiosity, saying, "I had seen the specs of the iOS devices getting close to the Dreamcast. You had the iPad 2 coming out and other devices, and I thought, well maybe I should try porting Fur Fighters just to see if a Dreamcast spec game will work on an iOS device. That was my main motivation - a curiosity thing."

Lewis became the owner of Fur Fighter's rights back in 2007 after buying them for £5. When Bizarre Creations was cleaning house, MD Martin Chudley knew that there wasn't going to be another entry in the series and so offered Lewis the rights as acknowledgement for all his character design work on the title.

The duo also spoke about the possibility of porting the title to iPhone and Android in the near future, though that's not the end of their ambitions. Lewis explained, "If it goes really well, maybe we will do something more with it."

Originally launched in 2000, Fur Fighters casts you as an adorable animal who goes around shooting the stuffing out of henchmen to rescue kidnapped baby animals. It was well received by critics, but didn't perform so well financially.

You can get Fur Fighters now from iTunes.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com